New loot idea
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How about a rare loot item that accepts 5% of outstanding mob requests.
All players will get some benefit, but those who have punched the most will benefit the most.
Because the return is a percentage of outstanding requests, veterans with super sized mobs will see a smaller return than newer players with smaller mobs.
Equally though, the return will diminish over time meaning the gap between vets and new players will be reduced, but still remain.
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LittleSwags wrote:
No.How about a rare loot item that accepts 5% of outstanding mob requests.
All players will get some benefit, but those who have punched the most will benefit the most.
Because the return is a percentage of outstanding requests, veterans with super sized mobs will see a smaller return than newer players with smaller mobs.
Equally though, the return will diminish over time meaning the gap between vets and new players will be reduced, but still remain.
Think about it: 20000 codes punched, 5k codes added.
With what you are suggesting, I could gain 750 mob by a loot item. That is huge for say a war. -
Belial has easily punched 50k codes. 16k hav been accepted. If this happens, he gains 1700 mob.
Bad, bad idea -
Σмקεгφг ќ wrote:
word then we are all screwedBelial has easily punched 50k codes. 16k hav been accepted. If this happens, he gains 1700 mob.
Bad, bad idea -
Nick recently said there was only 25000 accounts. Belial has punched every code twice?
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Σмקεгφг ќ wrote:
Given his 18000 mob and I doubt he has punched every code ever created. He would gain least of all from this particular loot.Belial has easily punched 50k codes. 16k hav been accepted. If this happens, he gains 1700 mob.
Bad, bad idea -
LittleSwags wrote:
Probably punched every code closer to three times. Looking for resetsNick recently said there was only 25000 accounts. Belial has punched every code twice?
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Too much. Maybe .05% at most
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I doubt Belial has punched 50K codes. Or at Lear unique codes. Going through acode site twice isn't punching twice as many codes.
It's just punching the same code twice.
Still auto mob accept of any kind is a bad idea.
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Belial wrote:
Way to low considering the time spent punching codes. Maybe 1% (100 for every 10000 unique codes punched but not accepted)Too much. Maybe .05% at most
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Are we forgetting how big MoMo is
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Justin Duran wrote:
Momo is a big wallet. She has a ton henchAre we forgetting how big MoMo is
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Bump, this was my suggestion to deal with mobbing up.
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I don't like the idea that it's a loot item. I think this should be done for everyone or no one.
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Mystery wrote:
I wouldn't mind a certain percentage auto accepted. I've punched 12k on invitecodematrix. That'd give me a nice boost in mob. How ever, I think there should be more (percentage wise) auto accepts for those of us who punch than those that don't.I don't like the idea that it's a loot item. I think this should be done for everyone or no one.
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Clyde⌖Barrow wrote:
How would you choose who was auto accepted? Would you pick inactives, in which case would you rule out resets? If you pick actives, then you get auto accepts from people that would have accepted anyway, making it less effective. Keep in mind though that the players with large mobs all punch codes. Even the ones with hench punch, or did punch to be able to have a lot of hench. That means that their mobs will grow too. Cont'd...Mystery wrote:
I wouldn't mind a certain percentage auto accepted. I've punched 12k on invitecodematrix. That'd give me a nice boost in mob. How ever, I think there should be more (percentage wise) auto accepts for those of us who punch than those that don't.I don't like the idea that it's a loot item. I think this should be done for everyone or no one.
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People have suggested nick make it so that inactives are automatically added to everyone's mobs. If it was done all at once, it could dramatically throw off the balance of the game. Idk exactly what the mob change would be, but can you imagine if some people's mobs doubled overnight? I can already hear the rants about unfairness from the people that don't punch codes. Not to mention the issue of mobs all becoming the same size, which would make things somewhat meaningless.
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I suggested this because it rewards code punchers, giving newer players a chance to close the gap with the vets.
Over a year gone, punched god only knows how many codes and the gap between me and the top mobsters is pretty much static.
Increasingly newer players will find that punching codes will not give the same result as the vets received.
This is due to the number of inactives will increase.
Although most big players are fair, a few use their large mobs to their advantage and cap lower mobbed players.
This can make noobs life very difficult and they may be less likely to stick it out.
This solution offered players who punched a % boost to their mobs.
And newer players would receive a bigger boost than the vets (they would've had a larger number of inactives who hadn't accepted the invites).
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What is the percentage based on? Is it on current mob, # of codes punched, # of inactives punched, or something else? How often is it done? Because if it is done regularly, then at some point, the people that have punched all of a code site could end up with the same amount of mob.
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# of unaccepted invites.
In any case I abandoned my search for a mob based solution when I worked out that large mobs need to be armed.
This requires a large number of turf and ultimately this is bad for small players.
Making mobbing up easier would harm the smaller players as they are capped by those trying to sustain large mobs.
The dev team added melee weapons, which close the attack/defence gap, giving smaller mobs a better chance against the larger ones.
Which was actually a very clever solution to the problem.
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Maybe it has been suggested already but what if a one turf increase could be awarded as loot? Just a thought.
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FREE☠MASON wrote:
What does that have to do with the original post?Maybe it has been suggested already but what if a one turf increase could be awarded as loot? Just a thought.
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Mystery wrote:
Sorry. I misread it.FREE☠MASON wrote:
What does that have to do with the original post?Maybe it has been suggested already but what if a one turf increase could be awarded as loot? Just a thought.
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Have 10% of codes not accepted 7 days after being punched auto accept. Chances are those players are inactive now. But start it from current date, no backdating old codes to auto accept.
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If I punch 400 temps in a week and receive 250. 150 inactive 10% is 15 auto. Or maybe even 20%.
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