Don't punish loyal players
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But it is a Mob..!
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Another flaw I see in your idea Jimmy is upkeep and income. I make 5 million an hour. 2.5 of that goes to upkeep. If my mob were reduced as drastically as you propose my income would go back up to let's say 4 million. What would I have to spend this money on? My mob wouldn't be growing so I wouldn't need mre weapons. My turf would reach it's max in like a day because of all the money I would have. So what would be left? What would be the point of expanding?
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Plus, you're on level 70, have over 100 energy and god knows what attack and defence. That should be all you need. We shouldn't have to rely on our 2000+ copy and paste codes.
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Jimmy the Jam wrote:
in real life do you really think that all the large mobs converse with eachother regularly. Do you thin say John gohtty met with each and every member of his mob?But it is a Mob..!
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Yeah, you're right.
Sod playability, it's overrated. -
Jimmy the Jam wrote:
no i disagree with that. But the game is totally playable. Woild you like help raising your mob? I can help push your code as well as tell you the number one secret. If you out in three hours or so we can get you up to 1000 I'm surYeah, you're right.
Sod playability, it's overrated. -
For the record. 60 defence and 15 attack
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Why are people that have only played the game for a week trying to tell us how the game should be changed tere going to disappear in another couple weeks and the people disagreeing are still going to be here enjoying the game
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I think the best idea is to make attack & defense multipliers, allowing a one time redistribution of all points for everyone after this is implemented. When I started this game I thought it was like similar games, where attack & defense play a larger role. So I put almost all my points into those. Then before I just leveled up last time I found the post discussing what little effect they had. So now I'm not focusing on them as much. However, I almost hate to put them into anything, in case things change!
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I think there should be like two worlds onE with weaker or new people and one with better people. Once they get to a certain level they move up a world
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Well it's pretty stupid that you fight based on a mob that consists of a load of players that do not even play anymore. So you add someone to your mob, they leave and you lose them as a factor in your attack. Tough, it will be same for everyone, if mob size is really all this game comes down to, then it will have a short life for most people.
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Have to say if the account is inactive u should loose it from your mob. This as a sense of realism to the game as inactive is inactive and should be treated as such. Perhaps this is where clans come to create a loyal mob.
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Rocco Visentin wrote:
does realism really matter when we are being hit by thousands of RPGs and not dying. This is a game after all. Of course u want inactive accounts gone. You are née therefore have everything to gain and nothing to lose. But I really feel you would think differently if it was ur hours of hard work on the lineHave to say if the account is inactive u should loose it from your mob. This as a sense of realism to the game as inactive is inactive and should be treated as such. Perhaps this is where clans come to create a loyal mob.
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Belial wrote:
and I really feel you would think differently if you were a new player at a huge disadvantageRocco Visentin wrote:
does realism really matter when we are being hit by thousands of RPGs and not dying. This is a game after all. Of course u want inactive accounts gone. You are née therefore have everything to gain and nothing to lose. But I really feel you would think differently if it was ur hours of hard work on the lineHave to say if the account is inactive u should loose it from your mob. This as a sense of realism to the game as inactive is inactive and should be treated as such. Perhaps this is where clans come to create a loyal mob.
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synjyn wrote:
But I have been a new player at a huge disadvantage I adapted and overcame. Which is exactly what u need to doBelial wrote:
and I really feel you would think differently if you were a new player at a huge disadvantageRocco Visentin wrote:
does realism really matter when we are being hit by thousands of RPGs and not dying. This is a game after all. Of course u want inactive accounts gone. You are née therefore have everything to gain and nothing to lose. But I really feel you would think differently if it was ur hours of hard work on the lineHave to say if the account is inactive u should loose it from your mob. This as a sense of realism to the game as inactive is inactive and should be treated as such. Perhaps this is where clans come to create a loyal mob.
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Why do you guys think that the only way you can advance is to steal away the hard work of others. Are you that inadaquate that you can't get there on your own?
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Ftw. I was a new player when this debate first started months ago. And I was just as much against getting rid of inactive mob the as I am now. I simply believe that people should be rewarded for their hard work and time. Is it really that difficult to understand
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Belial wrote:
man you got a long way to go if you equate punching codes with hard work 🎓❇Ftw. I was a new player when this debate first started months ago. And I was just as much against getting rid of inactive mob the as I am now. I simply believe that people should be rewarded for their hard work and time. Is it really that difficult to understand
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It's tedious work and I think a lot of people would be put off if they entered 100 codes one evening, found most of them were already in mob or an invite had already been sent, then woke up the next morning to find their mob had gone down by 30 members because they had become inactive.
Entering codes does not take you forward as fast as most people might like, but at least it is always forward and thus some reward. Backwards will not work at all.
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I don't understand y there are only a couple of people talking abouy how much "hard" work putting all those codes in has been. I mean, tedious, yes but blood, sweat and tears? Not hardly. And Bel, 2 things bro. 1) u said u could help someone increase their mob by 1000 if they had 3 hours. U were right. But that ain't hours upon hours of this hardwork u speak of. 2) U said u were new at one time? U started this game back in October last year. When dis this game come out? I have 2300 mob and I can tell u right now, i put some work into this game but if there was something to make this game more competitive and create more incentive to attack anyone, then I'm all for it. Personally, I'm bored out of my mind on this game and will more than likely leave soon if something isn't changed.
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I'm not going to spend $50 or more on packages to a game where all u eventually do at a high lvl is make your numbers and stats look all pretty.
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I started about a week ago and am doing pretty decent, but I cam see that as more veteran players decide to devote the next year to this game that the problems faced by new players is a -leveraged- problem. Meaning as it gets worse the rate at which it will get worse goes faster as well. Things are ok now, but how will we keep dude starting 4 months from now?
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0mnïus🎓 wrote:
do you know how many tes I have entered the same codes. Probably hundreds how do you know how much work it is when it's obvious that you haven't done it yetBelial wrote:
man you got a long way to go if you equate punching codes with hard work 🎓❇Ftw. I was a new player when this debate first started months ago. And I was just as much against getting rid of inactive mob the as I am now. I simply believe that people should be rewarded for their hard work and time. Is it really that difficult to understand
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Belial wrote:
your response only supports my point. and repeatedly claiming that it is hard work still does not make it so. now im curious, what do you do for a living? 🎓❇0mnïus🎓 wrote:
do you know how many tes I have entered the same codes. Probably hundreds how do you know how much work it is when it's obvious that you haven't done it yetBelial wrote:
man you got a long way to go if you equate punching codes with hard work 🎓❇Ftw. I was a new player when this debate first started months ago. And I was just as much against getting rid of inactive mob the as I am now. I simply believe that people should be rewarded for their hard work and time. Is it really that difficult to understand
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As Tom would say....This is new and interesting.
I don't think Belial is equating hard work to actual physical labor; I mean it's code punching not construction...you don't break a sweat & you're not sore the next day (maybe a stiff finger or two).
What he's trying to say, I think, is that it takes a considerable & committed investment of time to get to where he's at & I know first hand cause I just hit 2600 myself (no henchmen either).
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I started in early January, roughly a month after Belial & I'm less than 200 mob members back from him now, so the argument that new players have no chance of catching the veterens doesn't fly with me.
I printed out all 3200 codes at invitecodematrix.com, put them into a spreadsheet, eliminated dupes & went to town. I made it to 1500 in about three weeks but it literally took a good 20 hours or probably more of code punching.
But now I can sit back & enjoy the fact that I put that effort into it and can only be beaten by a few of the top players. The fact is that most people are unwilling to put that amount of effort into a phone app game.
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Here's where the effort comes in, once you get to about 1800...things slow waaaaay down. There's just not that many people playing day-to-day so you HAVE to have your code posted to the invite forum in the top 5 pages at all times; you have to look at and try EVERY single invite code that ever shows up on the invite forum that looks like it MAY be new; AND you have to surf the Turf Map looking for smaller players that may be active.
Bottom line people start up the game everyday, but it doesn't always hold their interest and may only be active for a week or two...so the key is to make contact and get the invite during those brief periods of activity.
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Matt, u say 2600 and the top right now is around 3000. This is the closest u will ever get to closing that gap of around 400 mob. Give or take about 50 mob at certain times. Now that's not too bad considering the #1 guy probably still can't beat u b/c of the attack/def ratio. If I'm nit mistaken, this game came out in September or somewhere around there. My point is that there is already that 400 mob gap just within 3-4 months. Bel has 200 more mob than u and just to correct u, he started back in October. 2 months, 200 mob gap b/c of innactive players.
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The main issue this entire argument has been about is innactive players causing non-accepted invites. We keep talking about all this hard work and dedication put inti this game and that's what makes accomplishment feel so nice. What about all the newer ppl that started a few months after launch or even the newer ones. The codes are all still there. If they show the same dedication u guys did, b/c they will eventually punch in the same codes u did, they won't benifit from that accomplishment b/c all those invites won't get accepted.
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Isn't nixon above 3500 now? He enhanced tho...I was sure Belial told me once he started in December; but I could be mistaken.
If he started in October & is only 200 ahead of me excluding any henchmen with an almost 3 month head start? Then that fuels my argument that newer players at least have the ability to mob up so they are not taken out so easily.
Granted I will never catch up to anyone in the top ten, let alone pass them by 30% to allow me to consistently beat them. It's all about longevity, who will tire of the game first? I'm guessing they will drop out before me then I'll move up into their spot...it's the circle of life!
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