Turf Wars concerns...
Forums › General Discussion › Turf Wars concerns...-
Let's get some thoughts on where the game is at this moment in time. The good and the bad...
My concern is for newcomers. I think the rate at which players are starting and being put off by super mobs is greatly increasing. I think we've got to a point now where the established will keep growing, many of the top mobsters will start to slow down creating opportunities for smaller players to better establish their names, but the buck seems to stop there, I've not seen a new mobster that has stuck around and shows potential to become a part of te community in a very long time, it doesn't mean they are not there, it just means there's a very small minority. I don't see how the game can be maintained if it keeps at this rate. What u lot think?
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Many new players are falsely put off by big mobs yes. But there is no solution for it. They have already been given range in their favor. The advantages are all on their side and they don't see it
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One of the most lethal mobsters I know has 100 mob and 545 influence. You can be a bad-ass newb. Just work with some big guys. We both need each other.
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Many games have some sort of max-out for players. For example, leveling up a character would stop at some point, or hit points/strength max out. That ensures that the strongest is not too strong, and the weakest would still stand some chance...or will at the very least catch up at some point.
Having a max-out for mob/attack/defense/turf/etc might be a good thing.
I'm sure the response will be "but that means eventually you'll have everyone with exactly equal strength, etc". I agree, that's a valid concern, but I suppose it would also encourage more community interaction: teaming up against players, etc. I suppose more "items" could also set things apart.
But yes....I agree, it does suck knowing that even if I punch the max codes every day, it's impossible to catch someone who currently has more more than me (unless theynstop punching codes of course). Ive been on the verge of quitting a great many times.
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To be honest, the only thing keeping me in the game right now is trying to reach Godfather eventually, and hoping that something changes in the meantime. Otherwise, I'll probably just retire from the game at that point.
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Max out doesn't work in a takeover game. And teaming up doesn't fix that as vendettas dont capture but destroy.acing out would hurt the new player as it means that they would tale the brunt of capture. Plus what about the bigger player who maxes out? What point would they have to play if they can't gain anything. Max out works for some games but could never work for tw
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It's not about mob. A player with no mob is more deadly than the top mob player due to the range rule.
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ß wrote:
Well maybe these things need to be better explained when a newcomer starts their game. Whilst community support on the forum is second to none, a newcomer made not always head for the forum. If you was to start today would you know about turf limits, capping range, airports and defense penalties..? I very much doubt it. I also agree the game requires some level of commitment, but the bigger established players become, the harder and more demanding it is for new players to establish, there has to be a point when we stop and try to understand what new players must think when they see us.Many new players are falsely put off by big mobs yes. But there is no solution for it. They have already been given range in their favor. The advantages are all on their side and they don't see it
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Te seems to have a constant active player base of 6.5 to 8k. This is fine and unless it goes below this the game is doing fine. And I've seen lots of new potential. What about all these players that are reaching 6k in all these recent congrats threads?
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I would never want to see a max out, that's a definate game killer. There as aspects of the game which have limits and work perfectly fine, skills for example, given the attack/defense feature needs to be addressed and made more useful, but the the limits in place are ok. Mob, turf or influence limit? No way.
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ß wrote:
But are these recently joined players? Most have been around since Christmas, that's 7 months. perfectly normal time scale to get to that mob size.Te seems to have a constant active player base of 6.5 to 8k. This is fine and unless it goes below this the game is doing fine. And I've seen lots of new potential. What about all these players that are reaching 6k in all these recent congrats threads?
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VADAN wrote:
The point is you womt see them or notice they have potential until right around that strength level.ß wrote:
But are these recently joined players? Most have been around since Christmas, that's 7 months. perfectly normal time scale to get to that mob size.Te seems to have a constant active player base of 6.5 to 8k. This is fine and unless it goes below this the game is doing fine. And I've seen lots of new potential. What about all these players that are reaching 6k in all these recent congrats threads?
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Don't get me wrong, I'm not saying new players have no chance of establishing themselves. I'm just sayin it seems the initial thought of playing in an environment where most players around you are either established or inactive can be off-putting from the offset.
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ß wrote:
Max out doesn't work in a takeover game. And teaming up doesn't fix that as vendettas dont capture but destroy.acing out would hurt the new player as it means that they would tale the brunt of capture. Plus what about the bigger player who maxes out? What point would they have to play if they can't gain anything. Max out works for some games but could never work for tw
Just thinking out loud here, but what if only defense was limitted? Wouldn't that allow even smaller players to stand a chance, but still allow big players to continue domination if they want? They could always take back turf they lose using their massive, unlimited attack. The only difference from today is that they may have to keep retaking their turf to stay in the game.
Like I said, just tossing out ideas. Feel free to tell me exactly what is wrong with it :-)
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B let's put this in to perspective. In the last 8 weeks I've seen no more than probably 6 congrats threads for players hitting 5k+. We get atleast 200 temps a week, at minimum. That's an extremely small minority of players sticking around wouldn't you say? Look at the overall picture, I don't think it's as good as it seems. It's a terrible return rate.
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Small players have range on their side. That is enough
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VADAN wrote:
I find encouraging. I see it as a challenge seeing that I can eventually get to that point. But I don't know much I have only been playing since late march, and was forced not to play for a month and a half because of Internet issues. I think what will happen in the long run is... The players without commitment or potential are just "weeded" out.Don't get me wrong, I'm not saying new players have no chance of establishing themselves. I'm just sayin it seems the initial thought of playing in an environment where most players around you are either established or inactive can be off-putting from the offset.
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Many of you don't seem to understand how important range is
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ß wrote:
You're not seeing it from my pov. The majority of new temps don't seem to stick around long enough to even know what a range is. These players need more encouragement, well I feel anyway.Many of you don't seem to understand how important range is
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bo022495 wrote:
I'd put you in that small minority of new players that have stuck around, it's good you're not discouraged.VADAN wrote:
I find encouraging. I see it as a challenge seeing that I can eventually get to that point. But I don't know much I have only been playing since late march, and was forced not to play for a month and a half because of Internet issues. I think what will happen in the long run is... The players without commitment or potential are just "weeded" out.Don't get me wrong, I'm not saying new players have no chance of establishing themselves. I'm just sayin it seems the initial thought of playing in an environment where most players around you are either established or inactive can be off-putting from the offset.
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VADAN wrote:
I wast actually talking to boat anchor.ß wrote:
You're not seeing it from my pov. The majority of new temps don't seem to stick around long enough to even know what a range is. These players need more encouragement, well I feel anyway.Many of you don't seem to understand how important range is
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ß wrote:
Oh lol ok well the point in hand stands either way.VADAN wrote:
I wast actually talking to boat anchor.ß wrote:
You're not seeing it from my pov. The majority of new temps don't seem to stick around long enough to even know what a range is. These players need more encouragement, well I feel anyway.Many of you don't seem to understand how important range is
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To you I will say I domr see the danger yet. We have been through this before though. The solution is to surf the map and reach out to new players. It doesn't take many players to do this and can have great results. So get together a group and go for it. I'm down to help.
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If surfing the map isn't your style use the mob search on the names temps give you. Never tried it bu it can work
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ß wrote:
I've done this since I was a lil 2k, still do search the map, what I have noticed though is 1-2 in 10 will respond. Can't assume they ain't playing, but it's more than likely. Temps are great for us, bigger mobs. But how many temps actually stay longer than levelling up a few times?To you I will say I domr see the danger yet. We have been through this before though. The solution is to surf the map and reach out to new players. It doesn't take many players to do this and can have great results. So get together a group and go for it. I'm down to help.
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I was actually talking to boat anchor.
Sure, there is a strategic aspect to it. I could vendetta- up and in theory attack people and they couldn't hit me back. Certainly, thats a way to do a lot of damage. But what after that? The V ends, the bigger player moves closer, I'm now completely outmatched, and game-over for me. Maybe I'm missing something here ( and thereby illustrating you point ).
The frustrating thing for me is to know that my survival is simply due to the fact that the big players around me have graciously not wiped me out.
Knowing I could be completely eliminated at the whim of the big guys doesn't give me much motivation.
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Retention rate is always low for these types of games. Nothing new. But I womt argue as your heart is obviously in the right place :)
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Let's assume the figure I said is correct for argument sake. 200 temps a week is 800 new players a month. Even 5% sticking around would mean 40 players a month. In a 6 month period that would make 240 players, even if 1/5 of that stuck around it'd say it's fine. Seems we'd be lucky if we get 5% of the 240. Is that enough of a return rate?
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Ofcourse, these are figures I'm assuming from what I've seen. I could be completely off on the retention rate but 1.5% from 800 new players joining every month sound terribly low.
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You make it sound so grim that way.
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bo022495 wrote:
Well that is the bigger picture.You make it sound so grim that way.
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