Your logic is that since the real world does x the game should do x
Nice.
Stop mixing game and reality thx
And it's not shitty comparisons because, well, THIS IS A CRIME GAME'
Yes and in the city of torn 99% of us are mass murderers and Illegal black market dealers. How did we manage to convert the whole city into a criminal world. tHaTs PrEtTy rEaLiStiC. We should really use real life situations to compare it to torn because torn is a semi realistic world.
the rules are set by who will stop you, as well as avoiding creating hostility between each other, as doing so is counterproductive and lowers cash gains
Yeah so that means your going to play a peaceful crime game right. I hope you realize the mass majority of players do avoid creating hostility.
Its just that if you piss someone off they will be hostile to you. simple as that. every pvp game. piss someone off and they will try to make your life miserable.
1+1 lol.
Good bounties cost a lot and most of time people wont camp for it. unless its 1mil
"May I point out since Torn has become "Softer", it's playerbase has grown, quite a bit, and it is still one of the hardest possible RPG's out there."
Uh, So it's play base its growing, its gotten easier. and its still a hard challenge for people that want it.
So what are you complaining about.
You want the old player base to quit, casual 20 mins a day to join, and become one of the average difficulty RPG's?
Let me just say if new players get shit way easier than older players and they can catch up within 1 year. the old competitive playerbase will 100% Quit no doubt. there's no point in competing if your progress and comitment is nulled.
Also let me say people who get bountied perma, 100% Said something to someone, if you don't want to risk getting perma'ed just keep to yourself. its not that hard. you have freedom of speech but you also have the freedom to not use it.
If you want to take the risk then talk away. but don't complain about what happens afterwords
Mug protection should just be person to person for 12 hours... not 1 mug gets you safe for 12 hours for the entire community. i dont even mug and its bullshit at the moment.
Reality is very important, because while Torn takes A LOT OF LIBERTIES, it still has a basis in reality, as we can't just take out entire SWAT teams single handedly no matter how good we get, most of the unrealistic aspects are in the PvP aspects.
If you think it's 99% of the city then you clearly don't pay attention to the chronicles, the crimes or, well, the general interactions with NPC's. We the players are the criminals. The regular citizens are NPC's. The fact you DON'T know that shows your ignorance of the game world Ched created.
Again, in the old days, bounties even as low as 100k were being constantly taken as a lot of people were hunting and always looking for targets, even abroad they'd go for bounties over mugs unless if you was in the Caymans or SA.
Well, that's the thing, as it gets easier without losing the fact it is hard, the player base grows. Adding BALANCED SYSTEMS for both sides, that make more logical sense, wouldn't make the game easy, in fact it would add more skill to the system and make it less based on numbers and random luck.
Well the person I got perma'd by is the infamous and unpleasant Unknown_Element. If you know him by reputation, you should know that he wasn't reasonable. Your assumption is false.
I want the system to be reworked entirely to add more skill and strategy to both mugging and protection, rather than just pure numbers and random luck as it is now, but no matter what changes we make, if we don't protect newer players, they are the ones that suffer the most of every change we make to these systems, because the proper protections against them are exclusive to established players who have been here a significant amount of time.
Torn lacks a proper early game, so we the players made it ourselves. It isn't perfect, and we shouldn't have to make it ourselves, but we do.
None of us can honestly say we enjoyed the early game on gameplay alone. We are mostly all here because of the community and our friends, not Torn itself, as the game doesn't even have any proper engaging activities until you start getting involved in faction warfare, everything else is just click a button and it does it all itself.
I'm up for changing the system, but this just seems like a bit of a hack really. Not very logical? Not to mention this is based on timestamps and speeds can't be increased / decreased depending on current activity.
Wouldn't it make more sense to simply override mug protection if they receive the value back again? I.e. Protection reduced by the amount of value received from somewhere else - hell, even if it's not money itself.
The only aim here to to prevent non-stop mugging over and over again. Once the mugger has their winnings, that's it, move on - that target is now completed. If we can prevent abuse of the feature then that's perfect.
And I think the RR lobby change was essential. Having a system where every large-value game is basically a 100% guaranteed mug afterwards is completely retarded.
Is it possible to split mug protection so people offline get protection but people online get none?. As it is pretty much impossible to tell when someone will log in when a player does login they will of had plenty of time to stash the cash. Obviously there will be the very odd occasion where people are possibly mugged when logged in but they wouldn't be losing anymore than if they were offline.
This way non stop mugging is also still nerfed but muggers get a happy medium. The player just mugged is now in hospital but has the ability to hide their money in a trade or faction if in one. This will bring more vigilance back to the game, whilst also bringing the feel of a crime riddance city back alive some what.
This came up in a bugs & issues thread a while back, we came to a reasonable conclusion that Chedburn sounded on board with, would LOVE to see this implemented, for mug protection to stop being the norm which would result in a much better item market and mugging market, the way both should be, no one should be 'special'.
"what you think is 'completely retarded' is very likely the most logical and sensible system, and your alternative probably sounds 'completely retarded' to us."
And it's not a 100% guaranteed mug at all. All the players have to do is self hosp, which is incredibly easy. Not only that, but if they're even a little quick-fingered, they can bank winnings in faction/company/trade before being hit.
This is a game that encourages this play in other areas (bazaar buy-mugging???) so it baffles me that you'd consider this change here.
As for a change to how mug protection works...
- If they're online at the time of the mug, they only get the grace period (shorter than the current 1hr) and then zero protection.
- If they're offline at the time of the mug, they get the current 1hr grace period and then decay
- No change to decay is made if they're offline at time of mug and then they come online, and vice versa.
"Wouldn't it make more sense to simply override mug protection if they receive the value back again? I.e. Protection reduced by the amount of value received from somewhere else - hell, even if it's not money itself"
That way I can ask a friend to mug me...say 50m off 1b and he can keep it till my protection wears off. Minorly inconvenient at best, the online suggestion is much better.
I reccon the thinking here is that it would make mug protection for bazaar sales pointless, as any new sales wouldnt be covered by your old mug protection.
If you're going to look at making mugging easier then you have to look at the whole shebang.
Personally I've always viewed mugging as a mechanic for profiting from players who carelessly hold larger sums of cash on hand, but it has turned into a battle (and in many ways aspects a race) against the clock.
Muggers need to now work around mug protection that was designed to prevent rapid chain mugs cleaning an offline player out, while on the flip side of the coin traders, gamblers and (more recently overseas bankers) find themselves in a race against the clock to secure their cash in what often ends up being a 3-5 second window.
You need to look at the bigger picture here with regards to trading and mugging (and perhaps even money storage options in general), rather than addressing symptomatic issues individually, as I don't think that has happened for a long while.