Since the tax system starts in 2025, most goods will be purchased at a lower price (except those announced as normal), if you don’t mind trading again, thank you and have a nice day
(Flowers/Plush Toys/Beer (only +1nerve)/Candy +25happiness)100% price ps. Some activities will not be 100% priced at yata (for example: Museum Day, Halloween, Christmas, Travel Festival, etc.) In addition, there is a complete set of purchase ~ the price is not certain ~ If you need to sell beer, candy and other commodities ~ welcome to inquire, I am open for any business, thank you! Not interested in decorations/clothes cache boxes TCT 16:00-24:00 is bedtime ~ Of course, if I have a bright green sign, I can ask if it can be traded 24:00-11:00 is working hours and transactions may not be on time ~ please continue to travel (Will try to confirm within 6 hours trading time) 04:10-04:40 It’s lunch time ~ can be traded 12:00-16:00 is the best trading time
Sunday is a holiday and trading hours are uncertain. 04:00~08:00 Working, unable to process transactions The rest of the time is basically fine
As a trader, I have seen the decline of almost all overseas goods decreasing over the years. Business are no longer as lucrative as they were before.
So what does territory reset has to do with trading/points?
The excess of plushies/flowers (P&F) can be revalued at higher prices.
With more people purchasing the necessary temporary weapons for territorial war, supply for P&F will be lower, which will increase in demand.
Any other reasons?
One obvious reason would be there will be an opportunity for medium/large sized factions to gain a chance at holding territories.
Even sector 7 would be a good experience for factions to have a chance to fight for a shot on the map. Although the HOF faction would probably take them, at least you will see very high activity back in TORN.
Change proposal for territories 2.0 As per response from my previous suggestion for territory reset, Ched wants to discourage fake wars and diplomacy in territories. Territories mechanics are similar to some games that I enjoy that have similar ways to encourage real warring instead of diplomacy. (these games are three kingdom strategy games) Therefore I have some proposals that I would like to suggest for territory gameplay changes. One major issue with current territorial warfare is its excessive duration. A single territorial war takes nearly a day, with a three day cooldown which is far too inifficient. Faster paced fights will encourage more fighting over diplomacy. I will also want to suggest the following mechanics to be implemented in some form:
1.Territory is reset annually on TORN Day. Human warfare is a process of civilizational advancement; this is an unchanging truth. The skill lies in coordinating all alliances.
Suggestion for new merit:
Territory King one territory is picked for contest, whoever is in control of the territory on the day before TORN day receives a special merit.
the territory should be open to all and any contestants to entice competition.
2.Expand territory
We all know that there are more players than ever before (the number of people online at the same time has reached 100K). It is recommended to increase the territory and change it to level 1-10 territory to give more players the opportunity to participate in territory wars.
3.Faction Alliance System
Factions can form alliances so that when nearby territories under the same alliance are attacked they can help defend. This allows multiple factions to participate in a single territory war. Some ideas for this system: Alliance levels- higher levels allow for more alliances Disbanding alliances does not need consent, you can null an ally faction and attack them directly. When three factions are attacking the same territory and wins, onership goes to the highest contributing faction (A faction can have up to 5 allies. Only allies can participate in territorial wars, and a territory can have up to 6 faction wars)
4. Accelerate the progress of the war
Suggestions: Territory value and health are reduced. Originally, even if all members participated in a territory war, it would take nearly 1 day. It is recommended to shorten it to 8-24 hours. Sometimes a quick attack is also a strategy
This is the best strategy game I have ever played. Territory needs to be occupied piece by piece. It is very enjoyable to fight with more people at key points.
So far, points have continued to decline at a slow but steady rate. In response, I’ve decided to write another proposal. I still believe that a yearly territory reset would be ideal. Territory wars often lead to spikes in overseas item prices — and that, in turn, could help increase the value of points. To address this issue, and in response to Chedburn, I’ve also thought of some adjustments to how territory wars could work.
Both sides start with 2000 HP. War duration: 3 days. The battlefield consists of 20 tiles. Capturing a tile costs 25E. One attack can be launched every 5 minutes (no energy consumed).
Among the 20 tiles, 4 are "Gates" (each attack reduces 20 HP), and 16 are "Walls" (each attack reduces 10 HP).
Gate locations are random and can only be identified after being attacked. After a successful capture, the territory enters a 3-day protection period.
2 New Faction Alliance Skill
Level 1 allows for 1 allied faction, up to Level 5 (maximum of 5 allied factions).
Alliance Function: When your territory is under attack or launching an attack, allied factions located nearby can assist with attacks or captures, adding both strategic depth and excitement.
This is especially useful for Sector 7 territories, which are the most vulnerable. Factions without territory can form alliances (up to 5) to coordinate joint assaults.
3.Add Foreign Goods
Proposed item effects:
Recover an additional 2.0% HP per tick
Passively increase speed by 10%
Passively increase strength by 10%
Passively increase agility by 10%
Passively increase defense by 10%
Increase all attack damage by 5%
Double damage dealt to territories HP
These item can be used from the inventory after a successful territory capture. It affects the area within a 1-tile radius of the captured territory
Duration: 1 hour
Adding such an item could reduce player dependence on flowers and plushies, thereby increasing the value of Points.
In summary, resetting territory control is not only a potential solution to the stagnating Points market, but also a way for new players and travelers to gain better profit opportunities, encouraging them to stay longer and remain active in Torn. This forms a healthy and sustainable gameplay loop.
In the future, I also plan to write a detailed proposal specifically for new players. More newcomers = larger market = increase in subscriber players, and this has always been one of our key hopes for the game's development. With fresh players constantly joining and staying engaged, Torn can evolve into a more stable, prosperous, and enduring game world.
Can be set to reset the territory every year when Torn is established main purpose 1. The problem of excess flowers/plush toys can be slightly improved At least for a while, the supply of flowers/stuffed toys will be reduced due to territorial wars. thereby raising prices 2. Let some factions who want to play territorial war better understand how to use occupation tactics
Because we are a weekly RW faction~last week was a coordination battle and it ended on Tuesday RW And he put the stolen funds in stocks~ I think the main reason why he went online just one week ago
He will probably stay for more than a year. If he has no faction/company conditions, I can keep him in the hospital. I just hope he doesn't harm other players.
I wouldn't say I'm an expert, but I think the main reason people get tired of territory wars is the long duration and lack of reward (compared to Realm Wars).
It would be much more interesting if multiple factions could attack a single territory, which would require an alliance system.
Currently, the alliance system's functionality isn't very clear.
I know TORN is unique, which is why I like it so much! That's why I have some suggestions. They don't necessarily have to be implemented, just to let Chedburn know there's a way.
Perhaps because I come from an Asian country, the games I play are different from those in the UK or Europe. Please forgive me, and thank you for your feedback.(,,・ω・,,)
I haven't participated, but it's immediately clear how this territory war mechanism works, highlighting its strengths and weaknesses.
Currently, the main issue is the excessively long war duration. Furthermore, players often use cooldown periods to avoid feigned battles. The primary reason for this is the 1v1 nature of the game; if multiple factions were fighting one faction, the outcome would be uncertain.
Do you think that in the six months or so since then, all the territories occupied in the past have changed hands? I think not.
Change proposal for territories 2.0 As per response from my previous suggestion for territory reset, Ched wants to discourage fake wars and diplomacy in territories. Territories mechanics are similar to some games that I enjoy that have similar ways to encourage real warring instead of diplomacy. (these games are three kingdom strategy games) Therefore I have some proposals that I would like to suggest for territory gameplay changes. One major issue with current territorial warfare is its excessive duration. A single territorial war takes nearly a day, with a three day cooldown which is far too inifficient. Faster paced fights will encourage more fighting over diplomacy. I will also want to suggest the following mechanics to be implemented in some form:
1.Territory is reset annually on TORN Day. Human warfare is a process of civilizational advancement; this is an unchanging truth. The skill lies in coordinating all alliances.
Suggestion for new merit:
Territory King one territory is picked for contest, whoever is in control of the territory on the day before TORN day receives a special merit.
the territory should be open to all and any contestants to entice competition.
2.Expand territory
We all know that there are more players than ever before (the number of people online at the same time has reached 100K). It is recommended to increase the territory and change it to level 1-10 territory to give more players the opportunity to participate in territory wars.
3.Faction Alliance System
Factions can form alliances so that when nearby territories under the same alliance are attacked they can help defend. This allows multiple factions to participate in a single territory war. Some ideas for this system: Alliance levels- higher levels allow for more alliances Disbanding alliances does not need consent, you can null an ally faction and attack them directly. When three factions are attacking the same territory and wins, onership goes to the highest contributing faction (A faction can have up to 5 allies. Only allies can participate in territorial wars, and a territory can have up to 6 faction wars)
4. Accelerate the progress of the war
Suggestions: Territory value and health are reduced. Originally, even if all members participated in a territory war, it would take nearly 1 day. It is recommended to shorten it to 8-24 hours. Sometimes a quick attack is also a strategy
This is the best strategy game I have ever played. Territory needs to be occupied piece by piece. It is very enjoyable to fight with more people at key points.
If you want to deal with fake walls, only PVE, but obviously no one likes this because everyone only needs to play their own territory and will not face real enemies, so the fake wall problem is solved.
Did you see that RW doesn't give points but the actual points are still slowly falling?
I think they use less points than travelers because they only buy a few fixed items when they travel. They will never buy strange items like the nodding turtle.
Assuming that the items needed for the territorial war are produced overseas, there will be an additional option. You can spread out the purchase quantity. The quantity is reduced, and the points will naturally be higher. As long as the points are high, the overall price will also increase. This is a supply and demand issue.
So far, points have continued to decline at a slow but steady rate. In response, I’ve decided to write another proposal. I still believe that a yearly territory reset would be ideal. Territory wars often lead to spikes in overseas item prices — and that, in turn, could help increase the value of points. To address this issue, and in response to Chedburn, I’ve also thought of some adjustments to how territory wars could work.
Both sides start with 2000 HP. War duration: 3 days. The battlefield consists of 20 tiles. Capturing a tile costs 25E. One attack can be launched every 5 minutes (no energy consumed).
Among the 20 tiles, 4 are "Gates" (each attack reduces 20 HP), and 16 are "Walls" (each attack reduces 10 HP).
Gate locations are random and can only be identified after being attacked. After a successful capture, the territory enters a 3-day protection period.
2 New Faction Alliance Skill
Level 1 allows for 1 allied faction, up to Level 5 (maximum of 5 allied factions).
Alliance Function: When your territory is under attack or launching an attack, allied factions located nearby can assist with attacks or captures, adding both strategic depth and excitement.
This is especially useful for Sector 7 territories, which are the most vulnerable. Factions without territory can form alliances (up to 5) to coordinate joint assaults.
3.Add Foreign Goods
Proposed item effects:
Recover an additional 2.0% HP per tick
Passively increase speed by 10%
Passively increase strength by 10%
Passively increase agility by 10%
Passively increase defense by 10%
Increase all attack damage by 5%
Double damage dealt to territories HP
These item can be used from the inventory after a successful territory capture. It affects the area within a 1-tile radius of the captured territory
Duration: 1 hour
Adding such an item could reduce player dependence on flowers and plushies, thereby increasing the value of Points.
In summary, resetting territory control is not only a potential solution to the stagnating Points market, but also a way for new players and travelers to gain better profit opportunities, encouraging them to stay longer and remain active in Torn. This forms a healthy and sustainable gameplay loop.
In the future, I also plan to write a detailed proposal specifically for new players. More newcomers = larger market = increase in subscriber players, and this has always been one of our key hopes for the game's development. With fresh players constantly joining and staying engaged, Torn can evolve into a more stable, prosperous, and enduring game world.
This game has OC2.0. Crime 2.0, why not let it have Territory 2.0? Sometimes change is not necessarily a bad thing ~ it will add some fun We need some fun to be more interested in playing and more willing to spend money to buy Blue Star membership. When a game becomes unchanged, it loses its game attractiveness. This is the same for many games.