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Make Inactives Lootable

Started by Sam [2840684] on in Suggestions.

11 replies · 192 views · thread synced · 4 days ago · View on torn.com
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Sam [2840684]
Torn has a lot of inactive accounts with a lot of stuff on them. Instead of those items sitting around and wasting space, why not allow them to be "lootable" if the account is over 365 days inactive.

Loot chance can be rare like 1/50 with item looted being randomly pulled from the inactive player's inventory.

This could encourage chaining and interactivity through attacks and community lists of best people for quality loot.

But what if you are a sporadic player and can't be active? Just log in once a year and its no issue. We already have a way to take the name of an inactive and Duke encourages us to hosp and mug inactives, lets keep it up with the next logical step.
JackKelly [2271177]
This actually gets suggested now and again. I personally am not a fan of the idea. I prefer that peoples items remain off limits, with the exception of perma-fedded accounts, of which high value items are already confiscated and auctioned off, albeit rarely.

also, if you think about it from a player retention standpoint. A returning player (of which there are many) will be far less likely to stick around after returning, once they realize all their items have been stolen.
Elizabeth [2339829]
Nope. As Jack pointed out, this gets suggested fairly regularly. It's certainly an idea, and while I still completely understand the desire and the reasoning behind it, all that would do is guarantee that players who take a hiatus/sabbatical/deployment/etc never come back (or don't stick around very long). Mugging inactives is already plenty, stealing their items is just salt on the wound. Not to mention, we're not exactly short on opportunities to acquire extra items, especially after C2.0's release.
s1csty9 [3106264]
womp womp

seriously though, how many of these guys actually return to the game? And it's not like they're gonna make a comeback if they do. Name 1 notable player who was worth anything when they quit and then rised to a significant place over an ENTIRE YEAR later.
JackKelly [2271177]
There are a lot more than you think. Look at anyone with an age of 5k ( thats over 13 years) or more. Most of them have not played the whole time, some have, but I would wager most have not. A player doesn't have to be well known to matter.
RipleyLlessur [25721]

I like this idea and support it.  It's better for the economy to be able to loot items from inactive players.  If the inactive time is 1 or 2 years, then yeah that person is gone.  If they someday wanted to come back, well they'd still have their stats.  
It's also 'realistic' because if you are in a coma or jail or missing for a long time, people will sell off your stuff, or it'll get stolen or otherwise lost.
I think it would be better for the economy to have all those lost items returned.  Yes values would go down because of more items.  There are already other issues with lots of items and new C2.0 items.  We need a whole different solution for that overall problem.  I think the beenfit here is more related to big value items, RW items, and rare collectibles.  I wonder how often a new player wins the lottery, gets billions of dollars, buys the best RW item on the market, then gets bored and walks away.  And imagine the collections of old users hoarding items for decades...  
It would also just be cool and fun for the game.  A new way to have a chance at interesting items.  We would start to figure out which retired players had the best stashes, and then all be looting them for the goods.  Maybe they'd be regularly looted like the NPCs.  It's a fun way to still incorporate retired players and add a new game dynamic.  And it's crime; isn't this a crime game?  

subverted [3287350]

Thats pretty much rugpulling if they do ever consider returning, which is the main problem here. The other problem is if you instate such a policy where inactives can be fully looted (items today, networth tomorrow), it's also a bit predatory/FOMO on the playerbase (i.e. the devs effectively saying "if you quit, when you return you're starting your cash from scratch, you better not quit").

 

If you ever do quit or take a long-term hiatus it's actually better to keep your networth in items which grow with any economy inflation. Raw money can be subject to inflation so you shouldn't sell all your items and put into stock market or vault or whatever.  (Only exception being is if you hold items that become powercrept, which would be more than the inflation)

 

You're also looking at farming the big dogs, who probably have a higher chance of returning at some point (compared to noobs - they will quit and absolutely never return).

 

Someone mentioned rare collectibles, well, if they ever do return... they're gonna hate to see that stuff gone.

Sam [2840684]

The fact that it gets suggested regularly implies it's a desired or interesting idea and that the suggesters don't think it would be unfair if it happened to them.  That it gets suggested with some regularity should suggest there is something to the idea not that it should be immediately dismissed.

 

Cash on hand is already muggable.  Do we need to cry that dead accounts won't get resurrected if we allow people to mug all their on-hand money?

 

A players freaking name is up for grabs.  The idea that a person would come back and then immediately quit for good because he has 2 less pair of kevlar gloves is ludicrous compared to the reality of them realizing they are now a series of numbers.

 

I'm not saying we should drain their bank or cancel their caymans account or rob their stocks.  I'm saying it would be cool for some newbie hitting punch bags to occasionally get a can or some gear.  I think it would be cool when you are endlessly chaining to get some random crap like a switchblade and to hear about that other lucky guy in your faction who got some boxing gloves form one of his chain targets that one time last year.

 

Why do we have to kiss the ass of dead accounts when instead we could do something fun for live accounts and incentivize the live accounts to stay active?

Sam [2840684]

Maybe so.  

 

Can you talk about a better version or explain why you think its fundamentally flawed as a concept?

Threedog [2346786]

I went off for a good two years, if I came back to see 2b worth of RW weapons gone (now worth about 900m admittedly) I would have been absolutely pissed and likely wouldn't have returned. 

 

That and unlike cash on hand, you take a break assuming that the items you have will not be able to be stolen. Because as of now, there is no mechanic to do so.

JackKelly [2271177]

I still think it's a bad idea because of the reasons given in the comments above.

 

I think it's flawed as a concept because it only targets inactive players. Why would it be like that? Why would only people that havent played for (x) amount of time be subject to having their items stolen, yet active players would not. It doesn't make any sense. 

 

You mentioned in your original post about community lists of targets to get the best loot, so claiming that a player wont be bothered if they have 2 pairs of kevlar gloves stolen is disingenuous to say the least. I wonder how they'll feel about 2 pieces of EOD armor being stolen. 

 

You also can't take just any ones name. I can't find the list of criteria, but it excludes people past a certain level, and anyone with a certain amount of friends.