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Organized Crimes 2.0 : Beta rollout has begun

Started by Chedburn [1] Admin on in Announcements.

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Chedburn [1] Admin Developer

Citizens,

 

We are excited to announce that the beta rollout of Organized Crimes 2.0 has begun! This feature will initially be available to a select group of factions, allowing us to test under live conditions and refine things where necessary. Over the next few weeks, Organized Crimes 2.0 will be gradually made available to all factions interested in migrating over.

 

This update has been an enormous project that has become very dear to my heart. Work began just over three years ago, evolving through multiple iterations to become the system it is today. In this announcement, I’ll introduce you to the new system with a brief rundown of the basics, giving you an idea of what to expect once Organized Crimes 2.0 becomes available to your faction.



Rollout plan

 

Starting today, select factions will start gaining the ability to migrate to Organized Crimes 2.0. Below is a timeline outlining the milestones we anticipate reaching over the next three months.

 

Stage #1 December '24 : Gradual beta rollout to more and more factions each week

Stage #2 January '25 : New Payout system launch

Stage #3 February '25 : System fully released to all factions who choose to migrate over

Stage #4 March '25 : Resource-based spawning system launch



Introduction

 

As with Crimes 2.0, we have no immediate plans to force any faction to transition. We want everyone to feel completely informed, prepared, and comfortable before making the switch to Organized Crimes 2.0.

 

The primary goal of OCs 2.0 is to provide a more engaging and interactive experience for each individual member of the team. This new approach requires everyone to embrace a fundamentally different mindset, as this is intentionally a very different system from its predecessor.

 

After migration, your faction will begin receiving new scenarios for its members to complete. These scenarios will start off easy, gradually increasing in difficulty as the faction completes more difficult scenarios.

 

 

 

Although we’ve strayed from a strictly text-based theme, we've maintained a minimalist approach that suits Torn’s aesthetic. Similar to how cars drive around our tracks in Racing, in OCs 2.0 you'll watch your factionmates move around a top-down map, interacting with NPCs and elements to secure the reward.

 

 

 

Planning

 

Each scenario requires 24 hours of planning for each participant, but this process can begin the moment the first participant joins. This means the first 24 hours of planning can potentially be handled with just a single participant, with the following 24 hours of planning handled with two participants, et cetera.

 

If a participant leaves or is removed, any planning time they were responsible for will be immediately lost, and will need to be started again when another participant joins. Switching between roles without leaving the scenario will not reset the planning time.



Checkpoint success rate

 

Each participant has a Checkpoint Success Rate up to 99% based on their Crime XP and hidden modifiers assigned to each unique role. This rate will be different for each slot based on the difficulty of the scenario and the specific role. Hidden modifiers involve a combination of battle stats, working stats, general skills, and crime skill levels.

 

When a checkpoint arrives, the team’s chance of success is determined by the abilities of the player or players involved. Passing or failing the checkpoint decides whether the story continues on its current path or diverges in a new direction, which might result in a different reward or even the total failure of the scenario.

It usually requires multiple checkpoint failures in a row to put a scenario on a path toward failure, meaning that a Checkpoint Success Rate between 70% - 80% should be optimal for a high chance of total success. Any value higher than this means your talents are probably being wasted if there are slots for more challenging scenarios available. Your Checkpoint Success Rate for each role will be displayed on all empty slots.

 

Any faction member can join any open slot on any scenario, so it'll be up to the faction as a whole to determine preferred guidelines and communicate them to its members. Any member with the Organized Crimes permissions can remove someone from a role.

 

Some roles will require an item which must be present in the participant's inventory. In some cases, the item may be consumed as part of the scenario. In the future, we may consider a new faction armory to help with the distribution of such items, but for now this will be the responsibility of individual players.

 

 

Scenario payouts

 

We have balanced scenario rewards based on their difficulty levels.

 

Here is the payscale showing the reward expected at each difficulty level for a team of six, which would take six days of planning. The actual reward would be within a range around these values, and if the participants fail certain checkpoints, the story may be forced onto one of several other paths which may result in less valuable rewards.

 

The listed spawn rate is the average chance a scenario of that level will become available to a faction that has completed at least one level 7 scenario in the past two weeks. Factions that have not yet achieved this will find that lower level scenarios will spawn more frequently. The prerequisites stated for level 9 and 10 scenarios consist of separate, preparatory scenarios that must be completed before the main scenario becomes accessible.

 

Scenario level

Difficulty

Spawn rate

Per player per day

Est reward for 6-man team

Level 1

Easy

5% chance

$62,500

$2,250,000

Level 2

Easy

5% chance

$125,000

$4,500,000

Level 3

Easy

5% chance

$250,000

$9,000,000

Level 4

Medium

9% chance

$500,000

$18,000,000

Level 5

Medium

13% chance

$1,000,000

$36,000,000

Level 6

Medium

17% chance

$2,000,000

$72,000,000

Level 7

Hard

21% chance

$4,000,000

$144,000,000

Level 8

Hard

19% chance

$8,000,000

$288,000,000

Level 9

Hard

--

$16,000,000

$576,000,000

Level 10

Hard

--

$32,000,000

$1,152,000,000

 

* These rewards aren't exact, but the output will likely be within a range of -50% / +50%.

* Factions will always see 25% more scenarios spawn than their faction can fill.

* Scenarios will expire after 72 hours as long as they're left empty.

 

While the OCs 2.0 beta will result in an increase of reward income for the vast majority of factions, for now, it will not be able to financially compete with factions that are handling many Political Assassinations each week. If that reliable income stream is important to your faction, I recommend that you do not migrate over for now.

 

Our long-term plan is for OCs 2.0 to not only provide a meaningful income at the mid-level, but to match or exceed the rewards of the original Political Assassinations at the top end.

 

 

New scenarios released monthly

 

We intend for this system to be continuously expanded into the future, with a whole team dedicated to creating content for OCs 2.0. The creation process has been optimized over the last year to a point where a new scenario can be released each month from here on out.

 

Nine scenarios are available during this initial release, and this list will grow rapidly as time goes on. Our plan is to alternate between Easy, Medium, and Hard scenario releases to ensure factions of all levels will regularly benefit from new content.

 

Level 1 : Mob Mentality

Level 1 : Pet Project

Level 2 : Cash me if you can

Level 3 : Market Forces

Level 4 : Stage Fright

Level 5 : Leave No Trace

Level 6 : Honey Trap

Level 7 : Blast from the Past

Level 8 : Break the Bank

 

 

Payout system

 

A new payout system will be made available next month. This system allows a member with Organized Crime permissions to pay out a percentage of the scenario's rewards to its participants, either directly to their wallets or to their faction balances. If items were provided in the reward, these can be randomly distributed among the participants as equally as possible, or the total market value of the items can be evenly split from the money in the faction's vault.

 

 

 

Scenario spawning

 

During the beta, scenarios will have a certain chance of spawning based on their level and the highest level scenario your faction has successfully completed within the past two weeks. We understand that this is not ideal for top-heavy factions that have many members with high crime experience.

 

We have plans for a new system that will utilise a new resource providing factions with greater control over the difficulty level of scenarios that can be spawned. The intention is to release this early next year when the beta completes and the system is fully released.

 

As a side note, in the future, the ability to spawn Easy, Medium and Hard scenarios will likely require the assignment of a modest amount of respect in a new core upgrades branch, similar to how Chaining and Territory require upgrades to be set.

 

 

With the core system now complete and the processes for producing high-quality scenarios refined, I expect the project to scale rapidly in 2025. I hope this announcement has conveyed the potential of Organized Crimes 2.0; I see it evolving into a key aspect of Torn’s core gameplay in a way the original version never could.

 

Thanks.