Aug 11th - Huge changes!!! 🔥🔥
Forums › General Discussion › Aug 11th - Huge changes!!! 🔥🔥-
VADAN wrote:
Both the old way and the new way is flawed. Larger players could drop influence and cap away too. And you couldn't do a thing about it. At least this way you can find players to help you and beat them in a vendetta without having to get someone with low influence to help youThe more you think about the change, and get opinions from the smaller player it will affect, the more you see it's not an entirely good change. I'm not gonna repeat myself or what euro and baz stated, but it's a clear problem. I don't think entirely removing the 10% rule with no thought for protection for small players is a clever move. It opens the gate for more players to give up and reset. In all honesty, I think this could be extremely devastating for the game.
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TheSmokinGun🚬🔫 wrote:
For the most part huge mobs dropped to attack other huge mobs not to cap smaller players. Though the problem will be those players that wpuldnt lower. That love turf and cash so much they'd never make such a sacrificeThis isnt a fix. The whole problem was huge mob players dropping inf to attack small players. All this rule change does is allows huge mob players to continue but with a much greater income.
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TheSmokinGun🚬🔫 wrote:
I wo der if this why the melee class weapons are been added.This isnt a fix. The whole problem was huge mob players dropping inf to attack small players. All this rule change does is allows huge mob players to continue but with a much greater income.
Perhaps they are being added to raise everyone's attack stat.
This would make it easier for smaller mobs to take on the larger ones.
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Turf🐑Warrior👊🔨💀 wrote:
At least this way you can find players to help you and beat them in a vendetta without having to get someone with low influence to help you👆👆👆 this
I am so tired of large alliances running all their players to exploit the 10% rule, or other players running to hide under low influence instead of just playing the game, using their range and vendettas instead of an exploit. -
Someone with 1400 mob at level 50 with 28 turfs can be completely capped to 0 turf from a 3k. Seriously, nick, please explain how that player is protected because I'm really not seeing it. Not only will this encourage bullying and mass capping, ultimately, less populated areas meaning incomes lower, more resets, even worse retention rate, higher upkeeps... All players in an alliance, any size will be fine. What about the rest? For the record, bad idea.
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Another clear solution is to do something I wasn't necessarily for. Raise the free turf at low levels and raise it quite a bit. I'd say 3 per level until level 25 then back to normal. This would give that small player a leg to stand on before he's thrown to the wolves
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Not really swag. It'll be the same as now, just higher stats...unless I'm missing something? If anything, even more of an incentive for the 3k to cap up little players cos he'll need more income to support his higher upkeep. And to warrior, this change is almost saying "don't go low, just cap anyone you want full inf". The game can't be so open. Not everyone plays consciously thinking about smaller/newer players. I'm not gonna mention names but there are players who will now cap absolutely anything, any size that's around them. 👎
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ßelial wrote:
For the most part yes. And those people aren't the problem. It's the exploiters that need stopping. We all know who. I still stand by my statement. This rule makes it easier for them. This game is self destructive. The exploiters will exploit it to the point that nobody will play anymore. The end is nigh. TheSmokinGun🚬🔫 starts his stopwatch and mumbles. You will see!TheSmokinGun🚬🔫 wrote:
For the most part huge mobs dropped to attack other huge mobs not to cap smaller players. Though the problem will be those players that wpuldnt lower. That love turf and cash so much they'd never make such a sacrificeThis isnt a fix. The whole problem was huge mob players dropping inf to attack small players. All this rule change does is allows huge mob players to continue but with a much greater income.
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The solution is not to completely remove the rule. Keep the rule but also factor in mob size. This would stop future exploits and protect smaller mobsters. In my opinion, the proposed change is preparing for worst case scenario. An I agree with b, turf limit should also be increased.
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Ed Shooter literally has permanent wood thinking about this rule change! Haha
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AmNeZ wrote:
Haha. There will be no blood left in his body to allow him to press attack👉Ed Shooter literally has permanent wood thinking about this rule change! Haha
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VADAN wrote:
No. To factoring in mobsize. We already have range based on mob. Mob shouldn't become a punishmentThe solution is not to completely remove the rule. Keep the rule but also factor in mob size. This would stop future exploits and protect smaller mobsters. In my opinion, the proposed change is preparing for worst case scenario. An I agree with b, turf limit should also be increased.
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What if... The cut-off is increased to level 60 and protection starts from 15%. You lose 1% protection every 4 level ups. Someone at level 40 is given 17 turf limit, at an assumed 86 inf that's 1462 inf and 5% protection remaining. I'd have to be 30k inf to cap. Yes, it still allows for a low inf exploit but look at the majority of players going low for weeks, sometimes months... Most are over level 60, above mid mob and not interested in capping the little guys. I'm just throwing ideas out.
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VADAN wrote:
The current balance means a 1400 mob cannot cap a 3000 mob, if the balance changes then maybe they could.Not really swag. It'll be the same as now, just higher stats...unless I'm missing something? If anything, even more of an incentive for the 3k to cap up little players cos he'll need more income to support his higher upkeep. And to warrior, this change is almost saying "don't go low, just cap anyone you want full inf". The game can't be so open. Not everyone plays consciously thinking about smaller/newer players. I'm not gonna mention names but there are players who will now cap absolutely anything, any size that's around them. 👎
Ultimately mob size is the killer factor.
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YOU wrote:
Maybe also make 1 of the stronger melee weps available at level 60 as incentive to level up.What if... The cut-off is increased to level 60 and protection starts from 15%. You lose 1% protection every 4 level ups. Someone at level 40 is given 17 turf limit, at an assumed 86 inf that's 1462 inf and 5% protection remaining. I'd have to be 30k inf to cap. Yes, it still allows for a low inf exploit but look at the majority of players going low for weeks, sometimes months... Most are over level 60, above mid mob and not interested in capping the little guys. I'm just throwing ideas out.
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VADAN wrote:
Too much room for mules vadanWhat if... The cut-off is increased to level 60 and protection starts from 15%. You lose 1% protection every 4 level ups. Someone at level 40 is given 17 turf limit, at an assumed 86 inf that's 1462 inf and 5% protection remaining. I'd have to be 30k inf to cap. Yes, it still allows for a low inf exploit but look at the majority of players going low for weeks, sometimes months... Most are over level 60, above mid mob and not interested in capping the little guys. I'm just throwing ideas out.
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ßelial wrote:
They will exist no matter what happens. This atleast provides a little more temporary protection.VADAN wrote:
Too much room for mules vadanWhat if... The cut-off is increased to level 60 and protection starts from 15%. You lose 1% protection every 4 level ups. Someone at level 40 is given 17 turf limit, at an assumed 86 inf that's 1462 inf and 5% protection remaining. I'd have to be 30k inf to cap. Yes, it still allows for a low inf exploit but look at the majority of players going low for weeks, sometimes months... Most are over level 60, above mid mob and not interested in capping the little guys. I'm just throwing ideas out.
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YOU wrote:
Most mulesquitoes stop trying to level at about 30-35. Although your plan still gives them a limited lifespan level 60 is plenty to do some real damage.VADAN wrote:
Too much room for mules vadanWhat if... The cut-off is increased to level 60 and protection starts from 15%. You lose 1% protection every 4 level ups. Someone at level 40 is given 17 turf limit, at an assumed 86 inf that's 1462 inf and 5% protection remaining. I'd have to be 30k inf to cap. Yes, it still allows for a low inf exploit but look at the majority of players going low for weeks, sometimes months... Most are over level 60, above mid mob and not interested in capping the little guys. I'm just throwing ideas out.
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Yeah but the whole point of going low is to mass cap everyone you can. Surely if they are doing that they are levelling up fast from xp gained. And Nicks said he has increased xp slightly too. The exploit would still exist, but very short lived, almost a waste of time.
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Euro✯ wrote:
I wish I'd keep my name outta Ur mouth. Hehe✌I still don t get it, why would you allow the biggest players to be able to capture ALL the turfs in a city like Chicago for example. What stops Das Hyena from grabbing a 1000 turfs in Chicago if there is no inf check I am confused
I fail to see what way I have to not get all my turfs taken besides entering 50k codes. If that is the case then I suspect I ll reset and stop launching the app all together
if I read correctly the bigger you are the more you can cap now as long as you are in the city
not sure how this update is supposed to make me want to play more to tell the truth
if I can t defend myself besides typing 50k codes then...well this changes the game to benefit big players and people who buy henchs imo
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VADAN wrote:
Alliances use mulesquitoes to do damage. I know mulesquitoes that already reset at about level 60.Yeah but the whole point of going low is to mass cap everyone you can. Surely if they are doing that they are levelling up fast from xp gained. And Nicks said he has increased xp slightly too. The exploit would still exist, but very short lived, almost a waste of time.
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ßelial wrote:
Yeah but b that'll happen with the new change too lol they will just adapt and use it to their advantage regardless.VADAN wrote:
Alliances use mulesquitoes to do damage. I know mulesquitoes that already reset at about level 60.Yeah but the whole point of going low is to mass cap everyone you can. Surely if they are doing that they are levelling up fast from xp gained. And Nicks said he has increased xp slightly too. The exploit would still exist, but very short lived, almost a waste of time.
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VADAN wrote:
But making it easier isn't the answerßelial wrote:
Yeah but b that'll happen with the new change too lol they will just adapt and use it to their advantage regardless.VADAN wrote:
Alliances use mulesquitoes to do damage. I know mulesquitoes that already reset at about level 60.Yeah but the whole point of going low is to mass cap everyone you can. Surely if they are doing that they are levelling up fast from xp gained. And Nicks said he has increased xp slightly too. The exploit would still exist, but very short lived, almost a waste of time.
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ßelial wrote:
And making it harder for little players to survive isn't the answer either.VADAN wrote:
But making it easier isn't the answerßelial wrote:
Yeah but b that'll happen with the new change too lol they will just adapt and use it to their advantage regardless.VADAN wrote:
Alliances use mulesquitoes to do damage. I know mulesquitoes that already reset at about level 60.Yeah but the whole point of going low is to mass cap everyone you can. Surely if they are doing that they are levelling up fast from xp gained. And Nicks said he has increased xp slightly too. The exploit would still exist, but very short lived, almost a waste of time.
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VADAN wrote:
Hence why IMO the rule shouldbe been left alone. To go your way is to make it harder for big players to surviveßelial wrote:
And making it harder for little players to survive isn't the answer either.VADAN wrote:
But making it easier isn't the answerßelial wrote:
Yeah but b that'll happen with the new change too lol they will just adapt and use it to their advantage regardless.VADAN wrote:
Alliances use mulesquitoes to do damage. I know mulesquitoes that already reset at about level 60.Yeah but the whole point of going low is to mass cap everyone you cam
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Capcapcapcapcap
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Whatever the rule is it will always be capable of being taken advantage of. This is a new chapter and if it proves to be fatally flawed I am sure nick will change it. It will change over time in any event because the game will have to be refreshed over time or it will become stale. Modt the big players have invested time, effort and money in getting there si let them reap the rewards. Remeber there are no bullies in TW's just players (although we all get miffed when we wake to see lots of our turf has been capped) and my biggest motivation in punching codes was revenge to catch with mobs who were capping me! Personally I'm looking forward to a capathon and all the other proposed changes. Finally one final change I would love to see in the game is a loot item that can shut Belial up for a week (jokin (least I think I am)).😉
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Odysseus . Finally one final change I would love to see in the game is a loot item that can shut Belial up for a week (jokin (least I think I am)).😉
Would be nice :) I've seriously considered requesting a gd ban. I'm fine on the other forums and have stuff to add
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ßELIAL wrote:
Belial at risk of creating rod for my own back you frequently have a valid opinion and good input. But you must admit you do go on a bit. Game would not be same without you though!👍Odysseus . Finally one final change I would love to see in the game is a loot item that can shut Belial up for a week (jokin (least I think I am)).😉
Would be nice :) I've seriously considered requesting a gd ban. I'm fine on the other forums and have stuff to add -
Odysseus wrote:
Thanks. Yes I do go on a bit. I'll have to work on that. It's a struggleßELIAL wrote:
Belial at risk of creating rod for my own back you frequently have a valid opinion and good input. But you must admit you do go on a bit. Game would not be same without you though!👍Odysseus . Finally one final change I would love to see in the game is a loot item that can shut Belial up for a week (jokin (least I think I am)).😉
Would be nice :) I've seriously considered requesting a gd ban. I'm fine on the other forums and have stuff to add
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