Change the 10% Rule
Forums › General Discussion › Change the 10% Rule-
Even tho I've never witnessed it I feel that this tactic needs to be stopped. IMO I feel it's somewhat cowardly and people should (wo)man up!
Sadly, I can't see an obvious solution
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💼ΘzдякЂэ฿дикэя🍹 wrote:
👆The 10% is not the problem; it serves it's intended purpose. The problem, which is irrelevant to the 10% rule, is self-important whiny mobsters who would rather this game be easier for them💼🍹🔨.
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🔥✯Groucho✯🔥 wrote:
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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nemesis43 wrote:
This had been suggested once and Belial whined about it.🔥✯Groucho✯🔥 wrote:
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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Jus like the time he wanted temps done away with once he got the top mob
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🎀BadMammaJamma wrote:
IndeedLmao @ Iks.
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How about a different cap limit on players on low inf who are capping players over their 10%. The cap limit on a low inf player capping someone above the 10% could be halved or changed from daily to a weekly cap limit. Another idea is what about if the low inf player caps X amount of turfs of someone above their 10%, then they can no longer hide behind the 10% and all turfs can be capped by the player on normal inf.
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⬆that's a good twist on it Hardcore, I like the new ideas!
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Or no 10% rule n only attack -10 lvls , +10 lvls of ur current lvl. Saves smaller players who r defensless against big players. Then it's either mob up n fight back or shut up! Lol
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This rule has stopped me from hitting the attack button for ages. I'm sure I'm not the only one. Just saying, if we aren't attacking each other we aren't refilling stamina.... If we aren't refilling stamina, we aren't refilling nicks bank account.
Just a thought to ponder. The more we fight the more nick stands to make so it's in his best interest to keep us fighting. Originally the rule was put in place to help out noobs, at some point it evolved into a half assed game strategy. It is time to rethink it however as the game has evolved greatly since then.
For all we know nick is hard at work on a change. I know there were rumors floating around a few months ago about the 10% rule changing but nothing ever came of it. And by rumors I do mean an ambiguous response from TW Support saying that there were changes coming. This happened during one of the times that Thuggie was sitting at 19k mob and 19 inf......
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No one even addressed my main point. Auto accept makes this a cash only game. We don't want that either. There has to be the happy medium
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@iks. It isn't classy to insult someone's religion
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Black Shadow wrote:
Make it cap and not just attack and I think this may work now that pts are hereOr no 10% rule n only attack -10 lvls , +10 lvls of ur current lvl. Saves smaller players who r defensless against big players. Then it's either mob up n fight back or shut up! Lol
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Belial wrote:
One yoyo does not a religion maketh.@iks. It isn't classy to insult someone's religion
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I was referring to LaVey's principal's you said you live by. How is that working out?
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I had to lower all my turfs to 1 inf because of players with 20k mobs attacking 250 times a day and Raping all turfs they could. Yeah I could enter another 25k codes and prob get 10k out of it but lowering inf is the only quick way ATM to protect myself while I slowly enter codes. Whatever is done it needs to take into account very large players lowering their inf and still destroying you.
I think the suggestion of adding mob count to infl is a good start.
If you have 20k mobs it should affect you influence. I see many old timers with super low inf so they can cap smaller players
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Euro✯ wrote:
Or protect themselves from huge players.I had to lower all my turfs to 1 inf because of players with 20k mobs attacking 250 times a day and Raping all turfs they could. Yeah I could enter another 25k codes and prob get 10k out of it but lowering inf is the only quick way ATM to protect myself while I slowly enter codes. Whatever is done it needs to take into account very large players lowering their inf and still destroying you.
I think the suggestion of adding mob count to infl is a good start.
If you have 20k mobs it should affect you influence. I see many old timers with super low inf so they can cap smaller players
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Turf🐑Warrior👊🔨💀 wrote:
CrackaMike wrote:
👍👍👍👍👍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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Johnny Cage wrote:
Best idea goingTurf🐑Warrior👊🔨💀 wrote:
CrackaMike wrote:
👍👍👍👍👍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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Belial wrote:
True. True. I'd say this would work the best. And I know lvl 100's would only be able to attack lvl 90-100's but soon nick will add more levels as more and more players will reach lvl 100. Only problem is trying to think of names for them.Black Shadow wrote:
Make it cap and not just attack and I think this may work now that pts are hereOr no 10% rule n only attack -10 lvls , +10 lvls of ur current lvl. Saves smaller players who r defensless against big players. Then it's either mob up n fight back or shut up! Lol
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Here's a decent fix. For every 2-3 mob member add 1 influence. I mean in the real mob you get influence by how big your mob is and their actions, so why not on tw too.
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The level thing is far to limiting, IMO. People would abuse it by not leveling up. Auto accept forcing people to buy henchies isn't a good solution; most people aren't made of money. Tying it to mob makes the mosquito problem just as bad. Then new people's best bet is not to mob up.
How about after 4 months of playing, the 10% rule goes away? If you punch diligently, you should have about 8k by then.
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Plus, if you tie it to mob, people will just drop mob. They'll end up creating mob groups - active players they can drop & re-add as they are needed for different things.
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Plus, any people trying to actually add mob will have a harder time. People will be refusing their invites and/or dropping them. It'll end up being the opposite of a code punching race.
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GROUCHO'S THEORY, Rev. 2:
Active players (i.e. Those that have logged on in the last 30-90 days, [pick a number]), still have to accept your invite request. Players that aren't playing tw anymore would auto-accept when they hit the # of days inactive.This would mean that players that punch all 20k codes will get about a 14k mob. Active players will still have to accept an invite and temp codes need to still be punched, accepted, etc. +1 to aggressive code punchers, not hench buyers.
TW is headed for a total meltdown as players who are new (and who painstakingly punch the exact same number of codes that Belial and others have punched), have no hope of ever getting up to that same level.
The way the system works now, this TW meltdown is inevitable because a new player's only hope now is SBR (Suicide By Reset) of the long time players, to level the playing field.
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(cont.)
The issue gets worse by years end when there will be 26,000+ codes! With only 6-8k of those codes being active by then, how many noobs will give Turf Wars a chance? Not many. -1 to TW.
This is a gap that players starting a year ago did not have to contend with -- they ruth ER don't see it, or don't want to see it because their mob is fat and sassy.
Throw noobs a bone. Let THEM see the fruits of their labor in a mob growth proportionate to their effort, like it was in the olden days. That is how you make Turf Wars contagious once again! The game will get new life and the biggest mobsters will still be the biggest mobsters.
As it is now, noobs, who start now or in the future, are screwed and every month the problem gets worse. Making it fair, so all players have a chance to add all the same mobsters to their mob (i.e. inactive players auto-join their mob, active players still have to accept your invite) is the only way to encourage growth in tw.
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(cont.)
This game is dying, and it isn't PTs that are killing it - it's the ginormous number of inactive players that can still count in somebody's mob count just because they started a month or even a year before the next guy and happened to catch the noob before he deleted the App.
I sure would like to see this implemented before it's too late. I liked tw when I got started, but I can see the life being drained out of the game -- when it really doesn't have to be that way.
-Thus sayeth the Groucho
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Ladies and gents, in a lot of ways we have an active dev that gives us some damn nice features and keeps the game interesting, but on this point it appears the teams doesn't really give a rip. There have been some interesting and even a few seemingly viable options thrown out there but the lack of action or even the lack of response by the team on this subject is pretty telling. If they cared, they'd address it, lowering the GPS aspect of the game with PT's was a higher priority than patching actual loopholes and unaddressed exploits. This subject honestly just needs to be put to bed, us talking about it does nothing other than muddy the waters.
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🔥⌖ Renegade ⌖🔥 wrote:
👍👏👏👏👏👏👏👏👏👏👏👏Ladies and gents, in a lot of ways we have an active dev that gives us some damn nice features and keeps the game interesting, but on this point it appears the teams doesn't really give a rip. There have been some interesting and even a few seemingly viable options thrown out there but the lack of action or even the lack of response by the team on this subject is pretty telling. If they cared, they'd address it, lowering the GPS aspect of the game with PT's was a higher priority than patching actual loopholes and unaddressed exploits. This subject honestly just needs to be put to bed, us talking about it does nothing other than muddy the waters.
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Euro✯ wrote:
The advantage no longer goes to the mega mobs thoughPeople are going inactive because as time passes they realize that spending all that time entering 10s of thousands of codes is better left for Korean mmo grinders (no offense)
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