Diminishing returns and mob decay
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Noghri_ViR wrote:
So your saying a hybrid of punching codes and an in-game activity? interesting...Belial wrote:
Mob cap of 20k. Reset fight experience so everyone is at the same level then start basing fights off experience with randomness thrown in so sometimes small players can beat big playersLike I said rob I'm not totally closed minded to a solution. Just don't think this is the one. I'd like to see a mob cap just above the biggest mob then a new system to decide the resulting stalemates. Something like that would make everyone happy
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Decay would make more punching required, not less. As Belial said, people would be constantly going back through TWDB to get the people they lost. Combine that with diminishing returns & you make "big mobsters" have to do far more than 4x the work. It goes both ways, when big mobsters punch new codes, those are fewer codes the new people need to punch. In fact, if everyone would work at punching codes, there would be less work to go around. People take breaks & mobsters retire. That's how I got to my spot on the mob leader board, when I didn't start until March - punched a ton of codes & then people took breaks & retired. If you don't want to punch codes, find a new game.
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Noghri_ViR wrote:
Reseting fight experience is not acceptable either. Too many players have fought too hard for that experience. How often are you going to then reset it? Every 6 months, every year - because in a year from now, new people will be complaining that they'll never have enough experience to be a top mobster. This is especially true considering that experience rises much faster than mob. It will look even more intimidating.Belial wrote:
Mob cap of 20k. Reset fight experience so everyone is at the same level then start basing fights off experience with randomness thrown in so sometimes small players can beat big playersLike I said rob I'm not totally closed minded to a solution. Just don't think this is the one. I'd like to see a mob cap just above the biggest mob then a new system to decide the resulting stalemates. Something like that would make everyone happy
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If someone wants to go through a code sites 2,3,4 times then they deserve every mob member they have. But my guess is 99% of players won't be doing this. If you and Belial want to keep mob racing then you'll have to work for it, but for the rest of us we'll be in the 5-11k range playing a war game.
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It's not goin to happen. Smaller players have half the game systems on their side. Things like don protection the 22% defensive slant. The 10% rule. Nick isn't going to punish his high end player base.
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Must be a way to make the outcome of fights/capping less dependent on mob size ... /Me drifts into thought.
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Just though this might be more relevant today.
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No. Your idea sucks. You can catch up pretty close. It has been done, like Belial said. Maybe if you start late you have a 5% chance to gain a henchman for each mob member you gain or accept an inactive.
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I'm just under 7k mob and I know I will never catch the top players... And I still think its a dumb idea
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Big Rob 🔫🌊🗻 wrote:
Hey your at 20kJust though this might be more relevant today.
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I'm lower then
2k and hate this idea -
Aw heeeell naw👎 why should I be getting more return rate than Belial or bruenor? Just cuz I'm a newb and they worked hard?
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Candyman77 wrote:
Same here. I don't really enjoy punching codes but it's part of the game and I accept that.I'm just under 7k mob and I know I will never catch the top players... And I still think its a dumb idea
And either way (allthough it has been said before): implementing this would only mean you have zo punch even more. Right now you can work up your way slowly. With decay you have punch constantly to eben stay where you are. Yes the tob mosters wouldn't advance that fast but you wouldn't too. Instead of (just as a n example!) 10k, and 25k players you have 1k and 15k players around...
And it eould take a lot more work to keep track of you punched codes...
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Shedd wrote:
Punching might be part of the game but it stops being fun when the whole game is punching there for it is not a game anymore, I'd rather spend more time fighting and capping turfs than punching codes, but this idea is somewhat flawedCandyman77 wrote:
Same here. I don't really enjoy punching codes but it's part of the game and I accept that.I'm just under 7k mob and I know I will never catch the top players... And I still think its a dumb idea
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I think that everyone is focusing on the mob count. Yes that is important. But what I have been discovering is more important is the social interaction and political maneuvering. i.e. How you inter-relate with other games. In many ways this game is unique to many I have played as it is the players who generally set the rules. Those rules are instilled through reading or hard knocks. Those who do not meet the community standard usually drop out. Going forward with this will strengthen the arseholes and make it harder to get them out of the game. Don't forget the big boys want players around as more players = more income for their turf. This is about people needing to learn to be respectful of others. It is generally the rude that have a hard time in this game.
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Games = players
Sorry didn't read before posting.
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I'm new. I had problems being in a city jam packed with high mob players.
I 「MOBBED UP」and continue to do so. Players should NOT be rewarded for bein lazy fucks.
I would be much less opposed to getting 50 free invites a day (for everyone). Pending invites do not count, nor would current mob members. New players (judged by mob count, as to avoid people purposely aitting at low level) would get priority on the list. That would make much more sense.
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I repost this every year. I think it's still a good idea. I know all the players over 20k will say this is a bad idea because they worked so hard, but this game will not be fun for 95% of all other people if it continues at its current rate. When I originally posted this the biggest people were 20k now it's 90k in a year or two it will be 150k this is 100% unrealistic for new players which means the game eventually dies. Remember this is purely for new player retention and not to appease old players. 1000 new players would be better for this game than possibly losing a handfull of top players because they feel it's not fair.
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I still think it's shit. I haven't seriously punched codes in over a year. Further I made 10k of my mob in a 3 month period and that wasn't that serious punching by any standard just punching on bus commutes between hops. My mob is large enough to deal with newbs & noobs. I get on well with most players, I'm well spread out. If I wanted to fight sure I could, just join a V. Many alliances like players this size as they get range on bigger players.
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Hyena wrote:
I still think it's shit. I haven't seriously punched codes in over a year. Further I made 10k of my mob in a 3 month period and that wasn't that serious punching by any standard just punching on bus commutes between hops. My mob is large enough to deal with newbs & noobs. I get on well with most players, I'm well spread out. If I wanted to fight sure I could, just join a V. Many alliances like players this size as they get range on bigger players.
So what your saying is you haven't played this game actively for a long time but you'd rather keep your 3 months worth of punching over recruiting a whole new batch of players? That's not at all selfish.
And second a whole group of your 10k friends would not amount to anything against 1 top player. Tell someone to start playing now punch codes for 6 months or longer, get a big group of friends together and they will never be top players-EVER.
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1,000 new players that like the game & aren't lazy will recognize they don't need to be on the mob leader board to have fun. 1,000 new lazy players won't last regardless of current mob sizes & likely won't spend money on the game.
I'd bet it's the "old" players that spend the most money on TW - like for turf limit & stam refills. IMO, one of the quickest ways to kill the game would be to undo their hard work of punching codes & cause a bunch of them to leave. Obviously not everything has been or should be about appeasing old players. There's a thin line that nick seems to do his best to walk for old & new players.
Mob decay would cause nick to lose money for people that do buy hench. If they are consistently losing their mob, at some point, they wouldn't be able to buy more hench.
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The diminishing returns thing is a horrible idea. There's enough randomness now as to whether you catch new players in time to accept your invite.
I don't even understand the fight experience idea anymore.
I'm not sure how you are defining "top player" in your response to Hyena. His whole point was that you don't have to have a gigantic mob to fight. The social part of the game plays just as much of a role as the mob part. Friendships aren't limited to those with similar-sized mobs or to people that started playing at the same time as you.
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1. diminiishing returns- so only 25% of the codes i punch are accepted? most of those codes are temp codes and new codes added to icm which means new players. most new players get their first few hundred mob from this, so really you hurt them too. most new players dont punch right away, they're too busy capping inactives😜
2. mob decay-how do you decide who is removed from my mob? is it you? mystery? some random newb with 800 mob? how do i regain it? randomly repunch codes until i find the ones i lost? this is just a bad idea. besides take 5% of dunn's mob. who cares, he's still huge abd the closest mobsters to him just lost 5% too so they're going backwards too. -
and everyone is going backwards especially new players who dont want to punch. that will motivate them- work hard but we will take some of that work away. besides why even out the playing field? breaking news- life isn't fair, deal with it.
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@ Mystery, a lot of the old players are already gone or are bored and hardly play anymore. If this idea was done years ago there would be more players around today, which would make more money for Nick in the long run. As for who is removed by decay that's just a programing issue, and easy to figure out. And this is not a social game it's a war game with no fighters, if you want to socialize with random people you can surely find some other place to do that.
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@ Mr Rob, I call bullshit on your statement that there would be more players. If your ideas were implemented I would not play and I'm sure many others wouldn't either. Some don't want to punch codes, that's fine but why punish those that do just because you want to be a top boss... There are players who started after me and have 40k-50k mobs through hard punching. You want to take away their motivation. You would kill the game. And the fact you still think this is a good idea well it says something about you....
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Hyena you don't play now. Signing onto a war game and doing nothing isn't playing. If this game lost you who would know?
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Small mobs have a an advantage with range. Being a big mob ain't all that great, I been kicked out of many areas by a small mob cos I couldn't hit them, the only thing to do is spam which cost loads of in game cash and big turf limit!
I definitely wouldn't be punching again if your idea came in.
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Players have retired through the years for various reasons. Nothing will change that. I disagree with your opinion that more players would be around today if your idea was implemented years ago.
I didn't say this was purely a social game, nor did I advocate that it should be. I'm not sure how you could have played for so long without realizing how much the social & political aspects of the game affect the war aspect.
Hyena didn't say he didn't play; he said he didn't punch. I'd notice he was missing, as would plenty of others.
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Should have punched for 2 years if you think it's...
A. Great to have large mob
B. Easy to get a large mobYou could have been 60k+ too had you punched for that long...
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