Capping Capture Range
Forums › Suggestions & Feedback › Capping Capture Range-
If it is not broke don't fix it.
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Funky Buffalo wrote:
A 70k mobster dropping 100 turf is a great defense against me.☣ 🎸ӈɪƖƖßıƖƖγ🎸☣ wrote:
You still deserve to play just not to have a nondefensable attack option against someone who has put in more time and effort than you.ՏᎥɴısтeʀ ⋁ㄒㅌᏟ ☠ wrote:
So people like me don't deserve to play because we haven't had the game as long, or punched as many codes?Everyone who is for sniping, this has gotten to be a joke. Someone could play the game for a month. Punch codes and get to let's say 5k. From there, if he finds a group of ppl to v, he could do major damage to anyone of us larger mobsters. That's a freakin joke. I don't know what to propose but you should not be able to only play a few months, and then kick the ass of someone who has played and punched for 2 1/2 years.
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So it seems all I hear all small guys crying about how range is unfair? Put it this way the large mob players didn't just get their mob over night, they have spent weeks months years daily pecking at those stupid codes to become who they are. They deserve a bigger advantage IMO. If I want to cap them I don't think it's fair I can plop a turf down 2 miles away and laugh. I love the idea everyone in a v has the same range targets and members alike. How is it fair a little guy never has to mob never has to log in but 5 mins a day set up 2 miles away and not worry about it because he is untouchable than come back tomorrow and go limit on a huge mob member?
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ƑƦཇཇ☠ཀaʂ٥ท wrote:
👆👍Leave it the way it is and then implement my thoughts on removing don protection and the influence rule when a player jumps in a vendetta.
If small players want to fight with the big boys, then let's take the gloves off and throw down.
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Yeah, I am definitely not qualified for this discussion but thought I'd throw a question/suggestion in anyway. Most of the discussion seems to fall around V's instead of just everyday cap/fighting with regards to the range. Wouldn't leaving the range in but removing the 24 hr wait on a planted turf for targets or members in V's only balance the playing field but still allow for strategy and challenge?
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I am torn on this. Sure I hate having the range of a potato gun, but I also understand a balance is needed. However, like on any good "bar fight" both sides have a mix of players. Snipers play a good roll and yes there is a challenge for them to set up, be sure their V has enough stam and is healing in order to hit. However I would like to see even small change to help the bigger players be also part of the challenge besides just spamming.
Maybe one suggestion is to keep everything the same but provide a loot item that a larger player can place on a turf that requires attackers to be say 1 mile within it's radius to attacks. This way larger players can defend a spot but have to carefully choose where to place much like a sniper currently. -
☣ 🎸ӈɪƖƖßıƖƖγ🎸☣ 1 hour ago Quote
I hope range stays like it is. It's the only way a small player can enjoy the game. It also makes nick more money.
Big guy spams ranger
Little guy caps the spam, purchasing several stamina refills.i agree with this nick
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The fact that smaller players have expressed the fact they dont have to mob up really is annoying. There are players on this game that purposely do not mob up because of this system the way it is. And to me its a slap in the face of the original players that have spent countless hours typing in the damn codes. I really dont mind the way it is set up now, but I can the point of both sides.
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YOU wrote:
This would also be considered like a map. Once placed on a turf it is used, and can not be taken off and replaced on another turf.I am torn on this. Sure I hate having the range of a potato gun, but I also understand a balance is needed. However, like on any good "bar fight" both sides have a mix of players. Snipers play a good roll and yes there is a challenge for them to set up, be sure their V has enough stam and is healing in order to hit. However I would like to see even small change to help the bigger players be also part of the challenge besides just spamming.
Maybe one suggestion is to keep everything the same but provide a loot item that a larger player can place on a turf that requires attackers to be say 1 mile within it's radius to attacks. This way larger players can defend a spot but have to carefully choose where to place much like a sniper currently. -
Johnny O 💃 wrote:
This is a good idea.YOU wrote:
This would also be considered like a map. Once placed on a turf it is used, and can not be taken off and replaced on another turf.Maybe one suggestion is to keep everything the same but provide a loot item that a larger player can place on a turf that requires attackers to be say 1 mile within it's radius to attacks. This way larger players can defend a spot but have to carefully choose where to place much like a sniper currently.
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JO's loot suggestion isn't really practical as the turf still wouldn't last 24 hours. The sniper could just ask a friendly nearby to cap it for them. 😉 That is a suggested counter strategy in this thread.
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I wasn't gonna post but..... Facts are: Its human nature not to accept change. Sniping isn't a strategy it's become an exploit. The arguments: Sniping is the only way to compete with big mobs and big spenders. Sniping is the only was I have fun. Sniping is a major asset to TW. I don't mob up so I can snipe. If sniping was removed I couldn't enjoy the game. Etc. These are all "Choices". After all no one is being forced to not mob up, spend money, join Vs or fight larger mobs. In the end I feel the final decision will not be based on the "Wants or Whims" of the majority or minority of TW players. It will be based on balancing "Game play" for all involved.
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Beim Saufen👊🔨💀 wrote:
The friendly would also need to be within that 1 mile radius.JO's loot suggestion isn't really practical as the turf still wouldn't last 24 hours. The sniper could just ask a friendly nearby to cap it for them. 😉 That is a suggested counter strategy in this thread.
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Nick can correct me if I'm wrong but the original purpose of range was to prevent smaller players from being run out of the game by larger players. Bullying, warfare etc. What's happening though is players are now utilizing vendettas to bully larger players endlessly essentially exploiting something that was intended for their defense as a tool if aggression which is what mob was initially supposed to be.
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Just setup up V brackets imean. Honestly what would a 1k noob have any business helping take out a 20-80k player??? Really?? Thats pointless. You need to learn the ropes and punch if you have time or not. Regardless. Imean idk rxactly how bcuz im not a numbers person lol but setup brakets so if a V is against someone certain mob players can join. For increments 10k, 20k, 30k etc. yea Pvp should stay the same. Imanage to still be playinf and avoid pissing off 40 50 60k players but thats bcuz i choose to. And if iget in their way then they have every right to cap me. But as far as the V go. Just setup brackets. That seems fair if someone knows more about the numbers then me lol. Just my opinion
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No range differences in vendettas! That is my suggestion. Don't touch the range outside of vendettas cuz if we earned the mob, they won't be able to cap us anyways. You snipers are acting like sniping is the ONLY advantage you have. You are all overlooking the concept of a vendetta. Vendettas enable you to actually have a CHANCE to cap large mobsters when normally you can. I'd say that's enough of an advantage on us. We got our mob, you have your mob stacked in vendettas. We each have 1 advantage there. Why do you get to add another advantage with range? Snipers 2, big mobs 1. Seems unfair to me
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Normally you cant*
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ՏᎥɴısтeʀ ⋁ㄒㅌᏟ ☠ wrote:
While I understand this thought and agree partially, one flaw is its not so easy for someone to come up that way in a month or two. To be a decent sniper you'll still need to put in the time building stamina and turf limit. While I haven't spent as much as some people have on henchmen and other stuff, I've still put in my time and cash building turf count and stam.Everyone who is for sniping, this ✂.
Even though if someone comes in with a good grasp of the game quickly and has the money to spend they could actually build themselves up that fast. But they won't gain the the experience needed without putting in the map time.
I agree a change needs to be made. It should have a fair balance for everyone. I don't need it to benefit me only. We should all gain some sort happy ground with this change if possible. -
I agree, whatever changes are made should be to balance game play for all. This thread is a good way to find out what possible change might be acceptable to the majority who bother to voice their opinion here, regardless of MC.
The (alleged) problem of some players not punching codes in order to keep the sniping advantage can be remedied by having a required minimum mob growth. If one does not meet that requirement the player incurs a penalty, such as a shorter sniping distance. This may also hinder the ability to freely use mule accounts as V-starters.
It is near impossible to say which advantage is to be preferred, large mob or killer range. Not one situation on the map is wholly isolated from any other - win some one day, lose some the next. I might fight in a V one week, knowing full well I'll pay the price the next. It's the way the TW world turns. -
@Undertow. Haha 👍
And maybe Katie and Grimm. Overall I would love to see some balance. So anyone can play at any size. Here's to hoping. -
Change 20/20 to 5/5
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✯ ᎪᎡᎬᎦ ✯ wrote:
Anyone at any size can play now. You just need to keep in mind that whatever moves you make on the map comes at a price. Someone somewhere will object to whatever you do, that's the way it goes. In one situation I may be at a disadvantage, the next I may have the upper hand.@Undertow. Haha 👍
And maybe Katie and Grimm. Overall I would love to see some balance. So anyone can play at any size. Here's to hoping. -
Leave it the way it is.
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We don't have this great advantage over the big guys, we can only be a pain in the ass. I've been capped out of several cities because I sniped people, and I have capped them out of no cities. I've only been able to cap a few turfs here and there; and if I'm lucky, I can go limit on a big guy. But that rarely happens, and it has little effect on their overall influence when it does. Killing range would only make this game fun for a select few.
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DAS HYENA™ wrote:
Like a mental inertiaI wasn't gonna post but..... Facts are: Its human nature not to accept change.
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The thing I would like to comment on is this idea that somehow the players with the largest mobs feel they have earned it more than others and think they have some inherent right to additional advantages. You can not claim that you worked any harder than anyone else just because you started earlier than most. It is possible for someone to have punched as many codes as any of you have thus working at least as hard as you but possibly harder because they may have done it in less time. Despite all that hard work they will never be able to have those invites accepted because many players that are currently in the larger player's mob no longer play. I know of several players who have finished ICM at least once and some twice that only have 30k-46k mobs. Until the system adjusts for this fact there needs to be some way to keep players who started later than others engaged and motivated to even try to compete. There are many other things to say but I'm running out of allowable space.
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Big Jake wrote:
.... I don't mind getting turf capped, what I mind is twiddling my thumbs while people get their fun out of this game by capping me.
Yeah I know what you mean there.👍
By the way... How's my turf doing? 😞
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Players of all sizes had fun before ranging existed. There were strategies then too. I'm not saying that ranging should be done away with, I just don't think people need to go to extremes & say that any change would mean the game is no longer fun.
I think very few people are looking at it from both points of view. Many mid-sized mobs end up becoming the large mobs. Mob growth is really about punching codes over time. So it's a gradual process, but that what happens. So you guys have to think of the future.
The large mobs have to remember that there are plenty of smallish to mid-sized mobs that want to jump in & fight the large mobs. The question then is whether a V alone is enough of an advantage or whether they should also have the advantage of some ranging.
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Just brainstorming here - what if there was some kind of level element involved with range? At certain levels, a player's range would increase. That would help with those players that just want to be stagnate.
Ok, I can already think of some issues with this suggestion, but maybe it will at least give someone else an idea.
As for JO's loot suggestion, the question is whether a player could get enough of them to actually make a difference.
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ZRAYGO wrote:
Huh, you make Massholes sound like hardened war mongoring, single minded, turf smashers. I think you may have us confused with someone else. We are a non aggressive, passive & loving group. We're like The Care Bears of TW.There are only a handful of people that I feel are very qualified to really comment on this. (No I'm not one of them)
The vet players of different sizes that are constantly at war. Das & company, BAIC, Massholes and a few others.
Oh yeah, don't change range. It sucks having it used against you & isn't perfect but the benefits of it far out weigh the negatives associated with it. You're never going to find a perfect system. Doesn't mean that you can't change things up from time to time though.
My only suggestion would be that any changes addicted be small & subtle at first to see the effects versus yanking the rug out beneath a large portion of the TW population with unknown results.
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