Take away temp codes
Forums › Suggestions & Feedback › Take away temp codes-
They were a good idea but they've actually done the opposite of what they were intended for. They were supposed to get new players enough easy mov to get into the game. Instead the giant mobs the codes have created tends to scare most off I think
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Another option would be giving new players a 1k temp henchmen mob. 10% goes away each week to encourage code punching.
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Belial I was also thinking the same thing or even create a rare loot for players under a certain level or mob total to stop huge mob players and let the small dogs try and catch up
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I agree. Lots of beginners are discouraged and are wondering if its worth putting in the work. There are a lot of low influence players/turfs. Check it out.
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.... Low influence players/ turfs just taking up space.
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The code punching is a retarded mechanic...sorry but it is a boringly stupid system that has is flawed.
In 6 months to be able to compete one will have to enter 20.000 codes. 6 months later if the game keeps on growing it will be 40.000 codes...then what? 100.000 code punches to be able to play?It's a fine mechanic at the start. Now it becoming silly. 20.000 codes to not get raped by bullies is not a good mechanic.
There are other ways to make this more interactive and like a mini game instead of the massive bore/waste of time it currently is.
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Euro✯ wrote:
Haven't seen any ways yet. No other such game has a better system.The code punching is a retarded mechanic...sorry but it is a boringly stupid system that has is flawed.
In 6 months to be able to compete one will have to enter 20.000 codes. 6 months later if the game keeps on growing it will be 40.000 codes...then what? 100.000 code punches to be able to play?It's a fine mechanic at the start. Now it becoming silly. 20.000 codes to not get raped by bullies is not a good mechanic.
There are other ways to make this more interactive and like a mini game instead of the massive bore/waste of time it currently is.
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Make henchmen loot common for everyone under lvl 50
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The Rhino wrote:
I dont like that. Then you risk shifting the balance the other way if they stop leveling and buy crates.Make henchmen loot common for everyone under lvl 50
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Belial wrote:
The Rhino wrote:
I dont like that. Then you risk shifting the balance the other way if they stop leveling and buy crates.Make henchmen loot common for everyone under lvl 50
Hmm perhaps just for missions then? Forgot crates existed for a moment
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The Rhino wrote:
For missions I could dig it. If they did too many they'd pass the level thresh hold and they'd become rare again. So the system would limit them. I'd have to look at the xp for level 50 but I'm liking it.Belial wrote:
The Rhino wrote:
I dont like that. Then you risk shifting the balance the other way if they stop leveling and buy crates.Make henchmen loot common for everyone under lvl 50
Hmm perhaps just for missions then? Forgot crates existed for a moment
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I agree. Temp codes have done more damage then good.
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Belial wrote:
If this was the goal they should maybe have put a mob limit on who can use temp codes - ie they only work if your mob is under say 5k (that way they can used by noobs but the big guys still have to look out of old code).... Problem in removing it now makes it even more impossible for new anyone to catch up - Punching at all sucks tho! - mobbing-up should be an in-game concept..They were a good idea but they've actually done the opposite of what they were intended for. They were supposed to get new players enough easy mov to get into the game. Instead the giant mobs the codes have created tends to scare most off I think
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I don't even understand what they exactly are, and i have actually spent like 20 trying to do so.
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I aint done temps since xmas but I get just as good a result with in-game invite code lists. I'm on an average 30-35 daily invites and I don't have to punch 100 codes for it.
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I like the temp codes, it's good for everyone as the ratio is good. Once u get over 10k the ratio of codes drops along way, temp codes help keep everyone interested.
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NO. NO NO NO NO NO NO NO. If you gave a noob even TEMPORARY 1k mob he/she is instantly boosted ahead through the game and discourages punching. If you have temp 1k it's like "meh, I still have 700 mob left, I don't need to punch YET." it sets up a massive procrastination scene where a noob puts off punching too long and quickly falls behind in the game. Dint like the idea.
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Please someone explain to me how new ayers will start if the mean mob size is 40.000 please entertain me.
When I started in august only a handful were above 10k. Now Chicago for example has a crapload of people above that so please tell me what will be the interest for new peeps when newcomers will have to punch 20.000 codes.Instead switch to a mini game where time = henchen.
Idea out of the blue: car travels on the map where you are. It appears for a second then disapears . If you hit it you gain a henchman. And that pulled out of my $&"$ while on the toilet, now think about all the mini games you can make if you spend time on it.
The point is that code punching is NOT sustainable
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The game should be about having fun. If I tell someone aboutvthe game but that they will have to punch 20.000+ codes then how long do you think that person is goingbto laugh?
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But if you take away temp codes now then do you get to keep the mob you have gained from the temp codes? Cuz every single players temp code is posted but you might never find their real code unless they post it somewhere. Again widening the gap.
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Taking temp codes away now, would do even more harm. The biggest mobs would be truly invincible.
Henchmen loot would have to give significant numbers to overcome inactives.
A loot item that drafted 1% of unaccepted invites, would give a boost and encourage code punching.
If a person had 10000 unaccepted invites the initial boost woul be 100, but due to diminishing returns it would take over 500 to actually accept all 10000. This should not be a factor as the player should be continuing to punch codes.
Smaller players get real rewards for punching codes, veterans get a moderate or small boost too. Win - win.
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VADAN wrote:
This is still punching codes tho -'just someone else punching yours...there's gotta be a 'better' (read more enjoyable, actual gameplay) way to mob up.I aint done temps since xmas but I get just as good a result with in-game invite code lists. I'm on an average 30-35 daily invites and I don't have to punch 100 codes for it.
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Euro✯ wrote:
I like - I'm sure there's still a better way - but this is better than punching codes! Do kinda like the fact that my mob is made up of real people tho - maybe the car is filled with players who are currently online instead of henchies - therefore hitting it boosts both players mobs?Instead switch to a mini game where time = henchen.
Idea out of the blue: car travels on the map where you are. It appears for a second then disapears . If you hit it you gain a henchman. And that pulled out of my $&"$ while on the toilet, now think about all the mini games you can make if you spend time on it.
The point is that code punching is NOT sustainable
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Euro✯ wrote:
Yup having real trouble trying to convince ppls in my area to play when they realize they need to puch codes...The game should be about having fun. If I tell someone aboutvthe game but that they will have to punch 20.000+ codes then how long do you think that person is goingbto laugh?
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No changes. The code system has made this game the most social mob game in the iPhone. The fact that there is no limit per day and many new codes every day has created these uber mobs which. The only way to compete is to get to know people and back each other up. The more mob one has the more they can help. So in short, as scary as uber mobs are, they animate the community. This connected feeling keeps our interest. So I guess the new saying should be... "friend up"
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Hm. Looks like I left one of those sentences hanging. You get the point.
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Tender...what do new players do when entering 20.000 codes is the minimum to start playing? Din t sidestep the issue please
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As a new player i like the idea of minigames. I've have hard time convincing others to give this game a chance. At the moment i'm not convinced myself anymore to punch codes. I need more reasons to open up tw besides accepting invites, to check how much my bully capped turfs and punch codes...
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Euro✯ wrote:
Your missing my point. Two 10k mobs can compete, 4 5k mobs can compete. A handful of smaller mobs can take out one large player. By having friends you have more power. The more social you are, the more power you will have.Tender...what do new players do when entering 20.000 codes is the minimum to start playing? Din t sidestep the issue please
A large community will crush a large individual. So the social aspect in this game is reliant on mob codes. TW has suceeded in this aspect of mib games like no other.
No side stepping. Now go punch them codes
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The problem with the codes is the fact that mob amount is generally the only real factor in the out come of a fight. My ideas to change that arnt welcomed by those with a lot of turf and I appritiate that. Point is, I think the key to the code pushing problem comes from the current combat system. Suggestions on a way to change the combat system and keep the larger turf owners happy is the key here.
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Tenderloins but what happens if the 10k player has 3 other friends that are 10 k too? They would just smash the 4 5k mob people
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