When Ched doesn't know exactly what's going on and then sees a comment like that, his reaction is perfectly reasonable. It was a pretty dumb thing to say or way to say it, whatever the context.
I would have been happy to provide feedback about how easily exploitable a fixed bonus respect reward system would be, if I had been given an opportunity to do so.
I would have been happy to provide feedback on any number of releases within the past 18 months that have been detrimental to the Torn playing experience, such as the awful randomness that plagues every part of this game, the removal of some previously achievable goals, the lack of any sort of crime based role playing in a self-advertised Crime-based RPG.. the list could go on.
If you really want feedback, why don't you get a committee who gives you feedback. If you have a committee who provides you this already, why don't you listen to them? If you don't want to listen to them, why would you complain about people figuring out how to best maximize faction and personal gains from a system that you release with obvious easily 'exploitable' flaws.
You seemed fine with factions 'farming' respect since the new warring system had come out. Relentless and IBB were not the first to trade retaliation hits. Maybe because we did it in an efficient way, you had an issue with it? Either way, it seems incredibly unfair to single us out for exploiters when we did nothing more than maximize possible gains out of an already awful grindy unentertaining respect gaining system.
A suggestion was even made almost immediately to change retaliations to hospitalizations only. Nobody would waste the effort trading hospitalizations back and forth with revives, for a measly 5 respect. This seems to have fallen on deaf ears.
You have a history of ignoring brilliant and seemingly simple to execute ideas, so people have stopped bothering.
I actually wondered why hospitalizations weren't required for retals anymore. Seemed like an easy way to farm respect as soon as that infornation became available. I kind of assumed there was another mechanism I was missing that balanced it.
Still wondering why retals are so "dangerous" to begin with. Drop the current mechanic, all you need to do is wait 3 minutes going back and forth. Wait beyond the 5 minutes from your last hit, hit them within 5 minutes of their last hit on you. If you want to fix retals, but allow factions to work together, you should find middle grounds.
Assuming 15 respect per retal with people on the wall (to use basic numbers). 10 respect for hitting people on the wall (non-retal). Retal trading: after the initial retal, retaliation hits give 12.5 respect (lasts 1 hour for each member participating). Bonus retal: the target cannot have been retaliated against within the last 60 minutes to give maximum respect.
Looks like we are not expected to work hard and be well coordinated between different time zones and just play like few players whose way of playing is not only immoral and non ethical but more rotten than the carcass of the horses buried during the war of independence.
Can we just get more respect per hits in the chain and get rid of all the multipliers and bonus hits. Maybe give 1 multiplier for passing milestones like 2.5, 10k, 25k as a bonus but seems like all the extra tweaks just make it easier for factions and players to abuse.
Retaliation is limited to one retaliation per attack.
Retaliation against someone who has just claimed a retaliation bonus doesn't grant an addition retaliation bonus(so you can't "chain" retaliations endlessly, back and forth).
Edit: This basically means a minimum of 75 Energy is invested into intentional retaliation farming(assuming revives are used), since it takes one attack to "setup" the retaliation, and one attack to claim the bonus, and then a revive to ready up for the next set.
Edit2: Maybe even 100 Energy, since this type of "farming" would actually require both players to have been revived to continue the "retaliation chain".
It was already changed to one per attack. And I don't agree with the second part. A retal should be a retal, and besides this would almost certainly cause a bunch of confusion for people looking at their respect gains in the logs.
Any factions want to lose 25k respect in one hit? I know I do!
I think this could be doable, but would 100% certainly need to be ratio'd properly. I would be f**ked off if one of my guys got left on the street for 20 minutes and lost 20k respect :p (or whatever the bonus may be. just threw a number out there. even a 2k loss would suck)
It would more realistically be close to -12k but I think you wouldn't mind losing 12k to later gain 120k from a single hit as a result of your collaboration. As long as it's a two way street with more to gain than lose, the magnitude of said loss doesn't matter one bit.
Honestly, why can't hits just be proportionately worthwhile? You can spam hits for 4-5 respect but in the end someone with hits worth 1-2 respect can pass you by far, easily, if they take a bonus and you don't. Out of 10,000 hits, how many are important? The few that are bonus? In a way, I understand why bonuses (probably) exist, but would it really hurt if the respect gains of so many hits didn't have to depend on several multipliers to be decent?