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New Luck System

Started by MissMadness [1577530] on in Suggestions.

37 replies · 515 views · thread synced · 4 days ago · View on torn.com
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MissMadness [1577530]
I've been thinking about this for awhile but I'll make this quick and simple.

The luck around here seems to be pretty random. I suggest a new luck system. My suggestion is this: luck depends on your actions, sort of like karma in life.
When you do positive things, like help people, send money and items/donate and such just to help out, you get good luck.
You do mediocre things, and don't go out of your way to do anything really good or bad, you get mediocre luck.
You do negative things, like bully and scam for billions or whatever, be an overall jacka**, you have bad luck.
It's neither reward nor punishment, but a consequence of your actions. Your in game choices effect your level of luck.




EDIT:
Perhaps I didn't explain very well. I understand that people have a "luck level" when their accounts are made. But those that are lucky, are insanely lucky. There doesn't seem to be much balance. If anyone has better suggestions on how luck can be improved or balanced, please share it!
Mephiles [2087524]
I think it'd be hard to analyze actions as "good" or "bad". Imagine if you send someone 100x empty blood bags. That would be considered a 'good' action but now imagine sending someone 100x hammers. Would that be 'good' or 'bad'? As it's quite annoying to deal with large quantities of weapons.

Now, what about sending money. If more money = better luck then what if 2 billionaires send each other like 1b back and forth a few times a day to 'maximize' their luck?

I think the only real place where 'good' and 'bad' can be determined is forums/karma where people actually vote for your posts (and even then they could be manipulated).

In conclusion, I just think it would take a lot of effort to fix all kinds of abuses in this system.
ArttiIsGod [1954421] Wiki Contributor
Perhaps good and bad is too simple, it should be matrix of alignment. Perhaps chaotic neutral, or lawful evil or something similar. For sure we can more ideas. And then we say we have such system. You can upgrade it in 10 tiers like other merit upgrades. But best part is that we say it works, but actually it is not implemented in the system. It is just in everyone's mind that it exists.

Please rate my idea good or bad. P.S. R+ makes your alignment good and R- makes your alignment evil.

/s
MsExa [1745481] Committee Committee
It also does not make any sense to influence your luck factor with good or bad behaviour. That's just not how it works.
But, I might think Happiness might play a role here. If you are unhappy, your chances of overdosing for example are higher. Makes sense, no?
Might give back a meaning to happiness for most players.

But that's about it actually.. I can't find of any other reasons how "luck" can be influenced by happiness in a way that makes sense..
Onyxqueen [2359138]
I get the concept and it'd be interesting for sure to see how it would be implemented and how stuff will work but I'm still kinda against it, this game is supposed to be played however you wanna, even if you're being a complete a-hole or scamming people, that's how shit should be, getting bad reputation is bad enough as it is for anything you wanna do with others but add onto that bad luck??? Like with stock payouts, city finds, races, Halloween candy, Christmas town, dog tags, there are so many things that rely heavily on luck in this game so getting "bad luck" because of your behavior would instantly make people stop doing all these stuff and that completely destroys the point of this game, it's a place filled with scammers, thugs, wars, dirty bombs, so forcing everyone to be kind against their will for good luck just doesn't seem fun
SapperMikhail [2617295]
Or make Luck a trainable stat. Either via gym, or even make city jobs and companies provide luck training. The luck would only be helpful in combat to make a crit strike, or help you avoid a crit strike. It could even tie in to the current stats you have. So, your luck compared to theirs, and some stats, and it would determine if you are hit or not. Because some people, are just flat out lucky.
TheDevilsBigToe [2204723]
What about utiluzung nerve?

You could have a limited number of opertunities per day/week where instead of committing a crime you could spend some nerve on something like "Attempt to prevent a bank robbery". Success could provide good Karma and maybe cash while failing you'd get hospitalised or mistaken for being in on the robbery and jailed.

This could give those who've completed all the crime merits something else to chase too.

I could see the old timers having a distinct advantage in that they have more disposable nerve if they're not chasing merits or Nnb. So to ballance it the good Karma effect could be calculated based on total numbers of crimes, sort of clawing back against all the bad deeds done.
This way players chasing merits/Nnb have a choice: chase merits/Nnb or chase a bit of Karma while the old timers can't just farm it.
Sepulchrave [2092631]
Torn is a crime game, not a Sunday school activity. If anything, your luck should increase as you steal, murder and scam, and decrease as you waste your time and energy doing charitable or friendly deeds. But even then, no. Luck should never come close to being quantifiable - it's an occult and possibly even non-existent metric that the likes of Proxima and Andyman must never get their tidy little mitts on.
Onyxqueen [2359138]
Well yeah I'm with you on that point but what can you do, life is random and so is luck, I've been playing for a year and a half now and I'm just over 1b networth and someone who recently started the game 3 months in got gifted 2 PI's and now has a bigger networth, so that's just how things are you know, it sucks but dunno if we can change it