10% influence rule
Forums › Suggestions & Feedback › 10% influence rule-
Why don't you get rid of the 10% influence rule and change it to give new players a 6 week period where the 10% rule applies to them. After the 6 week period leave it up to us to punish those that are noob bashing. This was a rule made to protect newer players from bigger players. Now we have big people lowering their influence to protect themselves from 99% of the active players. and they're capping off of smaller players.
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I like that. But 6 weeks is too long. Four should suffice.
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ChainsawCharlie wrote:
meet in the middle and say 5.I like that. But 6 weeks is too long. Four should suffice.
Good idea though!
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Really good idea Meta!
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Playing Devil's advocate...the only problem with getting rid of the 10% influence stipulation is that there are quite a few players who play the game & keep to themselves & never post once in the forums; so we would never know if a stronger player were bullying them. I can't say whether or not they are reading the forums however.
I can name a handful of players just in San Diego who are just going about their game, completely oblivious of the whole TW community we have here.
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Same here.
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I was just in a vendetta against a player who abused the 10% influence rule. He'd cap multiple turfs from people with mobs below 1,000 that are just above that 10%.
Basically what about the weak players that are bullied.
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This has been stated many times over in this forum: a player's mob size number should be added to their total influence number; one for one...1 mob member = 1 influence point.
So a player with a 3500 mob can't drop below 3500 unless they drop some of their precious mob members that they worked so hard to get. Granted, 3500 inf will allow you to attack down to a 350 inf player at least once (then they'll be too low to cap).
I truly believe this would balance the game as far as powerful players reducing their total influence to get at the weaker players.
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