How to tell if a player is inactive. 😴
Forums › Help & Strategy › How to tell if a player is inactive. 😴-
Newer players are commonly advised don't cap inactive players turf. There are many good reasons for this including:
1) affecting the income of an area,
2) removing a taxable turf,
3) upsetting bigger players.What I just realised from a post in GD is that some players don't know how to tell if a player is inactive. Here are 4 points I use to give me an indication of whether someone is inactive or not.
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1) look at their comments, if no comments potentially inactive (or very new), as public comments are deleted after 3 months now.
2) look at their experience. If experience collected exceeds experience to level up then likely inactive. As you receive XP when you are attacked but only level up when you do a mission or attack someone yourself.
3) look at their turf list, check for last turf planted/capped. If over a month then pretty much inactive.
4) do a name search. If the name doesn't come up they are inactive. As players who have not logged in for 3 months don't show up on searches.
Feel free to add any further identification triggers.
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Sometimes I've seen players leave comments saying they're going inactive on their walls
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༺☪ℐʊͣʀͩѧͩƨƨɪƈ☪༻ wrote:
Some of them just do that to stop people capping themSometimes I've seen players leave comments saying they're going inactive on their walls
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Go to turfwarswiki.com & look up Inactive. I've listed many ways to determine if a player is inactive.
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As for #4, when the name doesn't show up in the search I'm not sure but I believe it's actually 1 month.
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#3 may not be as acurrate if a player is over their turf limit. Some players will wait until they are back under their limit to start capping/planting again.
Overall a good thread 👍😄
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So it's okay to cap as long as their not inactive ?
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Brownguerrero wrote:
Play however you want. Not capping inactives is a irrelevant leftover from back when we first started playing. There was ALOT less turf. I've always capped inactives and will continue to do so.So it's okay to cap as long as their not inactive ?
Just beware, it is frowned upon and will probably come with repercussions.
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still needed
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To be absolutely clear here, just leave them alone, or else the big guys will kill you.
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I Er'd hyena to say hi and to see if he is inactive and he never responded.
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〓FACHAN〓 wrote:
Oh sorry, I always ignore ER's I'm just assuming it's my friends wanting a little spare cash.I Er'd hyena to say hi and to see if he is inactive and he never responded.
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It really depends on the area. If it is crowded then capping an inactive has zero impact. Cap away. Bear in mind that if it is being taxed and whoever is taxing doesn't appreciate your housekeeping then be prepared to lose something .... If it isn't crowded then who cares? ..... no one plays there anyway! (jk). It's Turf Wars, if you want it and can do it and you are prepared to accept the repercussions then cap, cap away. The argument that it is better to tax an inactive than cap is not one I subscribe to, if you are taxing then your turf becomes attractive and you lose the lot - it's cheaper to cap than build.
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Capping an inactive sure but wholesale slaughter of turf can leave areas devoid of the variety of players needed to increase the income of turf. The problem is new players get addicted to capping and destroy areas.
Sure capping is cheaper than planting with respect to ingame money but that still requires you to pay cash to increase your turf limit so you can move around otherwise you end up being stuck in a location. That might not be a problem if you are the size of Maverick or FreeMason but if your smaller and someone picks a fight with you all you can do is watch your turf burn.
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Capping or planting impacts turf limit equally. Or I've misunderstood the argument.
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El Chubaneebre wrote:
Capping in excess takes players over limit. You can't go over limit planting. So if you cap you either have to tear down to get back under limit or pay RL cash to increase your limit.Capping or planting impacts turf limit equally. Or I've misunderstood the argument.
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But you have to do the same once you plant at your limit.
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El Chubaneebre wrote:
But most players don't want to pay....But you have to do the same once you plant at your limit.
Anyway this is getting away from the crux of the issue that capping inactives can be bad for the economic income of turf in an area. Whilst the capper may make more money in total (I think they would make less on $'s per turf though) those around the player may lose money. As such there would be consequences if those players losing money have the mob to do something about it.
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when i was a smaller the only way i could afford to arm my mob was either cap over limit or tax inactives to boost income. by taxing i was able to buy weapons and stay mobile. imo the game is more fun when i can move so i still tax whenever i can. chubs is right about tax spots being attractive though, if i can cap it i will.
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When you're hopping then planting is a definite first choice. No one wants to wait for a turf to heal. If I'm passing through and there is a tax haven I can take I will ... helps with the bills , (what is the policy on capping inactive tax havens?). If there is an 84 then tax it, you don't have to loot up .... an inactive 86 needs loot to tax and anything loot especially that is getting good taxes ...
While this post is sliding off topic, I think the 'inactive' card is a little overplayed. -
i think the whole point of this thread is to help educate newer players about inactives. i would hope they would learn not to cap inactives because regardless of if it is good or bad for the area it is usually bad for the player capping inactives. chances are they are not the first player to find them and a larger player will just smack them around for capping the inactives or tax the noob instead.
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This thread was meant to be about how to identify inactives as new players get smacked around and don't know how to spot inactives.
But going back to incomes.
If you come across a location that has 9 different inactive players and you plant 1 turf you will make a straight up $53.6k. If you cap the 9 turf that reduces to less than $10k per turf. Now sure you are making a combined $95k but you are either over limit and can't move or earning a lot less per turf than you could have been through planting 1 extra turf or some strategic taxing. I've had turf in the past I was picking up over $200k from because of the inactives around me.
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This was asked about again.
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Attack them and see there reactions
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BͣRͩAͩSESCO says:
How do I check if a player is inactive?This is needed again.
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Rizla_ wrote:
How can i check if a player is active.
I also have a few questions if any one wants to be my mentor i would be very grateful
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This is needed again.
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I am so tempted to cap my old account but i like seeing my old turfs still there although in some places they dont exist
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menso6969 wrote:
Who?I am so tempted to cap my old account but i like seeing my old turfs still there although in some places they dont exist
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I’d say 80% of the turf you come across are inactive. Just look to see if they have any tags or are in an established family.
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