Balance
Forums › General Discussion › Balance-
Is it just me or is the game way out of balance, and as a result a large mob player can steamroller smaller player and capture 3 turfs in under 3 minutes, what in place to help the smaller players?
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10% influence rule. Also the don steps in if someone attacks a super low level player.
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Not true. There are things in place to help smaller players that they aren't in real life.
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Let me ask you this machete. What solution would you have?
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Plus there r ingame alliances designed to help protect the smaller players.
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Newer players can't be bullied like they used to be, but it can still happen.
Mob is critical in this game. Ultimately, it's the only thing that can save you. You can never stop mobbing up.
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add:☞MattPro☜⚠☠ wrote:
then help come up with another solution.Belial👊🔨💀 wrote:
10% influence rule. Also the don steps in if someone attacks a super low level player.
I still think 10% influence is unbalanced.
It works well for weaker players such as players with -
I still think 10% influence is unbalanced.
It works well for weaker players such as players with less than 100 influence. But any higher and it is unfair.
For example, a player with influence around 800 could easily be considered a noob. But his turf are able to be captured by someone with 8000 influence. That's not fair, a person with 8000 influence is no noob. I doubt anyone with 800 influence would be able to defend themselves from someone with 8000 influence.
Especially with the new weapons. Without buying don points it is impossible to defend yourself. Around level 70 the max influence you can have is 3000-4000. You can be capped from someone with 20,000 influence. With only 3000 influence you can't support a mob with the best weapons, but with 20,000 you can support a mob of 4000. This has happened to me before and others I know before. I still think it is unfair. -
Belial👊🔨💀 wrote:
add:☞MattPro☜⚠☠ wrote:
then help come up with another solution.Belial👊🔨💀 wrote:
10% influence rule. Also the don steps in if someone attacks a super low level player.
I still think 10% influence is unbalanced.
It works well for weaker players such as players withMy post got chopped in half somehow, sorry about that.
Honestly, I don't know what could be done about that. I haven't thought about it much. I am just sharing my opinion and experience with the balance of the game.
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If you're level 70, you should have the mob needed to defend yourself.
Furthermore, this isn't just a game. It's a product. Spending is encouraged and necessary to keep it going.
Think of apps vs xbox:
xbox, you pay one time for the game, and everything you need is in game.
Apps, the game is free, but the tools for the game cost.Granted, you are going to spend a lot more with app gaming than console gaming, but that's just the way it is.
Now, from the Dev point of view, who are you going to try harder to keep interested, spenders, or non-spenders?
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ChainsawCharlie wrote:
It's not about the mob. Sure you can have a mob of 20,000 but if you have no weapons it is worthless. That's what I'm talking about.
And your analogy doesn't quite fit. If you buy an xbox game one time, you don't interact with others. You just play it. Eventually you beat it, but you can't "beat" turf wars.
The problem is it's not mandatory to buy don points. So players with money will always have an advantage. On an xbox game (with live), everyone pays the same amount. Everyone levels the same and gets the same weapons. It is setup fairly.
But in turf wars, players who can't afford don points are setup for failure.
ChainsawCharlie wrote: Now, from the Dev point of view, who are you going to try harder to keep interested, spenders, or non-spenders?
I understand that most people would rather prefer making a lot of money, but the game should at least be more fair.
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Belial👊🔨💀 wrote:
add:☞MattPro☜⚠☠ wrote:
then help come up with another solution.Belial👊🔨💀 wrote:
10% influence rule. Also the don steps in if someone attacks a super low level player.
I still think 10% influence is unbalanced.
It works well for weaker players such as players withI've suggested upping it to 25%. That would go a long ways in protecting smaller players.
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ChainsawCharlie wrote:
Belial👊🔨💀 wrote:
add:☞MattPro☜⚠☠ wrote:
then help come up with another solution.Belial👊🔨💀 wrote:
10% influence rule. Also the don steps in if someone attacks a super low level player.
I still think 10% influence is unbalanced.
It works well for weaker players such as players withI've suggested upping it to 25%. That would go a long ways in protecting smaller players.
I agree, I believe this would work way better than the current 10% rule.
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Did you see the thread congratulating Jmac for hitting 10K influence w/o spending a dime on this game? Schulzie had over 1000 turf when he stopped plying. 900 of those were captured.
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ChainsawCharlie wrote:
the problem with upping it to 25 is it majes it way easier to lower your influence below an enemy and avoid capture like thug did. I recently had this problem with a cowardly enemy myself. That's why my influence is barely now getting back up to what it used to beBelial👊🔨💀 wrote:
add:☞MattPro☜⚠☠ wrote:
then help come up with another solution.Belial👊🔨💀 wrote:
10% influence rule. Also the don steps in if someone attacks a super low level player.
I still think 10% influence is unbalanced.
It works well for weaker players such as players withI've suggested upping it to 25%. That would go a long ways in protecting smaller players.
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Another thing is 25% would make it even less possible to get an endgame
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ChainsawCharlie wrote:
Did you see the thread congratulating Jmac for hitting 10K influence w/o spending a dime on this game? Schulzie had over 1000 turf when he stopped plying. 900 of those were captured.
Yes I did. And sure you can do that, and it is impressive. He deserves the congratulations.
But once you do that it ruins the GPS aspect of the game. Your first 30 turf become your last 30 turf you ever get to place. You can't travel anywhere or place any new turf. You're locked in place, and in my opinion that ruins the whole point of the game. -
add:☞MattPro☜⚠☠ wrote:
true ill give you that matt. But turf limit is another form of creating balance. To take that away wouldnt work eitherChainsawCharlie wrote:
Did you see the thread congratulating Jmac for hitting 10K influence w/o spending a dime on this game? Schulzie had over 1000 turf when he stopped plying. 900 of those were captured.
Yes I did. And sure you can do that, and it is impressive. He deserves the congratulations.
But once you do that it ruins the GPS aspect of the game. Your first 30 turf become your last 30 turf you ever get to place. You can't travel anywhere or place any new turf. You're locked in place, and in my opinion that ruins the whole point of the game. -
So what's the solution? Let cap turf go to increasing turf limit? I play in a closed community (island), and we can't hop anywhere. I have a big enough mob that I can cap 30 turf a day from at least 3 different players.
They can rebuild, and I can cap again. Within a month I can have 5000 turfs w/o having ever spent a dime. I would just keep getting bigger while the rest could never grow due to all the rebuild costs.
...........................
Or take my situation now-I have 700 turfs, 18 Billion in the bank and 4900 mob.
I could go to a small place, reduce all my turfs to 1 inf, dropping my total to 700 influence and no one above level 3 would be safe.
There is no simple solution, and no matter how you try to balance the game, there is always going to be a way to yip tip the balance.
So it comes down to community, which is usually the case in MMO games. If I try to pull the above mentioned stunt, there are enough players here that would go after me and totally ruin my in game experience.
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Belial👊🔨💀 wrote:
Another thing is 25% would make it even less possible to get an endgame
I don't think endgame was ever considered or even desired in this game. I think perpetuity was the intent.
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BananaMachete wrote:
i can capture way more than 3 turfs in under three minutes! Contest anyone?Is it just me or is the game way out of balance, and as a result a large mob player can steamroller smaller player and capture 3 turfs in under 3 minutes, what in place to help the smaller players?
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Belial👊🔨💀 wrote:
true ill give you that matt. But turf limit is another form of creating balance. To take that away wouldnt work either
Oh yeah I understand that fully. But I mean increase it somewhat at least. The first few levels you get one turf every level but then when you get to 60 you don't get turf for like 5-7 levels or something.
I could understand a turf every couple levels when you're smaller but then one turf every level once you get higher. You can support a mob of 3500+ and enough weaponry to support yourself with only 60 turf. But with 30-some turf like you're allotted is impossible. -
ChainsawCharlie wrote:
There could be some algorithm that combines turf limit/level/mob/cash all in one.
It'd be a beast to write and figure out but that's what we're paying nick for, isn't it? :P -
For my particular situation i've had to reduce my influance, hopefully that will protect the income, without income a bigger mob is pointless
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Belial👊🔨💀 wrote:
And maybe we need to reconsider what "endgame" is in this game.Another thing is 25% would make it even less possible to get an endgame
You and I are fairly well matched. If we were to go head to head, it would all come down to strategy. And God only knows how long it would take, but eventually, one of us would get to point where we were just too beat down to keep going.
One person could eventually win out and keep the other pinned down. That, IMO, is endgame. You'll never wipe someone from the game.
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BananaMachete wrote:
sounds like a start. Next step is to contact a large friemdly player in your area and ask for helpFor my particular situation i've had to reduce my influance, hopefully that will protect the income, without income a bigger mob is pointless
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add:☞MattPro☜⚠☠ wrote:
Belial👊🔨💀 wrote:
true ill give you that matt. But turf limit is another form of creating balance. To take that away wouldnt work either
Oh yeah I understand that fully. But I mean increase it somewhat at least. The first few levels you get one turf every level but then when you get to 60 you don't get turf for like 5-7 levels or something.
I could understand a turf every couple levels when you're smaller but then one turf every level once you get higher. You can support a mob of 3500+ and enough weaponry to support yourself with only 60 turf. But with 30-some turf like you're allotted is impossible.A solution to that would be to eliminate turf hopping altogether and make it a true GPS game. in that you can only play wherever you are. This would absolutely escalate local rivalries. And make your territory that more precious.
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add:☞MattPro☜⚠☠ wrote:
ChainsawCharlie wrote:
There could be some algorithm that combines turf limit/level/mob/cash all in one.
It'd be a beast to write and figure out but that's what we're paying nick for, isn't it? :PAnd now we're getting to the heart of the problem.
This conversation started with a plea to make it more balanced for those that don't want to pay to play, yet they want the time and effort put into it. (this is normally the point where I would make a moonbat reference, but I'll leave politics out of it).
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but that would be terrible for the game. It would mean hardly ever any fighting and would make it more like sim city than anything. It would also lower player interaction to nearly zip. And take all iPod users out of the game because when was the last time you ever saw a cluster at a hotspot
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Another thing Charlie about going gps only take a player like me 621 turf max over 5k mob. Confine me to one area and what am I going to do? I'm going ti completely obliterate every player in my vicinity just out of boredom. I can fully sustain my tommies with nothing but 9.5k turfs so it wouldn't even matter.
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The real problem with all games like this is early adoption and foothold.
I wonder how many players who started early got loads of turfs up and running without even seeing a another player, let alone any attemps to take apart your hard work.
It's the success of this game that will be it's downfall as it will simply be to frustating for any new players to try and get started
as for offering any ideas maybe somthing along the lines of making weapon upkeep based on % of wealth or somthing, this is probably somthing that's already be discussed, but somthing does need to be done for the smaller players
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