Minimum Defensive Range
Forums › Suggestions & Feedback › Minimum Defensive Range-
YOU wrote:
Good idea btw B.Why not 1 hench at every level up, up to level 25.
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Vadan™ wrote:
I'd say whichever way is easiest for nick to do.Why not 1 hench at every level up, up to level 25.
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Vadan™ wrote:
Lol. You took that from what I said in lounge.YOU wrote:
Good idea btw B.Why not 1 hench at every level up, up to level 25.
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ßelial wrote:
U didn't post it so I did lol I gave u credit for it look 👆 lolVadan™ wrote:
Lol. You took that from what I said in lounge.YOU wrote:
Good idea btw B.Why not 1 hench at every level up, up to level 25.
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Vadan™ wrote:
I was saving it for a post titled a few ideas from Belial later. Maybe we can title it a few ideas from the suggestion whores and get a bunch of ideas together ;)ßelial wrote:
U didn't post it so I did lol I gave u credit for it look 👆 lolVadan™ wrote:
Lol. You took that from what I said in lounge.YOU wrote:
Good idea btw B.Why not 1 hench at every level up, up to level 25.
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Lol 👆 do it.
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This issue btw only occurs with 1 inf turfs, so it has to be a bug in the coding!
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Odysseus wrote:
No. That's the way the system was always designedThis issue btw only occurs with 1 inf turfs, so it has to be a bug in the coding!
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🔥HELL RAZOR🔥 wrote:
I thought that was fixed a while back?Odysseus wrote:
No. That's the way the system was always designedThis issue btw only occurs with 1 inf turfs, so it has to be a bug in the coding!
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I currently have 4 v's on me. 3 of those four v's have a player with mob less then 10 in them. Of those 3, two are below level 50 so I cannot cap them because of inf rule. The other one goes live late this evening; so I have to wait till some jumps in in order to cap back. I suspect they will attack in middle if night. In any event i suspect each of these tiny mobs is linked / associated with a larger mob 🐴! The combat system is not fit for purpose. It was clearly designed for a start up app. Now the app is maturing the problems need to be resolved. The devs need to pull finger out and come up with solutions. I pay money to play this game. I don't mind advantages being given but to the current rules are ridiculous. Fix them now ... Pls!
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Sorry to hear that. Brings back memories of how V's were broken the day they were launched and appear to be still. Let's hope there's a fix for the stubborn 'bugs'.
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randombloke wrote:
Never fixed. Just changes. Nick actually wants new players to have 1 inf protected. Thing is I personally think it's silly as a new player isn't goon to know that by staying at ones they can't be capped. It's a knowledge thing. Those that have the knowledge shouldn't Need the benefit. And those that need the benefit won't have the knowledge🔥HELL RAZOR🔥 wrote:
I thought that was fixed a while back?Odysseus wrote:
No. That's the way the system was always designedThis issue btw only occurs with 1 inf turfs, so it has to be a bug in the coding!
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I can't believe the 10% rule is still causing problems. Possible ideas (for V's only):
1) Change it so that players can't be in a V until level 50.
2) Players under level 50 can only be in V's against other players under level 50.
3) If a player is under level 50, they can't be in a V against a player with more than 10% of their influence. However, that could get tricky since people's influence changes throughout a V. So,
4) If a player is under level 50 and joins a V, if their influence drops below the 10% allowable for them to be capped, then they cannot cap the player(s) unable to cap them. Although it's much easier for a small player to change their influence in relation to the 10%. Which leads to: -
5) If a player is under level 50, and joins a V against someone over level 50, the player under level 50 must have at least 50% of the target(s) influence to cap. The player over level 50 would still use the 10% rule.
Example: Andrew is level 50 with 26,000 influence. He has been targeted by Joe, a level 25 player. In order for Joe to cap Andrew, he must have at least 13,000 inf. Andrew still follows the current 10% rule in place.I'm just "thinking out loud" so please throw out your thoughts.
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I think I like ideas #2 & #5 the best. Obviously #2 is a much simpler way to go.
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I will think about these ideas and how they would work out. Thing is you've thrown out 5 ideas fairly quickly there. If devs had thrown few out at creation of thread issue could be resolved by now. This tactic is being used massively in battle of Belfast / Antrim / Lisburn at moment and it smacks of desperation. These players spread throughout your clusters with complete freedom. Wait then jump in v's and cap. They can even start v since they remain uncappable until someone jumps in. Thanks for input mystery 👏
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Yeah, I was just writing them out as they came to me, so they aren't very refined. I have been in anywhere near the amount of V's as a lot of other players here either so I look forward to hearing from some more experienced players.
Any of these ideas should go hand-in-hand with having 25 hench at or by level 25.
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I'm wondering if no one's critiqued my suggestions yet because they don't want to limit their own options.
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I somehow don't feel that players under 50 should be so limited
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@mystery
#2 won't work. It would allow players over lvl 50 to bully lower levels. The lower levels would not be able to V up to defeat the larger higher lvl'd player. -
Kozy wrote:
Good point; I knew there had to be issues I was missing.@mystery
#2 won't work. It would allow players over lvl 50 to bully lower levels. The lower levels would not be able to V up to defeat the larger higher lvl'd player. -
Mystery is the problem not the cap range where very small players are being used to cap very large players purely because the large players can't fix on to a cap-able range? How would adjusting the inf rule benefit this issue?
It wouldn't. I think the new rule change is working, it's not perfect an never will be, it does need some tweaks especially for genuine high level low mob players but that's to discuss for another day. The question is how best to tackle low mob players specifically in a V? Level and inf don't really play much of a role. Someone level 40, 10 mob and 10 turf can cause great difficulty. That's the scenario.
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An on-the-fly suggestion.
What if, in a V your daily cap limit is not per player per but based on X% of your mob per day.
For example, I'm 11,200 mob so my daily cap limit whilst in the V would be 112. Regardless of which of the targets I cap that would be my max daily limit. Once I leave the V it goes back to normal rule.
This would effectively mean deliberately using very low mob mobile players would be useless as they practically have no cap limit. A 10 mob player would effectively only be able to cap 1 a day.
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YOU wrote:
Sorry that's based on x% being 10% of your mob, to clarify.An on-the-fly suggestion.
What if, in a V your daily cap limit is not per player per but based on X% of your mob per day.
For example, I'm 11,200 mob so my daily cap limit whilst in the V would be 112. Regardless of which of the targets I cap that would be my max daily limit. Once I leave the V it goes back to normal rule.
This would effectively mean deliberately using very low mob mobile players would be useless as they practically have no cap limit. A 10 mob player would effectively only be able to cap 1 a day.
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The obvious issue I can see is someone like belial and havoc could potentially cap 300 or so per 24 hrs period. But there are other factors to consider and whilst there is a chance it can happen the odds are very slim (we discussed this b). So keep it based on mob % but put a max daily limit of 150. That's equivalent to a 15k, if you're a 25k you can still only cap 150 max. It would not only solve low mob cappers in v, it also gives a lil new benefit o being in the v itself. Everyone is happy.
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My suggestions were for Odysseus' issue, which is that players under level 50 (One at level 25 with 1 mob member) creating or being in a V against him. Because they are under level 50, the 10% rule is a factor. Belial's suggestion of 25 hench by level 25 would take care of the range issue. Now it's an influence issue.
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6) If a player is reset twice (whether by choice or by nick) on the 3rd time they start playing, they are no longer protected by the 10% rule, if they join a vendetta. Obviously this would only apply from levels 25-49 since they can't join a V until level 25 & lose the 10% at level 50.
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Mystery wrote:
This bit I like.6) If a player is reset twice (whether by choice or by nick) on the 3rd time they start playing, they are no longer protected by the 10% rule, if they join a vendetta. Obviously this would only apply from levels 25-49 since they can't join a V until level 25 & lose the 10% at level 50.
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randombloke wrote:
Do they even get 3rd time lucky with Nick?Mystery wrote:
This bit I like.6) If a player is reset twice (whether by choice or by nick) on the 3rd time they start playing, they are no longer protected by the 10% rule, if they join a vendetta. Obviously this would only apply from levels 25-49 since they can't join a V until level 25 & lose the 10% at level 50.
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Darth Vadan™ wrote:
I was thinking more that they reset themselves (say once as a noob), & then possibly got reset by nick. I'd be surprised if they got to play again if nick reset them twice!randombloke wrote:
Do they even get 3rd time lucky with Nick?Mystery wrote:
This bit I like.6) If a player is reset twice (whether by choice or by nick) on the 3rd time they start playing, they are no longer protected by the 10% rule, if they join a vendetta. Obviously this would only apply from levels 25-49 since they can't join a V until level 25 & lose the 10% at level 50.
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