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OC 2.0

Started by Dead-Inside [2857684] on in General Discussion.

5,509 replies · 67.3k views · thread synced · 3 days ago · View on torn.com

Posts archived: 5,510 / 5,510 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Fermion [2691036] Officer Officer

People mentioned the idea of having 'missions' within oc's. Travelling to x country etc. I'd see the items in the oc the same way tbh. Dog treats can be obtained via robbery. You don't really need to buy them. The dog treats have value because they're not being sold in shops. If they were they'd drop again 

 

I also like the idea of oc's being sustained through crimes and crime items being used and having value. There have been too many items introduced that have no value whatsoever. Credit cards, license, umbrella, towels etc. Be nice for them to be used somewhere and not just accumulate 

HT-Supermikk [108922]

Probably been mentioned before, but i raise the issue again.

 

We are a 100 member faction. As a faction leader i counted manually 95 members in our OC. In other word there is a few players that hasnt joined an OC. Is there an easy way to see who is not in the OC? A small icon on the member list would do the trick.

Kaneki [2685512]

Torn wise there is nothing other than noting the name down and checking but can get hard having a max faction.

 

Thankfully we have members in the community who are amazing coders, there have been some Wesbiite made and some scripts.

Here are some scripts that I have found but caution when using of course:

 

 

Those are just 3 I found recently in the script forum, there probs more but hard to find. I have used Marches website for oc2.0 stuff before an can say its very handy. But which ever works for you will be better.

Mentions: callmericky [3299880] · Marches [3131483] · zachwozn [2301700] · [Discord Bot] Chopper faction bot OC 2.0 update! · [Site] OC2.0 Dashboard · [Userscript] OC 2.0 overview (PDA compatible)

HT-Supermikk [108922]

Thanks for the reply.

 

I dont want scripts to play this game. All info and game mechanisms should be in the game itself. 

Adding a small icon on the member list should solve this issue. 

 

 

ShredderChu [2657446]

Bogie stated at the bottom of page 103 that an OC 2.0 icon would be coming shortly after the payout system, so probably in just under 2 weeks

Kaneki [2685512]

Mikk is referring to a way for faction leaders/council to know who is not in OCs that icon only tells the members if they are in an OC (or not cause the icon not being there means not in OC).

 

With OC1.0, you could easily see who was not in an OC as you would have to plan them into an OC. With OC2.0, there is no way other than manually checking the names of people in OCs and then checking in another list who is not in an OC, which is long. I agree with Mikk, and there should be a way to tell who is in an OC and not in an OC without having to rely on external tools, i.e., scripts, websites, sheets, etc.

Aime [760224]

If I understand Bogie correctly, that icon is private and only viewable by the player, like the current racing, vault icons. Unless he meant it to be like the current faction or job icon which I doubt is the case.

HT-Supermikk [108922]

Very nice if each individual player got the icon, but if would be very helpful for those managing OC to have the icon here f.example.

 

 

Runalf [2047589]

There should be an extra tab called Members next to Recruiting , Planning and Completed.

 

So you have an overview of members who joined an OC (+ which crime + needed equipment missing) and also an overview with members who didnt join one.

 

Should not be hard to code I think? But it will help a LOT.   

Darrellia [2802767]

If i remember correctly ( ain't going back 100 pages to find it) they actually requested for this function , several players for the same reason(you can't have a script do something that the game should have it)

So I think they will add something similar, at some point

Darrellia [2802767]

Well, they did add the is_in_oc in the /faction/members API , therefore it makes it way easier to show it. Now if this is an icon, available to faction members only or a page i don't know. But this simple variable makes it way too easy for implementation

Emforus [2535044] Wiki Contributor

Agreed, the gap between level 7 with ~83 average CPR and level 8's 67 CPR is very steep. I really hope the next crime is tied to one of these roles and is able to increase CPR to something like 70-75.

 

My CPR post-patch for level 8 btw:

Muscle: Tied to STR/DEF, END** and some yet-to-be-defined crimes (likely disposal). My lower than 1M DEF and lower than 100k MAN pull me back the most in this role.

 

Thief: Tied to DEX and theft crimes. 67 seems to be the average for most players, whereas me grinding x5 the attempts needed to max burglary lets me hit 68.

 

Robber: Not entirely sure, by definition I'd say it's a mix of both? Could be SPD/DEX and theft crimes. Definitely not DEF 'cause it's too high for that.

 

 

**Thanks to Maks and Arianna we now know MAN cannot be tied to Muscle, or at least doesn't have nearly as much impact as END.

Private_Joker [2488283]

Im unsure who those "average" players are but im average in all, i thought that +7% is what you got from spamming burglary.

For Muscle, i have 360m Def and 50k Manual so subpar perfomance there.

RobberHood [2361494]

Though I agree with your idea in general, unless there are special items like "Duke's hammer" then it just creates a shopping list and isn't more fun imo, there needs to be an element of "Big Al's cams down now" or "The group attack against Fernando has begun"

 

That isn't created by the acquisition of specific items but of requiring specific conditions which are met at certain times throughout the day

 

A secret hatch only being available during low tide, a security guard who can be pickpocketed only on his way to/from work and lunch break, a database which needs to be hacked, a particular mark who needs to be distracted by a hustle etc. are better use of game mechanics imo, or special items which are only available when an OC is in planning stage and disappears when the OC is complete (a duke's hammer)

 

I feel like this kind of thing not forcing a fail but improving overall success rate encourages activity and engagement and doesn't punish people who are less active

DarthRevan [2836054] Reporter

 

 

This is the current level 5 OC that I am in, specifically the Techie Role at 80 skill. Join Log here : 

21:08:28 - 19/01/25 You joined the Techie role in Brotherhood of Darkness's Leave No Trace scenario

 

Since then, all I've been doing is the Scamming crime, 0 critical fails, 1 orange. 

 

As our current level 5 is about to finish, I took a nebby at what we have ready to join up, and thankfully see another level 5. However, somethings different 

 

 

See the difference? I've gone down 1 CPR in the Techie role. 

 

Going off this very limited data, it seems that doing the scamming crime in fact has a negative effect on your techie role.

 

The counter to this, could be that it increases your impersonator role, but why would that negatively affect another position? (I don't have a SS of my old Impersonator role CPR so I can't confirm that theory) 

 

 

Has anybody noticed anything similar with any other positions? 

Dr_Toboggan [2317515]

I noticed something similar today, I am currently in a level 7 OC which I joined yesterday. CPR is 73 but the empty level 7 gives me a CPR of 70 for the same role (Engineer)