Take away temp codes
Forums › Suggestions & Feedback › Take away temp codes-
Maybe the way you get mob should be linked into your turf some how.
Say you lay down a turf it will produce one mob member an hour or a day or something. So totally get rid of punching codes.
Maybe expand it to if you take over some ones turf it will take away all the members it created for the previous owner and give it to you.
This is just an idea but tweaking it would be needed.
What do you think? -
seller wrote:
Yes but my point remains true. The more friends you make the better off you are. Or you can be like me... Make very few friends and just punch your way to power. Basicly you can't be powerful without putting in work or politisising (yes I made that word up, I think).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
I'm just sayin that if you want to be powerfull in THIS game, you have to put in effort. There is more than one way, but it won't be easy.
"Mob up" is turf wars and to suggest some easy way to do so is just lazy.
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Also, concider this... When I started punching, the top mob was under 10k and at the time it was a daunting thought to achieve that number myself. Well I hit it and the number to catch is still seemingly out of reach, but I'm going to try. And when I get there, I will still be behind. The point here is that it makes no difference that a 20k mob didn't exist yet because I would still have to strive for that number, I just didn't know it yet. So the only difference a noob has from when I started is that they know exactly how high they have to go.
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The friends thing I like. Eould shift the game majorly. Never understood why i have players in my mob im attacking or are in war with. This should be clearly seperated.
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YOU wrote:
And a formula to use their influence/mobsize. The more mob with higher influence the better.The friends thing I like. Eould shift the game majorly. Never understood why i have players in my mob im attacking or are in war with. This should be clearly seperated.
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Are you seriously still thinking that in 2 years let's say that people won t have a problem starting to play the game and being told to enter 100.000 codes?
The more the game grows the more codes are needed. 5 months ago the game had about 60k players, in a year it will probaly x10 times that
the code punching growth is not sustainable
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If I'm still around then and have kept up to date with codes, I will have had to punch that many. Why shouldn't they?
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And... Given your 3x10k vs 4x5k. With a V formed it's all about coordination. If the communication is proper amongst the smaller guys they could attack effectively given (in this case) two years worth of loot stockpiled.
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The amount of code punching necessary to "play" is relative to how much punching the others around you have done. Here in OK my 2300 mob is competitive with the majority of players, except for people like night, nelli and OneThumb. I could stop punching codes now, sit around with 50 turf and collect my 1.5 mil per hour if that's what I want. It depends your locale and your desire; of course you want a fast track to the top or a smaller hill to climb, but those at the top are there because of longevity and consistency. Don't cheapen the climb
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More specifically, temp codes do help noobs build mobs because punching them isn't an auto accept. It builds yours and theirs; they just aren't as consistent, aware, zealous, etc., about punching them. I would have appreciated knowing from the get go about temps and how far behind I was in code punching earlier. Telling your friends they have to punch 10k to play is quite ridiculous though. They will need that much (and more) to win in the larger cities, but you can always drive to some less intense burbs and grow there. Sure you lose some money because you aren't planting turf on top of people, but you also get to keep the turf you do plant until you get a competitive mob and arm it.
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Exactly bee Ryan. Well said.
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I'm going to agree with belial and say that codes is the best way to run games like this. However it's going to get silly (if it hasn't already) when the game gets more populated. Something needs to be done to close the gap from weakest to strongest. I think the common henchman loot item for under lvl 50 (ONLY though missions) would help, something needs to happen soon.
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You shouldn't put a lvl cap because people could abuse it and only go for loot / buy crates etc. It should be a MOB cap (say 2500) because it really is very silly having to spend 4 hours punching 1000 codes to find out only 500 accepted. It is hard finding a way to change the way this is done, but I acknowlage that it will be hard to find the solution!
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Ok, everyone. Time for a little turf wars 101: (may take more than one post so please be patient and wait until I complete it)
Lotta noobs here (and that's ok. we were all noobs once) and I think people can get easily confused by some things. So to help disspel some of that confusion I would like to present some turfwars truths:1. Whenever Belial argues for against something it is because he see that thing as hindering him either now or projected into the future. In this case, he realizes that enormous mobs will someday be a detriment.
2. Large mobs are expensive. The weapons upkeep is huge.
3. As your mob grows, you will need more and more money to keep the mob armed.
4. To get more money, you will have to cap a ridiculous amount of turf.
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5. The more turf you cap, the higher your influence goes, thus reducing the targets that you can cap from. In addition, you will be over your turf limit by a huge amount and be unable to move without tearing down large numbers of turfs and repeating the capping process over again.
6. Save your money. Build a war chest. You will need it someday.
So what does all this mean to the average player? Larger players ultimately become isolated by their sheer size. They can't move and can't cap once they have exhausted their supply of cappable turfs within their reach. The game effectively stops for them UNLESS:
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1. They tear down and move to new hunting grounds. This costs money and bleeds the war chest each time they do it.
2. They reduce influence to hit smaller targets. This also costs money and reduces income while the influence is low.
3. They carry a smaller weapon load thus reducing their need for income. This makes them no stronger than the smaller players and they can then be capped. In addition, each time they change their weapon configuration it costs huge amounts of money putting further strain on the war chest.
4. They don point their way to a higher turf limit. (theres always going to be someone that takes this route)
As the game progresses and mobs begin to finally reach unsustainable levels, you will see the large players start to make strategic decisions about where they go and what they carry. I look forward to that day.
ok. I'm done.
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This still does nOt addresses the point that in 6 months new players may need to enter 50.000 codes
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Euro✯ wrote:
I wanna spend my time playing - ya know, placing turfs, building them up, battling with others to take their turfs etc.... Not punching codes!!! Which is what I now have to spend 90% of my game time doing!.... Just to keep up with the increases of those around me - never mind ever catching up to them!This still does nOt addresses the point that in 6 months new players may need to enter 50.000 codes
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We all have always had to enter this many. Just because someone starts in six months dosnt change anything. Your suggesting that those who have worked to punch that many codes don't deserve a lead. I understand that the amount of codes a new player sees in the top mobs is alot but it's not like the top players got that mob for free and without effort.
It's a fact that this games primary feature is the codes and that anyone can punch them for free.
It's not going to change because, that's the game. There are many less competitive games out there I'm sure you would like.
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The TenderLoin wrote:
Main feature? Usually features are good things. Punching codes sucks. The main feature of this game was the gps.We all have always had to enter this many. Just because someone starts in six months dosnt change anything. Your suggesting that those who have worked to punch that many codes don't deserve a lead. I understand that the amount of codes a new player sees in the top mobs is alot but it's not like the top players got that mob for free and without effort.
It's a fact that this games primary feature is the codes and that anyone can punch them for free.
It's not going to change because, that's the game. There are many less competitive games out there I'm sure you would like.
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@The Tenderloin
Again I have punch turfwars.info, twdb and temp codes since I started in November.I know I haven't punched as many codes as some of the vets, but it is over 20000 unique codes and am on 8000 mob.
It's because I am competitive that I find this such an issue, how can I compete with a system that penalises you because you weren't there from day 1?
The longer the game continues, the more inactives there will be. This will mean players will need to punch even more codes that I have to get to where I am.
Punching codes is fine if the rewards reflect the effort, it currently doesn't.
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Lilswags,
Your pinchin effort pays off. Not that many people punch like you are suggesting. The big mobs I was worried about when o started are peanuts now. Also no one will stay forever. This last week alone a few top players quit. There is no such thing as an MMO that gives noobs an advantage so they can compete with vets. That's kind of the point of the game, you build your character.
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Game should really have been called "code punching" that way ppls know better what they are getting themselves into rather than thinking it was about GPS and fighting over turfs.
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Enforcer-ad SAD wrote:
But it is about gps and fighting over turf. Look you don't need to be top level to play the game. Many play and don't ever punch a single code. Those players seem to enjoy themselves just fine. You have it in your head you need to be top level yet there's mo real need to be. If you don't want to punch thousands of codes don't. Go for a slow growth.Game should really have been called "code punching" that way ppls know better what they are getting themselves into rather than thinking it was about GPS and fighting over turfs.
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YES
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Belial wrote:
Exactly, I don't punch cuz I can't stand it. So I just play within my range. Hop to places where I can cap. Unless you want to be on the leader board or shoot for capos then really who cares.Enforcer-ad SAD wrote:
But it is about gps and fighting over turf. Look you don't need to be top level to play the game. Many play and don't ever punch a single code. Those players seem to enjoy themselves just fine. You have it in your head you need to be top level yet there's mo real need to be. If you don't want to punch thousands of codes don't. Go for a slow growth.Game should really have been called "code punching" that way ppls know better what they are getting themselves into rather than thinking it was about GPS and fighting over turfs.
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Of course you would say that. Your mob is already 19k.
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please excuse my common sense, but wouldnt it be cool if code sites removed inactive codes? It wouldnt be that difficult.
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mikeysee wrote:
They remove invalid codes. They have no way to know if a code is being actively played or not.please excuse my common sense, but wouldnt it be cool if code sites removed inactive codes? It wouldnt be that difficult.
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mikeysee wrote:
I'd still wanna punch em. Never know when they'll come back. I'm sure the real determined mob leaders feel the same.please excuse my common sense, but wouldnt it be cool if code sites removed inactive codes? It wouldnt be that difficult.
As for temps, I like em. They put me in the game. I'm still a newish player and I'd say my mobs decent size thanks to temps.
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