Inactive accounts.
Forums › Suggestions & Feedback › Inactive accounts.-
Once you reach a year inactive. MOB numbers should decrease by Fifty per day!!
I think thats fair.... -
50 per day.... Way overpowered
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I rather see an influence drop on turf.
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Why decrease their mob?
Just tax their turf.
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Devil Dog 77 wrote:
Decreasing mob would never work it takes a lot of individual coding and isn't very fair for people who take a break for awhile and don't want to see all their punching go to wasteOnce you reach a year inactive. MOB numbers should decrease by Fifty per day!!
I think thats fair.... -
If you want to get stronger than an inactive, punch codes. They aren't getting any bigger.
Also inactive accounts suffer decreases from people reseting already. It may not seem like much but it's roughly 1k a year
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I agree with a drop in influence it can be replaced easily however mob not so easy to replace
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That would suck since people often come back after a long time. But makes sense
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This would also drop other people's mob too....
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30 days inactive. Poof! You're gone.
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★ՏωɑɱṗƊṏɳĸɛʏ★ wrote:
This kills the economy.30 days inactive. Poof! You're gone.
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Womacker wrote:
It's a joke★ՏωɑɱṗƊṏɳĸɛʏ★ wrote:
This kills the economy.30 days inactive. Poof! You're gone.
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Womacker wrote:
Quit crying already.★ՏωɑɱṗƊṏɳĸɛʏ★ wrote:
This kills the economy.30 days inactive. Poof! You're gone.
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No!
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Maybe after being inactive for so long all your 86s turn to 85s?
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Inactive mob values should degrade but the tax value should increase. Could make for an interesting situation where players have to " ring fence " rich territory of inactives and encourage players to remain active and form alliances to protect them. What! This is sounding like a real world simulator. Still punching codes ... Laters homies.
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What a terrible suggestion. Players shouldn't be penalized because real life sometimes has to come before a game.
Every player with a large mob worked just as hard as you, if not harder, punching codes. I've easily punched 3 times my mob size due to different code sites coming & going. Some of the old sites were really bad too - so many inactive codes!
Temp codes weren't around in the beginning either. You should have had to punch when they first came out. The format was awful! They looked like: AL7D30M2 - totally random!
With this suggestion, active players would end up losing mob too. Mobs aren't all supposed to be the same size. That would make the game pointless. You don't have to be at the top of the leaderboard to play. I'm not going to restate all the arguments here - they've been said (and debated) repeatedly in some of the older auto accept suggestions. I recommend reading those threads.
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If you don't want to use loot to tax inactives, just tap the inactive player's turf that's under yours. It will pay you protection money while it heals. That's what I did in the old days before loot & when turfs had a max inf of 84. I'd build several turf around 1 inactive, then tap the inactive.
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A few more thoughts:
Inactive players don't need to be made easier to cap. I can't think of a single good argument that supports making them easier to cap.
Plenty of players take breaks from TW. Many players that retire end up coming back. Why would nick want to punish these players? Even if you don't take away their mob but reduce their influence, should they potentially have to come back to negative income? No one really uses the bank so they could end up being completely in the negatives. Obviously their income would depend on number of turf, turf locations, & weapon set up, but it's still a possibility. The idea is to encourage players to come back, not discourage them. (Yes, The Don may forgive their debt, but he doesn't give them any seed money.)
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P.S. You are free to delete all the inactives you want from your mob.
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I agree with all mystery has said
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Let them keep their mob. However, if they haven't logged in for a year or two, get their custom code out of the system.
Reset their custom invite code, give them back the 50 respect points (they can re-purchase it if they log in next year) and clean up all these "you've already invited that player" codes that are never going to accept.
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^ They paid for that code though - at least some of us did before free don points existed (except for leveling up). Heck, back then I didn't spend money on apps. It was a big splurge for me to spend the $1 so I could buy a custom code. 😂
Old unaccepted invites get deleted every 6 months to a year anyway. If a new player took an old code, people wouldn't know to repunch the old code either. It would also be extra work for nick. Everyone has to have an invite code, so he'd have to reassign a regular code to the player that lost the custom code.
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