New Loot to solve temp code problem
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I was think about a recruiter hench men loot. It's a one time loot item that can only be used by players with less than 5k. What it does is 10% the inactive players that haven't yet accepted your invite wil automaticly join. The chance is somewhat rare. If a +5k player gets it he can sell it for 10million. Or give it to a smaller player that can use it.
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Let's build on the idea please.
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It needs to be open to everyone or not implemented.
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Belial wrote:
Disgree - if the point was to support new players to catch up a little then this sounds like a good idea - if open to everyone this will only help to widen the gap as big players can use their pile of energy (more than the little guys) to farm for more mob.It needs to be open to everyone or not implemented.
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Justin Duran wrote:
I likeI was think about a recruiter hench men loot. It's a one time loot item that can only be used by players with less than 5k. What it does is 10% the inactive players that haven't yet accepted your invite wil automaticly join. The chance is somewhat rare. If a +5k player gets it he can sell it for 10million. Or give it to a smaller player that can use it.
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Make it 1% and open it up to all, as long as players are punching codes, the smallest mobs will benefit most.
Remember the difference between vets and noobs is the inactive accounts. Because The vets have been around longer, they will actually have less unaccepted invites.
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LittleSwags wrote:
Belial had punchep 50k codes (so he says), do the math urself.Make it 1% and open it up to all, as long as players are punching codes, the smallest mobs will benefit most.
Remember the difference between vets and noobs is the inactive accounts. Because The vets have been around longer, they will actually have less unaccepted invites.
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@Don Daan
Nick has said there were about 25000 accounts. Allowing for maybe 2000 since that interview and that even the mighty Belial won't have punched them all and his unaccepted invites could be in the region of 4000 - 7000.Whereas I have punched turfwars.info (19000 codes), twdb(approx 1000 new codes) and temp codes (2000). If I allow for some temp and regular codes being the same player, I have punched around 21000 codes, meaning I have 13000 unaccepted.
My maths suggest I will get double the reward that Belial has.
And Belial openly admitted to punching codes up to three times, which is why he has punched so many.
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Enforcer-ad SAD wrote:
You can't create an A class and B class of players. You can't totally favor the new players while leaving the system closed to the old players. Nor should new players be just handed top level. We all had to go through in active codes. It's part of the game.Belial wrote:
Disgree - if the point was to support new players to catch up a little then this sounds like a good idea - if open to everyone this will only help to widen the gap as big players can use their pile of energy (more than the little guys) to farm for more mob.It needs to be open to everyone or not implemented.
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Oddly I agree with Belial on this, you can't restrict a benefit that can affect gameplay so significantltly to one part of the playerbase.
The solution lies in adding on to existing processes in such a way that it scales down as you grow in size. But must require the same effort from the player.
That is why both littleswags and I are suggesting the loot item should be available to all but only give a low percentage.
It will help new players who punch codes close the gap. So the effort for new and old players alike is more evenly rewarded.
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Without some support new players are leaving the game.... Which will eventually kill the game altogether. Let's face it, even if they get help to get to 5k they are still nowhere near being free of the mercy of 10k+ players who can pick them off whenever they feel like it.
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Just because others have had to suffer the faults of the game is NOT a reason to choose not to improve it for everyone! (I.e. 'I had to suffer the boredom of code punching, so so should everyone else!' is crap argument!)
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Enforcer-ad SAD wrote:
The solution still means code punching. In all honesty code punching is a fair system for this game. It takes work and time and has it's rewards. Those who have been playing longer have an advantage but isn't that fair? Why should should someone be able to achieve in a couple weeks what took others a whole year. The game has divided itself into tiers. Low level mid level and high level. This is also fair. Are there improvements that could be made? Yes but for the most part the system is fair.Just because others have had to suffer the faults of the game is NOT a reason to choose not to improve it for everyone! (I.e. 'I had to suffer the boredom of code punching, so so should everyone else!' is crap argument!)
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It's never gonna happen mate
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Enforcer-ad SAD wrote:
New players have always left the game and will always leave. I punch codes hoping those people will sign back in once and hit accept all. Not everyone will. You have to respect the effort everyone has put in. The don protects lower level players from being picked on; you can't expect him to punch codes on their behalf as well.Without some support new players are leaving the game.... Which will eventually kill the game altogether. Let's face it, even if they get help to get to 5k they are still nowhere near being free of the mercy of 10k+ players who can pick them off whenever they feel like it.
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Add swagger wrote:
So we are going to override an inactive player's right to not accept mob invites because they are inactive. Someone may have played to a specific mob size for a personal reason and then stopped playing. So "in the name of progress" devs are going to force accepts through? Sounds a little too totalitarian for my taste!Oddly I agree with Belial on this, you can't restrict a benefit that can affect gameplay so significantltly to one part of the playerbase.
The solution lies in adding on to existing processes in such a way that it scales down as you grow in size. But must require the same effort from the player.
That is why both littleswags and I are suggesting the loot item should be available to all but only give a low percentage.
It will help new players who punch codes close the gap. So the effort for new and old players alike is more evenly rewarded.
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@bee ryan. Let me put it this way. As game developer who has overheads to cover do I:
1) leave things as they are to support the long term players. Who are large enough to probably not require henchmen or turf limit upgrades.
2)support inactive players who are not contributing to the game in any way at all.
3)support newer players who are trying to catch up with larger mobsters and will require turf limit upgrade (at least) to support the larger mob.
I am not trying to suggest nick is trying to fleece us, only that he would make more money out of a larger playerbase.
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Honestly, if you started this game the month or two after this game was released you already have hundreds of inactive players in your mob. While the newer guys have to pull more of an effort to catch up. And reach let's say 10k than the older players.
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That's a pretty narrow-minded outlook. Besides long term players who have larger mobs will want to arm their mob with something other than grenades, which requires upkeep which means turf which means capping and/or planting. As their influence increases there are fewer players than can cap, which means don point limit increases.
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And as a dev I would cater to loyal, dedicated players. Any game worth its coding will take time, effort and dedication to play well, and I believe this is one of those games
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bee ryan wrote:
what are you talking about? More players will come closer to there cap requirements. And huge players don't really use granades they use Tommy Guns, and Lupas, and Mini Guns, Mostly.That's a pretty narrow-minded outlook. Besides long term players who have larger mobs will want to arm their mob with something other than grenades, which requires upkeep which means turf which means capping and/or planting. As their influence increases there are fewer players than can cap, which means don point limit increases.
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LittleSwags wrote:
Didn't know that, just read something about belial punching 50k codes@Don Daan
Nick has said there were about 25000 accounts. Allowing for maybe 2000 since that interview and that even the mighty Belial won't have punched them all and his unaccepted invites could be in the region of 4000 - 7000.Whereas I have punched turfwars.info (19000 codes), twdb(approx 1000 new codes) and temp codes (2000). If I allow for some temp and regular codes being the same player, I have punched around 21000 codes, meaning I have 13000 unaccepted.
My maths suggest I will get double the reward that Belial has.
And Belial openly admitted to punching codes up to three times, which is why he has punched so many.
Anyway, my answer is:
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It's easy to make this fair for all. Keep it open and take that initial idea. 1 or 10% of the gap between total invites will be great for everyone. It helps all members grow, and benefits the smallest player first. Great idea.
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That or take inactive players out of the mob calculation for larger mobs. Sure they have a ton of inactives on their list
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Mister M wrote:
1% will benifit larger players more. and taking away there inactive players would hurt then a lot which isn't fair. And the inactives as wellIt's easy to make this fair for all. Keep it open and take that initial idea. 1 or 10% of the gap between total invites will be great for everyone. It helps all members grow, and benefits the smallest player first. Great idea.
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Justin Duran wrote:
Wrong, larger mobs by their very natural must have less unaccepted invites. In littleswags example above he would get 50 more mob than Belial at the first.Mister M wrote:
1% will benifit larger players more. and taking away there inactive players would hurt then a lot which isn't fair. And the inactives as wellIt's easy to make this fair for all. Keep it open and take that initial idea. 1 or 10% of the gap between total invites will be great for everyone. It helps all members grow, and benefits the smallest player first. Great idea.
Subsequent uses will return less mob as the number of unaccepted invites reduces.
The gap will get smaller, but the largest mobs will still be out in front.
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bee ryan wrote:
Or a way of encouraging new players to stay and grow - giving them more people to cap in order to expand.That's a pretty narrow-minded outlook. Besides long term players who have larger mobs will want to arm their mob with something other than grenades, which requires upkeep which means turf which means capping and/or planting. As their influence increases there are fewer players than can cap, which means don point limit increases.
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bee ryan wrote:
Dont have a problem with it taking time and effort to get to the top - as long as I can spend that time actually playing the game... gaining some enjoyment out of doing something entertainig....NOT spending mindless hours punching codes!!!And as a dev I would cater to loyal, dedicated players. Any game worth its coding will take time, effort and dedication to play well, and I believe this is one of those games
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Love the idea!!!
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