On Mob number
Forums › Suggestions & Feedback › On Mob number-
I would like to summarize some points here for the sake of further argument.
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1. As many players are becoming inactive, the gap of mob number between old and new players is growing.
2. A player's power is determined by their mob number.
3. So some players are stuck, they are not unwilling to invite more mob but it is the case that their invitations are not replied. -
The problem is twofold, first the tactic is simply a number game, I have more mob so I win, I believe there is nothing wrong about that ; however, it is hard for us who has started later to grow our mob number because many old players become inactive. So even with new players joining, in case both the players are active in inviting people the gap is still here and cannot be narrowed.
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So some people suggest to del or freeze those inactive accounts, which I believe is not the best option we have on the table. To me the best way to deal with the problem is to change the settings that:
1. A player's power is determined by his mob number. -
There are a few ways in doing that.
1. Making atk and def as a small multiplier and as a result even with fewer mobs a playing can still defeat another.
2. Win/Lost of a fight is subject to different context, for instance where you fight, who you are fighting with and so on.
3. Create different modes for players, a player can change to attack mode, defense mode, balance mode and so on and only the player knows which mode he is on.
4. Create a family system that pretty much like vendetta, people can fight together as a larger group. -
1. Is by far the simplest and possible solution I can find. The possible setback of that is:
a. Nick might need to think about whether he has to give free points, provide a reset of skill points option and so on.
b. Old players might suffer a bad time in dealing with the new settings. -
And I believe adding new weapon is not changing the condition because, quite frankly, who is going to enjoy from new weapons? Still the old players. However, I have to be blunt I am not trying to create conflict between old and new players, the problem is that if you love the game, you have to think of a way so that the game can keep surviving and I have discussed the case purely from a newbie's angle. It will be benefiting to the developer if some loyal players can provide some positive suggestions so that we can have a better game.
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To conclude, I believe a player's power is purely determined by his mob number is the worst setup of turf wars and so we have to need some changes bad. Making atk and def as a small multiplier is fair to all players, no matter new or old players. (in case everyone has a chance to reset their skills) The reason is simple, for the old players, especially those high level one, they are having more skill points than the lower level and already being at the top, so they can instead invest less on energy and put more on atk and def. While for the new players, they might have to choose, they can level up faster if they spend more on energy, but they can also become an ultimate warrior by spending all their point on atk, so that they can be thrill to challenge the players that for the time being they can never win. So to me this is something Nick can consider and I hope Nick can tell us what is in his mind as well ^^
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Mob number shouldn't be the be/end of the game. I worked hard building my stats up, but apparently i'd have done better had I just copy+pasted 1000 codes. That kinda sucks. We need mob stats to be in addition to your own, not to override them.
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Jimmy the Jam wrote:
Mob number shouldn't be the be/end of the game. I worked hard building my stats up, but apparently i'd have done better had I just copy+pasted 1000 codes. That kinda sucks. We need mob stats to be in addition to your own, not to override them.
Invitation is part of the mob game's tradition, but I would like to highlight that it should never be the only part of the game
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Bump
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You should just make it so invites are accepted automaticly so inactive invites are accepted anyway
and it more that just mob size
it's haveing a balance between enough income to stay positive
and enough wepons to defend without going negative from upkeep -
BENNEY wrote:
it's even more than just that it's also about strong alliances and tactics as wellYou should just make it so invites are accepted automaticly so inactive invites are accepted anyway
and it more that just mob size
it's haveing a balance between enough income to stay positive
and enough wepons to defend without going negative from upkeep -
I disagree on automatic accept. It would destroy the whole balance of the game. Any newbie with a couple spare hours would have a mob to match nixons. Through the hard work it takes to survive through the alliances and tactics we form. This is what makes good players. If you make things too easy this creates irresponsible and mediocre players
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