The New CapALot Feature in TW
Forums › General Discussion › The New CapALot Feature in TW-
Or bug depending on how you look at it. While capping someone that wasn't healing yesterday I noticed the following:
1) if you cap faster you spend more don points per cap. Slow capping was consistently 9 hits per cap. Fast capping ranged from 10 to 12 hits per cap...might be even more with a fast connection.
2) fast capping allows you to cap with less health (ie you can now get down to below 10 on health).
Aside from the other neat 'features' the fast capping provides, like the inability to repair during attacks by much larger players and the ability to break V's before players can react, has anyone noticed anything else? Just curious as this is likely just a caching issue where checks for 'is a turf already capped' are asynch now instead of synch.
So far, all I have noticed as a result of this new feature is a bigger drain on my don points while capping the same number of turfs per day.
Oh yeah. I hear hopping is faster now but I wouldn't know :)
-
Hmmm.....lemme test this out on someone......maybe you.
-
I also realized this yesterday, while capping faster it does use more DPs. Bummer its nice to have the speed but not worth it when capping a list of turfs. Thanks for confirming this by the way, I thought I was loosing it 😜
-
What does this have to do with Don Points?
-
Hmm...the lowest I've seen my health get to was 11 and I've done A LOT of capping the past few days. Most of it was fast capping. I didn't notice the number of hits though. Seemed average, like 8-9, unless our mobs were close enough that I'd lose sometimes, I'm guessing 11-13.
-
Witches Sabbath wrote:
Stam refillsWhat does this have to do with Don Points?
-
✯ཥ༑ངਸཧཧབ✯ wrote:
Oh ok, gotcha 😉Witches Sabbath wrote:
Stam refillsWhat does this have to do with Don Points?
-
I noticed that too. I am under the impression it is because toward the end of the capping several request are lined up and actually waste stam trying to attack an already capped turf. This would also explain the increasing amount of the "Entity doesn't exist" error and the ability to reach lower health. So yea, like you said, asynchronous must be turned on. Starting fast (6-7 hits) and finish slow is the way to do it to not waste stam.
-
This is also true when raising the influence of a turf, you can press several buttons without waiting for the acknowledge box, but I can only reproduce that on slow network.
-
I thought I was going crazy. Thanks for the answer.
-
ℬeƖƖɑIƗɑƖiɑɳɑ wrote:
i actually went down to 6 two nights ago during air support. it is pretty interesting to attack and heal quickly. i like it 😊Hmm...the lowest I've seen my health get to was 11 and I've done A LOT of capping the past few days. Most of it was fast capping. I didn't notice the number of hits though. Seemed average, like 8-9, unless our mobs were close enough that I'd lose sometimes, I'm guessing 11-13.
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC