Change the 10% Rule
Forums › General Discussion › Change the 10% Rule-
Those who spent money deserve thier advantage. I think the only cange is a bi-monthly limit that a player can cap from other players. Depending on thier mob size, influence, and whatnot.
I don't think another level limit is going to work, people can hide behind that too as I did at level 14 for a while.
I do think maybe the %10 rule might be changed, alot of people are saying this. But to what? We shouldn't ask for change without asking for a specific change.
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I am torn on the topic.
I play TW for the strategic and psychological side of the game. I was happy carving away at havocs Houston airport and FL turfs using sniper tactics to cap limit prior to pt's. Then DBR came along with 2 low inf players so I dropped from 75k inf to 750 in one 18 hr session (never doing that again)...I then took advantage of it tactically for attacks as well.
After thinking about it and dealing with thuglife doing the same thing (I am 1000, he is 100) I think it adds more challenge to the game...there are ways to combat low inf...even doomsday players. Biggest problem with low inf is cash flow. But that is the equalizer...low mob players have less turf so can go low for shorter intervals to deal with larger players...keeping larger players somewhat in line. But they won't exploit it because they WILL run low on cash and inf up.
I say leave it the way it is but improve the way v's work to counter the extremes (lower effect of a v'd low inf player by a % of others in the V).
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That read a lot better before I had to shorten everything to fit in 1024 characters :)
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Your right !ZAZ, just gives a differnent way to exploit if you tie it to level.
But if the levels mean something (say an extra perk like 1 or 2 higher inf available for turf) then one would have to decide which way they wanted to play the game. And that could make things more interesting.
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I AGREE. It's definitely become a dodge for people with lots of mob to run & hide....as well a those with so much time on their hands that they can waste it by adjusting down all their turfs. I like the ideas of tying inf to mob plus making adjustments for levels to protect newer/weaker players. The key is to negate the new loopholes with any change.
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風火貌 wrote:
Right. And in response to that I will have to dig up an old response I gave.🎀BadMammaJamma, Mr Ikslopot,
Tell that to the new players (1-3 months) who have a decent few (3-7)k ...
I do believe in supporting the dev but everyone has their limits
I started in November last year. I put in time to do the crime. I pay the price as guys with smaller mob have range on me. Okay? Yeah, okay. I will still win by flooding turf around them or lowering inf. How do I win doing that? I bought higher turf limit and stamina. It cost money. I chose to do that. You have been playing long enough to know that.
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How does one face a juggernaut? One way in this game is going mosquito and hopping in a v.
It is unlikely one has H@vow's money. Impossible to get Belial's mob or really even turf limit. Especially in three months you gave. This is one of the only options for even a temporary advantage. If you punch all the codes you will be lucky to see 8k mob now.
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Mr. Ikslopot wrote:
20k punched not including temps = 6.8k mob for me.How does one face a juggernaut? One way in this game is going mosquito and hopping in a v.
It is unlikely one has H@vow's money. Impossible to get Belial's mob or really even turf limit. Especially in three months you gave. This is one of the only options for even a temporary advantage. If you punch all the codes you will be lucky to see 8k mob now.
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nemesis43 wrote:
Keep punching. For a good visual of how long it takes take a look at stats man Ssgt Poonstabber's wall. He shows how long it takes to mob up and get loot.Mr. Ikslopot wrote:
20k punched not including temps = 6.8k mob for me.How does one face a juggernaut? One way in this game is going mosquito and hopping in a v.
It is unlikely one has H@vow's money. Impossible to get Belial's mob or really even turf limit. Especially in three months you gave. This is one of the only options for even a temporary advantage. If you punch all the codes you will be lucky to see 8k mob now.
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Plus, one of my favorite players in the game has spent hardly any money. Why should he be punished for inf equivalent to mob size? He punched the code. 17k mob. 50 turf limit. Best mosquito I know of as well. Wish I had played like him.
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Manga✯Nelli wrote:
Make levels above 100. That way ppl can only cap someone within 50 levels but are still able to attack turf n the mobster not within the 50 levels. Make 10% rule work both ways.
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My statement on a similar topic months ago:
The thing is that if you started when the game came out you are in a situation that benefits you greatly. You can have a massive mob that you did not pay for. If you start now you might be able to get to 7-10k.
I think midsized players have an interesting situation because they cannot compete with the bigger players. A V does not stop a big player who is burning dollars here. Also, a v does not help a small player increase their turf or income. Often it is more costly to go into the v anyhow as the participant forks out more cash to fight the larger player.
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I hear a lot of people big and small complain about the situation. Bigger players seem to get bored but don't want to give up their advantages. Smaller players are constantly complaining about the issue as well, and the reasons are numerous, and will not catch up. Often, they are thrown a wishbone like, 'oh, they won't punch the five minutes of code that show up each day.'
There are other issues as well. For instance, if we look at player locations we find that some players had to spend less as the areas were more saturated with players to cap.
This bickering could go on forever.
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Johnny O wrote:
I still think adding mob size to total influence a quick and easy fix. Someone with 20k mob should never have below 20k influence.
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🐱 mama tek wrote:
Johnny O wrote:
I still think adding mob size to total influence a quick and easy fix. Someone with 20k mob should never have below 20k influence.
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Mr Ikslopot, not disagreeing with what you have done but time & time again, I've seen smaller players give up & not enjoy this game or have a 'bitter' after taste in their mouth because of some big mob, long time player go mosquito & hide behind the 10%. In a Vend, again, that's a different type of problem but similar conceptually being able to take advantage of a system (that may not be broken) but needs a fix.
To add a 100 additional turf limit above the say 35 you get free, would require an easy US$48 @ a patient 2 turfs a day. That is not an amount that I know if too many people on here spend either except for the old timers & a collective maybe 20-30% of new players that come on? You have put in an easy US$100-200 to get to where you are which is something that you are comfortable with but maybe not many others. And the long term survival & improvement of this game is thousands of players willing to dole out a good US$20-30 versus only 10 Momo style players IMHO.
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風火貌 wrote:
Turf limit does not help those guys. Buying more turf allows big players to cap them. Mobbing up helps players. If they mobbed up and did not buy turf limit they could become dangerous little mosquito. Much more fun than becoming the feeder accounts you advocate here.Mr Ikslopot, not disagreeing with what you have done but time & time again, I've seen smaller players give up & not enjoy this game or have a 'bitter' after taste in their mouth because of some big mob, long time player go mosquito & hide behind the 10%. In a Vend, again, that's a different type of problem but similar conceptually being able to take advantage of a system (that may not be broken) but needs a fix.
To add a 100 additional turf limit above the say 35 you get free, would require an easy US$48 @ a patient 2 turfs a day. That is not an amount that I know... dole out a good US$20-30 versus only 10 Momo style players IMHO.
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People getting bullied playing less than three months. Pm me. I'll put you on the right track. 👌
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I like the idea (1mob member=1inf) but it brings up another issue.... Now users can create a vendetta and use a person with >100 mob members as their mosquito. 3 large members and 1 (mule perhaps?) with only stamina to attack, without fear of retaliation.
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I think you are all missing the simplest solution that would be based on effort:
Nick should auto-join all valid entered codes, even for those players you invite that are inactive. That would level the playing field in a hurry and give noobs more incentive to punch codes.
The game has gone global with PTs... Fine. Let's give everybody the same chance to mob up as those that got their invites accepted by new players who have long since quit playing tw. If you punch in valid codes, let them add to your mob size immediately!
That would get turf wars back on track as a war game rather than an "I got here six months before you did so you will never catch up with me" game.
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That would also be a big boost to Nick's bottom line, because the henchie buyers would spend even more to keep their mob size advantage.
The way it's going now, tw is on a collision course with a brick wall. Now there are 20k codes to punch with only 30-40% of those having a chance of being accepted... Temp codes come at about 200+ per week. At this rate, by the end of the year, we'll be up to 26k to enter... But even the most diligent noob will only end up with 6-8k at the end of it, further widening the gap and running off more new players.
Auto-join ALL valid codes and then to increase your advantage, you'd need to hench up... Noobs would punch like crazy and we'd keep 'em around a lot longer! Woot!
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🔥✯Groucho✯🔥 wrote:
You know I've never heard that idea mentioned. And I love itI think you are all missing the simplest solution that would be based on effort:
Nick should auto-join all valid entered codes, even for those players you invite that are inactive. That would level the playing field in a hurry and give noobs more incentive to punch codes.
The game has gone global with PTs... Fine. Let's give everybody the same chance to mob up as those that got their invites accepted by new players who have long since quit playing tw. If you punch in valid codes, let them add to your mob size immediately!
That would get turf wars back on track as a war game rather than an "I got here six months before you did so you will never catch up with me" game.
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Auto invite hasn't worked for any game that's implemented it. And it Would cause massive stalemates. One of the worst ideas ever IMO. It would become all about alliances and players like me who are I'm a forced solo life wouldn't be able to play at all anymore
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CrackaMike wrote:
Which forum...?I say agree it needs changed. My suggestion is make it equal for both parties. If one can't cap the other, why should the reverse be able to?
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So then it becomes who merely has more o spend or who has the luck of joining a strong alliance? That doesn't work. Like I said there are players with me forced into full exile. Wed just have to reset or become bottom feeders. That's not strategy. And why shouldn't there be a reward for time spent? I've punched every day for well over a year. Much harder an takes more dedication than just doing them in a month
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All in all I've seen a good discussion here. Thank you everyone! I see many good ideas here, and a lot of things to consider in the future. Keep them coming!
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YOU wrote:
Change the 10% Rule! Post whether you agree or not and if you have a possible way to fix it, post that as well. This is not a place for arguements, only agree/disagree with the change and possible ideas on how. This is needed in general forum since nobody looks at the suggestions forum.
I guess you missed the FIRST post of the thread Don Line...
Even if people don't look, that's no excuse. People don't look my invite code in the invite forum, but I don't put it in the general forum. Plus, plenty of people look, just take the amount of 10% rule threads and the amount of comments as an example. And btw, I read EVERYTHING before posting -
And you can call be line. It's like Robert. Some people are called Robert, though they enjoy being "Bob".
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Thid is a general discussion about 10.% not a suggestion. It's fine in this forum
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Turf🐑Warrior👊🔨💀 wrote:
That would never work guys! 😜🔥✯Groucho✯🔥 wrote:
You know I've never heard that idea mentioned. And I love itI think you are all missing the simplest solution that would be based on effort:
Nick should auto-join all valid entered codes, even for those players you invite that are inactive. That would level the playing field in a hurry and give noobs more incentive to punch codes.
That would get turf wars back on track as a war game rather than an "I got here six months before you did so you will never catch up with me" game.
Belial worked harder punching codes for two years. I mean, doing all the work he did in two years in a month was MUCH EASIER. Lmfao. 😜
Belial, you only want change when it suits you. How is Anton LaVey working out for you? Guy was a clown.
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