Turf limits. cause for concern
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I actually think it's already too late. Unlimmeted turf limits have made some mobsters invincible. No skill this is a buy out to glory. If turf limits were restricted to those you orriginally had the game would show it's true leaders. When I started I managed to make 50k inf off a turf limit of 20 it took planning and strategy. No need for that anymore. People have turf limits exceeding 1k loose a turf? Just bold it back... Still top of the leaderboard. A mobster with loads of henchmen can be stopped because nick brought in vendettas. There is nothing to stop players with massive turf limit. If nick is serious about don points not dominating the game there should be something to curb this advantage. But as I said I think it's too late now...
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Personaly i think the mobs are the biggest issue,if the game was based around defence and attack stats from weapons owned the big players would be forced to use in game money for upkeep and have less cash to rebuild mass turfs.
This gives smaller players a major reason to increase turf limit and buy loot crates keeping Nick with a wage while also giving smaller players a way to take out bigger players.
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I know guys like Belial are going to complain about removing the mobs after spending so much time mobing up but think about it,its a fact that the code punching puts a large amount of people off the game - no mob=more players fact.
Id gladly see the hours iv spend mobing up wasted if they were to be removed bscause it would make the game so much more strategic and interesting.
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It's not mobs that are the problem. It's the time spent 👊 codes. There needs to be a better way to mob up.
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randombloke wrote:
Your correct but anything that doesnt require human input (re: punching codes) is basicaly another weapon which backs up my first post 👍It's not mobs that are the problem. It's the time spent 👊 codes. There needs to be a better way to mob up.
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hendywarez wrote:
there's no other attack system that works. Look at cartel. Their attack system is horrible. Plus you can't change things this late. Mob is the only system for a game like this.I know guys like Belial are going to complain about removing the mobs after spending so much time mobing up but think about it,its a fact that the code punching puts a large amount of people off the game - no mob=more players fact.
Id gladly see the hours iv spend mobing up wasted if they were to be removed bscause it would make the game so much more strategic and interesting.
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hendywarez wrote:
based on defense and attack from all weapons owned? This makes no sense. So you're saying one person can handle thousands of weapons? Bad call.Personaly i think the mobs are the biggest issue,if the game was based around defence and attack stats from weapons owned the big players would be forced to use in game money for upkeep and have less cash to rebuild mass turfs.
This gives smaller players a major reason to increase turf limit and buy loot crates keeping Nick with a wage while also giving smaller players a way to take out bigger players.
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hendywarez wrote:
so wouldn't the solution just be to buy millions of grenades? It'd give you all the attack you need amd not a penny upkeepPersonaly i think the mobs are the biggest issue,if the game was based around defence and attack stats from weapons owned the big players would be forced to use in game money for upkeep and have less cash to rebuild mass turfs.
This gives smaller players a major reason to increase turf limit and buy loot crates keeping Nick with a wage while also giving smaller players a way to take out bigger players.
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Yea the grenades would work until someone came along with more tommys than you had grenades......
Sure theres flaws but so has the mob way of playing the difference being more players would stick with game instead of being put off as soon as they realise the game is all abiut punching codes.
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Nick just needs to come out with turf wars 2.0
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Guys this has been totally derailed. Mob can be combatted we proved that fighting tyresious in London. Massive turf limit, I've not seen anything that can combat this other than hoping that the player doesn't have time to rebuild before you wipe them out of an area. Which is let's be honest a strategy that wouldn't work on my grandmother
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The Rhino wrote:
the only way is to drain their income. Think tactically along those lines.Guys this has been totally derailed. Mob can be combatted we proved that fighting tyresious in London. Massive turf limit, I've not seen anything that can combat this other than hoping that the player doesn't have time to rebuild before you wipe them out of an area. Which is let's be honest a strategy that wouldn't work on my grandmother
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Nick can't change the turf limit. People have spent hundreds of dollars on it. If it changed in anyway they might leave the game and We need those people to keep the game funded.
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Belial wrote:
The Rhino wrote:
the only way is to drain their income. Think tactically along those lines.Guys this has been totally derailed. Mob can be combatted we proved that fighting tyresious in London. Massive turf limit, I've not seen anything that can combat this other than hoping that the player doesn't have time to rebuild before you wipe them out of an area. Which is let's be honest a strategy that wouldn't work on my grandmother
top mobsters have enough income to last over a year at 0 influence. Not a viable tactic
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As far as punching codes: every good game has some method of getting stronger that usually involves a boring repetitive action, whether it's punching codes or harvesting stuff or doing missions over and over again -- deal with it.
Turf limits however could use some tweeking, maybe add a build limit equal to your cap limit. Then you'd have to really think about where to put turf and if you got a couple players goin cap limit on you, they could really do some damage. -
Rex☠Splode🔫🌊🗻 wrote:
Build limit would suck. There goes turf hopping completely. Instead make cap limit 25% of your turf limit. Maybe a little less. That would balance things outAs far as punching codes: every good game has some method of getting stronger that usually involves a boring repetitive action, whether it's punching codes or harvesting stuff or doing missions over and over again -- deal with it.
Turf limits however could use some tweeking, maybe add a build limit equal to your cap limit. Then you'd have to really think about where to put turf and if you got a couple players goin cap limit on you, they could really do some damage. -
The Rhino wrote:
not if you're forcing them to rebuild all the time.Belial wrote:
The Rhino wrote:
the only way is to drain their income. Think tactically along those lines.Guys this has been totally derailed. Mob can be combatted we proved that fighting tyresious in London. Massive turf limit, I've not seen anything that can combat this other than hoping that the player doesn't have time to rebuild before you wipe them out of an area. Which is let's be honest a strategy that wouldn't work on my grandmother
top mobsters have enough income to last over a year at 0 influence. Not a viable tactic
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I just realized how much build limit would kill turf hopping, so... Scrap dat crap! Have to give this a little more thought, lol
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I still don't see it working. I've survived at -11 mill for over a month and lost about 10bill I've been hopping. Getting capped. Tearing down and rebuilding in that time, not to mention buying full offensive and defensive weapon combos. I have my ways of slowing the process, but if I can last this long on negative income somone with over 100bill will never loose their money. It would be like assulting a castle with a toothbrush, would take too long. I'm stumped on this one... Best tactic I have at the moment is wiping mobsters out of areas so they have no sway in curtain places. That takes alot of planning and teamwork and doesn't work on many occassions. Don't want to reveal other tactics here. (Walls have ears!) but realy though we can cut a tentical from the beast 2 more simply regrow in it's place. And the armour is to thick to attack the heart...
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I'll keep thinking. But I realy think turf limit needs adressing for the good of the game. It will piss people off. But IMO if turf limits were restricted to small sizes this game would be infinately more strategic. And big spenders though at an advantage (which is the perpose of don points) would not be invincible (not the perpose of don points... Belive it or not)
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Well take a look at what they did to thuglife..... Many, MANY turfs eliminated. As well as to rogue. It's possible to kill them. Just gotta know where to poke the holes
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Σмקεяφг ќ🔫🌊🗻 wrote:
Well take a look at what they did to thuglife..... Many, MANY turfs eliminated. As well as to rogue. It's possible to kill them. Just gotta know where to poke the holes
Thuglife was a fish in a barrel. If I had a thuglife problem there would be nothing to worry about. This is totally different... Did thuglife even have a high turf limit? Note. Having alot of turf and having a big turf limit are no where near the same thing. Plus. Thuglife did not have over 100bill in the bank. Also, thuglife did not have friends...
In short, defeating thuglife was childsplay compared to what I'm currently talking about
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