Delay between each attack on turfs
Forums › Suggestions & Feedback › Delay between each attack on turfs-
Okay. To many times this has happened. I get a push notification that my so and so turf is being attacked. I click the retaliate button. When the game loads to my turf's page the turfs already been capped. What's the point of sending me a notification with the option toretaliate when I don't have that turf.
I think you should put like a 10-15 second delay between attacks on a turf. Send the notification after the first attack (if it isn't being done this way). This will allow the owner to get into the game in time to maybe do something to actually "retaliate" (ie. Build defensive upgrades, repair, teardown)
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It's not hard to cap a turf if the person is on right now...in fact the capper has the advantage since if u repair u can only repair to a certain % (not full heal).
If you have had an attack in the last 15 seconds all Other attackers could simply get a warning that they have to wait X amount of seconds before another attack could be made.
Honestly, this will make it so you could at least TRY to retaliate. As it is now, the notification should just say your "X" turf has been capped cuz by the time u get into the game with the notification, the turf is already capped. It's stupid.
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You have a point I must admit.
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Makes sense.
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No.... Have you ever been in a skirmish before? Fast attacking is part of the game... With your method, the only time skirmishes ( wars i dont even wanna think about ) would have any capping would be in the middle of the night
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Hmm Maybe a small delay after the first attack then no delay for the rest.
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Funky Buffalo wrote:
I kinda think even a small delay would make capping next to impossible. Once someone knows you are attacking they just need to spam heal until u run out of stamHmm Maybe a small delay after the first attack then no delay for the rest.
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Z👿 wrote:
👆 Exactly. You're lucky you get the notifications as fast as you do now. They're faster than ever before. Chances are you will lose the first turf. However, you'll be notified so that you are prepared for the second turf.No.... Have you ever been in a skirmish before? Fast attacking is part of the game... With your method, the only time skirmishes (wars I dont even wanna think about) would have any capping would be in the middle of the night
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Like I said you can't heal ur turf to full while the attacker can spam attack constantly (given he has the stam). I have tried what you said about being ready for the next turf and guess what even with cOnstant healing spam, the attacker was still able to cap it. There wasn't much I could do. I had to resort to tearing down my next two turfs just so he doesn't get it. Another time I got the notification but it was too late to do any Recapping since the guy had capped me out of the area completely.
Honestly, if you guys think the current method is right, you guys need to rethink it. As the game is now there is no such thing as defense. Nick really needs to make the def upgrades worthwhile to make a difference. Without making defensive stats meaningful, a small delay is definitely needed. (or Nick should just get rid of the "your ____ turf is being attacked" notification and add a "your ____ turf has been captured" notification. If the game stays the way it is, it certainly makes more sense)
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Youre the first person ive heard said this game is too offensive... You already need > 30% more mob than someone whose fully equipped to cap them....
Mystery, if youre still here, how big do you think someones mob needs to be ( with no brens) to cap you?To the thing about healig... You must be healing really slow if you are getting out attacked. If you spam heal at the same speed as they spam attack, you should never lose unless you go broke before they use all their stam. And thats one turf. In wars, turf changes hands very quickly, if you delayed it every serious war would be a huge clusterbang of stalemate
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* should note 'you' meaning op, not mystery
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Point taken about needing a much larger mob size to cap someone. But when was the last time you even attempted to attack someone's turf who was close to ur mob size? No1 does that. People always only attack the turfs of those people who they can cap. So this issue is irrelevant to the issue I am talking about.
Attacks on turfs aren't so cut and dry. I have been in the spamming battle as u suggest. It's not about just one turf. It's happened where the guy was working with a friend or was altering attacks on 2-3 of my turfs. It's much harder to spam heals than to spam arks in those situations.
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dagamer01 wrote:
That is true, but no delay would really prevent you from losing turf in a 2v1 situation where both could cap you.Point taken about needing a much larger mob size to cap someone. But when was the last time you even attempted to attack someone's turf who was close to ur mob size? No1 does that. People always only attack the turfs of those people who they can cap. So this issue is irrelevant to the issue I am talking about.
Attacks on turfs aren't so cut and dry. I have been in the spamming battle as u suggest. It's not about just one turf. It's happened where the guy was working with a friend or was altering attacks on 2-3 of my turfs. It's much harder to spam heals than to spam arks in those situations.
Ive fought to clear my city of a cheater, he had the same mob as me, we split 80/20 ( in his favor) when i attacked his turf, so capping him was veryvery difficult, with a delay it would be impossible -
In the words of sugar ray Robinson "it's all about rhythm. First the rhythm of your heart and everything follows from that". It hurt takes practice. But yes, the delay from clicking the first notification in notification centre to going to the news screen (waiting for that to load... load... load...) then going to the actual turf repair screen or whatever means you lost that turf most of the time.
It's still A LOT batter than what it was. Notifications back in the day were sent by carrier pigeon in comparison.
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Better *
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A delay could severely cripple wars. Not good. Having to wait in between captures wouod make the game move painfully slow.
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There Should Be a 10 Second Delay For The First Attack And After That It Should Be Normal
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💰Don Corleone💰 wrote:
No. It's fine as it is. You lot don't realise how good you have it.There Should Be a 10 Second Delay For The First Attack And After That It Should Be Normal
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randombloke wrote:
Its Because By The Time Turf Wars Refresh And Loads💰Don Corleone💰 wrote:
No. It's fine as it is. You lot don't realise how good you have it.There Should Be a 10 Second Delay For The First Attack And After That It Should Be Normal
That Turf Is Capped And Long Gone -
randombloke wrote:
Exactly. You also aren't taking into account that people already get notifications at different speeds depending on if they are on wifi vs 3G, etc.💰Don Corleone💰 wrote:
No. It's fine as it is. You lot don't realize how good you have it.There Should Be a 10 Second Delay For The First Attack And After That It Should Be Normal
I've successfully healed my turf & kept it from being capped. It just depends on the situation as to whether you can pull it off.
A delay would really be rather absurd, IMO.
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I can't comment on the difference between the old notification system or the new as I have not experienced the old. What I am certain of is that the current system is Aldo no good. It may be better or worse than the old system but that doesnt mean it's the best we can get.
Your point of notifications traveling at different speeds depending on network connection of the device is all the more reason to have a delay between the first and second attack. If some person has a slower connection because of where he/she lives, the shouldn't be at a disadvantage. This will help to mitigate the disadvantage.
What's absurd is to have a notification give you the option to retaliate and when you choose to do so, you come into the game only to find that you no long own that turf. Makes the point of the notification quite useless.
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But 1v1 would be destroyed by a delay and X v 1 wouldnt really be affected.
Put it this way, if mystery attacked me 1v1, and i had 15 seconds before she could attack, i bet i would drain her stam before she capped a single turf. Please dont test that mystery. -
Well more often then not capping happens when the defender is not immediately playing turf wars. In those situation the X amount of delay won't affect the attack.
The delay is meant for the person who is ready and willing to do something about the attack. I feel that the person should at least have a chance to do that. The way it works currently, you can't do that. I mean I'd rather teardown my turf then simply watch it being taken from me in front of my eyes so to speak without being able to do something about it. He'll the war it is now, there really isn't any warring going on at all. With game being called Turf "WARS", you'd think there should be some atk and also some defense to get hold of a turf.
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Y don't we just pm someone what turf we want to cap and what time, then we can wait for a response with a time that were allowed to cap 👍
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Oh almost forgot^^^^^^^
sarcasm -
Ehhh to late to read it all but it's fine the way it is also make sure your 3G or wifi is fast I have noticed depending on how wellmy Internet connection is if I'm able to heal in time or not
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dagamer01 wrote:
Lulls in action have nothing to do with attck/ defense mechinisms...Well more often then not capping happens when the defender is not immediately playing turf wars. In those situation the X amount of delay won't affect the attack.
The delay is meant for the person who is ready and willing to do something about the attack. I feel that the person should at least have a chance to do that. The way it works currently, you can't do that. I mean I'd rather teardown my turf then simply watch it being taken from me in front of my eyes so to speak without being able to do something about it. He'll the war it is now, there really isn't any warring going on at all. With game being called Turf "WARS", you'd think there should be some atk and also some defense to get hold of a turf.
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I do not understand ur last comment. Lulls?
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♛Çąŋժूƴɱąŋ♛ wrote:
Y not just give away turfs to higher mob size players as soon as you create/get them and get rid of the notifications entirely. You see sarcasm can be played both ways. Best to keep it out of the way. It you dont like the idea, more productive would be say why like the others are doing instead making (mind my language) smartass comments that don't provide anything meaningful to the discussionY don't we just pm someone what turf we want to cap and what time, then we can wait for a response with a time that were allowed to cap 👍
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I Think A Minor 10-5Second Delay Would Be Great For The First Attack And Then After That Its Normal
Because Turf Wars Has To Refresh And Load Up Which Is A Delay For The Deffender So There Should Be A Minor 10-5second Delay For The Attacker -
dagamer01 wrote:
Then get rid of the retaliate button. That seems to be what's bothering you the most.I can't comment on the difference between the old notification system or the new...
Your point of notifications traveling at different speeds depending on network connection of the device is all the more reason to have a delay...If some person has a slower connection because of where he/she lives, the shouldn't be at a disadvantage. This will help to mitigate the disadvantage.
What's absurd is to have a notification give you the option to retaliate and when you choose to do so, you come into the game only to find that you no long own that turf. Makes the point of the notification quite useless.
Re: network speeds, if the attacker has a slow connection & the defender has a quick connection, the attacker could basically only cap when the defender is nowhere near their phone, asleep, etc. That's just silly.
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