I'm tired of constantly getting ransacked whenever I leave a high stakes poker table, trade stock with someone, sell 200 xanax or FHCs. I'm losing $30,000,000 chunks very often all because when I play foot RR for $100m - $500m I'm taking big hits automatically. I'm fairly a new player so I'll never be able to get my defense up high enough to counter or protect myself. Something has to happen. New players are not going to be able to turn a profit flipping anything. I want to be able to flip high priced items but I'm unable to make a profit. A 50/50 coinflip playing foot RR turns into an automatic long term loss, selling millions of shares automatically means I'm losing $30,000,000. My bazaar is worthless if this system continues without some kind of mug protection. Now I understand that there can't just be something I can buy that protects me from mugs 24/7, because then the fun of mugging is taken away. Which is why I introduce this plan:
When I'm just about to leave a high stakes poker table or foot RR, there should be either a 5 minute window to place profits into our company bank, vault, or bookies. Otherwise there should be an item introduced that we can take to gain 5 minute mug protection. Another option is to add mug protection to all who own tasers and set price for them somewhere around $200,000,000. Either that or set up options to where when someone buys something from our bazaar or we sell companies or stock for that money to go directly into our vaults. I don't have a vault yet but I'd still be fine with this option. Something has to give though because I can't enjoy many of the things in this game such as making profits from my bazaar, flipping companies and stock, playing poker and foot RR without serious hindrances. The mug protection that we get after we've been ransacked already for $60,000,000 is not good enough.
Pricing of Items: The prices of certain items in the game are not well thought out and in some cases horrifically out of line with reality. This problem has far more reaching implications than one might think at first glance. For example the value of more than half of the game's items are now completely taken away. Items like hammers and glock 18s and basically anything less than thousands of dollars become useful only to the very new beginners who believe these items are worth anything. Finding a gold watch in a dumpster could become enjoyable if these problems are solved. Owning certain guns might not become so useless if these problems are solved. A compass is worth more than a gold watch, an Xbox 360, and if I'm not mistaken a certain number of actual vehicles. A pillow is worth almost $9,000,000, yet a Diamond Blade Knife is 10x more useful costing way less. Most of the items in TC are useless because these problems are not fixed.
Usefulness of Items: There are items in the game, a majority of them in fact, that serve absolutely no usefulness to anyone outside of again an absolute beginner who has placed a warped sense of value on them, such as a gold watch, silver rings, and any other item that serves no other purpose than to buy and resell for a profit. The fact that many of these items are around the $200-$500 range make them even more worthless, as buying and selling them becomes a complete waste of time after a couple hours of getting the hang of things once you are new. In my opinion every item created in game should serve some sort of purpose other than buying to flip. Even if it is very menial, that is okay. To buy something that serves no other purpose than to collect or auction is fine, but to have items, especially ones less than $1000, that serve no purpose or usefulness, should either be discarded or edited to create some use to the player. For example, owning a magnifying glass would give you a higher amount of awareness when searching for items in the TC map. The amount of awareness can be directly linked to the pricing of the items. If a bag of poop serves no purpose or usefulness to the player then it should be either discarded or edited to hold some sort of use otherwise the item becomes worthless and nothing is worse in my opinion than things in the game that are just there, that nobody wants, that sits around waiting for someone to give it attention but never gets any. Poor compass.
Balance of Item Usefulness: This is also very much out of whack when you take a look at the pricing of items. This one won't take long because it is pretty straight-forward. If you look at weapons for example, you should be able to notice a big problem with the pricing compared to the stats of the weapon when talking accuracy and damage. If I buy a pair of ice-skates, a weapon with damage and accuracy below 50.0, and these ice-skates cost me $7,500,000, then I'm basically buying this item with no incentive to buy them, as buying a $16,000 katana is more useful in combat. Not to mention dual samurai swords, an item worth over $1,000,000,000, is less accurate of a weapon than a diamond bladed knife which sells for less than $1,000,000, with stats totaling less than the diamond bladed knife. I'd rather take an 84.0 accuracy with a 60.0 than a 71.0 accuracy with a 68.0 damage respectively, especially since the former costs literally 1000x more. These problems will be solved after these stats get completely revamped and balanced out.
Why is this so important? Well, if pricing and stats remain the same we'll have a picture that resembles what we have now, which is that the vast majority of weapons are no longer used by players, and if they are used by players they're being used by the players who are overlooking the fact that weapons have stats. If they knew the stats of some of their weapons and consider the price they bought them for they would be regretting pretty quickly buying those weapons. Every item must have a unique purpose and usefulness to the game, totally unique or just a little there needs to be some reason for the item to be in the game, or else it doesn't need to be in the game. And lastly, dual samurai swords are worth literally over 10,000x more than one samurai sword. This alone should be enough to consider a complete revamp of an item's impact on combat in relation to it's pricing, as it relates a bit more to realism instead of randomly throwing out number totals for price, damage and accuracy.
Pricing of Items Abroad: This needs some serious attention as well. If I travel such and such a place, Hawaii for example, and I find that a Large Suitcase or Anti Tank is selling for the same or in some cases more than they are in the TC Item Market then a Large Suitcase and Anti Tank placed in Hawaii to be sold makes little sense. This is the reason no one travels to different countries to get these things, but only to go there for flowers and plushies. Anything else sold in these countries makes little sense to buy in order to flip because the amount of time it takes to get there compared to the amount of profit one gets when item is flipped is very skewed, and adding to the fact the increased risk of getting mugged upon landing gives even less incentive to buy these other items overseas. Yet the main goal of travelling is to buy items to flip.
The other problem is that one you get far enough into the game, when you have billions of dollars, it isn't going to be worth travelling 8+ hours having no access to other things in the game such as gym and crime to only make a few $100,000 in flower flip profits. So the only reason to do travel once you reach a certain point in the game is to cure drug addiction, maybe a couple other things. This is a problem because it takes away much of the usefulness to travel. If there were other aspects and reasons to travel to other countries that were unique and creative, such as a drug rehab, then it would have more use in the game. It would be more fun, there would be more incentive for others to travel. An idea among many others is to have a country with a mining area, where one can mine for expensive minerals which take up energy but can be sold for profit in some other country where depending on what you find, common to rare, you would get a certain amount of money. Say it takes X amount of hours to get there, the longer it takes the more valuable it will be to go there, this has to be balanced. It might take energy use, but if you find the rarest minerals you would get something likened to winning a jackpot in slots. Sometimes you go there and find nothing, but all of that to say is there needs to be more incorporated into this area of the game. When a new item is created into the game it would be best to have people be able to retrieve them from other countries or from museums in other countries. In short, I should be able to go to 1 of around 50-100 countries, find or do something unique in all of them, something useful and be able to enjoy traveling around exploring new cities. It would also be nice if there was a map with pins directing me to each of the cities in a country, you click on the city which might be 50-100 and find something to do. Maybe within a city there is nothing to do, so you'll have to go to the next one and explore that one. So much can be done with items in relation to travel but right now all we have are flower runs.
Incorporating a player skill that allows them to enhance the value of items: This is the grand finale. If each player started out with a skill set divided into sub skill sets this could happen. For example, there could be a mechanic skill set, and the more you work on these skills the more you are able to make vehicles faster, quicker, and handle better. Basically boosting the vehicle's stats. There could be a forging skill set, and the more you work on these skills you will be able to make the knives in the game sharper, increasing their damage. There could be a bakery skill set, the more you work on this the more you'll be able to take a box of chocolates and increase the happiness of those you eat. There could be a gunsmith skill set, where the more you work on this skill you'd be able to increase the accuracy and damage of the gun.
For example, say I have a Sig 550, $60,000. The damage is 62.0800, accuracy is 48.9800. My gunsmith skill set is 0.000. I'll click on the gun I own in my Items and select the new option to train skill. It will take 5 energy, it will decrease 10 happiness, and it will take 10 minutes. Once working on my skill is complete my gunsmith skill will increase from 0.000 to 0.008 and the new damage to my gun is now 62.004, something along these lines. Once my gunsmith skill increases to 0.008 the next time I work on the gun it will increase a little bit more, with a little multiplier on it. So if I had a 0.008 skill and worked on a Sig 550 the damage would have been something like 62.006. After a while say a year into working on your skill you'll be able to take a gun and work on it, increasing the stats of the gun and flipping it for profit. Now here is the reason I would like to see this, especially for weapons but you can do it with literally anything. There will be possibly 100 different skills you can work on, from a tailor skill to work on armour to give better defense from cooking skill if we one day had a hunger bar, say after a day you get hungry and after a certain point you begin to lose 5 happiness per hour, something like that. If you had a cooking skill you'd be able to buy food from other countries, work on that food to increase how much hunger you'd get out of eating it. Also food can be a way of adding 1 point to energy, so your cooking skills would increase in value, among all the rest of the skill sets.
And most importantly, adding these things to the game will take away the need to keep no cap on gym stats. Here is the reason I believe this is the most important aspect of all. Putting a cap on gym gains. For one, no beginner will ever be able to be the most powerful player in the game, which takes away alot of the allure for new beginners. Trust me it takes a lot from me knowing there's no hope of ever being the best, no matter how strategic you play or how long you play or how active, or even how much money you put into the game. I believe the game would be overall much better design to cap the gym stats at around 500,000,000 each, or even 50,000,000 each. Now all of a sudden being the most powerful player in the game no longer depends on a player finding the game before another, but it comes down to strategy once again, rewarding tycoons of the game and rewarding the players who are the most strategic, seeing as someone can always be more powerful than someone else regardless of strategy under the current system. So once you reach 50,000,000 in all stats, it now becomes important what weapons you have, what armour you have, and how good your business is doing, which I believe the business aspect of the game needs revamped as well, considering most directors in their companies don't turn a profit at all. Anyway, that's all I got feel free to agree with what you agree with and disagree with what you don't. :) Let's make this game even better than what it is because that's why I took the time to write this, I love the game but it needs some serious work done to it yet and I believe once these things take place it will be the best game on the planet.
Right now having a torn spouse is only useful for merits, unless you have a really cool torn spouse (which I do) but nonetheless, I think torn spouses should play a bigger role and provide more rewards, as well as more risks which might cause a person to think twice about entering into marriage vows. Here are some examples I thought of:
I liked the idea of that other guy mentioning bandaids and other medical items that give you a 10%, 25%, 50% life increase, with all of the balancing mechanics that he suggested as well. But instead of bandaids and other things I was thinking what if we had food items - recipes, that when you eat them gives a certain increase to life and energy? And then I thought of an interesting idea.
There could be new items created like kitchen and cooking items, with different variety of food items, that you can also grow kind of like that one guy suggested growing our own drugs, well growing our own food would be nice, it would give the ranch a better more significant place in the game as well. You could live in multiple properties like have your PI, then a shack for drugs, and a ranch for growing food. There could be certain kitchens, low grade ones to the very best, and make it so that only guys are allowed to upgrade kitchens, buy food, and kitchen items. So you'd have to provide for your torn spouses while they in turn take the time to cook and prepare food for you so that you can reap the benefits.
Guys would also be able to help their wives in other ways, like if we send them certain flowers that cannot be sold and only taken from some other country. Once they smell the flowers they wither away but they get energy and life increase for it.
Also there should be risks involved such as consequences for divorce. The wife should take your property or 10% of your networth or something, while if the wife divorces you they have to go so many days without happiness, I don't know just throwing stuff out there. What do you all think?
Well I've went to school for game design and just because I haven't played this game for years doesn't mean I don't know how it works. Sure I don't know everything but I'm also not commenting on everything, but I can see bad mechanics and design when I see it. I know what's in this game, I've studied up on the various aspects of it and you can't tell me that if there are ranks in a game that ranking should be solely dependent on the time you started playing. Yes it's fine to be a weak and poor noob, and it's fine that I have to grind my way through things. But it's not fine that when it's all said and done, no matter how much effort I put into it for 10 years, 20 years, my whole life, if I invest $1000s of dollars like that one chinese guy did and quit, it doesn't matter. Since me being powerful doesn't depend on anything except one thing and one thing alone: I didn't start playing in 2005. That's it. And it's funny because Chedburn himself said the goal of the game was to be the most powerful. That's the goal of the game. But I can't reach the goal of the game why? Because I'm dumb and can't strategize? No. Because I'm not willing to put the effort in? No. Is it because of this that and the other? No. It's because I started in 2015 instead of 2005. That's it. I'm perfectly fine being a noob heck I'm perfectly fine with being a noob for as long as I play, but the fact that people are the most powerful not because they had a better strategy, not because they invested more money into the game than me, nope it's because they started in 05. If Chedburn is giving me an impossible goal then why am I playing it?
Actually I mentioned the fact that vehicles are way too cheap, considering a compass is more expensive than some vehicles. I don't really care if a compass is $10 or $4000 clearly $4000 isn't a lot, but it does take away from the realism when a compass is 20x more expensive than a gold watch.
Therefore A) Stuff costs are out of proportion to their value
It's not that stuff isn't good enough, it's that it's useless. Why have useless items in a game that no one cares about? If I buy a compass, it would be nice to have some perk with it. Does it have to be much? No, maybe .0125% less travel time. I don't know, make something up. I shouldn't have to buy a cheap compass for no reason, that gives me no benefit. I might as well buy $4000 worth of hands at blackjack because spending $4000 on a compass is useless. It's a useless item.
Therefore B) Stuff isn't useful enough for the game so make it useful or get rid of it
Now as you can see, you clearly don't understand any of my points.
I've mentioned before that I don't care to be the strongest player in Torn, but that being the strongest player in Torn shouldn't solely depend on playing the longest. A player could be playing this game since 2005, have no strategy, no business mind, no genius about him, no social skills, and still be most powerful all because he's played the game the longest. This is not the kind of thing that should make the most powerful be the most powerful, and being a newbie, of course it's fine that I'm weak and poor. But eventually, through strategic moves, social skills, sense of business, hustle and grind, to the degree I do these things better than others, I should be more powerful than them. NOT this guy over with no sense of anything, don't know how to invest, don't know how to lead, don't know how to strategize but hey he's played for 10 years clicked a bunch of buttons took a million xanax and all a sudden he gets to be the best. A dumb fool could click buttons and be the most powerful as long as he found this game back in 2005. Just because you aren't a noob doesn't mean you're any good either, and that's my point.
Therefore C) Cap gym gains so that those in power are there not because of some ridiculous reason, such as finding a game first before somebody else, but that those in power are rightfully there because of strategy, hustle, and skill.
So the TL;DR of your post reads like "I don't like gym gains cap, blah blah blah you're a noob."
Apparently the guy doesn't have enough dignity within himself to send the whole amount but that perfectly fits in line with the way he has dealt with me, guy is a complete sleeze ball because of other things I know about him and will be bountied by me until I decide to stop playing the game.
Right now having a torn spouse is only useful for merits, unless you have a really cool torn spouse (which I do) but nonetheless, I think torn spouses should play a bigger role and provide more rewards, as well as more risks which might cause a person to think twice about entering into marriage vows. Here are some examples I thought of:
I liked the idea of that other guy mentioning bandaids and other medical items that give you a 10%, 25%, 50% life increase, with all of the balancing mechanics that he suggested as well. But instead of bandaids and other things I was thinking what if we had food items - recipes, that when you eat them gives a certain increase to life and energy? And then I thought of an interesting idea.
There could be new items created like kitchen and cooking items, with different variety of food items, that you can also grow kind of like that one guy suggested growing our own drugs, well growing our own food would be nice, it would give the ranch a better more significant place in the game as well. You could live in multiple properties like have your PI, then a shack for drugs, and a ranch for growing food. There could be certain kitchens, low grade ones to the very best, and make it so that only guys are allowed to upgrade kitchens, buy food, and kitchen items. So you'd have to provide for your torn spouses while they in turn take the time to cook and prepare food for you so that you can reap the benefits.
Guys would also be able to help their wives in other ways, like if we send them certain flowers that cannot be sold and only taken from some other country. Once they smell the flowers they wither away but they get energy and life increase for it.
Also there should be risks involved such as consequences for divorce. The wife should take your property or 10% of your networth or something, while if the wife divorces you they have to go so many days without happiness, I don't know just throwing stuff out there. What do you all think?
The Torn community won't accept it because the Torn community is full of bums who love to leech off people all day, they don't know how to build their stacks so they go to some island instead and sit there for a boring 30 mins until someone travels there and they mug a couple million. Sounds like a fun waste of time to me but this is one flaw with the whole idea of only viewing suggestions when they reach 100 likes, because there might be flaws in the game that veterans don't want exposed or dealt with because if they upvote they can no longer be bums.
Like I said mugging in the game is fine it is a crime game, but it's getting ridiculous if every time I leave high stakes I'm expecting to lose $30,000,000 from mugs, and then another $20,000,000 if that player sits on me waiting for me to med out of the hospital. It takes away from poker, as well as the ability to flip a large quantity of expensive items in your bazaar, as well as selling companies and stock. There is no defense for the newer players, as none of us are able to get stats that people who have years have already obtained.
I'm tired of constantly getting ransacked whenever I leave a high stakes poker table, trade stock with someone, sell 200 xanax or FHCs. I'm losing $30,000,000 chunks very often all because when I play foot RR for $100m - $500m I'm taking big hits automatically. I'm fairly a new player so I'll never be able to get my defense up high enough to counter or protect myself. Something has to happen. New players are not going to be able to turn a profit flipping anything. I want to be able to flip high priced items but I'm unable to make a profit. A 50/50 coinflip playing foot RR turns into an automatic long term loss, selling millions of shares automatically means I'm losing $30,000,000. My bazaar is worthless if this system continues without some kind of mug protection. Now I understand that there can't just be something I can buy that protects me from mugs 24/7, because then the fun of mugging is taken away. Which is why I introduce this plan:
When I'm just about to leave a high stakes poker table or foot RR, there should be either a 5 minute window to place profits into our company bank, vault, or bookies. Otherwise there should be an item introduced that we can take to gain 5 minute mug protection. Another option is to add mug protection to all who own tasers and set price for them somewhere around $200,000,000. Either that or set up options to where when someone buys something from our bazaar or we sell companies or stock for that money to go directly into our vaults. I don't have a vault yet but I'd still be fine with this option. Something has to give though because I can't enjoy many of the things in this game such as making profits from my bazaar, flipping companies and stock, playing poker and foot RR without serious hindrances. The mug protection that we get after we've been ransacked already for $60,000,000 is not good enough.
Well I'm just doing my best to make the game better, I'd rather be over zealous than not care about the game. I like the game, I complain about the things I don't like but in the end it's because I like the game, not because I'm a complainer. I'm not really complaining, just throwing out and putting forth the energy myself to get something done. I've always been a grab the bull by the horns kind of guy, which is probably why I lost $250m the other day which was most of my networth on blackjack. So that kind of sucked. But what is starting to get me is all these people who think they're so damn smart and talk to me like I'm a kid lol I'm 30 years old, I speak my mind, I may be wrong sometimes but there's no reason to act all highbrow. Not saying everyone is but there are some people on this that act that way, some guy put 10 bounties on me all because I was telling people what I thought could be improved to the game. I want the game to be better, it's my decision on whether or not to put forth the effort to reach out to see if it will make a difference, and I may have ideas people like I may have other ideas people don't like, but that doesn't mean put 10 bounties on me.
Evan if you noticed though I said their years of investment in gym games doesn't have to be in vain as it can be invested in other areas of the game such as skill sets which I highly believe should be implemented. It won't be done in vain, and plus if we want to talk about fair how is it that just because I never found this game back in 05, I mean it wasn't skill that people found this game in 05, it just happened. I could find a $100 bill on the street tomorrow it won't be because of skill. It'll be because it just happened. So since stumbling on this game just happened me and other newer players have no chance to chase the actual goal of the game which is to be the best. I'm sympathetic towards those who spend years playing building stats, I really am, if they lose them it will be okay though because it's not like they lost an investment, it's just an investment that will be placed in something else in this case a skill tree. Everyone loves my skill tree idea because no one has said anything bad about it, so I know it would work.
A compass isn't rare yet it costs $4000, if you want to price things on rarity then if gold is rare why make it $250? I'll never forget my first day finding a gold watch in the dumpster and thinking damn I found a goldmine, only to find out it was one of the cheapest things in the game. But then I was about to throw away a construction helmet decided better not since I'm a super noob I sold it back into the system for $11,000. If you want to price things because they are rare like I said I have no problem with that, but keep it in the collectibles where they belong. Even a bag of poop worth $3m is fine, I get it. It can be funny to some people. But to make an ordinary compass that does nothing worth more than some of the vehicles is unsettling at best. Then you have dual samurai swords costing literally 10,000x much as one samurai sword. By logic that means one samurai sword should cost over half a billion dollars, but in fact it's worth something like 60k. I just don't understand but the big fish is the gym gains. Has to be changed.
I know people who read 500 page novels over the weekend, seriously it's not that big of a deal it's a paragraph lol. And it's nice that whoever disagrees with me keeps trying to mug and attack me, thanks for that. : P
I say this. To the billions and trillions of stats people, they will want this to be in place. Know why? Because I'm sure they are tired of having to grind xanax trains and dvd stacks every day just to maintain their position of power in Torn. If it gets cut off they won't have to grind anymore, they'll be the best of the best there is, but now they can focus on other more fun things like their skill tree. And here is the kicker that will make people love this idea, to the trillions and billions points people, they will still have their stats (but the ones after such and such billion won't matter as far as combat) but the extra stats they do have can be allowed to be invested into their skill trees. And there will be hundreds of skill trees they can pick a bunch of them. They'll want to play the game more than ever, and they can rest assured that none of their years of grindy labor went in vain. For every million gym stats you have you can gain X amount of skill tree points, so you can essentially trade them in. I think if a skill tree were to be created it would take place in popularity even over factions, or at least be just as central to the game...IF it is done correctly. That's a big if, because if you blow it then it's really going to suck, but if you do it right it's going to be awesome. Anyway it goes like this...
Billion points gym guy gets capped and has idk, 12 billion gym stats that can no longer help him in combat. He likes the mechanical skill tree, so while everyone is at 0.000 mechanical skill when it comes out, he'll be at 0.025 for every million he spends, which if he has billions or trillions that adds up. And only the older folks will be able to take advantage of the skill trees early on. Say it takes weeks to get to 1.000 in a skill tree, which caps at 100.000, well they have a pretty good start if they have billions. They will hold the fastest cars and fly the fastest private jets if they decide to invest in their mechanical skill. Or they will hold the best weapons if they decide to invest in their gunsmith skill. Or they will have the best sweets which produce the most happiness if they invest in their bakery skill. They will be able to sell the best knives if they decide they want to invest in their forgery skill, and 100s of other skills will be available, tailoring skill for armour, charisma skill for business, IQ skill where you can buy an IQ test to build in order to decrease education length little by little. Eventually the game is going to have more education courses. More cities and countries to travel. More everything else. Where there is a will there's a way and it can be done and we need a skill cap on gym stats.
I'd even be fine if instead of it being 50,000,000 each it was 1 billion each, but to literally go for trillions of stats and for him to keep going so that I'll literally never catch up to him, no. Set it to 50 billion I don't care, just give me the chance to catch up to him one day. How can I catch up if by the time I get to 50,000,000 he'll be at a quadrillion all because the more you have the more you get each click? If it doesn't change the game is going to become so out of balance in the next few years that no one in hells going to want to play it. We need a skill tree, where there is more emphasis on weapons and how good they are, armour and how good it is, that way weapons and armour have a place once you get to a certain level, since after a certain level you'll be able to kill anyone with a pair of shoes. Armour no longer matters and weapons no longer matter to the 05'ers anymore. We need this in the game, no matter how unpopular it is.
Well I've went to school for game design and just because I haven't played this game for years doesn't mean I don't know how it works. Sure I don't know everything but I'm also not commenting on everything, but I can see bad mechanics and design when I see it. I know what's in this game, I've studied up on the various aspects of it and you can't tell me that if there are ranks in a game that ranking should be solely dependent on the time you started playing. Yes it's fine to be a weak and poor noob, and it's fine that I have to grind my way through things. But it's not fine that when it's all said and done, no matter how much effort I put into it for 10 years, 20 years, my whole life, if I invest $1000s of dollars like that one chinese guy did and quit, it doesn't matter. Since me being powerful doesn't depend on anything except one thing and one thing alone: I didn't start playing in 2005. That's it. And it's funny because Chedburn himself said the goal of the game was to be the most powerful. That's the goal of the game. But I can't reach the goal of the game why? Because I'm dumb and can't strategize? No. Because I'm not willing to put the effort in? No. Is it because of this that and the other? No. It's because I started in 2015 instead of 2005. That's it. I'm perfectly fine being a noob heck I'm perfectly fine with being a noob for as long as I play, but the fact that people are the most powerful not because they had a better strategy, not because they invested more money into the game than me, nope it's because they started in 05. If Chedburn is giving me an impossible goal then why am I playing it?
A gym stat cap does no such thing and the attack system has already robbed tons of people out of billions of stats, for example I'm not sure if you are familiar with it yet but the new system goes like this:
Guy who started in 2005 with billions of stats: Speed: 7,000,000,000 Strength 7,000,000,000 Defense: 200,000,000 Dexterity: 7,000,000,000.
Guy who started last year with millions of stats: Speed: 300,000,000 Strength: 300,000,000 Defense: 300,000,000 Dexterity: 300,000,000.
Guess who wins? Wrong, it's the guy with the even spread 300,000,000. All because that other guy's defense is lower than his lowest stat. I even got this from Global chat, so it's from "your kind". So no one is changing the entire fabric of the game when the newest updates cause people to lose billions of stats anyway. But I know it's unpopular, that's fine. I get it no one wants to lose their trillions of points but in the end it makes the game quirky. Growing in power and rank within any game should NEVER be dependent on when you start, but always dependent on how actually good your strategy is. It's a BIG problem and fixing it will take boldness, a strong heart, to have to face the wrath of people who just don't get it. But in the end if it's capped, especially in light of every player getting a skill tree, it will help the game become even 10x better than it is now.
Actually I mentioned the fact that vehicles are way too cheap, considering a compass is more expensive than some vehicles. I don't really care if a compass is $10 or $4000 clearly $4000 isn't a lot, but it does take away from the realism when a compass is 20x more expensive than a gold watch.
Therefore A) Stuff costs are out of proportion to their value
It's not that stuff isn't good enough, it's that it's useless. Why have useless items in a game that no one cares about? If I buy a compass, it would be nice to have some perk with it. Does it have to be much? No, maybe .0125% less travel time. I don't know, make something up. I shouldn't have to buy a cheap compass for no reason, that gives me no benefit. I might as well buy $4000 worth of hands at blackjack because spending $4000 on a compass is useless. It's a useless item.
Therefore B) Stuff isn't useful enough for the game so make it useful or get rid of it
Now as you can see, you clearly don't understand any of my points.
I've mentioned before that I don't care to be the strongest player in Torn, but that being the strongest player in Torn shouldn't solely depend on playing the longest. A player could be playing this game since 2005, have no strategy, no business mind, no genius about him, no social skills, and still be most powerful all because he's played the game the longest. This is not the kind of thing that should make the most powerful be the most powerful, and being a newbie, of course it's fine that I'm weak and poor. But eventually, through strategic moves, social skills, sense of business, hustle and grind, to the degree I do these things better than others, I should be more powerful than them. NOT this guy over with no sense of anything, don't know how to invest, don't know how to lead, don't know how to strategize but hey he's played for 10 years clicked a bunch of buttons took a million xanax and all a sudden he gets to be the best. A dumb fool could click buttons and be the most powerful as long as he found this game back in 2005. Just because you aren't a noob doesn't mean you're any good either, and that's my point.
Therefore C) Cap gym gains so that those in power are there not because of some ridiculous reason, such as finding a game first before somebody else, but that those in power are rightfully there because of strategy, hustle, and skill.
So the TL;DR of your post reads like "I don't like gym gains cap, blah blah blah you're a noob."
Alright well I tried, I do like the addition of players having skill trees though that add value to items (see my last paragraph) and I like the ideas that I have about travels. Hopefully those things don't get overlooked and it really is true about the player community having a bad rep towards new players. I play Mafia Returns and other games and people there have told me they left this game because the veterans towards newer players is quite sour. Not to say all veterans are like that there's some nice people but a lot of highbrows nonetheless.
If I take 100 swings with a DBK I'm going to land 85.62 of them at 62.35 damage resulting in a total of 5338.407 damage. If I take 100 swings with a DSS I'm going to land 68.60 of them at 71.69 damage resulting in a total of 4917.934 damage.
So with 100 swings I'm netting a higher damage total with the DBK than I am with the DSS, yet the DSS costs literally one thousand, three hundred and fifty six times as much as a DBK. That's 1356x as much money invested into a weapon that yields less damage. The pillow is not worth $8,000,000 especially when DBKs have literally, almost identical accuracy. Therefore my point stands, the items pricing is a bit out of whack.
I know the gym stat cap is unpopular and this isn't going to get anywhere close to 10 ups much less 100 but it's in Chedburn's best interest if he would like to attract new players to the game, because for me, I've already spent $100 on the game and I would gladly spend $100s more but no matter how strategic I play, how much money I invest, how big of a business I make, how many education courses I take, or how many crimes I do, I will never be the most powerful. For me I don't even have to be the most powerful, but the fact that if my ability to get there wasn't dependent solely on the fact that I'm coming into this late in the game, and the fact that the most powerful one is the most powerful solely because he's played the game 10+ years takes away a very huge chunk of allure out of this game for me. Still fun to play, but that is the biggest turnoff about the game, with the attitudes of other players towards beginners a close 2nd.
A DBK has more value in fighting others than a pillow, yet a pillow costs 10x as much. If I'm mistaken and a pillow does something I don't know about, like makes you sleep better as well then I'll take back the comparison but in this game it seems these are both melee weapons only.
There needs to be a limit to gym stats, and I'm sure Chedburn would have already had it in place if it wasn't for how it would affect the veterans and it's understandable, there needs to be creative ways to solve this but not putting a limit on stats isn't one of them. It has to be done because it's ruining the balance of the game. There could be incentives for players with high gym stats, even incentives to things that aren't in the game yet. When it's a text based game the options and creativity is endless. So if I was Chedburn my main focus would be how do I come up with a solution to satisfying the ones who lose a ton of stats from a cap limit. And if you hadn't noticed it's already been tinkered with the new attack system, as someone has told me someone with 7 billion in strength cannot beat up another with 300 million in strength due to the fact that the former has less than 300 million in defense, so that guy has been screwed out of 7 billion stats. It's already taking place, why not make it better. If you have ideas on how to appease those who lose gym stats due to stat cap please write them down but not to have a stat cap in this game is ruining the balance and I'm not saying that because I'm new trust me.