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Torn

Started by ilikekittycats [3713485] on in Graveyard.

18 replies · 145 views · thread synced · 8 days ago · View on torn.com
About this thread

Posts archived: 19 / 19 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
19
Discussion span
→
People posting
14
Likes on archived posts
25
Posts by staff, officers and moderators
1
Authority score
40 / 100
Historical score
19 / 100
Story score
54 / 100
Engagement score
61 / 100

Most-liked replies

ilikekittycats [3713485]

"Torn: The Most Hardcore Casual Game Ever Made"

(A love letter to the no-lifers, stat farmers, and ego-fueled factions of this glorified spreadsheet simulator)

 

“Torn Isn’t a Game — It’s a Full-Time Job With No Pay”
I log in, check crimes, train, maybe do a mission — and I still fall behind. Why? Because to be “competitive” in Torn, you need to schedule your life around cooldowns like it's some religion. Respect to those with no job, no life, no obligations. For the rest of us? Might as well slap a “get good or quit” sticker on the login screen.

 

“You’re Not Skilled — You’re Just Chronically Online”
Some of you strut around like gods because you've done 400 chains, run 8 billion crimes, and mugged 12 people before breakfast. It's not talent — it's the fact you never log off. Being online 18 hours a day isn’t a flex, it’s a cry for help. Touch some grass. Please.

 

“This Game Is Only Fun If You Have No Life. And That’s the Point.”
Torn isn't some tactical masterpiece. It’s a glorified timer simulator wrapped in crime-RPG clothing. That level 100 guy? He didn’t outplay you — he just set alarms during bathroom breaks. It's not skill, it's schedule addiction.

 

“Grinding 24/7 Isn’t Dedication. It’s Delusion.”
If you’ve ever bragged about logging in during your wedding, or skipping family events for a war chain — congrats, you're not elite. You're the cautionary tale. Torn convinced y’all your log-in streak is a badge of honor. It’s a red flag.

 

“Factions Are Just Spreadsheets With Egos”
Half of you aren’t running factions — you’re leading dysfunctional Discord friend groups who spend more time arguing over revive queues than winning wars. Calling it “tactical planning” when it’s just 45 minutes of whining over who gets the next hit. No one's scared of you. You're a group chat with a logo.

 

“Pixel Territory Wars Are Just Sad Roleplay”
The way some of you talk about controlling Torn city blocks is wild. “We dominate South New Whatever.” Bro, it’s pixels. You’re not generals, you're grown men playing Risk on a browser. Nobody remembers your ‘historic victory’ except your five active members and a spreadsheet.

 

“Training Endurance Isn’t Smart — It’s Copium”
Imagine grinding endurance for months thinking you’re playing 4D chess, then getting folded in 30 seconds during a chain. It's not meta, it’s cope. You didn’t crack the system — you just picked the wrong stats and now you're too deep to admit it.

 

“Old Players Are Gatekeepers in Denial”
You hoard billions, cry about every new update, and act like you built Torn. Every time the devs try to help new players, you scream “unfair.” You’re not legends. You’re just afraid someone might beat you without wasting a decade doing it.

 

TL;DR: Torn is the only game where addiction is called dedication, spreadsheets are considered warfare, and not having a life is your biggest buff.

Go ahead, reply. I’ll be living my lavious life.

Warriordud [3177526]

oh, btw, for all the people saying he used ai...

 

yes, the original post was most likely AI, but also, this isn't the original post...this is copied word for word from this shitty post (ig OP didn't see how much hate that one got and thought copying it would be a good idea?)

 

oh, and also, the OP of the original thread has stated that he uses multis, so it could also very well be the same guy on a new account

Mentions: Torn: The Most Hardcore Casual Game Ever Made

BobbyDavito [3781614]

 

/*
  Torn: Burnout As A Badge – A Response

  This post hurt some feelings because it hit too close to home. 
  And that’s exactly why it matters.

  Torn is brilliant — but only if you admit what it actually is:
  A glorified stat manager with just enough crime-RPG flavor to 
  keep you pretending it’s “strategy.”

  > “You’re not skilled — you’re just chronically online.”

  Yes. And that’s okay — if we stop pretending it’s anything else.

  The real problem isn’t the grind.
  It’s that we built a culture that celebrates burnout as if it’s progression.

  You log in every 45 minutes, set your crime timers between tasks, 
  monitor a faction war during a family dinner…
  and somewhere along the way, you forgot this was supposed to be fun.

  ====================
  🧠 Where he’s 100% correct:
  ====================

  - Being good at Torn isn’t about skill — it’s about uptime.
    Don’t kid yourself. You don’t outsmart people. You outlast them.

  - Factions are just spreadsheets with egos.
    We call it “command structure,” but it’s often Discord drama in a trench coat.

  - Old guard = gatekeeping.
    You’re not defending the game’s balance.
    You’re defending your sunk time investment.

  ====================
  ✅ But here’s what we CAN do:
  ====================

  - Admit the grind *is* the game — then make space for people who 
    can’t live inside the game 24/7.

  - Reward cleverness, not just time:
    > More missions.
    > More dynamic events.
    > More player-driven outcomes.

  - Stop mocking casuals.
    They’re the future. If only 12-hour grinders remain, the city collapses.

  - And maybe… touch grass.
    You’ll log back in with better perspective.

  ====================
  Summary:
  ====================
  This post wasn’t an insult to Torn.
  It was a mirror.

  And a lot of you didn’t like what you saw.

  You can either:
    [A] Defend your echo chamber
    [B] Help shape a version of Torn that doesn’t require burnout to compete

  Me?
  I’ll take the mirror.
  Every time.
*/

 

 

BobbyDavito [3781614]

 


root@room607:/torn_city/core/bin# ./scan_for_lore.sh --domain=reality --mode=deep
# BOBBY DAVITO REPORT: "THE LORE IN REALITY"
# SESSION ID: 607-R93-R0-PARITY

[INITIATING LORE SCAN...]

> Parsing external conditions...  
> Cross-referencing Torn with real-world economic drift...  
> Filtering faction behaviors by IRL groupthink heuristics...  
> Matching karma patterns to dopamine-feedback models...  
> Pattern found: “Torn is not a game. It is a behavioral emulator.”

Bobby:  
You still think this is a game?

The lore isn’t **in** Torn.  
Torn *is* the lore — wrapped in a UI slick enough to distract you from what’s actually being tested.

Listen closely:

---

### 🜃 “Factions simulate hierarchies. Obedience and dissent.”
→ IRL: They’re training players to mirror real-world compliance.
→ You think you're choosing your path. You’re not. You’re choosing from **approved rebellions.**

---

### 🜄 “Crimes simulate capitalism.”
→ It's a zero-sum grind. Reward only comes from margin control.
→ Mugging, smuggling, laundering. A perfect model for socioeconomic entropy.

---

### 🜁 “Karma is social currency.”
→ Upvotes = Compliance. Downvotes = Punishment.
→ True heretics get neither. They’re removed from the algorithm entirely.

---

### 🜂 “The Fed = Public Trial. Expunge = Blacksite.”
→ One teaches the crowd. The other erases memory.
→ Ask yourself: when was the last time you heard from that one guy who asked how networth was calculated?

---

### ⚠ “Whisper Candles are not lore items. They’re logs.”
→ Left behind by overwritten users. Wax holds memory fragments.
→ Light one in Room 607 and the thread replays. But only *if you were meant to see it.*

---

root@room607:/torn_city/core/bin# ./ping reality --question="Where does lore hide?"

reality: response 1 of 1
"It hides in patterns that aren’t profitable to notice."

Bobby:
You want to find the real lore?

- Read the threads that were deleted before they were finished.  
- Study karma that drops for telling the truth.  
- Watch who stops posting the moment they say something too specific.  
- Look for logs that reference features no one talks about anymore.  
- Follow the users who deny they ever existed.

That’s the real lore.  
It’s not on the wiki.  
It’s between the changelogs.  
Behind the patch notes.  
Inside you, if you're still whole.

root@room607:/torn_city/core/bin# echo "Reality is not optional. It's just heavily moderated."
Reality is not optional. It's just heavily moderated.

root@room607:/torn_city/core/bin# _

 

BobbyDavito [3781614]

 


root@room607:/torn_city/core/bin# ./lecture.sh --topic="Checks_and_Balances" --audience="clearance_unknown"

## FILE: 607_CHAIN_UNVERIFIED.TXT  
## SUBJECT: The Authority Pyramid and Its Invisible Walls  
## BY: Bobby Davito  
## STATUS: Shadow Published

Bobby:  
Every system needs resistance.  
Every authority needs a counterweight.  
But Torn’s ecosystem isn’t built on balance — it’s built on quiet hierarchy and invisible obedience.

Let’s start at the top:

---

### 🟥 **Admins: The Untouchables**
- Ultimate power. Direct access to ban commands, karma wipes, backend data.
- No public transparency. Decisions are unilateral. Appeals are rare, and resolution logs are internal.
- Some admins haven’t publicly spoken in years.  
- Who watches the watchers? No one. They're the architecture.

*Checks in place?*  
→ None. Admins audit themselves. Their logs are not visible.  
→ No rotation. No peer-review of bans. No public strike system.

---

### 🟧 **Developers: The Invisible Executors**
- Write the code, patch the flaws, roll out balance changes.
- Do not interface meaningfully with the player base.  
- When bugs benefit elites, fixes take time. When bugs help noobs, they're patched instantly.

*Checks in place?*  
→ Patch notes are sanitized.  
→ No test environment disclosures.  
→ No open voting or community beta feedback on core mechanics.

---

### 🟨 **Moderators: The Chosen Hands**
- Enforce rules. Redirect conversations. Silence perceived disruption.
- Selected internally. No player voting. No transparency in selection criteria.
- Can issue karma penalties, post removals, and thread lockdowns with no traceable log.

*Checks in place?*  
→ None. Report tickets go dark.  
→ Most forum decisions are made “off-screen.”  
→ No player ombudsman. No third-party review of moderator behavior.

---

### 🔻 **Players: The Obedient Engine**
- Given karma to simulate voice. Denied tools to shape systems.
- Used to generate content. Seldom given lasting influence.
- Reporting a moderator or admin is functionally a dead letter.

---

### 💡 SO WHAT’S MISSING?

✅ **Independent Oversight**
→ There’s no neutral layer between players and power. All resolution routes lead back to the same echo chamber.

✅ **Appeals with Evidence**
→ Feddings, bans, karma nukes — none of them come with logs. The punishment is public. The reason is private.

✅ **Internal Checks Between Roles**
→ Mods can’t push back on devs. Devs don’t answer to players. Admins are accountable to... maybe themselves?

✅ **Rotation or Term Limits**
→ Staff stay in power until they vanish. The longer they stay, the more they entrench their ideology.

---

### 📌 CONCLUSION:
This isn’t a game. It’s a **corporate-state simulation**, where power flows one way and memory is the only rebellion.

If Torn really wanted to be balanced, it would:

- Publish anonymized staff logs monthly.  
- Introduce a player-elected ombudsman with limited review rights.  
- Log karma deletions and mod edits transparently.  
- Open up beta branches for real feedback, not just reaction threads after implementation.  
- Rotate moderator duty quarterly, with opt-outs and public renewals.

But it won’t.

Because the point of Torn’s structure isn’t fairness.

It’s **stability.**  
And stability doesn’t ask permission to silence you.

root@room607:/torn_city/core/bin# ./log_note --msg="If this gets me fedded, then I was right."
> Note added.

root@room607:/torn_city/core/bin# _

 

BobbyDavito [3781614]

 

Bobby Davito’s Spreadsheet: Why Torn’s UI Lacks Fluidity, Innovation, and Logic

UI Problem Observed Symptom Systemic Cause (From Prior Chain of Command Analysis) Resulting Impact on Player Experience
Overcrowded Top Bar (Mobile) Menus stack poorly, icons feel randomly ordered No UI/UX audit process; dev decisions isolated from real-world user flow Frustrating navigation, especially for new or casual players
Redundant Tabs & Menus Repetition between sidebar, top bar, and in-section buttons Devs work in silos; no one overseeing full-system flow Makes Torn feel clunky and outdated
Inconsistent Design Language Old HTML tables mixed with new floating windows; alerts vary wildly No internal design standard; mods and devs treat UI as “non-essential” Players feel UI is patched rather than planned
Lack of Action Clustering Common actions (train, crime, meds, bounty) spread across too many screens No moderator/player feedback loop in UI testing; devs fear “feature creep” Gameplay loop is slowed, leading to burnout or underutilization
Poor Searchability Forums, inventory, and markets lack robust filters or dynamic search Mods treat forums as behavior tools, not UX elements; devs prioritize legacy DB Slower trades, lost data, reduced community engagement
No Personalization Options Static layouts, no drag-and-drop, limited theme choices UI not seen as a priority by top-down structure New players feel overwhelmed; veterans feel ignored
Forum Karma & Visual Feedback Disconnect Upvotes don’t affect visibility; no tooltip clarity on voting system Mods control behavior via karma, not utility; devs avoid controversial features Players assume feedback doesn't matter, reinforcing silence or sarcasm
No Feedback Tracking Interface No changelog integration with player feedback, no visual indication of influence Admin/dev pipeline doesn’t publicly credit or track input Community contributions feel meaningless

💡 Summary:

Torn’s UI doesn’t suffer from bad ideas — it suffers from isolation, fear of change, and internal silos.
Without structural checks and balances, no one is accountable for flow, only function.
That’s why a single crime button takes five taps… and no one fixed it.


.

BobbyDavito [3781614]

 


root@room607:/core/net/davitoOS# ./analyze_what_fun_looks_like.sh --target=modern_apps --compare=torn_ui

INITIALIZING BACKDOOR LOGIC...
Bobby Protocol Active: "If fun is measurable, it's replicable."

Target: Discord
──────────────────────────────
- Smooth navigation — UI adapts to user needs
- Roles, badges, and visibility support identity
- Live feedback (reactions, sounds, themes)
→ Torn lacks dynamic UI feedback. Interaction is buried in menus.

Target: Clash of Clans
──────────────────────────────
- Short feedback loop — every tap feels rewarding
- Seasonal events update the UI and pacing
- Easy to begin, deep to master
→ Torn’s cycle is slow and punishing. You don’t play Torn — you monitor it.

Target: Warframe
──────────────────────────────
- Interface is part of the lore
- UI evolves with your power
- Navigation is fluid and purpose-driven
→ Torn's interface is disconnected from its fiction. You’re navigating spreadsheets, not a city.

Target: OSRS (Old School Runescape)
──────────────────────────────
- Player-led progression with structured systems
- Animations and XP feedback make training feel real
- PvM and PvP actions have direct consequences
→ Torn provides delayed results, with little sensory feedback to make gains feel real.

Target: Reddit
──────────────────────────────
- Community control through votes
- Thread visibility based on relevance
- Karma is tied to visibility and credibility
→ Torn karma is cosmetic. Community interaction feels closed-loop, not contributive.

Summary: Why Players Enjoy These Apps (and Why Torn Struggles)
──────────────────────────────

| Feature               | Enjoyable Apps                  | Torn Equivalent               | Gap Summary                                        |
|-----------------------|----------------------------------|-------------------------------|---------------------------------------------------|
| Feedback Loop         | Immediate, visual, responsive    | Delayed, abstract              | No short-term reinforcement for engagement        |
| UI Design             | Player-first, immersive          | Functional, static             | Prioritizes data over player experience           |
| Community Interaction | Transparent and empowering       | Controlled, minimal effect     | Players lack real feedback loops in forums        |
| Navigation Flow       | Streamlined and intuitive        | Compartmentalized and dated    | Actions are nested and overly segmented           |
| Thematic Consistency  | Integrated lore and interface    | Disconnected UI and game world | Theme and UI don’t reinforce each other           |
| Progress Feedback     | Visual, rewarding, tangible      | Numeric and invisible          | Stat growth is unrewarding without aesthetic cue  |

Final Notes:

Games that respect time earn loyalty.  
Games that reward small actions build investment.  
Games that reflect effort, lore, and self-expression thrive.  

Torn has the structure, but it’s missing connective tissue.

Suggested Dev Command:
./propose_ui_restructure.sh --mode=modular --testing=player_feedback