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Ranges for attacks

Started by Drifter [1302026] on in Questions & Answers.

6 replies · 178 views · thread synced · 4 days ago · View on torn.com
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Drifter [1302026]
I tried my best to to look through the threads to see if someone has already posted or answered a question that I have. But was not able to locate one.

As of late I have been getting a large influx of requests to join a faction. This is not a problem normally. But there is a flaw with the game that makes joining a faction no fun. The idea of factions is great. However in order for a faction to grow and benefit the members. You need to attack and war often. This is fun but it seems when in a faction you are either attacking or being attacked. You are either using your energy to attack or you are in the hospital all of the time. It makes it hard to enjoy the many other aspects of the game.

To get to my question. Is there a reason that anyone can attack anyone? It seems like it would be better if you could only be attacked or attack others within your range. i.e. rank or level. That would keep the lower level players from logging on just to find that they are in the hospital after being attacked from one of the higher level players. It can be frustrating. It keeps many players from wanting to join a faction, because factions need to be at war in order to get the points needed to upgrade or advance. It would certainly level the playing field.
SkllSession [2375893]
Well, as for your question, keep in mind that very many people have level held, which would make factions towards level based chaining severely overpowered for players like jesus, who have lower levels and could hypothetically attack almost any low level and gain respect.

The main flaw with these suggestions is that a persons rank, level, or other factors almost always has an outlier that can completely cheat the competition because they've done something that most other players haven't.

On top of this, because factions are very largely dependent on these chains, it could also limit who you could attack. Certain people might have a very large amount of resources to pick from, but as higher levels go up, you'll find less and less people to attack for respect. Take level 100 for example, which has only 600 or so people.

Finally, attacking for respect seems to be the most straight-forward method of gaining respect in general. As attacking is a pivotal part of Torn, there's not really a safe, reliable way of saying, "that can also be used as an alternative to respect."
blooded_56 [2229530]
The only way to not get bullied in this game is too keep out of the public eye. Especially if you're new. Don't post in forums. Don't post in the public chat. Don't talk to people you dont really know. Keep yourself hidden. I highly recommend you join a faction. I think that's the best thing you can do.

Some faction leaders will understand your new and don't mind if you're not strong enough to win wars and stuff. As long as you help out by chaining, filling blood bags, and just simply helping others in the faction. And not to mention, all the perks you get that extremely important to the game
No_yolo_plz [1889385]
There are two aspects to talk about. Chaining and respect per attack. (Can read most of what im talking about here: https://wiki.torn.com/wiki/Chaining_2.0#Base_respect)

Let's start with respect per attack. There are indeed modifiers that determine the amount of respect gained per hit. Things like opponent's level, fair fight bonus, war hit, assist, and was it a leave, mug or hosp. Obviously the higher the level, the more respect. War hits provide 2x the respect and fair fight is 3x. But I digress, there is obviously incentive to hit higher levels.

But, now we have chaining.
Chaining is basically a series of attacks made within 5 minutes of each hit, with respect bonuses at certain hit amounts. Since you want to try and maximize your hit efficiency (both in terms of energy and life) generally you would hit ppl on a territory wall (for that war hit bonus) or people that are easy to beat (to preserve med cooldown and less wasted energy on failed hits).

Generally speaking, if your faction leader knows what he/she is doing, you would have training period and warring period and would try to maximize the respect gained during warring period so members can cooldown during training period and not have to be attacking all the time.
Drifter [1302026]
Thank you for the timely replies. I am not a new player. It is not a problem with being attacked just for the sake of being attacked. It is being at war while in a faction and logging in just to find you are in the hospital every time you log in. When you use and item to get out of the hospital, you click on one link and find that you are back in the hospital. It can be frustrating.

I was in a faction for a long time. I found that after I got out of a faction I was able to actually play the game. I would not mind joining a faction again. But these issues don't seem to have been addressed. I don't know or have any suggestions as to how it can be achieved. Just thought I would get it out there and see what others have to say about it.

As for the ranges. In my mind it would be a range of 5 to 10 levels or states or a combination of those. Maybe ranks? That would make it so a person that is a level 100 could go to some one with the states or level of 90. Just a thought. But again I am not sure there is a great or even good answer to the problem.


Again thank you for the replies. It has me looking at it a little different.
retired_felon [2012424]
A faction is more than victory or defeat. Your representation of faction warring is too polarized. I've been in wars that were balanced and uncertain and required extensive effort to pull through, and during which on both sides many losses were suffered, and also great achievements. It's not like there needs to be a system that equalizes every war with the same dynamic. Some wars will be more decisive than others, and the current system already favors a competitive strategy, where dedication can be as important as battle stats or rank.

Among factions there is a lot of variety and specialization both in terms of members and in organization. They all get a chance to achieve something if they play it right. Even though it can be competitive and some battles may be unequal and frustrating, any faction that manages to maintain a dedicated base of members is right to exist in their own respect, because they are given plenty opportunity to do so regardless of their war effort.

That freedom is what makes interaction between factions so interesting, whether it be as friend or as foe. It will always be different and something to remember. On a final note, matching out players based on stats makes the spy almost completely redundant. Warring is good as it is.
Taburisu [295365]
Well, if warring isn't your cup of tea then you should consider crime-oriented factions. They still chain once in a while, but less so compared to the warring ones.

Or even better revivers. The real winner of any war.

Faction branches are tailored to suit each faction. Some have it heavy on warring, some split for war and train, some fixated on crimes, etc. You sound like you did enjoy your time in a faction, just not the warring/constant hosped time.

But yeah, your options are even wider now.