New Feature - New Player Invite Codes
Forums › General Discussion › New Feature - New Player Invite Codes-
So now the font goes from white to gray on a black background making it even more difficult to read than the white font
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Plus ... Shouldn't the newest code cone first or last ? I don't know where i should start now ...
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Ok- I have added all the temp codes, all of mobcode.org codes and all codes in the forum from this weekend. I have seen very few duplicates, can anyone explian this? It seems like you can add temp codes and the same regular code but it doesn't say you have already added it? Is this the case?
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Please add MO wrote:
On turfwars.info there is a option to have it list the codes by the newest codes retrieved to the oldest.Plus ... Shouldn't the newest code cone first or last ? I don't know where i should start now ...
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thuglife wrote:
I added some features...
More later and better design soon...
Thug, you've made it worse. To make things easier to read you need to increase the contrast between the background and the text. The easiest is black text on white background. Grey text on black background is terrible.
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MISSY JANE wrote:
The temp codes thing just started. There will still be people whose temp codes we never saw that are just now getting listed on the websites & invite forum. You have to allow some crossover time - for lack of a better phrase. I have run across a couple people in the invite forum whose names I recognized from adding their temp code. It's only been a couple but it was encouraging. 😋Ok- I have added all the temp codes, all of mobcode.org codes and all codes in the forum from this weekend. I have seen very few duplicates, can anyone explian this? It seems like you can add temp codes and the same regular code but it doesn't say you have already added it? Is this the case
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synjyn wrote:
you are 100% correct. i've been watching this game since November of 2009 and don't even have 1,000 mob because it's so silly how the whole game revolves around mob size.Starting to wonder why I play this game, it's all just about punching codes, and this just highlights it even more - how boring.
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Animal
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Has anyone looked a Patient Zero in this experiment and seen what their mob size is in relation to their play time?
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Thanks heaps mate
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Interesting, added 300 temp codes last night to only get 27 accepted. Looks like this is less effective than the old method so far
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Viper 👊🔨💀 - the trick is to drink a 🍺 for every 50 codes. You will find the acceptance rate goes from 9% to 17%. Not 16 or 18 but exactly 17%
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Special note: Drinking 2 🍻 for every 50 codes entered will not bring your acceptance rate to 34%.
In fact it will drop your rate down to 7%. and cause more trips to 🚽 -
For those who are not yet at the legal drinking age Pixie Stix will net you the same results. Be sure to alternate between 🔵🔴🔹. Mixing colors or changing the rotation will drop your acceptance rate.
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I imagine it will take people with temp codes longer to accept invites then people posting their codes. I say this because they will have just gotten the game & will still be figuring out how to play it. In some other games like this, it is bad to attack people in your mob. Since the new people won't know anything about the people they receive invites from, they may be hesitant to accept for a while.
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Whereas people posting their codes on the invite forum already know more about the game & are looking for mob. If anyone wants to be really OCD about it, they should write down the names that come up when they enter the temp codes (and the date they entered them.) Then watch your mob for acceptance & the invite forum for those people to post their codes, noting how long it takes & what % acceptance rate they get. But you'd need to do this for probably a good month to get somewhat accurate results.
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Shivlok wrote:
thuglife wrote:
I added some features...
More later and better design soon...
Thug, you've made it worse. To make things easier to read you need to increase the contrast between the background and the text. The easiest is black text on white background. Grey text on black background is terrible.
Now that's it! Thanks Thug. Large font and easy to read.
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We've added some filters to the code feed that's used by the code sites - this should gradually increase the acceptance rate of the temp codes over the next week.
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New feature to keep track of your codes entered on Turfwars.info !
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nick wrote:
Thanks Nick, I look forward to it.We've added some filters to the code feed that's used by the code sites - this should gradually increase the acceptance rate of the temp codes over the next week.
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Johnny O wrote:
For those who are not yet at the legal drinking age Pixie Stix will net you the same results. Be sure to alternate between 🔵🔴🔹. Mixing colors or changing the rotation will drop your acceptance rate.
Pixie Stix-because not all kids can afford crack.
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So the last few updates have been very small. Is this the filter kicking in? If it is could you please tweak it to let a few more in. I'm willing to put a littler more work in than what's in the last few updates. I know. I'm never happy :)
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Now that the initial lump of codes has dwindled down...small updates of only about 10 codes (or less) seems like a let-down. A few more new codes at each release would be nicer...maybe 20 new codes or so. I'm not sure how that works with your randomizer and filter...but do what you can Nick. Thanks again.
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synjyn wrote:
How many henchmen do you have? Let me guess.... somewhere between 475 and 498?Add Britfury wrote:
nowhere near Brit altho I could if i wanted. Others like yourself have spent same or more on turf limit.lol synjyn that's funny coming from the £1000 hench man mob!!
Anyway doesn't change the way fights are just down to mob number and I wish there was more to it than that. And now all methods of doing that are pretty redundant, is just now who can be arsed to punch the huge list everyday.
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Who cares jimbo. Some spend on turf limit, some on henchman. Even tho I have them and it gives me a huge advantage I am saying it shouldn't and there should be more to the fights than just biggest mob
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synjyn wrote:
what more should there be? All these games are based on mob. That's just all there is to itWho cares jimbo. Some spend on turf limit, some on henchman. Even tho I have them and it gives me a huge advantage I am saying it shouldn't and there should be more to the fights than just biggest mob
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stupid comment. Do it like this because that's what all the others do, way to progress...
There have been many suggestions so there is some actual strategy and choices to be made rather than just mob, weps don't mean shit once at a certain level everyone has em maxed. Anyway I'm not gonna reiterate them all here. -
synjyn wrote:
I was just curious. It would explain the ordering of the UK 'most mob members' list, which I was guessing was incorrectly not including the number of henchmen when calculating the order.Who cares jimbo. Some spend on turf limit, some on henchman. Even tho I have them and it gives me a huge advantage I am saying it shouldn't and there should be more to the fights than just biggest mob
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Yomama spotted the first temp code player in action: Hydrochaz! His first turf was created 6/22 & he says he's getting tons of invites! Cool!
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Saps just to say I'm from Oklahoma lol
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