This isn't really a game play suggestion, more of an implementation/UX suggestion:
Right now the 'flow' for players to bust/bail is to refresh via their browser, and then click on the bail/bust/confirm. Often the person is not in jail anymore. This gameplay seems antiquated for current web trends/other areas on the site.
I think it would be great if the Jail was more like Russian Roulette/other 'live'/socket/whatever screens where people would pop in and out of jail like a 'mini game' vs a static page you need to refresh constantly.
This would cut down on server load: you only need to fire events for updating the list vs having dozens/hundreds of people refreshing the entire php page, often dozens of times per bust. I think it would also improve 'game play' around jail as then it feels more like a busy place with high throughput vs 'I need to refresh to see activity in jail'.
tldr jail feels really old school with manual refreshes
no one memorizes or learns languages fully anymore.
apply your learning to real projects and applications. you will never need 'all' of a language.
especially if you want this to be your career, employers would rather you know enough of several technologies to be useful in a variety of environments.
eg you won't just ever need HTML5. you'd also generally need CSS and Javascript to be useful in a front-end 'stack' of tech.
I have 'learned' HTML over many many years. always with CSS/JS and applying to real things. try making a website of your favourite stuff or checkout freecodecamp.org for learning and ideas.
Another idea around this is to provide info about backoff/spacing of requests in the response when a throttle response is received or baked into the regular responses: high-throughput APIs can benefit from this so the clients can retry/backoff based on the server when throttling is met instead of having the client randomly decide or have a sense of 'room left'. It would mean developers would need to follow it for it to work nicely, which is less likely at this point and so it's probably not a great benefit to adjust the API now (would have been good at the beginning). I hope that most tools backoff reasonably when met with throttle responses.
Your tools should already have a sense of hitting the rate limit if you know the limit + key used though:
> Each user can make up to 100 individual requests per minute across all of their keys
From https://www.torn.com/api.html#
so it is already possible to track the usage from the clients' side anyways.
Are you using any plugins/extensions like TornTools or very old browser? Are there any errors in the console? You can open the 'console' in a browser to see errors (google for how for your browser). Do you see anything about browser checking or does "stuck trying to load" mean they are blank?
What kinds of things happen instead? Is it a completely blank screen on certain pages? Which pages are they? Would you be able to take screenshots of what happens?
On https://www.torn.com/contact/ (when logged out) there is a way to contact staff without making a new account. Since you have a new account now, that would be considered two accounts.
Please contact a staff member to see about your account there, and let them know that you have this new one now as well.
interesting, someone recently called me out looking for drama based on my activity being so high, and I also use firefox. I wonder if the browser introduced something that keeps tabs/pages alive despite computer soft sleep.
It's got an easy work around, but could be a matter of adjusting a z-axis/index for the items to 'prefer' them over the sidebar. Then you tap twice to use the sidebar since the first tap is to get the item.
I have no idea how this thing is implemented but there seems to be layering, and it may be easy to reverse it here for the tap event if effort wants to be spent on it.
must you complete the mission with exactly one attempt? unless it says so, you can have more attempts. some missions require it to be one attempt, and your report doesn't specify if this is the case :)
I don't think you'd fail the mission but it would just not be completed yet, and then you can attack the same player twice, once with each weapon.