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Money Making Methods?

Started by Bumbi [3177056] on in General Discussion.

35 replies · 1.29k views · thread synced · 7 days ago · View on torn.com
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Bumbi [3177056]

With plushies and flowers seemingly taking a downturn. I wanted to try and go over the different ways a newish player who would usually travel for plushies/flowers can make money. This is assuming you're a newish account, not huge battle or work stats.

 

selling losses: at best 400k per hit, good for someone completely new but otherwise a waste of energy. Better spent attacking or training. 

 

travelling for other items: xanax seems the most profitable, but you have other options if you don't have the liquid cash like smoke grenades. A decent option if you want to travel for merits. 

 

ranked wars: seems to be the most profitable option for a newish player. It's about 1 millionish for a hit on a player. Slightly less for a chain hit depending on your faction. A really good option. 

 

crimes: lol a waste of time if you're looking for profit. Especially for a new player, you'll need to focus on the smaller crimes for nerve gain and they're not money generators. Just focus on this for merits.

 

trading: a great way to make money in general, but not sure how viable it is for a newish player. It will take time and capital to really gain any significant profit. You'll definitely be buy mugged at least once before you learn your lesson too. 

 

There is obviously much more ways to make money but everything else seems to be either be too niche and not worth the effort; or requires more time investment and stats than a newish account has access to.

 

 

TL;DR: stop crying about travelling and go join a faction for ranked wars. 

 

If anyone has a way to make money that you think a newish player could do, share below.

 

Bumbi [3177056]

How many new players are paying for donator status? I'd assume most people who buy it are established accounts. 

SmallZ_ [2864024]

When I first started I watched the market for deals on items and flipped them to traders and eventually started selling it all myself

DedeSiregar [2430598]

Ezpz

Join a psf who struggles looking for employees.  Tell the director bruh I will advertise n bump for you, but you gotta let me in for few days. That way you can bump his post and advertise in trade chat legit way.

 

Secondly mail and chat ppl who aren't working in company. Offer them a spot in that company. Ask the director 7x payment the wage / employee. But give his money back if the employee quits under 7 days. Or you can mail and chat ppl with lower stars or unpopular companies with lower wage like theatre.

 

Last time (3 weeks ago) I checked the rules, those are legit ways. Some noob staffs will like to make up theirown rules coz power trip. Get ready to defend your case. If they want to enforce rule, then they must make it official instead abusing power. My faction did this. Sadly my noobs are always lazy once they maxed out their banks.

dunmugmeh [538353]

I know this will be a unpopular opinion amongst smaller field mouses.

 

Traveling is FAR too passive the way it is now. The money has never been good enough, now its a bit worse because of the distressing squeaking we have seen recently. Traveling is 'printing' points/play money. in a passive way.

 

Screw traveling and be more intrepid. I only travel for rehab in the past few years.

 

Traveling is just FAR too passive if you are a intrepid game player. The rest of the game is closed off if you fly all the time.

 

Be more intrepid.

 

You need to earn money in the game. Ranked wars, trading, bargain hunting on bazaars/item/auction house. You cant do any of that if you are cowering traveling.

 

You all need to freshen yourselves up a bit and be more intrepid (tm)

 

 

Macroflation [1962321]

Like I mentioned in the thread about Torn being "locked" to the new players, traveling is still one of the absolute best returns per dollar in the game. For example, at ~8,400% return for Argentina if you don't want to waste energy. But new players won't care about energy waste and will do long-haul flights so ~13,900% for China. The numbers will fall while points fall, sure, but still multi-thousand percent returns for players. (And only until the new point uses which the devs have said will be added soon™ and increase point value, but none of these FUD and doom posts seem to acknowledge that.)

 

Whereas if you look at RW, and say you try to take a low value for 25 energy (i.e. not can prices), like $1M for 25 points to get a 150 refill making 25 energy equal to $166,666, then your $1M RW hit is a...500% return. Or take a discounted xanax (i.e. SA pricing) for say $760K (off the top of my head last time I checked) for 250 energy, that's $76K per 25 energy, so...a 1,215% return.

 

Nowhere near even shitty Argentina plushies. For something you'll do maybe once a week for 1,215% returns at best as opposed to something you can do nonstop for 8,400% returns. Of course, this doesn't include natural E regen, but one should be using all of their natural E anyway; if you fly to Argentina from a PI then you get your multi-thousand-percent plushie returns while not losing any natural energy should you want to also convert that to income.

 

Don't know why people think there's 0 money to be made when their returns drop from 18,000% to 13,000% for China lol.

Mentions: The Torn city is Locked

SPOONphed [2396329]

I have seen other people recommend moving away from the plushies/flowers and focus on trading the other travel items instead. This will cause those prices to drop as well (see current temp weapon prices). The points shop shutting down has far more consequences than just points/plushies/flowers.

Delta [2049998]

If I could push a button and pay 1$ and receive 100,000$ once a year, that would be a 10,000,000% return. But it's still only 100k once a year.

 

That's why no one talks about % return for flying.

Macroflation [1962321]

And yet, the entire revenue of flying comes precisely from that return. Without those percent returns, these dozens of flying doom posts wouldn't exist lmao. People don't talk about percentages directly because people don't think enough to calculate it; they just inherently know the percent returns are good because flying income is good for the capital required (hence high percent return). So people see their revenue decreasing without bothering to actually check what return they are getting for their capital compared to other money-making methods. Not because the return percent itself is not relevant.

 

If you want to annualize the return to get normalized comparison values for a fixed time period, then sure, that's fair. But then your statement becomes, "If I could push a button and pay 76K$ and receive $1M once a week, that would be a 1,215% return." That's for RWs :) Whereas I can push the button multiple times a week -- multiple times a day -- for flying at many times the return.

 

Basically failing to consider returns on your capital when discussing financial schemes seems like a skill issue, not anything related to the mechanics involved. All money-making methods take time and all methods have an upper bound because they are either mechanically limited like in your example (as are RWs, losses, and crimes) or because one can only be awake for so many hours in the day (like trading). You can simply normalize those time periods if you're concerned about it.

 

Ember disliked your post

Money Making Methods?

Indeed was a skill issue, I guess.

Mentions: Money Making Methods?

CockyNudist [2209950]

People dont consider percent return because they literally dont even think about the peanuts they're paying for overseas plushies. It's more like a job "fly for 4 hours make 1m" where your investment is time, not money.

Astro [1559915]

Reviving takes a bit of time to build skill, but you'll get paid the same as low war hits and more than losses 

Beerson [1576144]

I'd say reviving (merits aside) is worse then selling losses.

You need to kill 30+ days in medical job, losing on AN pay or Music shop gym progression.

You need to spend ton of energy to increase your skill to ~75, then depending on the demand and if your faction fleeces you, you may only get paid a xanax (~840k) per revive till you hit "premium" skill level, this energy investment and lower pay need to be taken in consideration.

Lastly, good luck getting any work. Revive calls are typically filled faster then you can load the page, that's not just my experience, it's a common complaint, with so much supply and so little demand, freelance reviving (which is what I mainly did) will see you spam trade chat all day for less then ad sellers used to make without the need to waste energy.

 

Reviving is not economically viable, it's only for people who want that playstyle, you make a huge investment to earn very little.

 

In all the time and energy you've been investing into becoming a reviver, you could've been selling losses (or better, warring) and banking that money, snowballing beyond what you'd be eventually making as a reviver.