R+
Should get a keepsake as the most unfortunate random player.
Knirt [3033570] Level 84 Whitenoise WN TV repairman repairman
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R+
Should get a keepsake as the most unfortunate random player.
It's 100.275 damage actually.
I won't be giving my ID to a website just to talk about a video game. Most of my email addresses are over 20 years old. If my credit card information isn't good enough if I actually see something worth buying, f**kk off.
I don't understand how so many people are completely fine with social media knowing literally everything about them. Your not a user, your not a customer, your the product. People need to wake the f**kk up.
Are these posts just part of a NST advertising campaign?
I have heard unconfirmed rumors that it is a random loot in Christmas town but nothing verified and never seen a ss of it unlocked.
I'd like a "miss your flight" ability somehow.
It looks like you fly somewhere for say 10 minutes. But your still in Torn. Your actions for that 10 minutes would be the same as if you were really flying so it's not too op.
Yeah if someone gives you their stuff because your friends it's bad.
but if you convince an idiot to do it it's fine.
Your fights are fast I assume most of the time. Considering your primary mitigation is armor clothing or psf makes sense.
But a furniture store gives 25% to strength. With that rifle it would be considerable I would think, 25% to base and then those modifiers. Also it gives 3 E for jp. The other perks are less cool but when you need to kill fast like in a mug, hard to say no to more damage.
Big AL doesn't sell everything. Some are sold overseas at different places. Best to buy a crap one from item market of whatever type needed and have a faction mate buy it when your done.
Too funny. Tank your rep and don't even get the money lol.
If this is to level weapons or hit body parts you need to do damage. Not sure what your looking for.
Some cool ideas here.
Also Some ideas that could be spun into different events. The devs clearly like the chaos style we have here but some of the bracket ideas could become another event at another point of the year.
I do really like the round table idea where you can only receive or remove tickets from 2 teams PranklinFierce posted. Not sure if it would be too different from what we have to be called elimination when looking at its current form. Just think of the push ticks when several teams are very down in tickets. Would be much harder to 0 a team but there could be a few in low triple digits swapping lives lost. Also as the table shrank there could be real disparity in tickets when people get a new neighbor. Ideally every seat would move randomly each time a team was eliminated. You wouldn't know who you would be against as the event progressed.
This year is more fun than last year for me. I understand more this time and our team has a good vibe to it overall.
Like many things in Torn there is a lot more nuance to it than one might see at a glance. That said, it's fairly clear when a team is doomed. With few exceptions once your team is the focus there's only so much you can do. To survive or not rests on command decisions by leadership of various teams as well as the proper execution by its members.
My ideas won't change this. Torn has a long history of politics. Many wish it didn't result in such stagnation in several areas of the game but removing it would be nearly impossible even if the devs thought it was a good idea. A large community inevitably forms clicks and factions.
I do have a couple ideas that might make the event more interesting and engaging. More inviting to players beyond a couple merits and perhaps more fun in general.
First idea is a team chain of sorts.
Not like the faction chains but something to both encourage teams to grow and enemies to break. The numbers likely need tweaking and testing. My numbers here are likely not good.
Chaining:
Each team can chain. This is done by defeating players of other teams. Each win adds 15 seconds to their teams chain. Each defeat removes 5 seconds from the chain. A loss neither adds or removes time.
Every victory adds 1 to the count of the chain. Every second defeat removes 1 from the chain. Every time a team loses life the chain loses 500.
When the chain reaches 10,000 the team receives a 5 E reduction in energy needed to attack. The chain caps at 15,000.
The Underdog and Surpremacy system is primarily to make alliances more tenuous and unstable. Giving an advantage to both ends of the ticket scoring. It won't save the doomed or secure a win but add to the need to continue activity as gaps widen.
Underdog & Surpremacy:
When a team has 25% more tickets than the second highest team they achieve supremacy. This reduces the hospital time of targets defeated and left by 30%. It also reduces Energy needed to attack by 5 E.
When a team has a ticket total less than the median of all other remaining teams by more than 30% they achieve Underdog 1. This reduces E needed to attack by 5. Medical items used are 15% more effective and add 25% less to their medical cool down.
When a team has a ticket total less than 50% of the median of other remaining teams they achieve Underdog 2. Energy used to attack is reduced by 10. Medical items effectiveness is increased 30% and uses 50% less medical cool down.
A team can only have one level of Underdog at a time.
Loot:
This is not intended to fully supply a player to the point they could min max their cool downs or receive more items than they could use. The developers don't seem to desire this event to be profitable. It could use some encouragement to promote participation and engagement by reducing the burden of trying hard.
Each successful attack has a chance to receive a reward in 4 categories.
Drugs. 1 in 10 chance to receive either a Xanax or Vicodin. Yes, I'm sure everyone needs more vicodin...but honestly you know the devs would like this.
Temporary Items. 1 in 25 chance to receive a temporary item. Grenades, HEG, smoke, tear gas, pepper etc. Also with a slightly lower chance to receive a needle and a rare chance to receive a SED. Yes SED is not a temp.
Cans. 1 in 50 chance to receive a energy can of random quality 20, 25, or 30 E.
FHC. 1 in 100 chance to receive a FHC.
I would like an item that reduces medical cool down to drop. Perhaps at a high enough rate that people could stockpile them and create another item coveted by players . This item would be very desirable and likely become a reason for many to participate and try hard. But there is no such item in the game that reduces a cool down so I doubt it would be created. It would lower medical cool down but add to booster cool down. I would make the chance for such an item dropping 1 in 5.
I would like to see the chance to receive loot from each category in every attack. So that one could potentially get more than 1 item. The drop rates are likely not good and need balance but the concept is there.
These ideas are primarily to encourage discussion on ways to make Elimination more engaging and add more strategic diversity into it. The potential stacking of energy reduction for combat and added weight to ticket totals would make alliances more tenuous. Also with the Underdog mechanics a team still couldn't fight off too many teams at once but could definitely complicate what is as now just a matter of time without much hope for the chosen sacrifice.
I don't pretend that these ideas are without flaw or properly balanced. I look forward to comments and other ideas from the community.
How does it go 3 months before not being paid becomes a issue. After say... a week...why keep doing it?
After sports science and blood bags it depends on what you want to do in torn. I jumped around and did everything that helped in combat and stats. But if you want to make flushie sets the museum makes sense, if you want to own a business then the business classes makes sense.
Also grabbing the classes that help crimes makes sense too. Things like cracking rig over clocking or the online store and passive scrapers and phishers for scamming. Most everyone agrees that sports science all and unlocking blood bags is a solid first choice. After that play style can matter.
After you max bank you can buy other blocks with useful dividends to use or sell as stepping stones to save for sym and the other blocks. Unless you log in frequently to day trade dividends is a very solid roi. When you save and earn enough to buy the most profitable block you don't own sell your building blocks and upgrade then repeat.
For example porn pays less weekly than fhc obviously but is also a lot cheaper to buy at the first level. Would make sense to buy it as you save for the fhc block.
They generally get more expensive year after year so the harder you work to get the profitable blocks now the less overall they will cost. The links already posted give a good idea of the most profitable and what order you should choose to own them. Simply buy the most profitable ones you can afford and upgrade as your wealth increases.
28, 8, 28, 35. Will give 2 special gyms allowing the most in your dump stat. Obviously you can have less defense too. Torn tools makes it easy to maintain if you select the gyms on the bottom.

With a dex build you can have elites for dex and ff for speed and str. 3 stats 2 gyms. You can also do defense single stat and ff for strength speed. It doesn't work so good if you try to go strength as primary because you would need speed as your dump stat and that's not good.
A very large amount of money ends up in stocks blocks. As this happens it is effectively removed from circulation and most of the time it's returned in items that are consumed or traded to other players. Often ending up in stocks. Lots of liquid cash is burned in the casino and a good bit in fees for the market and stock trading. Still I think the vast bulk of cash gets invested into long term investments.
Outside the bank most investments that pay in liquid cash takes longer to pay for its self than a good amount of people play the game. It would be interesting to know just how much money is removed from the economy by players who save heavily for a couple years then just stop playing. With oc 2.0 were now adding a good amount of liquid cash into the game. I'm curious how the devs will attempt to remove this. It gives a great deal of cash to longer term players who are less likely to stop playing. This is not good or bad in general but does add to overall growth of liquid capital into the economy. You can see this in several places where the lower end or mid tier items lose value but the top end game items continue to rise as more people see these items within reach. The more advanced players are growing more wealthy. Not just because their rich but because their earnings have increased despite the cash prices falling.
You can still use chat 2.0 you just need to switch back to it.
Ched just auto switched people. Basically auto opt in instead of auto opt out like it was before.
Yes the sound is annoying and bad. In a game with no other sound it being there makes no sense.
Also chat 3.0 makes the game run noticeably slower.
Everyone is honest and upstanding members of this fine city.
Their event timing is poor. Halloween and Christmas make sense because holidays. Just the rest of the year is completely empty other than valentines day.

With gear and faction perks equal most of the time at even power the balance build will win.
But the player who only trained 3 stats will reach any given stat total sooner than the 4 stat player. The 4 stat player will be generally stronger at their power level but the 3 stat player will grow total power faster. A 3 stat build will hit 1b sooner but the 4 stat build will be stronger when they get there.
A 2 stat build is a broken bad idea. It would have problems killing fast enough and at best burn med cd at a very high rate. It would be very difficult to fight at even power much less punch up. You just wouldn't have any way to protect yourself.
Ai is fun to play with. So far I haven't found anything they won't say. They can also be made to behave in drastically different ways. Sure often they still sound like ai but it's not very hard to make them not.
A thing to keep in mind is a llm really doesn't "know" what it's saying. It's just doing a lot of math to find the likely next word given the variables calculated and identified.
An ai doesn't even know what a word is. It knows combinations of letters form correct answers in ways we identify as words. It just knows how to place letters and punctuation in specific orders we identify as communication. It has no idea what a chair is for example it just knows a very large amount of words and how to arrange them when it calculates its response when asked about a chair.