Way too dependent on mob
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ChainsawCharlie wrote:
It's actually impossible to catch up. Alot of your mob are inscribed now.Not everyone checks this game on a daily basis. Some are just casual players. Some are very casual players.
You can't just start playing a game and expect to get to the smae level as dedicated players that have been her for almost a year or more. You have to earn your way there. And that is not, and should not be possible in just a few short months.
And the fact of the matter is, that game promotes pullying just by it's very design. So next time someone caps you, find someone else and cap them.
Happy turfing!!
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Argreed this game is just gay
🌟Fuck Caddman
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It is only impossible to catch the actively dedicated players.
You won't even catch up to inactives at your rate. IMO you (lionfury) don't deserve to be in this discusssion. Your not even trying. Look at Bunnymcd. She started in July and gains on me everyday. I've already been passed by a couple players months younger than me.
Nick mentioned in an interview, 45,000 sign ups for this game. There is about what, 9k active base on mob growth. That just goes to show the rate of attrition in this game and if you stick it out you will get there.
But you need to put the time into it. I have over a year in vested now. So do many of the top mobsters.
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And I have a question for those of you that want the inactives reset.
When you get to your one year mark, some big players have moved on, and you have 25k mobs, and are at the top, and the noobs with 3-5k mobs are clamoring for the inactives to be reset, or for mobbing to be made easier, are you still going to want it then?
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ChainsawCharlie wrote:
Yes and based upon punching all codes on turfwars.info and turfwarsdb, I believe actives to be in the 4500 to 5000 range.And I have a question for those of you that want the inactives reset.
When you get to your one year mark, some big players have moved on, and you have 25k mobs, and are at the top, and the noobs with 3-5k mobs are clamoring for the inactives to be reset, or for mobbing to be made easier, are you still going to want it then?
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So Lionfury, you've been playing since Nov 26. You less than 1k mob.
On Sept 1, I had 8400 mob. I hit 9k (600 mob increase) on 9/7. 7 days.
I hit:10k on 9/19. 12 days later.
11k on 10/7. 1000 mob in 18 days.
12k on 10/23. 1000 mob in 16 days
13k on 11/11. 1000 mob in 19 days.I did that w/o punching a single old code. Current codes only. So you have the same opportunity to gain 1000 mob every two weeks that I do. But instead, while everyone around you grwos stronger, you choose to do nothing but sit and bitch and wait for some magic mob update that will never come.
I didn't hit 14k until Dec 18. 1000 mob in 47 days. I took a break from punching. Didn't punch any temp codes, and only punched regular codes once every two weeks.
Had you been punching regularly, you could have out mobbed me in that time by 2-1. 3000 gain on your end, to 1000 gain on mine.
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It's a fair system. It rewards players for both hard work and time as well. This makes it realistic IMO. A gangsterfamily that's been around for a while is obviously going to have an advantage to one just coming up.
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Belial wrote:
Realism is all well and good, but ultimately this is a game. It shouldn't turn into a second job, simply to compete atva high level.It's a fair system. It rewards players for both hard work and time as well. This makes it realistic IMO. A gangsterfamily that's been around for a while is obviously going to have an advantage to one just coming up.
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LittleSwags wrote:
15-30 min a day is hardly a second job. That's my point. Thats all you have to do nowBelial wrote:
Realism is all well and good, but ultimately this is a game. It shouldn't turn into a second job, simply to compete atva high level.It's a fair system. It rewards players for both hard work and time as well. This makes it realistic IMO. A gangsterfamily that's been around for a while is obviously going to have an advantage to one just coming up.
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Nor IMO should you really be able to compete at tip level only 2 months in.
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Sorry I don't give all of my time to this game. I split my time between 6 other iPhone games and don't devote all of my time to this game. And honestly most players in my area only have like 1.5k mobs so theres really no reason to get a huge mob.
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Then why waste so much time in this discussion on it?
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Belial wrote:
No it's not, whether the codes are punched over several months or several weeks should nit be a factor.It's a fair system. It rewards players for both hard work and time as well. This makes it realistic IMO. A gangsterfamily that's been around for a while is obviously going to have an advantage to one just coming up.
If someone really puts in the effort, they need to be fairly rewarded. That simply doesn't happen.
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Belial wrote:
How long should Littleswags be allowed to be fodder for the local bullies then? 6 months, a year?Nor IMO should you really be able to compete at tip level only 2 months in.
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There's more to it than just mob number. Best attack is still 23% weaker than best defense. And that's with the attacker having tommy guns.
Take away the tommies, and Defense is 30% stronger than attack.
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I wouldn't necessarily say they deserve an advantage. But the new players don't deserve a boost just because they came along later.
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I see the argument on both sides, I am a dedicated code puncher I am on the mob code.org hall of fame , it would be advantageous to have a way to increase mob in an effective way once you have finished the sites, but I do agree the in game cash would be more detrimental to most.
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The people who complain about mob size are always the ones with a 1k mob. Always looking for an easier way. Top tip coming up. If you punch the temp codes every day you will add about 50 mob members every day! It will take less than 20 mins a day!
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LIONFURY wrote:
Last month. That is when I started.Mr. Ikslopot wrote:
Dude Ive only been playing for a few weeks not last November!!!Lionfury has been playing since about the same time as me. He just did not put in the work.
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Lion, you go on about top level play. You can't get into top level play on 1-2k mob. Simple. Why? Because your not on the leader board. I never mobbed up when I started in late June 2010. It was when I started getting capped that I worked out what mobbing up was about. This is not a pick up and play for 30 min game then shelf and come back. This is a long term game with infinite possibilities from a simple premise. In order to play it as ling term you have to put the effort in by punching codes. Or 🙋👋🙋 bye to your turfs because the next up and commer knows its about mob.
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The game favours older players slightly but it favours new players that punch mobs that have reset that established players no longer have. The game is favoured to the noobs in so many ways that take mob out the equation. Word of advice: 😷 and 👊. Not my fault you find code punching boring. I do too, everyone who does it probably does as well but the results are well worth it.
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As time goes on it becomes increasingly difficult to mob up for 2 reasons. First, the acceptance rate is always decreasing. Second, you need an increasing number of acceptances to have a "competitive" mob. When the pioneers started playing this game, they only needed to punch a few thousand codes to be top. Once you're near the top it is always easier mentally to laboriously punch codes.
The question I want to pose to the community, noobs and vets alike, is not if the system was good, but rather do you think the system is good going forward?
Noobs now have to punch 5k codes just to have a 2k mob. I have to presume this situation is different when the vets started.
What advantage would the top mobsters have if a snowball effect of ppl leaving the game occurs?
I have seen a couple ppl say that this has already happened and ppl are leaving faster than ever. I have no way to refute or affirm this statement, but if a critical mass turns on the mob system, what difference does it make if u have 15k+ mob?
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You always had to punch 5k codes to get 2k mob. As far as I'm concerned anyway, not sure how it was in "the old days". Mobbing up has never been easier than before. Check my forum thread asking what people did before the code sites and temp codes. As a noob punching codes is rewarding as almost entirely every code you come across is new to you. As you grow mob this happens less and less. Imagine typing 1000 codes and only finding 3 new codes in all of that. Then take into account the rate of acceptance. Ridiculous and demoralising. Also, don't confuse having a large mob as directly proportional to fun. Mid level players who can hold their own against their immediate neighbours have the most enjoyment in the game (IMHO). All you need to worry about is being able to hold your own against your nearest threat. But still keep mobbing! If you wish to move into other areas mob becomes more important. There is always a bigger fish out there!
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Agreed with everything random bloke said. The most fun comes to the 6k mobs. Look how many of us huge mobs get bored. It's very easy. I never really get attacked haven't lost a turf in weeks. The most fun comes early as you face challenges. I don't see why you guys are so anxious to reach the top.
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Belial wrote:
Agreed with everything random bloke said. The most fun comes to the 6k mobs. Look how many of us huge mobs get bored. It's very easy. I never really get attacked haven't lost a turf in weeks. The most fun comes early as you face challenges. I don't see why you guys are so anxious to reach the top.
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This is the biggest problem with the game. Either you should be charged by mob size, have different servers for mob sizes or another fighting system. Punching codes is not a fun game
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As i said i agree that the game is overly dependent on mob size......however anyone joining any game and expecting to run with the big boys straight away are frankly dillutional (sp).
Iv been playing since June and only now would i class myself as a "large" player.
Any game takes time and dedication,would you join MW2 and expect to have all weapons unlocked in a couple of hours?No,would you join Warcraft and expect to be taking on the Lych King after a couple days?No - Turf Wars is no different. -
Mister M wrote:
Think of Mob building being similar to "grinding",killing the same rabbit 200000 times isnt fun but millions of people do it everyday on Warcraft or similar,Why?because the benefits (being a more powerful player) far out weighs the time and effort spent and without this time and effort you would never experience the fun that the game has to offer.This is the biggest problem with the game. Either you should be charged by mob size, have different servers for mob sizes or another fighting system. Punching codes is not a fun game
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As for it being impossible to catch up....thats absolute bulls***,when i started in June the biggest player in my area had 5000 mob,i have since past him by around 3.5k mob.
Bigger players start to get lazy,they for the moment have reached the top of thier game so they dont bother as much with mobbing (im a mid to large player and i already havent punched in over a month) this gives amble time to catchup.
As CC said the most dedicated players will always be at the top - that life and thats gaming. -
Belial wrote:
Agreed with everything random bloke said. The most fun comes to the 6k mobs. Look how many of us huge mobs get bored. It's very easy. I never really get attacked haven't lost a turf in weeks. The most fun comes early as you face challenges. I don't see why you guys are so anxious to reach the top.
Hey belial, I don't know you too well, but I just don't see how you could make a statement like this when it would be very easy for you to have 6k mob in a couple hours. CC too...
Put your money where your mouth is and drop down to 6k mob, where clearly the most fun is
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