During the war, there was a lot of confusion among newer players about what the distraction level means and whether everyone sees the same distraction level at the same time. I made this gif to show what it would look like if you could simultaneously look over the shoulders of 4 players who were all rotating perfectly in a group attack:
If you're reusing this, you'll have to make your own page about energy stacking, faction item use expectations, and hit count requirements based on chain size, since that's all faction-specific. I've left out our page on that from this post.
I know some folks who have been struggling with the usual guides, and typing this out in excruciating detail helped them open their first chests. Apologies if this is redundant across other guides; I searched around but didn't see another thread with examples of how to apply the algorithm in practice.
When a digit in your guess is in the same position as it appears in the combo (position meaning first, second, or third digit), it turns green
When you guess a digit from the combo in the wrong position, it turns orange. So you've learned that that digit does appear somewhere in the combo, and it does not appear in the position where you guessed it.
When you guess a digit that does not appear anywhere in the combo, it turns red.
The "for dummies" version: This procedure gives you a 100% chance of winning on slightly over 2/3 of all possible chest combos, and 50/50 odds of winning on the remaining 1/3 of possible combos. If that's not good enough for you, see below for a more complex but more reliable technique.
Your first guess is always 123. Your second guess is always 456. Your third guess is always* 789.
Write down what you learn from these guesses, and you can almost always guess the correct combo on your fourth try. Sometimes you'll have a 50/50 chance to guess the combo on your 4th try, but that's still pretty good.
* If you want to increase your odds of winning the chest from roughly 83% to roughly 98%, use BiggestD's third step of the algorithm, explained below. It only changes things when you've seen no green in your first or second guess.
Let's follow this procedure for several possible combos to see how it works. Images show how you can narrow down the possibilities for each digit as you go -- ignore them if they're confusing.
combo: 679 First, guess 123.
All digits will be red. No digit of the combo is 1, 2, or 3.[image: i.imgur.com]
Second, guess 456.
4 and 5 will be red, because there's no 4 or 5 anywhere in the combo. 6 will be orange, because it appears in the combo as the first digit but you guessed it as the third digit.
You have learned that the combo has a 6 as its first or second digit. If 6 was the third digit, it would have been green instead of orange.
8 is red because there is no 8 in the combo. 7 is orange, because you guessed it as the first digit but it's actually the second digit. 9 will be green, because you guessed it as the third digit and it's actually the third digit.
From the orange, you have learned that the second or third digit is 7.
From the green, you have learned that the third digit is 9.
Based on what you've learned, the only possible third digit is 9. Since 7 can be the second or third but the third has to be 9, 7 has to be the second. Since 6 can be the first or second digit and the second has to be 7, 6 is the first digit. Now you know the combo without a doubt: 679.
combo: 914 First, guess 123.
1 will be orange because it appears in the combo in the second position, but you guessed it in the first position. 2 and 3 will be red because they do not appear anywhere in the combo.
You have learned that the combo has a 1 as its second or third digit.
4 will be orange because it appears in the combo in the third position, but you guessed it in the first position. 5 and 6 will be red because they do not appear anywhere in the combo.
You have learned that the combo has a 4 as its second or third digit.
7 and 8 will be red because they appear nowhere in the combo. 9 will be orange because it appears in the combo at the first position, but you guessed it in the third position.
You have learned that the combo has a 9 as its first or second digit.
Based on what you've learned, the only possible first digit for the answer is a 9.
The second and third digit are a 1 and a 4, but you don't know their order. So you have a 50/50 chance to guess the combination right: It's either 914 or 941.
combo: 435 First, guess 123.
1 and 2 will be red, because they are not anywhere in the correct combo. 3 will be orange, because you guessed it in the third position but it's actually in the second position.
You have learned that the combo has a 3 in its first or second position. If there was no 3, it would have been red. If the 3 was in the third position, it would have been green.
4 will be green, because you guessed it in the first position and it appears in the first position in the combo. 5 will be orange, because you guessed it in the second position but it appears in the third position in the combo. 6 will be red because it appears nowhere in the combo.
You have learned that 5 must be the first or third digit of the combo.
You don't have to guess 789 now, because you already know everything you need. You know that the first digit has to be 4. You know that 5 has to be the first or third digit, and it can't be the first, so it has to be the third. You know that 3 has to be the first or second digit, and it can't be the first because that's 4, so 3 has to be the second. So you know that the combo is 435.
combo: 256 First, guess 123.
1 and 3 will be red, because they appear nowhere in the combo. You guessed 2 in the second position and it appears in the first position in the combo, so 2 will be orange.
You have learned that 2 must be the first or third digit of the combo.
4 will be red, because it appears nowhere in the combo. 5 and 6 will be green, because both appear in the combo in the positions where you guessed them.
You don't have to guess 789 because you've already found all 3 digits. You know that the second and third are 5 and 6 because they were both green in your second guess, and you know the remaining digit is a 2, so you can correctly guess 256.
combo: 813 First, guess 123.
[background color=var(--bbc-body-bg-color)]2 will be red because there is no 2 in the combo. 3 will be green, because the third digit of your guess and the third digit of the combo are both 3. 1 will be orange, because you guessed it as the first digit but it's actually the second digit of the combo.[/background]
You have learned that the third digit is 3, and the second or third digit is 1. But since you already know the third for certain, 1 has to be the second.
7 and 9 will be red because they are not in the correct combo. 8 will be orange because you guessed it in the second position but it's actually in the first position.
You have learned that the first or third digit is 8. If 8 was the second digit, it would have been green instead of orange.
Now you know that the second and third digits are 1 and 3 respectively from your first guess, so there's only one spot for that 8 to go, and you can unlock the chest with the code 813.
Now, let's try a real chest!
First, guess 123.
1 and 2 are red, so they appear nowhere in the combo. 3 is orange, so it appears as the first or second digit of the combo, but not the third where we guessed it.
7 is orange, so it must be the second or third digit of the combo -- if it was the first, it would be green, and if it was absent from the combo, it would be red. 8 and 9 are red, so they are not in the combo.
We know the first digit of the combo is a 4, because it was green. We have only 1 possibility for the third digit, a 7. And we know there's a 3 in the combo that's the first or second, and it can't be the first because that's definitely a 4, so the second digit is 3. Put it all together, and open the chest! [image: i.imgur.com]
Mnemonic: someone is in/under whatever they're inundated by.
Example: Jigsarnak's inbox is inundated with speedos! Whenever he complains that he has too many, his faction sends him more. [image: swimgearstore.com]
Salary 15x best work stat by default, or negotiable. We fluctuate between 9 and 10 stars at the moment with the long term goal of stabilizing at 10.
Rehab regularly to minimize impact of addiction on your effectiveness. (always rehab one less than the max it offers you, or you'll waste a lot of $$$ over time!)
Trains are free, 2 trains every 3 days.
Send me a mail or apply directly at https://www.torn.com/joblist.php#/p=corpinfo&userID=2696490.
Salary 15x best work stat by default, or negotiable. We fluctuate between 9 and 10 stars at the moment with the long term goal of stabilizing at 10.
Rehab regularly to minimize impact of addiction on your effectiveness. (always rehab one less than the max it offers you, or you'll waste a lot of $$$ over time!)
Trains are free, 2 trains every 3 days.
Send me a mail or apply directly at https://www.torn.com/joblist.php#/p=corpinfo&userID=2696490.
how long ought one wait between sending the xan with HH message and accessing director stuff? I assume some script needs a minute to check your notifs?
Hi! It sounds like our recruitment post may have been confusing to you. The "5m" is our faction's total respect. Every faction has some amount of total respect, whether or not they ever enlist in ranked wars.
As an applicant, you should consider the total respect of the factions that you're applying to because it gives you an idea of how many perks the faction is able to buy for its members. This thread can help you explore the faction perk mechanics if you're unfamiliar with them: https://www.torn.com/forums.php#/p=threads&t=15995252
You can look up how much respect any faction has on the faction info page, but we include it in our recruitment materials to make it easier for applicants who want to size us up at a glance. That 5,107,882 in the corner of our info is the faction's total respect, as shown:
War payouts vary per war. Total payout depends on the sale value of the war's caches, and individual payout differences between members reflect quality of participation and following orders. Hits are one factor in our payouts, but since wars sometimes only last for a couple hours at times that are in the middle of the night for our international members, payouts also consider other contributions to the faction as well.
The chat enhancements that I was hoping might come with 2.0 are:
* messages typed but not sent persist and update in their compose box across all tabs. Often I'll fact-check something I'm about to say in a different tab before hitting send, and then I have to figure out which of my many tabs is the only one with my draft message
* minimizing/maximizing a chat window in one tab does not open it in every tab and browser where I have Torn open. Or a setting to let me make it do this?
I'm not sure if these are planned but broken, not planned, or rejected for being too hard or against what other players desire, though.
Thank you for all your hard work in trying to improve the game, even though it's been pretty frustrating to deal with chat weirdness on top of the usual "fun" of Halloween instability.
I can load the message landing page. I have a recent message from my faction leader, and it shows a snippet of the message text when I mouse over the message title. However, every time I try to read that one particular message, I get a 550. It automatically reloads itself, to the same 550.
It's not the longest chain in Torn, nor the fastest to 25k, but we exceeded our 10k goal!
This chain is a little unique due to the flat spot just before 120 hours. Torn's lag spikes in the late morning of the 23rd caused attack timeouts that killed the chain! Our amazing chain watchers worked with staff to have the situation reviewed, and ultimately the chain was reinstated. It's a testament to our chainers' patience and dedication that they stuck with it, attempting enough attacks to make it obvious to staff that the chain's death was a game issue and not our own inactivity, despite such challenging server conditions.
The news ticker message from the chain's death by lag persisted after the chain was restored, which got us a shoutout in the bugs & issues forum: https://www.torn.com/forums.php#/p=threads&f=19&t=16324262&b=0&a=0&start=0&to=23330170
Thank you EE members for accomplishing what used to seem like such an impossible achievement. Thank you Torn staff for collaborating with us to fairly and effectively solve the problem that the server issues caused. And thank you Torn community, for being the social fabric of a world where a chain like this feels challenging enough to be truly proud of.
Daily login, regular rehab. Trains are important to me -- rotational is good, selling some/all to me is good, selling all to a different buyer doesn't work for me. Salary is not currently important to me, and I'm fine with taking $0 to get into a reliable 10* farm with trains available.
My current pub job is nice but I want more e from my JP.
It would be very nice to have an API call to get the information that a user gets when opening the page https://www.torn.com/page.php?sid=factionWarfare#/chains. You get more if you scroll; the api could give more if you paginate. That page indicates that the number of simultaneous active chains right now is more in the dozens than the hundreds, so it suggests that thousands would be an overestimate.