My 10 TW best practices.
Forums › Help & Strategy › My 10 TW best practices.-
Who read the Help & Strategy forum? Well, these are 10 best practices that I encourage newbie to use in no particular order
Do you have any other suggestions?10. Be respectful and diplomatic to all players at all time.
9. Don't cap inactive players.
8. Plan turfs in crowed area for maximum income.
7. Don't put loot on a turf you drop on top of someone else.
6. Mob up fast! Use web sites for codes
5. Don't level up too fast... The lower the level the better.
4. Don't put skill points on Attacks or Defenses.
3. Announce yourself to a capo when you get somewhere and enquire about rules.
2. Use don points on Turf Limits.
1. Read the forum but don't post useless topics.Enjoy the game!!!
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Very good. I'd suggest amending number 2. Spend DP on turf limits and also police protection when necessary. I do mine every week
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Jon Allen wrote:
For sure if you don't have any Consiglieri you can use DP for your police protection.Very good. I'd suggest amending number 2. Spend DP on turf limits and also police protection when necessary. I do mine every week
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You can find all these suggestions & more at:
turfwarswiki.com/index.php/Newbie_Tips -
Mystery wrote:
Of course but I was tired of telling every newbie that doesn't know what they are doing so one more place to find some tips. Now I'll go check the wiki link! 😉You can find all these suggestions & more at:
turfwarswiki.com/index.php/Newbie_Tips -
I disagree with 9 and 7. If you don't cap an inactive player completely out of a zone, you will not lower overall income of the zone. So, why not snag a turf or two? The big boys in my area have no problem doing this so I do it as well. Also, if you can defend your loot, drop them wherever you want.
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Dino Marchetti wrote:
Because you make more money with fewer turf by collecting protection money off them. Any that are less than 86 influence are great because you don't need loot upgrades. They don't complain, attack you, or move your turf for collecting money from them either.I disagree with 9 and 7. If you don't cap an inactive player completely out of a zone, you will not lower overall income of the zone. So, why not snag a turf or two? The big boys in my area have no problem doing this so I do it as well. Also, if you can defend your loot, drop them wherever you want.
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Mystery wrote:
Thank you Mystery. I was trying to explain this to a player who was doing this in my town and he just thought I was being a d**k. Then just as things were getting heated a larger player randomly got involved and told me that I was wrong for being bothered by it. I know there are different ways to play the game but having my point of view reinforced by a respected member of the TW community such as yourself, makes me feel a lot better...lol.Dino Marchetti wrote:
Because you make more money with fewer turf by collecting protection money off them. Any that are less than 86 influence are great because you don't need loot upgrades. They don't complain, attack you, or move your turf for collecting money from them either.If you don't cap an inactive player completely out of a zone, you will not lower overall income of the zone. So, why not snag a turf or two?
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Mystery wrote:
This coming from someone with 1200 turfs... Why plop down a turf to collect a portion when you can cap it and collect it all. Sorry guys but your theories simply don't make sense.Dino Marchetti wrote:
Because you make more money with fewer turf by collecting protection money off them. Any that are less than 86 influence are great because you don't need loot upgrades. They don't complain, attack you, or move your turf for collecting money from them either.I disagree with 9 and 7. If you don't cap an inactive player completely out of a zone, you will not lower overall income of the zone. So, why not snag a turf or two? The big boys in my area have no problem doing this so I do it as well. Also, if you can defend your loot, drop them wherever you want.
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Dino Marchetti wrote: This coming from someone with 1200 turfs... Why plop down a turf to collect a portion when you can cap it and collect it all. Sorry guys but your theories simply don't make sense.
It's simple maths. Capping an 86 influence turf to tear it down give you 1.7M. Laying on top of it will get you close to 20k per hour. In less than 4 days, you have gotten the same money as is you had captured it, and the money keeps coming. That's investment! -
Who said anything about tearing it down??? Also most of what you guys are saying doesn't apply to people over their turf limit.
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Dino Marchetti wrote:
Who said anything about tearing it down??? Also most of what you guys are saying doesn't apply to people over their turf limit.
That's why you use don points to up your turf limit? Also I am unclear as to what makes an area. Is it just number of players in a capo area or is an area some other designation. If it is the later, isn't it safer to leave those inactives?
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I got it. www.turfwarswiki.com/index.php/Turf
1. Area (NOT to be confused with "Area Controlled") is defined as approximately three 84 influence turfs widths away from you.
I assume that it should read 86 now?
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Dino Marchetti wrote:
Don't go over limit....Who said anything about tearing it down??? Also most of what you guys are saying doesn't apply to people over their turf limit.
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Chortles wrote:
CC figured this out when the max inf a turf could have was 84 inf. No one has tested to see if it works with the extra inf.I got it. www.turfwarswiki.com/index.php/Turf
1. Area (NOT to be confused with "Area Controlled") is defined as approximately three 84 influence turfs widths away from you.
I assume that it should read 86 now?
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