Upcoming change on capturing turf
Forums › General Discussion › Upcoming change on capturing turf-
Hey everyone,
Recently an exploit has been found that allows players to avoid turf capture by selling a turf's upgrades and its influence to 1. Originally intended as a defense mechanism for small players, several larger players have used it to evade capture of their turf. This is detrimental to game balance as it lets players go on the offensive and then quickly reduce influence to render their gains uncaptureable.Starting at 2pm PDT today, a modified system will be put into place to prevent this from happening. All turf's capture radii will be given a minimum value based on the total # turf owned by their current owner. This means medium-large players' turf can still be captured by players with nearby turf, even if the influence is reduced to 1.
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Cool
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Kewl. Great to see this is being sorted! Great work :)
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Great news dude
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Very nice! Time to 🔥🔥🔥
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Crabyducky wrote:
damn 3 second quicker 😠Cool
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Excellent!!
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what's that in GMT?
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great way to fix it nick! can u tell us the minimum turf max # this will be implemnted for?
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So smaller players would likely still be able to use this as a protection mechanism based on the 10% influence factor correct?
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naughtyjames wrote:
google "world time converter"what's that in GMT?
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oh right, so in 30mins then
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Thank you Nick. Well done
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Looks like thuglife is going down
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Great work
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ᴎick wrote:
😹Crabyducky wrote:
damn 3 second quicker 😠Cool
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looks like a lot of london is going down tonight too...
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howard wrote:
Looks like thuglife is going down
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I don't think this is fair. If it wasn't for this so called "exploit" I would have lost all of my turfs in Oakland, Ca (which had cost me roughly 150 million to turf hop there.)
just because assholes like thuglife exploited this after going on a rampage does not mean WE should all suffer.
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is this just for 1inf turfs? doesn't the "bug" stretch to 10inf turf?
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Yes!!!
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Johnny O wrote:
lol. Yo Johnny, where we headed?Very nice! Time to 🔥🔥🔥
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P.s. All you complaining folks should apologize Nick for being a bunch of dicks.
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👏👏👏
🌟🌟🌟 FREAK160 🌟🌟🌟
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Turf Warrior wrote:
dittoThank you Nick. Well done
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Interesting. I predict unintended conseqences...
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naughtyjames wrote:
is this just for 1inf turfs? doesn't the "bug" stretch to 10inf turf?
Basically it puts a minimum on the capture radius that's proportional to your total # of turf.
A 10 inf turf has a capture radius of 120m (400ft) under the current rules. The new rules will increase that radius beyond 120m only if you have more than 16 turf. Almost no one will have a minimum capture radius greater than an 84 influence turf.
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What about in a vendetta? Like when a player drops influence to avoid there turfs being destroyed? Does this mean you can now destroy those turfs?
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nick wrote:
is the 10% rule still in?Hey everyone,
Recently an exploit has been found that allows players to avoid turf capture by selling a turf's upgrades and its influence to 1. Originally intended as a defense mechanism for small players, several larger players have used it to evade capture of their turf. This is detrimental to game balance as it lets players go on the offensive and then quickly reduce influence to render their gains uncaptureable.Starting at 2pm PDT today, a modified system will be put into place to prevent this from happening. All turf's capture radii will be given a minimum value based on the total # turf owned by their current owner. This means medium-large players' turf can still be captured by players with nearby turf, even if the influence is reduced to 1.
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Great, now all the people hiding from bullies are completely fucked
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Yes thx nick
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