Limit attack on lower players
Forums › Suggestions & Feedback › Limit attack on lower players-
Game is far too biased to older players with large mobs and incomes. Limiting attack to no more than say 5 levels below your own (but anything above your level) would make the game far more fair.
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lol what if the lower lvl has more mob than you?
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What if you're the only player within 5 levels of yourself for more than 1000 miles. This is a territorial expansion game. It should not be overly restrict e as to what areas you can expand in.
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Don Spencios wrote:
Also. So you can attack anything above you but they camt attack back to defend themselves? Doesn't sound very fair to me.Game is far too biased to older players with large mobs and incomes. Limiting attack to no more than say 5 levels below your own (but anything above your level) would make the game far more fair.
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5 levels is far too limited.
The first 15 have very good protection. The next 10 also. If anything it should be scaled, but keeping current Don Protection in place. Maybe 25 levels down, but once you hit level 40, you are fair game to all upper levels. Otherwise there would be no motivation to progress and get stronger. The game would die.
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Since theoretically, someone at a low level could have a large mob, it would actually be very unbalanced in favour of low level players if this was implemented.
Therefore, don't think this would be good at all.
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So what makes a good games is one where a player who has been playing for 6 months more and is 30 levels higher invades your turf, farms you into a negative income then caps or destroys all your areas when you try to fight back? The game is fatally flawed.
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Don Spencios wrote:
But you haven't made a solution. Just a lazy game ruiner. This isn't a lame godfather game. A level attack limit wouldn't work here.So what makes a good games is one where a player who has been playing for 6 months more and is 30 levels higher invades your turf, farms you into a negative income then caps or destroys all your areas when you try to fight back? The game is fatally flawed.
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As others have tried to point out to you. All a player would have to do is mob up and not level up. Then they would become totally invincible.
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Doh! So they attack, get xp and level up. They get attacked, get xp and level up. The only way round I can see would stop attacks on lower level turf but no doubt you (higher level players) would find fault with that too!
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Don Spencios wrote:
You don't get xp if the power gap is too big. They could wipe out all kinds of newer players and no one could do a thing about it. Level doesn't have any benefits as is. Matter of fact it already is mostly full of disadvantages.Doh! So they attack, get xp and level up. They get attacked, get xp and level up. The only way round I can see would stop attacks on lower level turf but no doubt you (higher level players) would find fault with that too!
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Don Spencios wrote:
What as in lower inf turfs? That obviously wouldn't work either as you can lower and raise turf at willDoh! So they attack, get xp and level up. They get attacked, get xp and level up. The only way round I can see would stop attacks on lower level turf but no doubt you (higher level players) would find fault with that too!
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Belial wrote:
As others have tried to point out to you. All a player would have to do is mob up and not level up. Then they would become totally invincible.
No the stronger they get the less Don protection they have. And it eventually goes away.
Not sure about level 15, but they won't get very powerful staying there.
Most turf upgrades and weapons aren't unlocked.
And you could sell weapons down to their level, attack them and force xp on them.
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ChainsawCharlie wrote:
I was talking about the 5 level restriction idea. Not the current systemBelial wrote:
As others have tried to point out to you. All a player would have to do is mob up and not level up. Then they would become totally invincible.
No the stronger they get the less Don protection they have. And it eventually goes away.
Not sure about level 15, but they won't get very powerful staying there.
Most turf upgrades and weapons aren't unlocked.
And you could sell weapons down to their level, attack them and force xp on them.
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Personally I think the advantages of high level players that have been playing since the game's release are insurmountable. Many towns are overcrowded with many full influence turfs and players with millions if not billions banked. Time to reset the whole game and get back to a level playing field I think. I will concede that the players keep their (active) teammates however as inputting codes is tedious.
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Don Spencios wrote:
Many players put a lot of cash into the game. A mass reset would be ubfairPersonally I think the advantages of high level players that have been playing since the game's release are insurmountable. Many towns are overcrowded with many full influence turfs and players with millions if not billions banked. Time to reset the whole game and get back to a level playing field I think. I will concede that the players keep their (active) teammates however as inputting codes is tedious.
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And what would be the poin in playing a game in which you lose every thing anyways?
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What is the point playing a game massively unfair to newer players. Your comment however is noted. Keep the (active) mob members and give players back any don points they purchased. All becomes fair and older players will have renewed enthusiasm to build up again on a level playing field.
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The other thing to consider (and I am assuming you have something to do with the administration of the game) is that a lot of players will want to pay for don points should the game be reset, thus generating income for the developers.
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Don't complain just because people have been around long enough to be established. Just work your way up the food chain like they had to. I do feel that if someone hasn't played in over a certain period of time they should be deleted from everyones mob though.
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A mass reset would only be a temporary fix without a change to the current rules. In a year the debates would be happening again.
Returning don points to those who had purchased them would stop those players from buying more, bad for the developer.
I agree that something needs to change though. The solution lies in either a steady removal of inactive players from mobs or some process that allows some of them to be accepted into mobs.
The latter solution would still have to be dependent on the player having punched invite codes first, otherwise those players who went through months of punching would (rightly) be aggrieved.
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Don Spencios wrote:
That solves nothing. I would just use my don points to rebuild over 500 turf and be right back $25 million an hour.What is the point playing a game massively unfair to newer players. Your comment however is noted. Keep the (active) mob members and give players back any don points they purchased. All becomes fair and older players will have renewed enthusiasm to build up again on a level playing field.
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I honestly don't get it. There are sooo many failsafes to protect new players but you're never happy.
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And a mass reset would lead to over 90% of the player base quitting. Obviously not good for the game. No one wants to gave to regain months of work
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So you have don protection until level 25 and the 10% rule amd yet this still isn't enough?
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Don Spencios wrote:
What makes you think older players would want to regain everything again? If I wanted to do that I'd buy a second iPod and start a new acct.What is the point playing a game massively unfair to newer players. Your comment however is noted. Keep the (active) mob members and give players back any don points they purchased. All becomes fair and older players will have renewed enthusiasm to build up again on a level playing field.
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I think the vets are absolutely correct on both their parts. A mass reset for 1 would bring the end of this game - 100s of us have spent time and money to see it disappear instantly. I wouldn't come back. Look at Ed Shooter, he caps everything in range no matter mob size. He was around 140k influence at 1 point now he's at 4k. Nearly 12k mob. Due to the 10% rule he drops off the radar more most of the big players and quite a few mid-mob like me. The problem now is he'll bully and farm all the small players to rebuild and we have to keep knocking him down to size. Maybe there should be a limiter not on level but on mov size then?
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How about a game system like Pets Live then? In that game you recruit as many as you wish but are limited to what levels you can attack, still have to generate income and can discipline (vendetta) bullying players.
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Don Spencios wrote:
Thing is with this game there's this thing called attack range. 1000 miles. I'm max level. How many players you think are 5 levels near me? Guess what about 7. Almost all allies. So by you system I should only fight the same 7 players all the time? WthHow about a game system like Pets Live then? In that game you recruit as many as you wish but are limited to what levels you can attack, still have to generate income and can discipline (vendetta) bullying players.
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Then how about a staggered attack levels? Protection to level 15 as it is, attack allowed within 5 levels to level 40, within 10 to level 50 etc etc. Surely no one can believe it fair a player decimates another 30 levels lower? Seems to be my suggestions are only disliked by high level established players.
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There should be no restrictions past a certain level. Say 40 or 50.
I've seen level 40 players with 6k mobs and level 80's with 1-2k mobs.
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