Recently, I had to switch computers at work, and I found myself playing Torn without any of the usual tools or scripts—let’s call them “Torn essentials.” It was a bit of a shock to experience the game in its raw, default state, and honestly, it wasn’t very fun.
There are several quality-of-life features missing in the default Torn experience that make gameplay feel clunky and unintuitive (but not only im sure some players has their own frustrations):
You can't easily see when cooldowns expire—you have to do the math manually.
Clicking on the energy or nerve bars doesn’t take you to the gym or crimes. You have to dig through the navigation menu.
If you enjoy collecting items on the map, there's no way to hide collected items, making the process tedious.
Item prices aren’t visible unless you click each item and calculate values manually.
There's no simple front-end filtering for tables—basic filtering requires external tools.
Honor progress isn’t visible in a convenient way. You need to click through multiple pages, check stats, read requirements, and again—do the math.
All of this adds up to a frustrating experience, especially for new players. Anyone who takes the game even a little seriously ends up relying on third-party tools just to make Torn playable and enjoyable.
On mobile, it’s even worse—you’re basically forced to use TornPDA to keep up.
And let’s not ignore the security risks. These external tools aren’t officially vetted. The recent TornPal situation is just one example where players’ data privacy was at risk—and that’s only the one we know about because the creators basically admitted it.
So here’s the question:
Should Torn improve its default user experience to make the game more enjoyable, accessible, and secure—especially for new and mobile players?
(this post was edited and corrected by chatgpt for better reading experience)
Increasing the cost of refills seems like a very lazy approach to saving the points market. I know the Torn development team doesn't have great velocity, but I think there have to be better ideas than something that requires almost zero effort.
One idea might be to add a points auction house where the supply is randomly generated by the system. For example, 10 items could be made available each week, including advanced weapons, advanced pieces of armor (perhaps even whole sets), SEs, bulk cans, bulk FHCs, bulk temps, etc.
It doesn't necessarily have to be an auction house, though. Perhaps each player could have a few slots, like mission items, that change every week with a different set of items that can be bought using points.
This system would be tied to the real-time points value but would offer a slight overall discount compared to the traditional market, creating a nice drain on points. It would also create opportunities for players to make a slight profit if they decide to sell these items back to the traditional market, though the discounts wouldn’t be so large as to create huge disparities.
I have exact same odds on these as you, not fair from your point of view, something is wrong for sure.
Also isnt it crazy that they were designing this for 3 years and finally released and then because of single post of "i wish it would be harder for my 20 years account that is in top 100 in torn on 7/10 crimes" and they change it overnight making it impossible to catch for everything outside that range.
Thats honestly sad to read. Its coming from a player who is doing pushes alone, gets killed, taking bloodbag and doing another solo push right away to try to score another hit,repeating this process god knows why.
Then believe it or not, hes coming here amazed how people can be so fast, throwing shade when in reality its just sometimes one or two F5 on your loader.
And all of this from well regarded torn player not some 300 days old noob who doesnt know any better. Shame
I wouldnt say we had great numbers this war. Its really hard to be motivated when you facing cache farm style faction where 5-10 people want do it all and the rest just chaining/turtling for them