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777 [1721375] Level 100
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Threads started
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- Reduce Hosp Time of Inactive Mission Targets
- Poker King awarded with Royal Flush @ 13:37 TCT
- [AUCTION - closed] Orange Disarm Enfield
- .
- [*CLOSED*] Buying Losses [300k]
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[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
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
.
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?
Does anyone else really think there is one person more obsessed with Office_kitty than MFF?
Recent archived posts
"""arse"""
His 13-inch johnson does all the talking, needledick. Get it right.
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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.
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.
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.
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.