Make Mobbing Up More Fair
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As it stands right now the older TW players have a huge advantage in mob size that new players can never compete with. I have entered nearly all codes (10k w/ 2k to go) listed on turfwarsdb and I'm still below 5k mob. The older players had the opportunity to add mobsters before they became inactive which means players like myself can never close the gap in mob size no matter how many codes we punch in. This can be very discouraging to new players and makes the game much less appealing. To make this aspect of the game more balanced, why not automatically approve invites after a certain period of inactivity? This seems like it would be a good way to create balance without penalizing the older players who have put in the time to grow large mobs. Other rules could be incorporated into this as well (ie- certain % of invites get automatically accepted instead of all, only get auto-approval when your mob is below a certain level like 10k, etc)
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The bigger mobsters will eventually burn out on codes or fade out from the game.
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Yeah. I haven't punched codes in over a week. So now's your chance.
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Auto accept ideas don't work. I've played other games with methods like this and it's actually pretty lame. As has been said everyone burns out eventually. All you have to do is outlast the vets. Imagine how boring it would get if everyone had exactly the same mob size which is except what would happen with your plan
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New players start all the time and, although I'm sure some do, I doubt most big players still punch codes with the same vigor that they used to. I'm still a pretty tiny blip on the map, but I grew by about 700 mob this weekend by punching a lot if codes. Just be dilligent.
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Mrs. Brizzlez wrote:
My point is that it's impossible to catch up no matter how diligent you are. I've typed in tens of thousands of codes but am nowhere close to closing the gap. Older players punched in the same number of, and for the most part the same exact codes I have but with a better success rate. They had the benefit of getting invites accepted before the people they invited quit, giving them a success rate of let's say 50-70%. Now I'm putting in the same effort and time they did but with a success rate of around 5% In the meantime they only have to enter in a few daily codes (which most bigger players still do) to preserve their huge lead in mob size. It just seems that an auto accept system or some other function could help create more balance and make the countless hours of tedious code punching more worthwhile for newer players.I doubt most big players still punch codes with the same vigor that they used to....Just be dilligent.
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I have 14,000 mob and I get about a 40% sucess rate punching codes. I only punch current codes.
So you should be getting those same results punching current codes.
And while it may be true you won't catch up, you should still have a better growth rate than me. I average about 65 new mob/day.
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I do get a similar rate on new codes. My point is in regard to the old codes listed on code sites. The success rate there gets progressively worse the farther back you go leaving no way to catch up: 10% rule means u can still attack me, horrible success rate on invite codes means I can never defend myself.
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Defense is 20-30% stronger than attack. It does make it harder to be the aggressor, but that's huge defensively.
But I do agree with the original point. I guess that's what henchmen (need to be cheaper, IMO) are for.
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I just realized something...how many level 60s, 70s, 80s...do you see out there with low mobs? It takes a fair amount of time to get to those levels. And they just arent diligent or motivated to mob.
The mega mobs are more motivated. So there;s always going to be big fish, little fis and in between fish.
Food chain. Find your place and start feasting. Just keep looking over your shoulder and don't stop punching.
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I've punched a lil over 10k in codes and you seewhere my mob stands I'll never get close enough to a 12-15k mobster to be able to fight
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With defense being favored as it is, on a long enuff time line, even new players will achieve enuf mobsters to defend against the big dogs. It's a linear equation. Just sumpthing I always think about as I 👊 away.
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Exactly as far as attack and defense goes, at 14,000 mob. my attack is equal to the defense of an 11,000 mob. And that's if I have tommies. With Lapuas, a 9600 mob's defense is equal to my attack.
It's not just about mob numbers. This game is designed to make bigger go after smaller, but smaller is set up quite well for defending.
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It is set up kinda like real life without the geographical strategy in defending. It is much easier for a small force to hold off a larger force if the smaller force is on a mountain or in a situation like Thermopylae. Think of each battle as a Battle of Thermopylae.
This makes smaller players play more diplomatic game or make big friends. -
ChainsawCharlie wrote:
I just realized something...how many level 60s, 70s, 80s...do you see out there with low mobs? It takes a fair amount of time to get to those levels. And they just arent diligent or motivated to mob.
The mega mobs are more motivated. So there;s always going to be big fish, little fis and in between fish.
I already saw your mention of hitting levels 50+ CC. I started playing only shortly after Sun Tzu (been playing about 5 weeks now), and am around the same with the codes (3k left on TWDB), now with a 4.6k mob size. Considering I worked backwards, I'm expecting I'll have done all existing codes within a week and be around 5.5k mob size at the absolute best. Anyway if your aiming for ppl lvl 50+, I'm still relatively new, and even though I will have spent as much time code punching (minus temps before I joined) as people 10k+, I have no way to defend myself.
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However, I do feel that time spent in the game should be a factor in how strong someone is, I don't think I should be allowed to join and spend an entire week punching codes nonstop and be 15k mob sized, that would be horrible for the game. At the same time, considering I will have spent a similar amount of time punching codes as those people, I should be bigger than 33% of their size afterwards. Put the "auto accept" invite to something like 6 months of inactivity. That way people joining recently (like me), will be much larger than 5k after finishing all the codes, but still not on the same level as people who have been playing for a while. At the same time, if we stay active it gives us the POSSIBILITY to reach the size of the biggest without having to count on them being lazy.
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And also just to add, even if invites become auto accepted by inactives, it will never change the fact that newer people have missed the temp codes. I don't know the % of overlap in temp codes to logged codes in TWDB, but I imagine the advantage would still be substantial over long periods of time.
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Seethe, you have some very valid points. But you also only got part of my message ( i was on the vague side).
First, mob and time invested: I believe MORE emphasis needs to be put on levels and XP. Maybe this where A&D skill points come into play. What if every A or D point was worth 1000 for each level you acheived?
Mob: I started using twdb on Sept 1. I had 8000 mob. I am now at 14,000 mob and I did it WITHOUT going backwards. I have not punched a code older the Aug. 27 on twdb. I gained 6000 mob in 3 months by punching current codes only.
I punched daily. Reg. codes in the morning before work, and temps at night. Sometimes I would just do mall punching at night. I rarely spent more than 20 min/day punching. I'd put something like the Simpsons or Family Guy on hulu, and punch to that.
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As to my message and going after 50+.
I alos mentioned high turf counts. What I didn't explain, is that I take turf into consideration. if you're level 80 and only 30 turf, I'll leave that alone. I'll have because of the 10% rule.
Someone with 100+ turfs though...thats fair game. Either they did a ton of capping, and you can only cap on that level if you're hitting weaker players, so call it karma, turnabout, whatever...or they bought a high turf limit.
If you're going to buy a high limit, oyu should also put in the time to protect your investment.
And the bottom line here, really is, that you cna never lose anything you put into this game.
If it's bough turf and it's capped, build more. If it's capped turf and it's capped, cap more.
Both scenarios should encourage the capped player to mob up, btinging everybody's mob count higher, and making for more fun play.
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There are alot of players out there though, that once they get capped they cry to big player to bail them out.
i don't like that myself. I've turned down requests for help from players who are within 1000 mob od their attackers. When you're that close, suck it up and play the game.
I will help if a huge player is just destroying a small player.
And even though I am part of an alliance, I don't believe in the alliance "gang-up" mentality.
If someone comes after me, i'll fight. i don't need an army to fight my battles for me. War, is a different story though. Then both sides have tons of gang-banging going on.
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And finally, capping...
If I'm hitting these smaller guys, I rarely take more than 3-4 from each. i spread the hits out over many. THIS is where vendettas come into play. If my 14k mob, goes into a neighborhood and caps 3-4 turf from each of 5-6 players...team up. Make it fun for the big guy. make him WORK for his spoils.
I guarantee, YOU will have fun too, and you will learn some important strategic play.
There is also turf limit to contend with. the lower your inf, and the higher mine is, the less turf i can take from you in a day. But if you team up in a vendetta, you can probably destroy 5 times over what I can take from you.
And as i get bigger, the 10% rule will come in to play to help the smaller player.
Smaller players also have another advantage:
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Cap radius.
The determining factor in capping a turf is based on the turf being capped. the higher the players turf count is, the further out his cap radius is projected.
If I'm at 600 turf, and you're at 100 turf, I may get the message that i am not close enough to cap you. You being smaller, your cap radius oes not project as far. but me being bigger, mine does. So while mi may not be close enough to cap you, you may be close enough to cap (or destroy, if in a V) my turf.
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Garnted, new players will never catch up with old players, but the game has a lot of checks and balances. This is also where the social factor comes into play.
And old players leave all the time. there are some die-hards out there though, still kicking and screaming.
But eventually, it's going to get to the point where it just isn't feasible to keep building mob. Upkeep is goignto get to be way too much. This is where the real chaos will come in as the big mega-mabs had to feed their turf appetite to keep their mob armed.
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And this will be their undoing. They will get to the point where they become just as vulnerable as noobs. As the not quite mega obs team up to hit them, the loss of income will be far mor damaging than it would be to a lesser mobbed player.
The bigger they get, the easier it will be to whittle them down. Eventually, they won't be able to support their mob, so their A&D ratings will shrink, giving rise to the lesser mobs to equalize and eventuall conquer.
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First off, I wasn't complaining about someone your size hitting me, more of a transition statement there. I cap people below me plenty, people above me cap me. And yes, vendettas are fun.
My main point here was giving newer people joining the game some sense of being able to become one of the top dogs on their own. As it is we have to hope someone ELSE quits or that their upkeep becomes to high to sustain? Thats bull, and to top it off I don't want to "hope" anyone quits. This game is more fun with more people, and the join + staying active rate seems quite small. For new people joining, the prospect of code punching is already intimidating enough before realizing that punching all the codes in the game won't get you even close to the top.
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Nice hearing you got 6k in 3 months doing temp+new codes though, makes me more optimistic, but still doesn't change the main point being argued.
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Mobbing up is fair. There are loads of inactives I'm sure but there are also loads of part time players too. Keep 👊 codes and setting urself targets. It's not about getting top mob it's about holding ur own. If u need motivation try mobbing up to ur nearest threat. Once done pick someone else. That will keep u interested enough to keep mobbing. It's worth it. Honest.
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I still vote for a gradual resetting of in actives. That way everyone has an opportunity to take on the top dogs in the game.
The current system will leave the super mobs so large that the game will pose no challenge. No player can go one on one with Belial and hope to win.
Vendettas are useless, once the time is up the super mobster can easily recover or turn the tables on those who participated.
New players cannot compete and the vast majority (nearly 2 thirds) don't stick around long enough to get a foothold.
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LittleSwags wrote:
So gradual resetting. So a player quits for a few months then comes back to find he's been reset? Doesn't sound too good for the game. Also I'd be one of the first to quit if I lost all my hard work. Knowing I'd have to punch codes constantly is no way to enjoy the game.I still vote for a gradual resetting of in actives. That way everyone has an opportunity to take on the top dogs in the game.
The current system will leave the super mobs so large that the game will pose no challenge. No player can go one on one with Belial and hope to win.
Vendettas are useless, once the time is up the super mobster can easily recover or turn the tables on those who participated.
New players cannot compete and the vast majority (nearly 2 thirds) don't stick around long enough to get a foothold.
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randombloke wrote:
You aren't reading bud. I've punched every code available almost, and continue to do temps and new codes more than once daily.Mobbing up is fair. There are loads of inactives I'm sure but there are also loads of part time players too. Keep 👊 codes and setting urself targets. It's not about getting top mob it's about holding ur own. If u need motivation try mobbing up to ur nearest threat. Once done pick someone else. That will keep u interested enough to keep mobbing. It's worth it. Honest.
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And I agree, gradual resetting is a bad idea. Even being smaller I don't want to see my mob decreasing after the time I've spent punching codes. Hence the auto accept idea. No ones hard work gets erased and to become equal people still need to spend the time it takes to punch codes. By making it a 6 or so month inactive period it also gives the longer players the advantage still.
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