Anyone who's moved over to Crimes 2.0 has the same questions:
When is rush hour on the Subway?
How long does it last?
Why did it reach 100% on Tuesday and less since?
The answers appear to be simple. The % shown is linearly related to the number of Torn users online in the last hour.
Approximately 14,600 people are needed online in an hour for 100%. At the other end it would drop to 0% at 9000 people, but there might be a lower cap. If you've seen it hit zero, do let me know.
Should everything be as complicated as the tides? Is there an extra secret Ched factor? We'll find out.
An actual bug related to this - the icon (and success chance on mouseover) still shows on the crimes home page next to the search for cash heading, even though subway is unavailable due to DB when viewing the category.
I’d argue the icon for subway should be greyed out if unavailable.
Okay, so let’s make it clear exactly what happened here, because some people still seem to think TRM were deliberately shitty.
1. The guy (who was relatively new) had made 0 hits in 4 days across 2 chains. Anyone who does this without a good reason is likely to get kicked.
2. He posts in faction chat (not on discord, where we have a channel exactly for this to make it easy to check) near the end of the second chain saying sorry he’s not been active and donates some points with the instruction to sell them and buy meds when needed.
3. A leader who hasn’t seen the donation message kicks for zero participation after the chain is over. We don’t wait for members to be online at a convenient time before kicking if they have a balance left, but we do give the balances back.
4. The guy posts in the open section of our discord accusing us of stealing the balance before we’d even been asked about it yet. Quote: “why the f**k have I been kicked out the faction the day after I put 30 points in the vault”
5. After several further messages, he’s kicked from the discord for starting drama and being rude.
6. I offer to send him the monetary value of the points within minutes of the ping.
7. He starts this thread.
8. Other members of the open lounge or who see this thread bounty him. These are not members of TRF.
9. He tells me he doesn’t want the money as it will be mugged. I say he can have it any time and the offer is open. If he wants it in the form of an item, I can do that too.
I don’t think it was unreasonable for the lead to kick him in the first place, and they didn’t know about the small donation. If he’d explained the situation calmly and asked to be let back in (if he had a good reason for the absence) or for us to give the points back, we would have without any fuss. He’s the one who needlessly turned it into a drama.
I've also encountered this today. Target: Casino Fuel: 5 x gasoline, 3 x thermite, 1 x oxygen Ignited with a molotov.
I didn't time it with a stopwatch, but by counting it was 20 seconds or less from ignition to 100%. I can't believe it was more than 30s.
EDIT: Now done the castle. Timed at 26 seconds and the honour appeared 2.5s after the damage hit 100%. The casino definitely went faster but didn't trigger it.
This is the entire purpose of the system. It's nearly equivalent to a second-price sealed bid auction. In such an auction, everyone puts in their bid, the winner is the person who bid most, but they only pay the price of the second-highest's bid.
The only proper strategy is for everyone to bid the maximum amount they are willing to pay. Auto-bid ensures that the person who is willing to pay most wins, but by paying the least amount possible - just slightly more than anyone else was willing to. Notably, ebay works the exact same way.
The only way to manipulate it would be to know what someone else's top bid is, bid that amount less one dollar, and force them to pay their maximum. Hence, showing the max bid would be inefficient. You can guess, but you might end up paying more than you wanted to instead.
I also have this issue. Started today, torn app on iOS. See below.
The subway one has been there for over a week. One appeared on junkyard that I got in a small number of attempts this morning (bike) and the star disappeared afterwards. Another reappeared later in the day.
I think I’ve sunk 300-400 nerve into the subway one over the last week with no result, which makes me think it’s the phantom one. Frustrating if it’s a waste of nerve. [background color=var(--bbc-body-bg-color)] [/background]
This might be a bug, or it might be that the definition of the stat is unclear.
A little while earlier today, my notoriety % for the 6 areas was 69,59,48,47,68 and 20. The average in the stats was stated at 44.96 A faction member had 0,0,17,8,41,12,13 with a stats average of 17.34
In neither of these cases is the average notoriety the arithmetic, geometric or harmonic mean.
My next thought was that it may be the all-time time-averaged notoriety, but this doesn't makes much sense as a stat and is quickly disproved. Mine didn't change in 15 minutes, even with decay and then doing a crime, and a different faction member's % dropped after doing 8 attempts and increasing their individual shop notoriety (see below).
The thought occurred to me just now as I went to refill my nerve and find I've already used my point refill for the day - why isn't there an equivalent item to the FHC for nerve? Kudos to you for beating me to the suggestion.
So I've been logging this for every level since I started. At first I thought the number of successes needed increased linearly with each skill level (with some randomness caused by the random variation in skill gain per success).
But then I plotted it and it's not quite so simple. It looks like there are points where the rate of the increase per level changes. I've crudely eyeballed these to be 40 skill and 70 skill.
Critical fails lose skill and unique finds give extra, so these need to be accounted for. I've found that allocating a penalty of negative 10 successes fits quite well. The only place it doesn't is where I had 4 fails in one level (searching the beach for the cemetery key) and the successive fails had a much smaller impact - this data point is excluded. I've not made any correction for unique finds yet, but I think those are the outliers below the line. See my data as of last night below.
I highly suspect that it doesn’t affect your CE 1.0 score directly at all.
If I were implementing the change, I’d do something like the following:
Fix a CE 1.0 score at the point you switch to 2.0
Track a separate CE 2.0 score that is only affected by crimes 2.0
Use a set conversion factor between the two whenever something requires both to be added together, e.g. faction OCs or if old CE affects the success of new crimes
I suspect that the lowest your total CE could possibly go is if you had so many critical fails that your skill level in 2.0 went back to 0.00. In this case you’d have the exact same CE as when you switched.
We don’t know the conversion from new crime CE to old crime CE yet.
It does appear (for search for cash) that one critical fail is worth about 10 successes. This means the fraction of a level that you lose becomes smaller as your skill increases, but is still the same penalty in absolute terms.
Critical fails appear to be worth roughly (negative) 10 successes. This makes a single fail a smaller % of a level the higher the level is, and quite quickly not a full level loss. But, without a buffer, any loss at all would drop you down from 100.
An actual bug related to this - the icon (and success chance on mouseover) still shows on the crimes home page next to the search for cash heading, even though subway is unavailable due to DB when viewing the category.
I’d argue the icon for subway should be greyed out if unavailable.
Can you show me data that directly contradicts it? There’s a small amount of noise but I’ve continued collecting and every point I have fits the line.
The discussion you’ve linked talks about current active users. That was my first thought but it definitely doesn’t correlate with that. Note that I am using the online in the last hour hour figure, not the current online figure.
Anyone who's moved over to Crimes 2.0 has the same questions:
When is rush hour on the Subway?
How long does it last?
Why did it reach 100% on Tuesday and less since?
The answers appear to be simple. The % shown is linearly related to the number of Torn users online in the last hour.
Approximately 14,600 people are needed online in an hour for 100%. At the other end it would drop to 0% at 9000 people, but there might be a lower cap. If you've seen it hit zero, do let me know.
Should everything be as complicated as the tides? Is there an extra secret Ched factor? We'll find out.
This doesn't solve the problem - it just changes it to a different one.
What you've done is accidentally created something similar to the old revive system where the faction who can drop unlimited money compared to the other has a better chance. It's completely feasible for a rich faction to continue paying 1m bounties every 15-20 minutes for a few players. 75-100m per save player per 24h of activity is not a big number to some factions, but it's a very big number to others.