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Grave please

Started by Dale-Gribble [1949472] on in Graveyard.

82 replies · 2.09k views · thread synced · 7 days ago · View on torn.com
About this thread

Posts archived: 83 / 83 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Counted by TornLife from the archived posts.

Archived posts
83
Discussion span
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Authority score
43 / 100
Historical score
22 / 100
Story score
66 / 100
Engagement score
80 / 100

People posting, likes and official posts are not counted for this thread yet: on threads longer than one page they come from a periodic pass over the archive, which has not covered it.

Most-liked replies

Ripley [2180244]
Leaving it to crimes encourages a widening income gap, as new players are unable to commit the high-value crimes that long-time players have unlocked basically by virtue of continuing to log in. It's the Torn equivalent to being born into privilege as a result of generational wealth.
Redceder [2766149]
This is the structure of every game I can think of. Things get exponentially more expensive to keep the difficulty curve constant
Ripley [2180244]
But it's not effort; it's just not quitting the game. It's a myth that capi--uh, I mean, Torn is a meritocracy.
Sweeney_Todd [27468]
Blah, blah...

I can't be arsed to put in time and expect everything handed to me on a silver f**king plater...

f**king kids...
Ripley [2180244]
More like I'm sick of putting in time so that someone else can have a silver platter. New players put in 100% of the work shoplifting jackets, but who benefits? Bazaar owners and the museum elite. Even the so-called middle class falls prey to the same exploitation. Who am I burning warehouses for, and why do I make only a pittance?