Counter 10% Rule
Forums › Suggestions & Feedback › Counter 10% Rule-
Many has discussed about the 10% which some big players used to avoid being attack while exploit new players.
Reference to the "Technical issues" forum, titled "Low inf (10%) for big players". Any counter measure suggestions? -
How about adding a new capture rule, where the attacker must have at least 10 influence per turf on average?
-
I say no protection under the 10% rule if you are level 50 or higher.
-
I like letting Carbombs destroy upgradeless turf. This would do the trick I think. Even if you avoided it by putting a couple upgrades you'd still be vulnerable
-
I had 500 1 influence turfs in the Vegas war. I had the place saturated. Car bombs would not have done squat in that situation.
But I do like that idea.
-
The objective is to let new player enjoy the game longer, by preventing big players exploiting the 10% rule.
We have a few suggestions:
1. Impose a minimum average inf/turf capture rule.
2. No protection above level 50.
3. Carbooms - does not solve the root cause.Is Nick or Dev reading this? :-)
-
If Carbombs aren't good enough for you then nothing will work. The 10% rule by nature must remain. And you ate seriously overstating this problem.
-
ChainsawCharlie wrote:
agreedI say no protection under the 10% rule if you are level 50 or higher.
-
I just don't see carbombs being that effective. Look at my Vegas example. You would have needed hundreds of car bombs.
Actually thousands if you consider the rebuild rate of someone with an 800 limit and 30B in the bank.
The most feasible solution at this point is to take the protection away at a certain level.
More emphasis needs to be put on levels in this game.
-
If level was the solution wouldnt you get players exploiting that aswell? Eg PlayerA stays under levelX but spends bucket loads on crates so protection remains and loot is still available?
Not condeming the idea just adding my 50p worth 👍
-
You get xp when you are attacked, so eventually you would be forced to level up.
But if someone wants to spend bucketloads, they've already proven that they will do what ever it takes to exploit whatever measure are taken.
No matter what you do, you will always have these types. but they will few enough as to be insifnificant.
Hiding under level can be countered by giving xp on every attack. But then you have to contend with XP farming.
Maybe the simplest solution is a reverse percentage rule. If you want to cap someone, you have to have at least 25% of their influence. This would go a long way in curbing those hiding under the 10% rule.
-
You have a good point with never eliminating exploits.
Clear something up a little for me....iv never been in what u would call a big war so iv got little experience of the 10% exploit - what stop you dropping inf so you can cap someone using 10%?
-
Nothing. You are only limited by your own resources.
If you drop, you need to be able to rebuild, and have enough cash on hand to maintain whil at low inf.
-
Also Dropping inf is a MAJOR pain in the ass as well. Tends to make you not want to do it just to battle one player that is exploiting the rule. Which leaves the noob to fend for himself.
I'm starting to think there is more to the rule then just protecting noobs though. The rule discourages really high influence and in turn promotes the building of less turf. Now I don't know much about the Backbone of TW but I have a feeling that the more turf there are the more work the servers have to do. So in a way maybe the rule is in place to help protect the game from growing pains. Between the 10% rule and the no planting over limit rule it's pretty hard to rationalize buying more limit or capping more turf when your a larger player. So, if it is in place for structural reasons then not much that can be done. But other then that, game play wise it is a problem.
-
ChainsawCharlie wrote:
Maybe the simplest solution is a reverse percentage rule. If you want to cap someone, you have to have at least 25% of their influence. This would go a long way in curbing those hiding under the 10% rule.
good idea!
-
ChainsawCharlie wrote:
If you are attacked you won't level up. as long as you don't do any missions or attack people, but then you wouldn't be able to do anything except sit there :/You get xp when you are attacked, so eventually you would be forced to level up.
-
Yes. "...forced to level up."
-
I think you make an interesting point, \\//, but why would the game be structured to discourage buying greater turf limit...that would essentially be discouraging profit? Don't know any dev in the mood for that regardless of growing pains server-wise.
-
Coming from a newbie who is almost lvl 50: instead of changing the rule to over lvl 50, how bout it being vs the amount of turf.
And charlie... At least 25% would make a small player with large mob unable to attack a large person...
It's nice to have a newbies perspective instead of a bunch of high standing players debating on how to make newbies suffer for their own selfish cause. I saw many suggestions to remove mob bonus or 10% rule, how do you expect people to stay in the game. If anything, there should be a complete protection, I was slaughtered the first 2 days of me playing.Just saying: think of those who aren't exploiting the rule, but merely tryin to hold on
-
ChainsawCharlie wrote:
I would love this! 😝I say no protection under the 10% rule if you are level 50 or higher.
-
G H O S T wrote:
Turf level is definitely not the answer. I just capped a lvl 83 player to 0 turf. Now he hids under the 10% rule. Changing it to turf would make it harder for me to go after himComing from a newbie who is almost lvl 50: instead of changing the rule to over lvl 50, how bout it being vs the amount of turf.
And charlie... At least 25% would make a small player with large mob unable to attack a large person...
It's nice to have a newbies perspective instead of a bunch of high standing players debating on how to make newbies suffer for their own selfish cause. I saw many suggestions to remove mob bonus or 10% rule, how do you expect people to stay in the game. If anything, there should be a complete protection, I was slaughtered the first 2 days of me playing.Just saying: think of those who aren't exploiting the rule, but merely tryin to hold on
-
G H O S T wrote:
Coming from a newbie who is almost lvl 50: instead of changing the rule to over lvl 50, how bout it being vs the amount of turf.
And charlie... At least 25% would make a small player with large mob unable to attack a large person...
It's nice to have a newbies perspective instead of a bunch of high standing players debating on how to make newbies suffer for their own selfish cause. I saw many suggestions to remove mob bonus or 10% rule, how do you expect people to stay in the game. If anything, there should be a complete protection, I was slaughtered the first 2 days of me playing.Just saying: think of those who aren't exploiting the rule, but merely tryin to hold on
That's what we're trying to come up with. A way to still protect the smaller players. But stop the big, high mobbed players form exploiting it go after noobs.
-
Y does evey1 hate this rule? I no sum ppl use it ina "neener neener neeeener" kinda way but that's up to them. Davey dropped and brown dropped to chase him. I stayed under 10% of cup when he expanded to avoid caps. I like the 1 ifl carbomb attack idea. We need a way to "finish" ppl.
-
It is OK to protect players who has less than 10% of the attacker's influence. What we need to suggest is to stop a large mob player, reduce all his turf to 1 influence so that he can attack the new players. A minimum of may be 20 inf per turf can stop this big player from bullying others, until he increase his influence per turf, or reduce his number of turfs.
-
IMO the 10% rule not applying to players over lvl 50. At most lvl 60. By that time you should have a big enough mob to help yourself.
-
Devils advocate: if u were a high standing player who got absolutely hammered by tons of vs against u the only thing that would save u would be the 10% rule. If that scenario ever happened I wonder what the big players would say then about the 10% rule??
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC