inactive players being removed from mob
Forums › Suggestions & Feedback › inactive players being removed from mob-
As the oldest players that mobbed up have larger mobs than newer players can ever get, i think it would help to remove inactive players for mob totals. Something like a player that has not logged in the game for 4 ~ 6 months would be removed. If they logged in after that, they would be put back in the mob. Would help balance out the mob size playing field.
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Thats dumb because you know hiw much mob would be dropped even with somebody like me. Just learn to live with it
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I get that, but think about someone just starting out today. If they entered all the codes on any code site, they would still have, idk 6,000+ less than the top people and no way to ever catch up.
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Joey Donuts wrote:
Eventually the top mobsters will quit or stop mobbing, and people will catch them. I've caught people, and people have caught me.I get that, but think about someone just starting out today. If they entered all the codes on any code site, they would still have, idk 6,000+ less than the top people and no way to ever catch up.
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The💀Filling wrote:
Agree with The Filling. You'd miss those players from your mob eventually, too.Joey Donuts wrote:
Eventually the top mobsters will quit or stop mobbing, and people will catch them. I've caught people, and people have caught me.I get that, but think about someone just starting out today. If they entered all the codes on any code site, they would still have, idk 6,000+ less than the top people and no way to ever catch up.
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Also guy about every mob would become the same size if you did this. Making an imcreadible stale mate. There would be no capping anymore as 90% of the mobs would be identical in size. Bad idea as I've said many times
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I agree with this, I started two weeks ago and punched every code on turfwars.info. As of now I have just 4200 mob. The inactive players are giving older players far too big an advantage.
Also, henchmen should be limited too. Some of the biggest mob seem to have 2000 - 3000 henchmen.
If the mobs end up similar sized, then the game will be better for veterans and new people alike.
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LittleSwags wrote:
So not being able to cap and taking away all of veterans hard work is better for both? makes no sense. Also hench are limited. With a defensive slant Luke we have mobs CANNOT be of similar size and there still be wars.I agree with this, I started two weeks ago and punched every code on turfwars.info. As of now I have just 4200 mob. The inactive players are giving older players far too big an advantage.
Also, henchmen should be limited too. Some of the biggest mob seem to have 2000 - 3000 henchmen.
If the mobs end up similar sized, then the game will be better for veterans and new people alike.
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Belial wrote:
The fact that out of 25000 accounts only around 4000 are active suggest that the current situation isn't sustainable.LittleSwags wrote:
So not being able to cap and taking away all of veterans hard work is better for both? makes no sense. Also hench are limited. With a defensive slant Luke we have mobs CANNOT be of similar size and there still be wars.I agree with this, I started two weeks ago and punched every code on turfwars.info. As of now I have just 4200 mob. The inactive players are giving older players far too big an advantage.
Also, henchmen should be limited too. Some of the biggest mob seem to have 2000 - 3000 henchmen.
If the mobs end up similar sized, then the game will be better for veterans and new people alike.
Whiter by limiting mob or altering the attack/defence, something must change.
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Bull and there's 8k active Accts. You just chose the wrong site. Also this has all bee said before by players who are now on the top moblist. Lowering everyone else to your level isn't a solution it's the death of the game. And changing attack and defense isn't the solution either. Everyone would just max it once again making everyone exactly the same. You're being very short sighted
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Belial wrote:
I started on a second, but gave up aftervthevfirst 1000 codes, it only gave me a further 10 - 15.Bull and there's 8k active Accts. You just chose the wrong site. Also this has all bee said before by players who are now on the top moblist. Lowering everyone else to your level isn't a solution it's the death of the game. And changing attack and defense isn't the solution either. Everyone would just max it once again making everyone exactly the same. You're being very short sighted
If you believe what you say, that someone starting today could get on the same level of the biggest players, reset and prove it.
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There are more issues to consider as well. Big mobs have armed themselves. Half of that cash should be wasted? Many have put their real life money into turf to support those mobs. That limit should become a waste? Hence why I say short sighted.
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Belial wrote:
Now you say the game should only be fair, if you can afford it?There are more issues to consider as well. Big mobs have armed themselves. Half of that cash should be wasted? Many have put their real life money into turf to support those mobs. That limit should become a waste? Hence why I say short sighted.
Most new players would not want to invest the thousands required to get on an even keel.
Probably why so few stay.
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LittleSwags wrote:
This game is a business. Take away all reason to spend and the game dies. Take away the reward as youre talking about and the big spenders quit and the game dies.Belial wrote:
Now you say the game should only be fair, if you can afford it?There are more issues to consider as well. Big mobs have armed themselves. Half of that cash should be wasted? Many have put their real life money into turf to support those mobs. That limit should become a waste? Hence why I say short sighted.
Most new players would not want to invest the thousands required to get on an even keel.
Probably why so few stay.
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Joey Donuts wrote:
It would make every mob the same size making a no war no capping game. Taking away all variety in this game. I've played other games that have done this and I've seen itAs the oldest players that mobbed up have larger mobs than newer players can ever get, i think it would help to remove inactive players for mob totals. Something like a player that has not logged in the game for 4 ~ 6 months would be removed. If they logged in after that, they would be put back in the mob. Would help balance out the mob size playing field.
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This game is a business. Take away all reason to spend and the game dies. Take away the reward as youre talking about and the big spenders quit and the game dies.
Veterans eventually leave, few new people stick around because the game is too slanted towards the veterans.
Wouldn't it be better to encourage a larger player base to invest smaller ammounts than a smaller player base investing large sums?
This game IS dieing, it is being suffocated by the small number of very large mobs.
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LittleSwags wrote:
The game is not dying. Thats been said since the beginning. Once again you're being short sighted and selfish. Put in the work and you'll get a big mob. Been proven time and again.This game is a business. Take away all reason to spend and the game dies. Take away the reward as youre talking about and the big spenders quit and the game dies.
Veterans eventually leave, few new people stick around because the game is too slanted towards the veterans.
Wouldn't it be better to encourage a larger player base to invest smaller ammounts than a smaller player base investing large sums?
This game IS dieing, it is being suffocated by the small number of very large mobs.
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Belial wrote:
If you have the facility, start a new account and prove it.LittleSwags wrote:
The game is not dying. Thats been said since the beginning. Once again you're being short sighted and selfish. Put in the work and you'll get a big mob. Been proven time and again.This game is a business. Take away all reason to spend and the game dies. Take away the reward as youre talking about and the big spenders quit and the game dies.
Veterans eventually leave, few new people stick around because the game is too slanted towards the veterans.
Wouldn't it be better to encourage a larger player base to invest smaller ammounts than a smaller player base investing large sums?
This game IS dieing, it is being suffocated by the small number of very large mobs.
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Friend of mine jobin got a 10k+ mob in just under 2 months. I don't have to prove it. Ask around. Many such RECENT stories are well documented. With temp codes you can do a lot very quickly. As for me I've paid my dues and then some have punched over 50k codes on this acct. to get where I am.
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Belial wrote:
I still think this is a problem and will only get worse as time goes on.Friend of mine jobin got a 10k+ mob in just under 2 months. I don't have to prove it. Ask around. Many such RECENT stories are well documented. With temp codes you can do a lot very quickly. As for me I've paid my dues and then some have punched over 50k codes on this acct. to get where I am.
But this debate is betting us nowhere, so shall we agree to disagree?
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LittleSwags wrote:
Yep let's agree to disagree. I met one of my better ingame friends this way lol. He started the best codesite to try to prove me wrong. Why don't you start a codesite :)Belial wrote:
I still think this is a problem and will only get worse as time goes on.Friend of mine jobin got a 10k+ mob in just under 2 months. I don't have to prove it. Ask around. Many such RECENT stories are well documented. With temp codes you can do a lot very quickly. As for me I've paid my dues and then some have punched over 50k codes on this acct. to get where I am.
But this debate is betting us nowhere, so shall we agree to disagree?
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Oh and word of advice. You're going to have to do another coedsite. I know it's horrible. Try db. It's a little less painful. Also do temps twice a day. That'll get you ahead
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Belial wrote:
Already do temps and I'll hit db as well :)Oh and word of advice. You're going to have to do another coedsite. I know it's horrible. Try db. It's a little less painful. Also do temps twice a day. That'll get you ahead
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One last thing. Being a high up player isn't all it's cracked up to be. We always have our most fun as mid level players. The competition is much mor fierce and there are more challenges. At high level most of the challenges are gone. All I'm saying here is be careful what you wish for
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And I'd be fine with removing inactives after a year of inactivity. Just saying.
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Don't you think that with removing inactives you would still keep growing... Only at a slower rate?? Allowing some serious code punchers to catch up after a long time?
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LittleSwags wrote:
you should have used turfwarsdb.com. i still have 9k codes to punch. and im at 3.6k mob atm.I agree with this, I started two weeks ago and punched every code on turfwars.info. As of now I have just 4200 mob. The inactive players are giving older players far too big an advantage.
Also, henchmen should be limited too. Some of the biggest mob seem to have 2000 - 3000 henchmen.
If the mobs end up similar sized, then the game will be better for veterans and new people alike.
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Henry f'in Hill wrote:
Serious code punchers catch up anyways. Look at bunny. Look at speeddoctor. Problem is See is one all mobs would end up the same. And 2 you'd never be able to stop punching. Youd miss a month and end up at noob level. This would truly turn the game into code warsDon't you think that with removing inactives you would still keep growing... Only at a slower rate?? Allowing some serious code punchers to catch up after a long time?
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Henry f'in Hill wrote:
As Belial says, starting at twelve months would probably be best. This would lessen the pain that doing it sooner could cause.Don't you think that with removing inactives you would still keep growing... Only at a slower rate?? Allowing some serious code punchers to catch up after a long time?
If 25% of players give up within a week. Large mobsters could lose 3 - 4 thousand mob.
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ΤΓΔΙιΞΓΤΓΔΖΗ wrote:
LittleSwags wrote:
you should have used turfwarsdb.com. i still have 9k codes to punch. and im at 3.6k mob atm.I agree with this, I started two weeks ago and punched every code on turfwars.info. As of now I have just 4200 mob. The inactive players are giving older players far too big an advantage.
Also, henchmen should be limited too. Some of the biggest mob seem to have 2000 - 3000 henchmen.
If the mobs end up similar sized, then the game will be better for veterans and new people alike.
Don't think that would make too much difference really. There would still be a very high number of inactives, but we'll see, I'm doing turwarsdb now (whilst maintaing turfwars.info)
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Belial wrote:
B, I see both sides. If you stop punching for a month and night, snafu, V, woul catch up to you (maybe even pass you) and you could never get that back (since temp codes expire) short of buying hench. I don't think it would make all the same size as I have inactive players in my mob as well that I would lose. And the time frame for inactive could be a year or what ever is best.Henry f'in Hill wrote:
Serious code punchers catch up anyways. Look at bunny. Look at speeddoctor. Problem is See is one all mobs would end up the same. And 2 you'd never be able to stop punching. Youd miss a month and end up at noob level. This would truly turn the game into code warsDon't you think that with removing inactives you would still keep growing... Only at a slower rate?? Allowing some serious code punchers to catch up after a long time?
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