Diminishing returns and mob decay
Forums › Suggestions & Feedback › Diminishing returns and mob decay-
Two separate ideas. First diminishing returns, 0-5k mob you get 100% return on codes 5k-7.5k only 50% 7.5k-10k 33.3% above 10k you only get 25% return. This will kill the future 20k mobster but I think will be good for the game. In afew months there will be alot more people in a closer range of mob size. I can already hear the crying but remember this is to make this game playable to everyone.
Second idea mob decay. Some set percentage every month, maybe 5% this in combo with the above idea will lower the 20k mobsters over time and level out the playing field. It will also keep people motivated to keep punching or fall behind.
Both ideas are an attempt to evenout this game. Right now most players can't even play, but if we bring the top players down a notch and help the little guys TW will keep on going.
-
Bad idea. The top mobsters should first of all be able to take a break eventually. Why dies the game need to be evebed out? Personally variety is better. Why make everyone the same. Also to say the game isn't plataavle is bullshit. You don't have to be top level to play
-
Also explain diminishing return. So new players aren't given me as a mob even though my invite was typed? Decay. So randonely move disappears. So now intsreas for staying current you must go through whole codesites over and overgain great!
-
I'm sure new players in California love to see all their neighbors are always going to be bigger than them, that's got to be good for new player development.
Even a 5% decay you can take a 6 month break and will still be relevant, probably like 15-16K mob for you (pulled those numbers out of my ass).
Same invite system we have now but for every 4 people that hit accept you only get 1, if your above 10k.
-
Big Rob 🔫🌊🗻 wrote:
So I do 4x the work for the saame reward? Bull. Why should I?I'm sure new players in California love to see all their neighbors are always going to be bigger than them, that's got to be good for new player development.
Even a 5% decay you can take a 6 month break and will still be relevant, probably like 15-16K mob for you (pulled those numbers out of my ass).
Same invite system we have now but for every 4 people that hit accept you only get 1, if your above 10k.
-
That's weak. I don't want even worse return because some these foos is lazy.
-
That's the point
-
Big Rob 🔫🌊🗻 wrote:
What that we should atiffle our own game play and work harder because others are lazy?That's the point
-
This isn't a mob size racing game it a war game, and if I start plaing in 6 months from now and my neighbor has 40k mob I might just hit the reset.
-
There's always an arms race with war.
-
Belial wrote:
At last, I believe you haveseen the light.So I do 4x the work for the saame reward? Bull. Why should I?
This is exactly what newer players will need to do to get anywhere close to the larger mobs.
-
How about (for added realism) that inactive players aren't used in fights.
Afterall, if a mobster disappears they're hardly likely to be relied on in a fight.
-
Hmm, this might be a bit harsh tbo. I generally try to find constructive arguments for belial but in this case... They want a big mob, they have one. That advantage is worked for , it just shouldn't be the end of the calculation! Need some stratergy here. Trying to solve a problem backwards. The problem is the need for a big mob to compete for turf with big players. Make it variable. Make a set of circumstances that change this condition. Mob size problem solved. Big mob guy is happy , he covers a lot of turf, makes good money. Occasionally miscalculates a new guy in town or an old one moves in grabs a couple of spots before you set him straight. You really suffer when your at war... Cause you may have to commit to the war area leaving weaker areas open to weaker players. Now the weaker player is happy. Might hang onto some. Sounds good to me, opinion balial ? Your my constructive criticism ;)
-
Kinda missed this point to, splitting mob up by area stop the monopolising of all areas. You can still move your mob about and grab several places, but you would have to activly do this. Gives the middle guys (everyone forgotten them!) the chance to be significant as well and grab some places they might not normally. Each area would become semi self contained and would allow people to compete with the mobster allocated to that area rather than a daunting number of mobsters that can be seen now if you click around any or my turfs.
-
Big Rob 🔫🌊🗻 wrote:
Unforunately, for some it IS a mob racing game - this is pretty much all they care about... and will voice oppositing to any ideas that result in others catching up/ having it any easier than they did.... I wanna see changes that get rid of code punching altogether in favor or rewarding skill and strategy rather than mindless grunt work.This isn't a mob size racing game it a war game, and if I start plaing in 6 months from now and my neighbor has 40k mob I might just hit the reset.
-
We need to change something, I don't think most people want to mob race. Let's get more people within similar mob range and give the new guys a chance.
-
Big Rob 🔫🌊🗻 wrote:
And screw the old guys? See a solution has to be fair to all. You jut can't tule everything in favor of new players whiletakong away all interesting gameplay from older players. And not everyone should be equal either as that would make capture a thing of the past. If any solution is needed it'll be a difficult and complicated system to achieve this fairnessWe need to change something, I don't think most people want to mob race. Let's get more people within similar mob range and give the new guys a chance.
-
Yes and screw the old guys, your killing the game. Maybe someday you and yor huge mob will be the only one around because you constantly step on player development. Then you can hop around by yourself capping 800 mob inactives 👎
-
I see no evidence that the game is dying.
-
The common assumption seems to be that you must be top level to play. This isn't the case
-
S
Big Rob 🔫🌊🗻 wrote:
being successful is obviously not going to hurt the gameYes and screw the old guys, your killing the game. Maybe someday you and yor huge mob will be the only one around because you constantly step on player development. Then you can hop around by yourself capping 800 mob inactives 👎
-
Play in the uk, where mobs are large and where every player is within 200 miles ofveach other.
Mobbing up to a high level isn't a luxury, it's a necessity.
-
I play in the uk. I saw the big guys. I didn't think (4x the effort why bother) I just got to shortening the gap by putting a bit of effort in. Being surrounded in a smaller country makes for a more involved and complex gaming experience, akin to the more crowded areas of USA I'd guess
-
Belial wrote:
You're right you don't have to be top level to play, you just have to be top level if you want to win.The common assumption seems to be that you must be top level to play. This isn't the case
The problem is that the top level keeps getting higher, which tells smaller players there's no way to catch up. So essentially unless you started a year ago you will NEVER be a top player. -
Big Rob 🔫🌊🗻 wrote:
Thyve been saying getting top level was impossible since my noob days. Its been proven wrong time and againBelial wrote:
You're right you don't have to be top level to play, you just have to be top level if you want to win.The common assumption seems to be that you must be top level to play. This isn't the case
The problem is that the top level keeps getting higher, which tells smaller players there's no way to catch up. So essentially unless you started a year ago you will NEVER be a top player. -
Since the top level players are continuously increasing their mob there is no way the new players can catch up
-
Name one top level player that started in the last 3 months, if you can't then how long should someone expect to wait to compete in this game? Maybe a year oh wait you'll be 30-40k by then, two years... Wait you'll be... Maybe someone should fix this.
-
No one keeps mobbing forever. Even if they do how is it right to punish a dedicated player
-
And 6 months is about right for many top mobsters. It shouldn't be. Easy
-
Big Rob 🔫🌊🗻 wrote:
So I should be punished for sticking with mobbimg longer others?Name one top level player that started in the last 3 months, if you can't then how long should someone expect to wait to compete in this game? Maybe a year oh wait you'll be 30-40k by then, two years... Wait you'll be... Maybe someone should fix this.
-
I know. Lets just ban the whole moblist. Then the smaller players will have no problem catching up
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC