Take away temp codes
Forums › Suggestions & Feedback › Take away temp codes-
Jim Dirt (Add A1) wrote:
i was thinking about this. On twdb they have people who go on and punch through the site looking for resets. If you could see the date that the code was added, and it had been 6 months, you could punch the code and if you get the "you have already invited this player to your mob" msg 6 months later, theres a good chance its inactive and never coming back. Just my thoughtsmikeysee 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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Belial👊🔨😽 wrote:
I don't usually set out to be mediocre... Don't have a problem putting time and effort in to get to the top - but there has to be a better way within the game that's more rewarding than punching thousands of codes.... More appealing game = more people who start and stay = more opponents = more fun for all!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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Mobbing up goes I go. It is that simple. Punching code is one of the few things I can do to compete without spending money. People can buy hench, turf allowance, loot, and all kinds of stuff. Mobbing up is free and I am thankful that I can put in a little effort and get an advantage.
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Temp codes have made it easier to do. Thank goodness or we would have to make these ridiculous chain mails and ideas like this which take more time.
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People don't stay for lots of reasons. For instance, living in the middle of nowhere. I like the game because of GPS. You can't please everyone.
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What if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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Kozy wrote:
So then to break through a players defenses all I need do is ER them? Sounds way too easyWhat if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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Temp codes are what lets me punch codes.
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Belial👊🔨😽 wrote:
Maybe make it the opposite the lower the health the stronger the mob.Kozy wrote:
So then to break through a players defenses all I need do is ER them? Sounds way too easyWhat if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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Belial👊🔨😽 wrote:
Ya you are right it would be to easy. What about for every 2 health it's 1% mob. Ex, 98 health would mean 99% mob. 50 health 75% mob. 0 health 50% mob.Kozy wrote:
So then to break through a players defenses all I need do is ER them? Sounds way too easyWhat if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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Kozy wrote:
nah top mobbers would be ERd 100% of the timeBelial👊🔨😽 wrote:
Ya you are right it would be to easy. What about for every 2 health it's 1% mob. Ex, 98 health would mean 99% mob. 50 health 75% mob. 0 health 50% mob.Kozy wrote:
So then to break through a players defenses all I need do is ER them? Sounds way too easyWhat if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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mikeysee wrote:
Ok even less then. 10% less max. I'm just trying to think of a way that allows smaller players the chance to fight against larger players and maybe being able to win. I know you can form a V but this would allow solo play as well.Kozy wrote:
nah top mobbers would be ERd 100% of the timeBelial👊🔨😽 wrote:
Ya you are right it would be to easy. What about for every 2 health it's 1% mob. Ex, 98 health would mean 99% mob. 50 health 75% mob. 0 health 50% mob.Kozy wrote:
So then to break through a players defenses all I need do is ER them? Sounds way too easyWhat if mob was connected to health? Say 100% mob is active from 100-250 health. 1-99 health would mean 1-99% of your mob would be active.
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And that way you don't need to get rid of codes or change the inactive code issue.
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rhys wrote:
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!
Obviously didnt listen. I said ONLY through missions!
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Mr. Ikslopot wrote:
Happy with the mobbing up princible - but there has to be a better, more game based way ti achieve it rather than punching code - agree that it should be able to be achieved without having to shelling out cash tho..Mobbing up goes I go. It is that simple. Punching code is one of the few things I can do to compete without spending money. People can buy hench, turf allowance, loot, and all kinds of stuff. Mobbing up is free and I am thankful that I can put in a little effort and get an advantage.
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Kozy,
You have been on tw for 25 weeks and have about 2,500 mob. You are averaging 100 codes a week. We get about 100 new players a day!
Try punching codes. It's not that hard. A little time each day can give you a large return.
At least try before you knock the current system.
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Belial👊🔨😽 wrote:
That's your fault... if anything, you should get rid of inactive codes, because most people will never get those.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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__Don_Line__ wrote:
No. Can't get rid of inactives because the game would be in total stalemate. No one would be able to cap anyone else. Everyone would be the same size.Belial👊🔨😽 wrote:
That's your fault... if anything, you should get rid of inactive codes, because most people will never get those.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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Re stalemate:
Make it possible to purchase weapons so your maximum attack and defence are even.
And add regular updates of new loot with higher stats, then mob may become less important than how they are armed.
Also, while we're at it, add loot to fights.
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Add swagger wrote:
No. Defensive slant exists for a reason. It's to protect newer players. Evening thongs out would destroy the game.Re stalemate:
Make it possible to purchase weapons so your maximum attack and defence are even.
And add regular updates of new loot with higher stats, then mob may become less important than how they are armed.
Also, while we're at it, add loot to fights.
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Belial👊🔨😽 wrote:
No. Defensive slant exists for a reason. It's to protect newer players. Evening thongs out would destroy the game.
No it wouldn't, large mobs can overpower newer players anyway.
Evening out atk/def by bought weapons will prevent stalemates.
I think you really need to step back and see how this game has changed in the year you've been here.
Your size has blinded you to the difficulties that have developed for newer players.
For example, imagine if you live in the heart of some of the most congested areas of the map ( New York,London), inactive account turfs will prevent new players from planting a single turf.
It is time for change.
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The game must retain a defensive slant. If for nothing else realism. It's always easier to defend than it is to conquer. And the slant has saved countless new players. Don't see things so narrowly.
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Belial👊🔨😽 wrote:
This is meant to be a game not a simulation.The game must retain a defensive slant. If for nothing else realism. It's always easier to defend than it is to conquer. And the slant has saved countless new players. Don't see things so narrowly.
But if you want realism then:
Mobsters that have gone to ground (inactive) aren't likely to turn up to defend you and your turf.
Mobsters do get killed in fights and therefore should disappear from your mob.
Armour and weapons get damaged beyond repair and should need replacing, others should be stolen by the opposing side.
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Add swagger wrote:
Now you're just talking nonsense and making things even harder on new players.Belial👊🔨😽 wrote:
This is meant to be a game not a simulation.The game must retain a defensive slant. If for nothing else realism. It's always easier to defend than it is to conquer. And the slant has saved countless new players. Don't see things so narrowly.
But if you want realism then:
Mobsters that have gone to ground (inactive) aren't likely to turn up to defend you and your turf.
Mobsters do get killed in fights and therefore should disappear from your mob.
Armour and weapons get damaged beyond repair and should need replacing, others should be stolen by the opposing side.
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Belial, when you were new, how many inactive codes were there compared today.
What was the average mob size?
What was the size of the biggest mobs?
Many of the rules you defend so much have become outdated due to the size of the biggest mobs.
My defence is 85000 points above defence, it would probably require a well armed mob of over 16000 to easily beat me.
That is simply unsustainable.
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The TenderLoin wrote:
I refuse to punch codes. I don't find it fun in any capacity. I won't bother wasting my time doing something I don't want to do. I'm happy playing at my current lvl. I have no problems.Kozy,
You have been on tw for 25 weeks and have about 2,500 mob. You are averaging 100 codes a week. We get about 100 new players a day!
Try punching codes. It's not that hard. A little time each day can give you a large return.
At least try before you knock the current system.
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Belial👊🔨😽 wrote:
No, the effort of the person in mind alos counts too. If you got rid of inactive codes, you would still be able to cap me.__Don_Line__ wrote:
No. Can't get rid of inactives because the game would be in total stalemate. No one would be able to cap anyone else. Everyone would be the same size.Belial👊🔨😽 wrote:
That's your fault... if anything, you should get rid of inactive codes, because most people will never get those.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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Kozy wrote:
Agreed! But also wanna be competitive (especially with multiple 10k mobsters on my doorstep.. What choice do I have... Find a better way to mob up!!!The TenderLoin wrote:
I refuse to punch codes. I don't find it fun in any capacity. I won't bother wasting my time doing something I don't want to do. I'm happy playing at my current lvl. I have no problems.Kozy,
You have been on tw for 25 weeks and have about 2,500 mob. You are averaging 100 codes a week. We get about 100 new players a day!
Try punching codes. It's not that hard. A little time each day can give you a large return.
At least try before you knock the current system.
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I like the system where it's at. it should be hard as hell to be number 1. if it's easy then it's worthless. is punching codes a pain? yes. that's what's going to seperate the serious game player from the average joe. the average player should remain average, not given an easy way to make them feel special.
starting out saying you want to be competitive is like saying right now you want to start playing basket ball but want to play in the NBA.... without doing the years and years of training it takes to get there.
20,000 codes isnt even alot. i can punch over 1,000 a day. i did 5,000 one weekend just to finish the database. so if anyone really wants to be competitive, then BE competitive. or don't and stay a casual player. -
I say just go back to the old way. Temp codes make more work for everyone. Especially new players cause A.the turnout is not that great for them. B. We all have yo pinch regular codes and temps, and fir someone just starting...eh not so easy. I mean I pretty much stay on top of temps and reg codes daily and it's a pain
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