Code Punching Solution (maybe)
Forums › Suggestions & Feedback › Code Punching Solution (maybe)-
Mystery wrote:
I know. What I'm saying is that the cap on the invite button should match the cap on temp codes.Not every new player gets a temp code though, so basically there already is a cap on them.
Ps I don't like the ops original idea. I'd rather have an invite button with a daily cap then a reflex game based on punching codes but just a new way of punching codes.
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Mystery wrote:
Mystery please read what i the first thing i wrote over again. I said the old system stays as well. Nothing is getting replaced!Justin Duran wrote:
Sorry, but that sounds awful to me. If I wanted a reflex game then I'd play one. What about people that are color blind? (Yes, I know one that plays the game.) What about people with other disabilities that might affect their reflexes? This would take more time then punching codes.
no one has a unique code so everything you punch is sent at random. Your keyboard on the ipod changes to less buttons mostly # and colors. You punch the colrs/# as fast as you can before the timer runs out the code will be around 4-6 digits or colors. For every code you punch thats one random mobster invited. Thats been active the last 2 months
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If both systems would still be active then you're just adding work. Now we will punch codes and play the mini game. In the end It won't really help anything and would probably make things worse
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ßelial wrote:
Yeah, what if you've already invited all the people active in the last 2 months? While this is unlikely, what would it do then? This could actually give big mobs an advantage though. If they've punched all temps & all regular codes that are widely available, then the game would be choosing people that haven't really shared their code yet. Although it also means more work because we'll be compelled to do the stupid game to get these people. Thus, large mobs grow even larger since they are more likely to be caught up on codes.If both systems would still be active then you're just adding work. Now we will punch codes and play the mini game. In the end It won't really help anything and would probably make things worse
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Exactly mystery. That's what I was getting at.
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have all of you forgot what i wrote?? I said once your mob is over 80% average you can't use it again until you leave the 80% average margin. Nad no im not adding work cause you have an option. Do i wanna use the old system or the new system nothing is obligated.
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Kozy wrote:
Temp codes expire 5 days after they are published, so i'm not sure what you're getting at. Ofcourse there should be limits in place. I'm not for a system that completely replaces the current method, this is designed to give new players a helping hand, enough for them to stay. This is by no means intended as a workaround to code punching. So yes, limits should be put in place.Clearly you don't as I didn't mention anything about regular codes.
You said yourself that regular codes require you to either get the code from someone or post your own. With temp codes you dont have to do either. That's why I'm saying, to all you people saying, that if a invite button does get implemented it should have a cap/limit on it, then there should be a cap on temp codes as well since punching temp codes is easier then going and finding new profiles.
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Here it is. All I'm saying.
Manually finding every players profile, will take longer, then if you just punched temps and regular codes. I do not understand how people can think this would be easier then punching codes.
That's it.
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This being a button on the profile. Not the OPs suggestion.
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Kozy wrote:
There's seeral factors that may stop someone new from punching. 1. They don't know where to find codes. 2. They don't know how to punch codes. 3. The thought of punching 100s of codes just to get started puts them off (this is what I think is happening). 4. No Internet. 5. No computer access.Here it is. All I'm saying.
Manually finding every players profile, will take longer, then if you just punched temps and regular codes. I do not understand how people can think this would be easier then punching codes.
That's it.
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VADAN wrote:
I agree with all of those.Kozy wrote:
There's seeral factors that may stop someone new from punching. 1. They don't know where to find codes. 2. They don't know how to punch codes. 3. The thought of punching 100s of codes just to get started puts them off (this is what I think is happening). 4. No Internet. 5. No computer access.Here it is. All I'm saying.
Manually finding every players profile, will take longer, then if you just punched temps and regular codes. I do not understand how people can think this would be easier then punching codes.
That's it.
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VADAN wrote:
They aren't playing TW at all without the Internet.Kozy wrote:
There's seeral factors that may stop someone new from punching. 1. They don't know where to find codes. 2. They don't know how to punch codes. 3. The thought of punching 100s of codes just to get started puts them off (this is what I think is happening). 4. No Internet. 5. No computer access.Here it is. All I'm saying.
Manually finding every players profile, will take longer, then if you just punched temps and regular codes. I do not understand how people can think this would be easier then punching codes.
That's it.
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You are all making arguments on semantics that do nothing to help provide a solution for the exponential growth of code punching.
I get it you like it, my point are still the same:
- 50k punching this year is not sustainable as it doubles every year
- Gaining mobs should be possible in game from a minigame requiring the same amount of time as outside of the game code punching/grabbing
I keep repeating these two points over and over because you are acknowledging them but not helping to fix
I would really love to see ideas for minigames or other solutions instead of argumentative fallacies. Code punching is not sustainable...now, how do we fix it?
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Mystery wrote:
Mystery, that's not what I meant. Let me rephrase for the jury. No constant Internet connection whereby they can punch codes. It may be that someone plays whilst at work or school. They have no chance of mobbing.VADAN wrote:
They aren't playing TW at all without the Internet.Kozy wrote:
There's seeral factors that may stop someone new from punching. 1. They don't know where to find codes. 2. They don't know how to punch codes. 3. The thought of punching 100s of codes just to get started puts them off (this is what I think is happening). 4. No Internet. 5. No computer access.Here it is. All I'm saying.
Manually finding every players profile, will take longer, then if you just punched temps and regular codes. I do not understand how people can think this would be easier then punching codes.
That's it.
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Euro✯ wrote:
I get u but I'm not keen on the mini games idea. Would players not end up spending more time on mini games to gain mob than actually play the game?You are all making arguments on semantics that do nothing to help provide a solution for the exponential growth of code punching.
I get it you like it, my point are still the same:
- 50k punching this year is not sustainable as it doubles every year
- Gaining mobs should be possible in game from a minigame requiring the same amount of time as outside of the game code punching/grabbing
I keep repeating these two points over and over because you are acknowledging them but not helping to fix
I would really love to see ideas for minigames or other solutions instead of argumentative fallacies. Code punching is not sustainable...now, how do we fix it?
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Good point...so how can you gain mobs playing the game? Should you gain one mob when capturing a turf?
That would be interesting
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I don't like the idea of mini games, also in my opinion it's to far into the game to change the way it works. I think mob should be based on total inf. The higher the inf the higher the mob you can have. Each of your turf creates X amount of mob every hour. Certain upgrades would allow you to recruit mob faster. Mob can die it would not be a fixed number.
There's lots of ways it could be taken out completely but people would be pissed.
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Kozy wrote:
ummm, lol swagger and cupcake would be GOD!I don't like the idea of mini games, also in my opinion it's to far into the game to change the way it works. I think mob should be based on total inf. The higher the inf the higher the mob you can have. Each of your turf creates X amount of mob every hour. Certain upgrades would allow you to recruit mob faster. Mob can die it would not be a fixed number.
There's lots of ways it could be taken out completely but people would be pissed.
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The problem kozy is what ratio do you use. 2 inf to 1 mob? A 5k mob would need 10k inf (117 turf), 10k (234 turf) 20k (468 turf). Now whilst most players easily hit te criteria not all would. It wouod only end up forcing more players to increase limit. If a 10k has 10k only 5k mob would be used? It would undoubtably end using low inf. Hmmm.
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Euro✯ wrote:
Then new players would have 1 mob member since they can't cap yet. Not being able to cap would mean never having more than 1 mob member.Good point...so how can you gain mobs playing the game? Should you gain one mob when capturing a turf?
That would be interesting
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Justin Duran wrote:
Exactly. Cupcake would have over 300,000 mob after just 1 hour!Kozy wrote:
ummm, lol swagger and cupcake would be GOD!I don't like the idea of mini games, also in my opinion it's to far into the game to change the way it works. I think mob should be based on total inf. The higher the inf the higher the mob you can have. Each of your turf creates X amount of mob every hour. Certain upgrades would allow you to recruit mob faster. Mob can die it would not be a fixed number.
There's lots of ways it could be taken out completely but people would be pissed.
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VADAN wrote:
Do we actually have any players like that? If they can't spend 15 minutes punching codes while they are there, then this may not be a good game for them.Mystery wrote:
Mystery, that's not what I meant...No constant Internet connection whereby they can punch codes. It may be that someone plays whilst at work or school. They have no chance of mobbing.VADAN wrote:
They aren't playing TW at all without the Internet.Kozy wrote:
There's seeral factors that may stop someone new from punching. 1. They don't know where to find codes. 2. They don't know how to punch codes. 3. The thought of punching 100s of codes just to get started puts them off (this is what I think is happening). 4. No Internet. 5. No computer access.Here it is. All I'm saying.
Manually finding...
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Just play the hand your dealt
And get on with it and punch some codes it separates the great from the average -
Yes mystery, there are, and you expect them to punch codes at work or school? Lol seriously?
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VADAN wrote:
I used to. I would sit in class righting codes down then punch them in. (i did it in Spanish class. I never lifted a pencil to work yet I passed)Yes mystery, there are, and you expect them to punch codes at work or school? Lol seriously?
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VADAN wrote:
If that's the only place they have Internet & play TW, then, yes. Or should we make a special rule that people can't be capped if they are offline, lol. If they have time to play games while at work or school, then they have time to punch codes.Yes mystery, there are, and you expect them to punch codes at work or school? Lol seriously?
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You don t lime the idea of gaining a mob when you cap another turf? It would certainly benefit a larger % if the players. It would also make people attacking more.
Just work on redoing the way one attacks individual turfs. I never understood why a global number should apply to an individual turf you just planted in a foreign country...did you really buy 10k plane tickets and booked all the hotels?
I would put more emphasis on individual turfs being able to be attacked no matter the defender's mob size.
There are a lot of things that can be done to move towards a more combat oriented game than a code punching game
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Euro✯ wrote:
Individual turf capped reagardless of mob? Then why mob at all?You don t lime the idea of gaining a mob when you cap another turf? It would certainly benefit a larger % if the players. It would also make people attacking more.
Just work on redoing the way one attacks individual turfs. I never understood why a global number should apply to an individual turf you just planted in a foreign country...did you really buy 10k plane tickets and booked all the hotels?
I would put more emphasis on individual turfs being able to be attacked no matter the defender's mob size.
There are a lot of things that can be done to move towards a more combat oriented game than a code punching game
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Sounds like a lot of lazy twats to me and everybody who has an idevice has Internet even through there phone or wifi at home otherwise they can't add songs ect to it
Even it changed to some shit game people would moan coz it would be boring as fuck after 1 week playing it then people will moan and ask for another way
Only thing they should change is low influence it should be if you have 100 turf then your minimum inf should be 20k
And it needs a message tone to sounds when I'm getting capped
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Euro✯ wrote:
Even if you had a mini game if it takes the same time as punching what's the point and mobs will double every year simple as that next year will be 40k mobs probablyYou are all making arguments on semantics that do nothing to help provide a solution for the exponential growth of code punching.
I get it you like it, my point are still the same:
- 50k punching this year is not sustainable as it doubles every year
- Gaining mobs should be possible in game from a minigame requiring the same amount of time as outside of the game code punching/grabbing
I keep repeating these two points over and over because you are acknowledging them but not helping to fix
I would really love to see ideas for minigames or other solutions instead of argumentative fallacies. Code punching is not sustainable...now, how do we fix it?
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