I need this upgrade.
Forums › Suggestions & Feedback › I need this upgrade.-
Nick, I would spend a lot more money on this game if my turf #s were equal. If I could actually claim turf without having to either buy 300+ turfs from the don or destroying my turfs I would continually get pkgs so I can plant where I want. 🙏
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Good idea
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No. No. No. No. No......
Suppose you cap 300 turf. Now you have a 350-400 turf limit. Move to a dozen new areas and cap 50 turf in each area. Now you have turf limit of nearly 1000.
And what happens when all the capped turf gets rebuilt? Do you cap that?
Eventually there will be nowhere for new players to build an vets will 10k turf in no time.
It would be unregulated growth, and that would be catastrophic.
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ChainsawCharlie wrote:
i second that.No. No. No. No. No......
Suppose you cap 300 turf. Now you have a 350-400 turf limit. Move to a dozen new areas and cap 50 turf in each area. Now you have turf limit of nearly 1000.
And what happens when all the capped turf gets rebuilt? Do you cap that?
Eventually there will be nowhere for new players to build an vets will 10k turf in no time.
It would be unregulated growth, and that would be catastrophic.
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But if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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ChainsawCharlie wrote:
how about ur turf limit depends on ur amount of in-game $?But if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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That would not be fair to players in remote or unpopulated areas.
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Turf limit is the absolute single worst part of this game. If I capture more turf, my income reduces considerably, and my turf limit goes negative. There is no incentive to continue to play the game after you reach a certain level. If Nick intends to keep people playing, he MUST deal with this. One way is to allow unlimited turfs except that each turf beyond a certain amount, say 50 for argument sake, begins to have upkeep. Eventually it will be cost prohibitive to add more turf. Don points could always be used to increase turf limit just like now without this penalty.
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ChainsawCharlie wrote:
No. No. No. No. No......
.....And what happens when all the capped turf gets rebuilt? Do you cap that?
Eventually there will be nowhere for new players to build an vets will 10k turf in no time.
it's easy to see both sides of this issue. Perhaps instead of having a turf limit, the cost of placing a new turf and it's upgrades should rise exponentially. This is what is done in the god father games for instance. I generally feel that the more turfs are present in the game, the better the game is overall. To help the new players sift through all of these new turfs there should be a window where new players can't be attacked.
In direct response to csc comment, the world is a HUGE place, I don't think the game will get overly crowded. I'm thinking about the first impression the new player sees when turning on the game and checking out the local turfs.
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I sincerly believe that the player who can see other turfs nearby is more likely to stick with the game. I wonder if Nick has crunched the numbers as to whether it is more likely that a new player in an urban region is more likely to stick with the game than somebody in a rural region.
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Im in a rural region, I play as much as anybody.
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Император Брама wrote:
Im in a rural region, I play as much as anybody.
yes, but it is impossible for us to see how many people first turned on the game and said 'what there's nobody around for miles, this sux' and has never played again.
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ChainsawCharlie wrote:
good idea, there should be alimit in how far you turf limit goes down. If you took all a players turf they wouldn't be able to place another turf until they level up. For higher levels that's a few daysBut if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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Blox wrote:
I agree and to solve the problem catfish has you have to place it as soon as you use you spend the points so you couldn't leapfrog or anything but let's say you went somewhere new you could still place a turfNick, I would spend a lot more money on this game if my turf #s were equal. If I could actually claim turf without having to either buy 300+ turfs from the don or destroying my turfs I would continually get pkgs so I can plant where I want. 🙏
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One idea that's being considered is the increased turf upkeep as players get larger, instead of a strict limit (see Fraser Clan's post). That way it acts as an increasing brake on unlimited expansion, rather than a brick wall. If anyone here's played Civilization and run up against "corruption" as you expand across the world you know what I mean.
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nick wrote:
Thanks for listening. I was starting to worry.One idea that's being considered is the increased turf upkeep as players get larger, instead of a strict limit (see Fraser Clan's post). That way it acts as an increasing brake on unlimited expansion, rather than a brick wall. If anyone here's played Civilization and run up against "corruption" as you expand across the world you know what I mean.
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nick wrote:
One idea that's being considered is the increased turf upkeep as players get larger, instead of a strict limit (see Fraser Clan's post). That way it acts as an increasing brake on unlimited expansion, rather than a brick wall. If anyone here's played Civilization and run up against "corruption" as you expand across the world you know what I mean.
Haven't played those games, but I think I get where your coming from.
Another idea could be turf placement fees. I've dropped turf in densely populated areas where it's cot me $3 million, and that's just the turf fee. No upgrades. Others have paid much higher from what I've seen. If something like this was tied to turf #, bigger players could expand into lesser populated areas, but still pay the exorbitant fee for the privilege.
New/smaller players would directly benefit from this as their turf income would increase from the new player in the area.
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ChainsawCharlie wrote:
what if i cap all of a guys turfs and he's on his limit he can't buildBut if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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I was referring to captured turf over your limit Your baseline turf limit (from lvling and buying) will always be there.
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I'm torn because I like that the limit exists. when I was closer to my limit it was helpful in strategizing to have to tear down and rebuild. but unlike many of the top mobsters, blox and I have our turfs through capture (the very point of the game) and not through just buying turfs. so maybe I look at thuglife enviously that he can have 800+ bases and put down new ones while I'm 400 turfs over my limit and stuck where I am.
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ChainsawCharlie wrote:
NO this is really bad idea, if say a huge player came to a city and decided hey guess what I want raise my limit and captured all a smaller players turf when the player was at max turf for that level the smaller player wouldn't be able to build anymore. This would cause a HUGE number of players to quit.But if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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That already happens. It's nothing to quit over. Just get point pack and increase you limit.
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Angel of Blades wrote:
I already said that FFS!ChainsawCharlie wrote:
NO this is really bad idea, if say a huge player came to a city and decided hey guess what I want raise my limit and captured all a smaller players turf when the player was at max turf for that level the smaller player wouldn't be able to build anymore. This would cause a HUGE number of players to quit.But if somthing like this ever was implemented, it would have to ho both ways.
If your turf limit increases when you capture, it should decrease when you lose a turf to a capturer.
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