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Ranked War Changes

Started by Kamikaze-Tool [2035028] Committee on in Suggestions.

55 replies · 936 views · thread synced · 9 days ago · View on torn.com

Posts archived: 56 / 56 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Viciously_Grim [2752611]

Lower ranks already have lower score requirements and shittier payout, even when comparing similar ending respect for winner and loser vs other ranks.

 

Maybe just make the max war length tied to rank.

 

Why should bronze wars last 5 days when they don't even have the e to chain for 5 days? Make it a 1 day war, whoever wins gets to go home.  Then if you want a guaranteed 1 day war go join a bronze faction.

 

Total war length vs rank:

Bronze? 1 day

Silver? 2 days

Gold? 3 days

Platinum? 4 days

Diamond? 5 days

 

Can add a gradient for each tier in the rank. Every tier adds 6 hours to the base length.

 

War length based on the higher ranked faction in the war.

Will [2057823]

I generally agree with most of what was proposed. It's much better than what we currently have. 

 

One question I have (sorry if already asked) is what about wars that are actually fought till the very end? How would that be handled so they don't get penalized in payout because the war went beyond 48 hours? Both sides would have spend enormous amounts of resources and that should be recognized somehow.

 

Thanks for this,

Will

Viciously_Grim [2752611]

After revisiting the entry to ranked warring, with a 15 member team and starting the war with only 10 chain unlocked, I can safely say this proposal is heavily weighted toward larger factions.

 

Now I don't know if these wars are rigged or not, but if your opponents only have 30 members it is not hard for 2-4 people to come online and hospitalize every member of the opposing faction. 

 

Why don't we do that? Because we're out of energy. That's it. Out of e == can't hit.

 

And no I'm not going to hospitalize the entire opposing faction because who does that? That's 4 hours of free turtle time where my members wouldn't be able to farm their one target whenever they get 25 e free. (Unless you just meant attack and leave, in which case sure I can do that but I only got decent respect off one of the opposing so running through them all is a waste of e and we as a faction were better served by leaving the lower respect targets for the members with better FF score to hit whenever they got a spare minute to come on and attack...)

 

We wanted to go with 5 days of respect farming for both sides but the opposing simply couldn't keep up so we went ahead and finished the war. Took about 14 hours to complete the war once we made the decision, because, again, we were out of energy.

 

This is the war in question

https://www.torn.com/war.php?step=rankreport&rankID=27527

It was termed for a 100 lead at all times, but the opposing was not able to keep up. It pretty much played out like an untermed war minus turtling though.

 

Not sure turtling would have helped them though, tbh. This is an untermed war with the same team but in Silver and double the member count and 1k chain unlocked (I forget how big of a chain we actually got to tho? Looks like 500 bonus). Similar war trajectory.

https://www.torn.com/war.php?step=rankreport&rankID=25569

Kamikaze-Tool [2035028] Committee Committee

Actually you are fundamentally misunderstanding how this would work for small factions.  Yes, it is likely impossible for you to have a chain going in a 15 member faction. But it is also likely impossible for your opponent to have a chain going in a 15 member faction.  Thus, there is every chance neither side will be giving up that bonus.  It is a wash for you.  The point is to present factions with a cost for extreme turtling.  Furthermore, you mentioned hospitalizing everyone on the opposing side not being smart because then you couldn't farm, but also talk about not being able to hit because you are out energy.  You would be able to do both tactically: farm early, and then hosp when you are running low on energy so that you could get score bonus points as you recover (assuming you didn't full turtle).  

Shibby [1534164]

I have thought about similar ideas to this for a long time.

 

If a faction is not actively trying to hit the enemy for an extended period then there should definitely be a mechanic where the dominant faction starts gaining points. 

 

Monthly rewards based on rank also makes so much sense.

 

I hate the fact that chedurn has a sulk publicly and gives up on warring, despite trying very minimal changes so far.

 

 

Even if changes were made and it resulted in different negative side-effects - at least it would force factions to adapt. 

 

It really sucks that the meta for people gaining the most growth rn are the ones that sit in a shell with a bunch of noobs taking the majority of all cache gains. 

 

 

Well done for trying to push for change though mate!  Well thought out suggestion. 

Kamikaze-Tool [2035028] Committee Committee

With all of the general conversation about why torn is stale, going to bump this again.  Get myself to 250.  Been too busy irl to properly pimp it out.

DedeSiregar [2430598]
  1. Reduce payouts for the longer a war goes past 48 hours.

My only problem is just this. Turtle is the only way for the underdogs to win. N it will slow down the war. Why should they get punished?

 

Removing decay will be enough to force ppl to chain without punishing the underdogs 

Kamikaze-Tool [2035028] Committee Committee

No response, but some exciting-ish developments.  Here is ched actually liking this suggestion.  I can't say I have ever had that happen before.  

 

 

And here is ched saying that some variation on this suggestion would be the way to go in the current discussion about RW rewards: https://www.torn.com/forums.php#/p=threads&f=19&t=16497142&b=0&a=0&start=20&to=26363440

 

Mentions: Is there a nerf in losing caches we dk about?