Plans to balance game??
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Really the only way to make it in this game is to button mash invite codes. Doesn't make it much of a game, especially for those that don't want to spend time doing that.
Are there any plans to make it possible to defend without the game creating a black market for invite codes??
Get more henchman for respect, more defense, cheaper defense upgrades for turfs, anything? -
You dont need a huge mob to play the game. With a decent defensive slant the game is pretty well balanced. Plus there'd always vendetta
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What am I missing? Another with a mob of 1000 can roll over turfs with a mob of only a few hundred; no matter how much body armor and lapua you have. Vendetta gives you temporary protection while announcing to threats that you've set up a vendetta against them AND helping others attack them (even if you have no intention of doing so). Hard to consider that balanced. How so?
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AustinHillBilly wrote:
Because if you put effort into code punching you reap the benefits... If not you end up losing to those more committed to being 💪What am I missing? Another with a mob of 1000 can roll over turfs with a mob of only a few hundred; no matter how much body armor and lapua you have. Vendetta gives you temporary protection while announcing to threats that you've set up a vendetta against them AND helping others attack them (even if you have no intention of doing so). Hard to consider that balanced. How so?
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And everyone has a chance to punch as many codes as they want.
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No i get that. That's my point. Is there any plan to make this a game and not just about punching codes? Punching codes is menial labor, not a game.
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I punch less than a half hour a day. It's not that big a deal
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AustinHillBilly wrote:
No i get that. That's my point. Is there any plan to make this a game and not just about punching codes? Punching codes is menial labor, not a game.
I doubt it, this far into the game it would change the game dynamic. Also a more suitable system has not been suggested
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I agree that a game should not be about punching codes but don't know what could be done to stop it.
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Thanks Houdini111
I'm not arguing about the challenge of punching codes. I get that everyone can and it doesnt take much. I'm asking if there is any work being done to balance the game so it isn't about punching codes. Punching codes can hardly be considered a game any more than cutting my grass is a game. Sure, I can get a better lawn mower or hire help but I'm still just mowing the lawn.Rhino, it's not that another system is needed, only that it be balanced. Why only 1 henchman for a respect point?? Making it 100 would give those that don't want to punch codes an option, a chance. Why not a more expensive but powerful defense weapon that can only be used by smaller mobs or diminishing in benefit as your mob grows.
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AustinHillBilly wrote:
It's 1 hench for 15 respect points not 1. And it's to prevent the people who do pay for the game from buying even more hench. If you could get 100 hench for 1 respect point people would max out on hench from being so cheap. And you can only buy hench to equal 75% of your mob. If we did it your way belial and other top mobs could almost double what they have now for a few $$$. And you would be left in the dust until you mobbed up anyways. This would unbalance the game not balance it.Rhino, it's not that another system is needed, only that it be balanced. Why only 1 henchman for a respect point?? Making it 100 would give those that don't want to punch codes an option, a chance. Why not a more expensive but powerful defense weapon that can only be used by smaller mobs or diminishing in benefit as your mob grows.
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If it were as easy as you are asking to acquire a mob of considerable size, you would inevitably find out two things. One, all mobs would simply scale up to a higher size relatively speaking and the problem would still exist to a certain extent--or you'd find more equivalent mobs. And, two, you would miss out on the collaborative side of the game that a growing mobster has to have. If you have distinct goals in mind, make good contacts, and play with integrity you will find that you can accomplish with a group what you cannot on your own. Best part, IMO. Doesn't need balancing. I've torn into several mobsters considerably larger than me in that manner...some well before I ever hit 8k. It was fun for both sides. And I've got friends I'll have for a lifetime. Some of the feistiest players I've seen were lil 2.5k mobbers inside a V. Huge range. Totally hanging it out there. Big fun.
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So why not just get rid of code punching and let us by henchmen with cash and don points. I agree, who wants to punches codes when most aren't active?
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Architect wrote:
If you could buy mob with ingame cash I would say create a new class. Hired hand or merc. Use ingame cash to buy them and they cost hourly upkeep. $1000 an hour and they come with 15 att and 15 def. They can not be equipped with other weapons or armor. And when you get rid of them you don't get half your money back, just like when you hire someone to do a job they don't give you half your cash back when the job is completed.So why not just get rid of code punching and let us by henchmen with cash and don points. I agree, who wants to punches codes when most aren't active?
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Architect wrote:
So now it becomes based only on who's been playing longer and has the most cash and you have even less chance of ever catching upSo why not just get rid of code punching and let us by henchmen with cash and don points. I agree, who wants to punches codes when most aren't active?
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It doesn't work because income comes fron turf those things you want to protect. Now the player who captures the most also becomes the strongest. Meaning bullying will sky rocket and the chances of being able to handle it will go down. No theob system and income must remain separate and for a good reason.
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Belial wrote:
Not everyone has that kind of time. You would not be disputing this if you had just walked into the game and were trying to catch 20k mobs.I punch less than a half hour a day. It's not that big a deal
The time required to punch enough codes for a new player to have just an average mob, is growing exponentially.
If a new player punches every single code available, he still will not even come close to your mob. The only way that will happen is if you stop punching for a long, long time.Coding punching has always been flawed, for all games. It is good for a game in one way only. Profit.
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The only other way balancing might work that I can think of is if everyone had to register a home city where 100% of your mob is active. And something like every 100 miles away from your home city your mob strength decreases by 1%. it doesn't make sense that you can be attacked one minute in Europe with 100% of your mob backing you up then 1 minute later you are attacked in north America and your mob magically appears to back you up again. It would allow locals a slight advantage because of home turf.
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Kozy wrote:
This idea has been suggested before...and is a decent one...I believe it was originally suggested by Chainsaw Charlie.The only other way balancing might work that I can think of is if everyone had to register a home city where 100% of your mob is active. And something like every 100 miles away from your home city your mob strength decreases by 1%. it doesn't make sense that you can be attacked one minute in Europe with 100% of your mob backing you up then 1 minute later you are attacked in north America and your mob magically appears to back you up again. It would allow locals a slight advantage because of home turf.
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Kozy wrote:
I still have a problem with this. The object of the game is to branch out and took over other cities. This I fear would take away from that.The only other way balancing might work that I can think of is if everyone had to register a home city where 100% of your mob is active. And something like every 100 miles away from your home city your mob strength decreases by 1%. it doesn't make sense that you can be attacked one minute in Europe with 100% of your mob backing you up then 1 minute later you are attacked in north America and your mob magically appears to back you up again. It would allow locals a slight advantage because of home turf.
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4000 miles on that system would take away 40%. Pretty much cripling you.
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Belial wrote:
So basically you think that you should be unstoppable in every single city you go to? And besides are you over your limit or under your limit? You don't even need to cap to take capo you just buy limit and place more turf. Why should 1 player be able to dominate the entire game?4000 miles on that system would take away 40%. Pretty much cripling you.
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You shouldn't be as strong 4000 miles away as you are in LA. The object of the game is to "take over your local area" Nick wrote this in the game description. You can't say the object is to branch out or there would be plane tickets. That's why you have to hop. To slow down 1 person from dominating the entire game. You are opposed to anything that would potentially make you vulnerable in anyway shape or form.
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Kozy wrote:
Oh. I agree. But I also don't think that same player should become too weak either. Look. We are supposed to be mobsters. What kind of big time mobster only controlled 100 miles?Belial wrote:
So basically you think that you should be unstoppable in every single city you go to? And besides are you over your limit or under your limit? You don't even need to cap to take capo you just buy limit and place more turf. Why should 1 player be able to dominate the entire game?4000 miles on that system would take away 40%. Pretty much cripling you.
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Belial wrote:
Take away 40% of your mob and you still have 12k mob man. Like come on, how the hell can you say that you are pretty much crippled. And besides how many players have turf 4000 miles away?4000 miles on that system would take away 40%. Pretty much cripling you.
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Kozy wrote:
12k mob wouldn't be enough to dominate say NYC or London. See my state sucks. My eventual plan is to move all my turf out of this hell hole.Belial wrote:
Take away 40% of your mob and you still have 12k mob man. Like come on, how the hell can you say that you are pretty much crippled. And besides how many players have turf 4000 miles away?4000 miles on that system would take away 40%. Pretty much cripling you.
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Belial wrote:
Again taking it to the extreme. Take away 1% of your mob and not even the next player down can beat you. 1000 miles away and you are down to around 18-19k mob left. Still able to kick the living sh!t out of 98% of the players in the game.Kozy wrote:
Oh. I agree. But I also don't think that same player should become too weak either. Look. We are supposed to be mobsters. What kind of big time mobster only controlled 100 miles?Belial wrote:
So basically you think that you should be unstoppable in every single city you go to? And besides are you over your limit or under your limit? You don't even need to cap to take capo you just buy limit and place more turf. Why should 1 player be able to dominate the entire game?4000 miles on that system would take away 40%. Pretty much cripling you.
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Hong kong is 7,200 miles away. By this system if I was to attempt to take it over I would have only 5k available mob.
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Belial wrote:
Alright, easy fix. You can change home base whenever you want but it takes a week to take effect. That way you can't switch it up everytime you are attacked but still gives you the option to choose where you want to be strong or vulnerable.Kozy wrote:
12k mob wouldn't be enough to dominate say NYC or London. See my state sucks. My eventual plan is to move all my turf out of this hell hole.Belial wrote:
Take away 40% of your mob and you still have 12k mob man. Like come on, how the hell can you say that you are pretty much crippled. And besides how many players have turf 4000 miles away?4000 miles on that system would take away 40%. Pretty much cripling you.
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Kozy wrote:
Hmm. Doable I suppose.Belial wrote:
Alright, easy fix. You can change home base whenever you want but it takes a week to take effect. That way you can't switch it up everytime you are attacked but still gives you the option to choose where you want to be strong or vulnerable.Kozy wrote:
12k mob wouldn't be enough to dominate say NYC or London. See my state sucks. My eventual plan is to move all my turf out of this hell hole.Belial wrote:
Take away 40% of your mob and you still have 12k mob man. Like come on, how the hell can you say that you are pretty much crippled. And besides how many players have turf 4000 miles away?4000 miles on that system would take away 40%. Pretty much cripling you.
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Although ideally it should be current gps location. But that just screwed my gameplay.
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