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777 [1721375] Level 100

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100 observed
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91
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6

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From the 91 newest archived posts.

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Likes as archived at fetch time, adjusted for how long each post had been up. Scored posts only; the full score pass runs after the import.

RED WEAPON SELLING THREAD · · 70 likes

[AUCTION - closed] Orange Disarm Enfield · · 5 likes

[image: gen.sendtric.com]

For Auction: Orange Enfield
(184.49% || 74.38/62.07 || 7 Turn Disarm)

[image: i.imgur.com]

Auction Info:
- No minimum bid
- $100m bid increment
- Auction close: 29/06/22 @ 21:00:00 TCT

Current Bid: $3.1b
Buyout: $4b

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- · · 20 likes

Few days after getting back home from my Off-shore work i've been reading around on the forums while trying to recover, Torn is so less than other games when it comes to drama etc, and fans, with shit going on lately ive seen clearly MFF must be Office_kitty's biggest fan by far, for not care at all about Office_kitty he spends most his days thinking about Office_kitty: First thing in the morning Office_kitty, during all day Office_kitty, before Sleep even thinks further about Office_kitty.

Does anyone else really think there is one person more obsessed with Office_kitty than MFF?

Monarch Goes West · · 69 likes

Recent archived posts

New weapon changes on type · · 8 likes

The downfall of Monarch · · 5 likes

"""arse"""

 

His 13-inch johnson does all the talking, needledick. Get it right.

Selling rare assault pants for 575m · · 1 like

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RED WEAPON SELLING THREAD · · 70 likes

Reduce Hosp Time of Inactive Mission Targets ·

This crossed my mind initially, but arbitrarily altering a player-chosen setting didn't seem appropriate. Alternatively, Torn could exclusively select revivable players as mission targets, but that would markedly reduce the eligible pool.

A number of other solutions exist, including the addition of active players to the target pool, the addition filler NPCs at various stat levels to the target pool, or the outright removal of "Hospitalize" versus inactive players. However, a conditional reduction in hosp time is, imo, one of the the more programmatically feasible solutions regarding the problem of mission target availability.

Reduce Hosp Time of Inactive Mission Targets · · 3 likes

Current State:

Players are free to hospitalize inactive mission targets for hours at a time; some missions actually require the hospitalization of their respective targets.

Issue:

Often, mission targets have revives turned off. When hospitalized, these targets are unavailable for unnecessarily long periods of time (4-6+ hours).

Further, this can exacerbate the scarcity of mission targets for moderate- to high-battlestat players. In other words - the higher your battlestats, the more likely you are to see your mission target hospitalized by another player. Consequently, some high-level mission targets sit in the hospital for the vast majority of a 24-hour day.

Ultimately, no inactive mission target needs to sit in the hospital for hours at a time.

Solution:

Most if not all mission targets are inactive, so:

1.) Developers should first define a period of time that constitutes player "inactivity" - e.g., 10+ days, 25+ days, 100+ days, etc.

2.) When a player is defeated and the victor selects "Hospitalize," check if the defeated player is "inactive."

3.) If the defeated player is "inactive," the “Hospitalize” time is set to ~30 minutes instead of 4+ hours.

4.) Reduce threshold time (e.g., 12 hours -> 90 minutes) for missions that require putting a target in the hospital for a certain length of time.

JFK Retired by Monarch · · 18 likes