Capture limit needs adjusting.
Forums › Suggestions & Feedback › Capture limit needs adjusting.-
I've said it before but it needs to be brought up again. As players get these massive limits it gets harder and harder to do any real damage. I'm not saying the limit needs to be increased astronomically but it should be adjusted at the higher end of the spectrum.
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I agree. With the increase in mob sizes every other aspect of the game has to grow in accordance with this.
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Disagree. Just makes it easier to cap someone out of an area.
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\\// (/\dd Vee) wrote:
Agreed. There are bigger problems with mobs etc getting bigger, ie income.Disagree. Just makes it easier to cap someone out of an area.
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\\// (/\dd Vee) wrote:
If it becomes impossible to cap someone out of an area then what's the point of playing? Then we may as well just stop fighting all together.Disagree. Just makes it easier to cap someone out of an area.
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Belial wrote:
Yup. Most players adopt a strategy or rule for noobs an we leave them be. But what about the mid and top level players. Not beig able to cap a person out of an area just means contat V's and they can get boring when they become repetitive. If you run the risk of being capped out of an area it gives you more to work towards. More turf = more income. Any decent player can easily come back to a city or town if they've got there with the right strategy.\\// (/\dd Vee) wrote:
If it becomes impossible to cap someone out of an area then what's the point of playing? Then we may as well just stop fighting all together.Disagree. Just makes it easier to cap someone out of an area.
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I still think that after enough beating, a turf should get capped regardless of win/loss of the fight. That gets rid of situations where 2 massive mobs can never cap each other....they'd be able to do it, but it'd take a lot of hits (not sure on exact numbers though).
Without this, a 10k mob can only really be capped by a V or a 20k mob due to body armor.
Just my 2 cents of course...
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Again, belial looking for ways to exploit his position even further... Those limits actually protect the less aggressive types out here. (he's only suggesting that cause he hit cap limit on me...)
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Seems like you could also just work with more people. Takes more time because they would have to have turf close enough, but I can't imagine the situation is bad enough for everyone to warrant a change across the board
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Boat Anchor wrote:
You may want to work on your numbers. A 10k mob can be capped by a 10.2k mob.I still think that after enough beating, a turf should get capped regardless of win/loss of the fight. That gets rid of situations where 2 massive mobs can never cap each other....they'd be able to do it, but it'd take a lot of hits (not sure on exact numbers though).
Without this, a 10k mob can only really be capped by a V or a 20k mob due to body armor.
Just my 2 cents of course...
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bee ryan wrote:
The average high level player has easily over 1k turf. The highest possible cap limit is 50. That's only 5%. It needs to be more.Seems like you could also just work with more people. Takes more time because they would have to have turf close enough, but I can't imagine the situation is bad enough for everyone to warrant a change across the board
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Jim Dirt (Add A1) wrote:
Actually I posted this about 6 months ago too. It gets only worse as players aquire more limit and turf. Eventually everyone becomes unbeatable and whats the fun in that?Again, belial looking for ways to exploit his position even further... Those limits actually protect the less aggressive types out here. (he's only suggesting that cause he hit cap limit on me...)
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bee ryan wrote:
Team effort shouldn't be the only solution in war. Not everyone has a huge team.Seems like you could also just work with more people. Takes more time because they would have to have turf close enough, but I can't imagine the situation is bad enough for everyone to warrant a change across the board
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Add more levels, raising the turf cap limit in the process. (also skill points, turf limit and don points)
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LittleSwags wrote:
Not a bad idea. Although I still think the level 90+ players need a larger limit against them.Add more levels, raising the turf cap limit in the process. (also skill points, turf limit and don points)
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Another option would be to make cap limit linked to turf placed.
Maybe 10% of total.
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LittleSwags wrote:
I do like that one.Another option would be to make cap limit linked to turf placed.
Maybe 10% of total.
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Belial wrote:
So the cap limit would depend on the number of turf you created/placed? Seems counter-productive to being able to cap out of an area since the players would likely want gone have capped a lot more than they plantedLittleSwags wrote:
I do like that one.Another option would be to make cap limit linked to turf placed.
Maybe 10% of total.
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The capped put of an area thing is a problem for players spread out vastly. For instance if I want to secure my position in an area I can plant 51 turf and be safe. If I'm spread out I need 50 turf in each city to stay safe. Now if I need more in each city it means I just have to buy more limit.
Also the whole, whoever stays up latest wins thing would have to change. Currently in a war whichever team stays up latest does the most damage. Which means a rebuild session for the sleepy team. If I have to build 200 turf a day everytime a war breaks out and I get sleepy I'm just not going to do it.
As it is wars are more about endurance then anything else. Raising limit would just make wars shorter.
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10% of total would mean that in order for me to stay afloat against 4 players in the same city I would need 800 turf built give or take.
If all 800 got capped in a night I would have to rebuild 800 the next day to stay in the city. At that rate I wouldn't bother fighting I would just sit out the V, hopping until it was over.
I understand the need to "accomplish" something against another player but I don't think raising cap limit is the answer.
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bee ryan wrote:
No not just placed. Total owned turf at the time.Belial wrote:
So the cap limit would depend on the number of turf you created/placed? Seems counter-productive to being able to cap out of an area since the players would likely want gone have capped a lot more than they plantedLittleSwags wrote:
I do like that one.Another option would be to make cap limit linked to turf placed.
Maybe 10% of total.
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V. I understand what you're saying but as we get bigger the game needs to get bigger with us. No one should be invulnerable.
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\\// (/\dd Vee) wrote:
What could be the answer then? Removing from an area is the only victory you can get.10% of total would mean that in order for me to stay afloat against 4 players in the same city I would need 800 turf built give or take.
If all 800 got capped in a night I would have to rebuild 800 the next day to stay in the city. At that rate I wouldn't bother fighting I would just sit out the V, hopping until it was over.
I understand the need to "accomplish" something against another player but I don't think raising cap limit is the answer.
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I know, I hear you. But keep in mind the players that would like to remain active in areas they have traveled but do not play as much as you or I. Or if you were to slow down in gameplay.
I don't know what the answer is but if nick is taking the conservative approach for now then that's cool. Possibly some rule changes could change things anyway so I'm ok with waiting to see. I am curious to hear any suggestions.
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