New loot next week!
Forums › General Discussion › New loot next week!-
See announcements on home page.
Also changing cap radius so it works off mob size.
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Annndddd a change to horses heads too. They will sap 80% of your stamina instead of wiping it out totally.
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Whoa! Some big changes!
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Let the frenzy begin! 😜
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Belial's gonna have a mighty big target on his back!
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Nick, you should bring it forward a day. Typical of you to give me my birthday present late!
Seriously thanks nick, just about right for some new toys.
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Brilliant, can't wait to see the new loot also.
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JmanX wrote:
Whoa! Some big changes!
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JmanX wrote:
I'm liking the horse head thing. And the loot. Gotta see the cap radius deal in action, though. But as always, great devs for keeping the game spicy!Whoa! Some big changes!
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Thinking about the cap radius, large mobs will be a benefit (strength) and now a curse (cap radius).
Any thoughts on loot?
1) personal jet, allows you to plant a turf up to 50 miles from current location or Amy existing turf.
2) the draft, accepts a percentage of your unaccepted invites.
3) Deeds, raises your turf limit by one.
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Any chance you can amalgamate the movement of the "Attack again" button in this update plz nick?
Thanks for the updates anyway -
This could be interesting. Not crazy about the mob size thing tho! sigh...
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Euro✯ wrote:
so big guys don't drop thier influnce so down low to the point they can cap small guys with 1000 influnce and down. It's so 10k mob can't cap 100 mob.I don t understand the wording of the first one. Prevent exploiting lower players ability to lower to 1 inf? I don t get it can someone rephrase that?
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Justin I don't read it that way, though still a little unclear myself.
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I would like to see a loot item to increase your turf limit, like the henchmen loot. 1 turf limit or 2 turf limit on a rare occasion
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Thanks fir the clarification, if that us the case the first paragraph is poorly written if I may say as it sounds like the smaller players are the ones exploiting by dropping inf.
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The cap range seems to be aimed at stopping big mobsters dropping their influence to prevent being capped (a tactic that has been used a lot in the UK recently).
Curious to see how it works in practice.
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Almighty God wrote:
The cap range seems to be aimed at stopping big mobsters dropping their influence to prevent being capped (a tactic that has been used a lot in the UK recently).
Curious to see how it works in practice.
Nick hasn't said he is removing the 10% rule. Just the range at which you can be capped
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Rhino please see Goliaths thread on why from my reading I think the 10 percent I going. I might be wrong but can't see how else the big players exploit the ability to drop a turf to 1 inf.
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Silent Joe wrote:
Rhino please see Goliaths thread on why from my reading I think the 10 percent I going. I might be wrong but can't see how else the big players exploit the ability to drop a turf to 1 inf.
I agree it doesn't make sense to make this change but the way nick phrased his announcement seems like it's not going
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Add swagger wrote:
I know right?Belial's gonna have a mighty big target on his back!
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My understanding is that if a very small player has a one inf. turf since you can't plant too close to it, the small player can be safe from capture because you are out of cap range now if you are much more powerful than them. So my understanding it has nothing to do with inf. It used to be turf count. Now its mob size. So if a 1k mob player is being bullied by a 10k mob player, if the 1k mob reduces the inf. on that turf to one it is uncappable to much higher mobbed players. That's just my understanding, could very well be wrong.
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I hope the rule doesn't make level 80 players with 300 turf but 1.3k mob uncappable
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