Temp Codes
Forums › General Discussion › Temp Codes-
Wow - how many have posted in the last 12 hours? And thats not even counting good 'ol regular code! I'm about to throw in the towel. I started in Nov '09 and have seen this game evolve from a game that consisted of maybe 10% punching - 90% play to a game that is now 90% punching and MAYBE 10% play. Curious as to how other "old timers" see the game in comparison to the newer players. When you post please tells us how long you've been playing.
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less QQ more pewpew
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Its just a temp code rush. It passes
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Maybe just a "code rush", but I still see that the game has changed tremendously in regard to the amount of time required topunch compared to actual play.
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It is hard. I'm barely hanging in there myself. Just weather through it
add devil -
PS: everyone please remember to tell us how long you've been playing.
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Rick wrote:
Over one year.PS: everyone please remember to tell us how long you've been playing.
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Been playing since March, the temp codes definitely changed the game, mobs have grown much faster and more time is spent punching codes. But to be honest it doesn't have to take up all the time. I put in maybe a solid half hour of punching a day. When I get a chance to sit down for more time I play and do my other things. I'd love to not have to punch codes, but I don't mind it so much.
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Rick 1st June 2010. And yes I know where you're coming from. My problem with this is not just amount of time pinching but new players who punch every code are now far behind and likely can never catch up. It may get boring if there is not some way to redress this imbalance in the long run.
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Being playing since this time last year, sick to death of punching codes- I prefer seeing less temp codes now which highlights the change. I agree with you but what can be done? If Nick opens up the game for the Europe v's US thing it may be very interesting again. We will have to wait and see.
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Since july lol... punch every other day all the temps and unflagged. have also entered 3 full code sites (but now just maintain one). The beauty of that is now it's just maintenance.
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1st turf placed June 21st.. Got capped shortly after. Then mobbed up and regained what was mine :D
But now mob up to fend off the bigger players! And it works :) -
The problem is while all your mob protect all your turf it's a simple case of more mob = win. I posted this in another thread but mob really should be allocated via turf. You will still need a large mob to be big, but it allows the smaller guy to cap your turf without a bigger mob. He pushes to far and as a larger mob you take his turf. To stop abuse of large mobs with nothing to loose, tie it in to turfs. No turfs, no ability to cap. I dunno. Just think this game would be f@&ing amazing both tactically and fun wise. Maybe limit the amount of mob you can move daily so big players can keep an eye on growing mobs around there turf.
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Started in Nov '10 - already getting really frustrated by the amount of time I need to spend punching codes just to remain slightly competitive among the little guys - totally at the mercy of guys with 10k mobs (who continue to punch daily) with no hope of defense or ever catching up - love the game concept but there needs to be more risk and strategy involved in turf placement and battling rather than simply having the biggest mob.
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No one has come up with an acceptable alternative to mob yet. If they did I'd agree to a mob cap at 30k then another system in place after that.
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rebel son wrote:
less QQ more pewpew
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Ghostdog 🔫 wrote:
Long time players deserve as interesting of a game as new players. The system should not be weighted that heavily on new players. All the old players would leave.The problem is while all your mob protect all your turf it's a simple case of more mob = win. I posted this in another thread but mob really should be allocated via turf. You will still need a large mob to be big, but it allows the smaller guy to cap your turf without a bigger mob. He pushes to far and as a larger mob you take his turf. To stop abuse of large mobs with nothing to loose, tie it in to turfs. No turfs, no ability to cap. I dunno. Just think this game would be f@&ing amazing both tactically and fun wise. Maybe limit the amount of mob you can move daily so big players can keep an eye on growing mobs around there turf.
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Ghostdog 🔫 wrote:
This isn't the game of risk...The problem is while all your mob protect all your turf it's a simple case of more mob = win. I posted this in another thread but mob really should be allocated via turf. You will still need a large mob to be big, but it allows the smaller guy to cap your turf without a bigger mob. He pushes to far and as a larger mob you take his turf. To stop abuse of large mobs with nothing to loose, tie it in to turfs. No turfs, no ability to cap. I dunno. Just think this game would be f@&ing amazing both tactically and fun wise. Maybe limit the amount of mob you can move daily so big players can keep an eye on growing mobs around there turf.
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bee ryan wrote:
Haha. That's why the system seemed familiarGhostdog 🔫 wrote:
This isn't the game of risk...The problem is while all your mob protect all your turf it's a simple case of more mob = win. I posted this in another thread but mob really should be allocated via turf. You will still need a large mob to be big, but it allows the smaller guy to cap your turf without a bigger mob. He pushes to far and as a larger mob you take his turf. To stop abuse of large mobs with nothing to loose, tie it in to turfs. No turfs, no ability to cap. I dunno. Just think this game would be f@&ing amazing both tactically and fun wise. Maybe limit the amount of mob you can move daily so big players can keep an eye on growing mobs around there turf.
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bee ryan wrote:
You should have to risk something! Otherwise I could simply just go and play with my calculator.. Calculating mathematical certainties ... Fun!?Ghostdog 🔫 wrote:
This isn't the game of risk...The problem is while all your mob protect all your turf it's a simple case of more mob = win. I posted this in another thread but mob really should be allocated via turf. You will still need a large mob to be big, but it allows the smaller guy to cap your turf without a bigger mob. He pushes to far and as a larger mob you take his turf. To stop abuse of large mobs with nothing to loose, tie it in to turfs. No turfs, no ability to cap. I dunno. Just think this game would be f@&ing amazing both tactically and fun wise. Maybe limit the amount of mob you can move daily so big players can keep an eye on growing mobs around there turf.
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There is a random factor. Fights are the way they should be.
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Disagree that mob should be allocated by turf.... Tho quite like the idea of allocating mob to turf I.e having to move them around to attack and defend with them - currently it just so happens that when someone decides to attack a turf they run into your entire mob all sitting down for a family lunch with their weapons conviently located just under the table.... What are the odds?
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Enforcer-ad SAD wrote:
If mob had to allocated to turf then the successful players with thousands of turf would be at a huge disadvantage. And those who spent a lot of cash on turf limit would be cheated.Disagree that mob should be allocated by turf.... Tho quite like the idea of allocating mob to turf I.e having to move them around to attack and defend with them - currently it just so happens that when someone decides to attack a turf they run into your entire mob all sitting down for a family lunch with their weapons conviently located just under the table.... What are the odds?
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I agree with Belial, an organised attack could leave a larger turfed player at a serious disadvantage. Constant attacks on different turfs.. What can you do?
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Belial wrote:
I guess that would be the risk of expanding too fast - better way of preventing people conquering the world than turf limit - take your point about those who have paid already tho. Shame how often it comes back to this.Enforcer-ad SAD wrote:
If mob had to allocated to turf then the successful players with thousands of turf would be at a huge disadvantage. And those who spent a lot of cash on turf limit would be cheated.Disagree that mob should be allocated by turf.... Tho quite like the idea of allocating mob to turf I.e having to move them around to attack and defend with them - currently it just so happens that when someone decides to attack a turf they run into your entire mob all sitting down for a family lunch with their weapons conviently located just under the table.... What are the odds?
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Silent Joe wrote:
This is the biggest problem I have with the mob system. I started in September and I can tell I will always be 5k behind the top guys, no matter if I punch all existing codes. May be there should an expiration time (6 months) after which an invite code is automatically accepted.(edited)... My problem with this is not just amount of time pinching but new players who punch every code are now far behind and likely can never catch up. It may get boring if there is not some way to redress this imbalance in the long run.
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mimosa wrote:
Then all mobs would be identical in size and there would be no variety and no real competition.Silent Joe wrote:
This is the biggest problem I have with the mob system. I started in September and I can tell I will always be 5k behind the top guys, no matter if I punch all existing codes. May be there should an expiration time (6 months) after which an invite code is automatically accepted.(edited)... My problem with this is not just amount of time pinching but new players who punch every code are now far behind and likely can never catch up. It may get boring if there is not some way to redress this imbalance in the long run.
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Belial please select your preferred option:
1. Slow stead removal of inactive accounts from mobs.
2. Rare loot that drafts a small percentage of unaccepted invites into your mob.
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Add swagger wrote:
Both bad for the game. Nay to both.Belial please select your preferred option:
1. Slow stead removal of inactive accounts from mobs.
2. Rare loot that drafts a small percentage of unaccepted invites into your mob.
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@enforcer. It isn't a shame for the deva to care about the customers. This game is a business and servers don't pay for themselves
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Btw & for the record. It is NOT impossible for new players to catch up to the top mobsters. But it does require dedication and time.
When I started seriously punching in April, I thought I'd never catch up to the top guys. Many of the players had been playing for 6 months longer than me and had a huge headstart. But I punched every last code I could find, put in the hard work and mobbed up. Now I'm in the top 15 out of everyone in the game. There will always be a few codes that older players got from inactive players before my time, and that will always be an issue, but it's still VERY possible to catch up and get a huge mob even now.
I use to say the same thing (Belial knows this) that I'd never catch up. I was wrong.
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