The beatdown
Forums › Suggestions & Feedback › The beatdown-
I would like to see some kind of beatdown effect. This is what I was thinking, after a set numer of attacks, maybe 25, you get the beatdown effect which is an automatic cap, even if you never win a fight. This will let smaller players feel like the can still hit the big guys.
Then when the effect takes place you get a little pop up saying something like "you just beatdown Big Rob and cannot try again for 1 hour" this will keep some players from abusing this feature. -
I don't like it. You shouldn't get automatic victories without putting in the work
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Belial wrote:
The biggest player in the US doesn't like it, it must be a good idea!I don't like it. You shouldn't get automatic victories without putting in the work
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Yes. Let's give people free victories. After needing to work to get anywhere is just lame. Why nit just make it an auto win button reusable as often as you like. That way you wouldn't have to waste stamina and everyone would be fully equal.
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First of all if your attacking someone you can't win a fight against your probably about to get your ass handed to you, so give the small guy a little hope.
And maybe change from 1 hour limit to 1 day. You would lose 1 turf a day to a smaller player. You cant cry much about 1 turf a day.
This would be a way to keep smaller players playing longer. -
Belial wrote:
Little players can't expect anything if they don't put in the effort.I don't like it. You shouldn't get automatic victories without putting in the work
If they put in the effort too quickly, they shouldn't expect anything.
Belial, you're beginning to sound too much like protecting your position.
This game needs something to encourage more people to stay.
Instead of saying why something shouldn't be done, why not come up with ideas that make the game better for the new players who will need to spend 6 months mobbing up.
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Does it really take 6 months to mob up? I understand I'm getting some kind of help as I'm still in my first week but I've been punching codes while watching movies and I'm approaching 800 in three days effort. Is it going to slow down a lot after my first week?
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Ghostdog 🔫 wrote:
Depends where you are playing, the average mob round here is 9000 and players arent afraid to use them either.Does it really take 6 months to mob up? I understand I'm getting some kind of help as I'm still in my first week but I've been punching codes while watching movies and I'm approaching 800 in three days effort. Is it going to slow down a lot after my first week?
I know of someone who has punched two full code sues and got less than 6000 mob, by keeping up with temps they have hit 7600.
The kicker is the difference between us has remained 6000 so he cannot catch me.
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I have 130 in my mob.
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Big Rob 🔫🌊🗻 wrote:
Belial wrote:
The biggest player in the US doesn't like it, it must be a good idea!I don't like it. You shouldn't get automatic victories without putting in the work
It's not a free victory if you make hard fought enough. I can see it's usefulness. But make it higher than 25. Maybe 35-50, and limit of one use in 24 hours per target, 3 targets per 24 hour period.
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And limit mob gap as well. perhaps the attacker doing the beating down sould have at least 25-50% of his attackers mob strength.
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Ghostdog 🔫 wrote:
Does it really take 6 months to mob up? I understand I'm getting some kind of help as I'm still in my first week but I've been punching codes while watching movies and I'm approaching 800 in three days effort. Is it going to slow down a lot after my first week?
I've seen about a 30% return on average of codes older than three months. And 50-65% on keeping up with current codes.
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There needs to be a way for smaller (within reason) players to cap larger players.
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Right now, "within reason" seems to be about an attack strength of 83% of defense strength.
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Thanks for responses. In my humble newbie opinion, mob needs to be allocated to turf. It may take a fair few changes to create a balanced system and I'm probably not the best person to suggest them 4 days in. But I see it making the game a lot more interesting, both in the name of balance and tactics.
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I started 16th November, punched every code on turfwarsinfo, then every code on twdb. From day one I have entered every temp code (mine appeared 5 days after I started for the record).
Both sites were completed on the 23rd December, since then I have been punching new and temp code from both sites.
I have a mob of 7718 at this moment in time.
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Ghostdog 🔫 wrote:
mob allocated to turf wouldn't work as it would create a system that players who buy more turf would be weaker thus taking away the games main source of income.Thanks for responses. In my humble newbie opinion, mob needs to be allocated to turf. It may take a fair few changes to create a balanced system and I'm probably not the best person to suggest them 4 days in. But I see it making the game a lot more interesting, both in the name of balance and tactics.
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ChainsawCharlie wrote:
The only problem with it being so many attacks is that as a noob you don't have that much stam. Noobs tend to focus on energy and health then stam later. Also you would still need to get the turfs health to 0 meaning consecutive attacks.Big Rob 🔫🌊🗻 wrote:
Belial wrote:
The biggest player in the US doesn't like it, it must be a good idea!I don't like it. You shouldn't get automatic victories without putting in the work
It's not a free victory if you make hard fought enough. I can see it's usefulness. But make it higher than 25. Maybe 35-50, and limit of one use in 24 hours per target, 3 targets per 24 hour period.
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Kozy wrote:
Can't have it be too little or it would make the game too easy.ChainsawCharlie wrote:
The only problem with it being so many attacks is that as a noob you don't have that much stam. Noobs tend to focus on energy and health then stam later. Also you would still need to get the turfs health to 0 meaning consecutive attacks.Big Rob 🔫🌊🗻 wrote:
Belial wrote:
The biggest player in the US doesn't like it, it must be a good idea!I don't like it. You shouldn't get automatic victories without putting in the work
It's not a free victory if you make hard fought enough. I can see it's usefulness. But make it higher than 25. Maybe 35-50, and limit of one use in 24 hours per target, 3 targets per 24 hour period.
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How about a loot item.
The Sucker Punch.
It lets you cap any turf you beat down to zero. Similiar to APR, and one time only use.
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Most new players will never see one, even older player will have few chances if it were loot. I've only looted 7 UBs since loot came out and I've spent some $$.
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Big Rob 🔫🌊🗻 wrote:
If it were loot I wouldn't argue with it. But other than that it's just something that would make the game too easy.Most new players will never see one, even older player will have few chances if it were loot. I've only looted 7 UBs since loot came out and I've spent some $$.
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mob allocated to turf wouldn't work as it would create a system that players who buy more turf would be weaker thus taking away the games main source of income.
I do appritiate that. Just think the element of the game thats missing is obvious. Does it screw the guys who bought turf. Yes. Is that fair, absolutely not! This ones down to the devs. Is there a resolution? Is it worth them finding one to improve there game? The possibilities tactically would be great. The current system is just about location and mob size. If your smaller than the mobs around you, not much you can do to hurt them and that's not realistic or in the spirit of gaming, but neither is it fair for hard work to be lost easily either. Hard one, but I honestly think it would make this game more enjoyable for all.
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Kozy wrote:
ChainsawCharlie wrote:
The only problem with it being so many attacks is that as a noob you don't have that much stam. Noobs tend to focus on energy and health then stam later. Also you would still need to get the turfs health to 0 meaning consecutive attacks.Big Rob 🔫🌊🗻 wrote:
Belial wrote:
The biggest player in the US doesn't like it, it must be a good idea!I don't like it. You shouldn't get automatic victories without putting in the work
It's not a free victory if you make hard fought enough. I can see it's usefulness. But make it higher than 25. Maybe 35-50, and limit of one use in 24 hours per target, 3 targets per 24 hour period.
What about the level 80 player with 3000 mob and plenty of stamina that is just too lazy to mob up? IMO, they don't deserve it.
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Big Rob 🔫🌊🗻 wrote:
Most new players will never see one, even older player will have few chances if it were loot. I've only looted 7 UBs since loot came out and I've spent some $$.
This is where we start getting into chain effect. Too much loot now already. it needs to be separted and divided over more missions. Turf upgrades under one mission, specialty attack under another, weapons under a third.
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They don't deserve it? There's few guys around me that have played for alot longer than me, level 60-80 with 2k mob, that would love to take some turf from me haha. I think they deserve it.
Remember guys it's 1 turf a day. He's not going to wipe you out, just spice up your day alittle. -
Heh. You have a point there. There's a lit of those guys in Phoenix that would probably just love to get back at me.
And with those guts, you could just take it right back anyway.
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Ghostdog 🔫 wrote:
Not realistic!? In RL do small new gangs have a chance against the huge established OGs?mob allocated to turf wouldn't work as it would create a system that players who buy more turf would be weaker thus taking away the games main source of income.
I do appritiate that. Just think the element of the game thats missing is obvious. Does it screw the guys who bought turf. Yes. Is that fair, absolutely not! This ones down to the devs. Is there a resolution? Is it worth them finding one to improve there game? The possibilities tactically would be great. The current system is just about location and mob size. If your smaller than the mobs around you, not much you can do to hurt them and that's not realistic or in the spirit of gaming, but neither is it fair for hard work to be lost easily either. Hard one, but I honestly think it would make this game more enjoyable for all.
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If you screw players out of thousands of dollars in purchases they won't stay.
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So in RL 1 new gangster couldn't kill an OG, I think they could, and do everyday.
I bet if Nick got hundreds or thousands of new players to stick around and give him money he would care less if you left. One less crybaby 😜
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Big Rob 🔫🌊🗻 wrote:
You're thinking in terms of a player being a single mobster. Think of it as we are each a complete mob and it makes more sense.So in RL 1 new gangster couldn't kill an OG, I think they could, and do everyday.
I bet if Nick got hundreds or thousands of new players to stick around and give him money he would care less if you left. One less crybaby 😜
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