Most reliable player I've dealth with, just don't try scam him tho, he'll check, but you'll for sure receive your pay in case of an genuine OD under insurance
BarthTK: forum
BarthTK [4296174] Level 25 Praetorian Ludus PRAE Novitiate
- Forum posts (Torn's count)
- 8 observed
- Archived posts
- 9
- Threads started (archived)
- 3
Boards
From the 9 newest archived posts.
- General Discussion
- Trading Post
- Questions & Answers
Threads started
- Travel 2.0 Added Capacity. Why Am I Carrying Less? (Are Existing Travel Investments still Worth it?)
- Travel 2.0: Why Are Airstrip Owners Being Penalized? (Turned $10M Suitcase Into a Worse Investment)
- What's the general better patch to follow as a newcomer on City?
Most-liked posts
Likes as archived at fetch time, adjusted for how long each post had been up. Scored posts only; the full score pass runs after the import.
Airstrip Owners: Did Travel 2.0 Actually Improve Travel For You?
After spending some time with Travel 2.0, I'm genuinely curious whether other Airstrip owners feel like they actually benefited from this update.
When the changes were announced, they seemed straightforward: base travel capacity doubled from 5 to 10 slots, while suitcases lost 1 slot. On paper, that sounds like a net gain for travellers, and that's exactly what I expected.
Before Travel 2.0, my setup looked like this:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
With the announced changes, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Expected Total: 28 slots
Instead, after travelling, I discovered my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Actual Total: 23 slots
Not 28.
Not even 24.
23.
So despite a travel update that was presented as an improvement, my carrying capacity actually decreased.
The more I looked into it, the more it seems that Airstrip users effectively received none of the advertised base-capacity increase while still taking the suitcase reduction. If that's how the system is intended to work, then Travel 2.0 didn't just fail to improve travel for some players—it reduced the value of investments that many of us made specifically to improve our travel efficiency.
And that's what concerns me most.
This isn't really about losing a single slot.
It's about the precedent.
There's a difference between rebalancing travel and making previously purchased upgrades less valuable overnight.
Travel has always been one of Torn's most established progression paths. Players spend money on better properties, better travel setups, better suitcases, and faction perks because those investments are supposed to improve efficiency over time. In my case, I purchased a Large Suitcase for over $10m less than a week before the update. Overnight, it went from providing 4 slots to 3, effectively losing 25% of its utility before I had any realistic opportunity to recover that investment.
The concern isn't today's one-slot loss.
The concern is that investments made in good faith under yesterday's rules became less valuable overnight.
I've seen people argue that this was necessary to help newer travellers. Personally, I think increasing accessibility for newer players is a good thing, and I fully support giving them a stronger starting point (since I'm pretty much one of them).
However, I'm not convinced that travel capacity was ever the main obstacle for most new travellers.
A new traveller wasn't buying 100 Xanax per trip.
They weren't filling 24 slots.
They weren't even filling 20 slots.
Most were buying 5.
Or 10.
Or 15.
Their bottleneck wasn't capacity. Their bottleneck was money.
That's why it's difficult for me to understand why improving travel for newer players required reducing the value of existing travel investments.
I've also seen the argument that the reduced flight times compensate for the lost capacity. Faster flights are absolutely a positive change, and I'm not arguing otherwise. The problem is that these benefits aren't directly equivalent. Capacity provides value on every single trip, regardless of when you log in. Reduced flight times only provide their full value if you're available to immediately take advantage of them.
Most travellers are limited by real-life schedules, work, sleep, stock availability, Xanax timing, or simply being offline. A few minutes saved on a flight is useful, but it's not necessarily a direct replacement for carrying fewer items forever.
If Travel 2.0 was meant to improve travel, should some of the players who invested the most into travelling really be ending up with less carrying capacity than they had before?
I'm interested to hear from other travellers, especially Airstrip owners.
What was your capacity before the update?
What is it now?
And do you feel that Travel 2.0 actually made travelling better for you?
I want to raise a concern that I believe affects a significant portion of the travelling community, especially players who invested heavily into maximizing travel capacity.
When Travel 2.0 was announced, we were told that the base travel capacity would increase from 5 to 10 slots, while suitcases would lose 1 slot of capacity.
On paper, that sounded like a net gain for most travellers.
However, after testing the new system, many of us discovered that this is not what happened for players using a Private Island Airstrip.
My travel setup before Travel 2.0 was:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
After Travel 2.0, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Total: 28 slots
Instead, my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Total: 23 slots
So despite the announcement of a base capacity increase, my capacity actually went DOWN from 24 to 23.
That means players who invested in Airstrips received none of the advertised +5 benefit, while also taking the suitcase nerf.
The issue isn't simply losing one travel slot.
The issue is that many of us specifically invested in travel infrastructure because travel is a major gameplay path.
We rent or buy Private Islands with Airstrips.
We purchase Large Suitcases for around $10 million (and I did bought mine less than a week ago, so I didn't had time to retrieve the investment before losing 25% of it's utility).
We join factions that invested respect into travel perks.
All of those investments were made based on how the system worked yesterday.
Today, a Large Suitcase provides 25% less capacity than it did before, and Airstrip users effectively lost the entire benefit of the base-capacity increase.
The explanation that travel times were reduced by around 5% doesn't really address the problem for many active travellers. Most players are limited by real-life schedules, stock availability, work, sleep, and Xanax timing—not by a few minutes shaved off each flight.
A travel-focused player should not log in after a "capacity buff" and discover that their actual carrying capacity has decreased.
I don't believe this was the intended message of Travel 2.0.
If the goal was to improve travel, then players who invested the most into travelling should not be the group that ends up worse off.
I would like the staff to review how Airstrip capacity interacts with the new base capacity and consider one of the following:
- Make Airstrips provide a true +10 capacity on top of the new base value.
- Restore the lost suitcase slot.
- Provide another form of compensation for players who invested heavily into travel capacity.
Travel has always been one of Torn's most iconic progression and economy paths. I hope this can be revisited so that dedicated travellers don't end up feeling punished for investing in it.
If you've been affected by this change as well, I'd be interested to hear your numbers and whether your capacity increased, stayed the same, or actually decreased.
Airstrip Owners: Did Travel 2.0 Actually Improve Travel For You?
After spending some time with Travel 2.0, I'm genuinely curious whether other Airstrip owners feel like they actually benefited from this update.
When the changes were announced, they seemed straightforward: base travel capacity doubled from 5 to 10 slots, while suitcases lost 1 slot. On paper, that sounds like a net gain for travellers, and that's exactly what I expected.
Before Travel 2.0, my setup looked like this:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
With the announced changes, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Expected Total: 28 slots
Instead, after travelling, I discovered my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Actual Total: 23 slots
Not 28.
Not even 24.
23.
So despite a travel update that was presented as an improvement, my carrying capacity actually decreased.
The more I looked into it, the more it seems that Airstrip users effectively received none of the advertised base-capacity increase while still taking the suitcase reduction. If that's how the system is intended to work, then Travel 2.0 didn't just fail to improve travel for some players—it reduced the value of investments that many of us made specifically to improve our travel efficiency.
And that's what concerns me most.
This isn't really about losing a single slot.
It's about the precedent.
There's a difference between rebalancing travel and making previously purchased upgrades less valuable overnight.
Travel has always been one of Torn's most established progression paths. Players spend money on better properties, better travel setups, better suitcases, and faction perks because those investments are supposed to improve efficiency over time. In my case, I purchased a Large Suitcase for over $10m less than a week before the update. Overnight, it went from providing 4 slots to 3, effectively losing 25% of its utility before I had any realistic opportunity to recover that investment.
The concern isn't today's one-slot loss.
The concern is that investments made in good faith under yesterday's rules became less valuable overnight.
I've seen people argue that this was necessary to help newer travellers. Personally, I think increasing accessibility for newer players is a good thing, and I fully support giving them a stronger starting point (since I'm pretty much one of them).
However, I'm not convinced that travel capacity was ever the main obstacle for most new travellers.
A new traveller wasn't buying 100 Xanax per trip.
They weren't filling 24 slots.
They weren't even filling 20 slots.
Most were buying 5.
Or 10.
Or 15.
Their bottleneck wasn't capacity. Their bottleneck was money.
That's why it's difficult for me to understand why improving travel for newer players required reducing the value of existing travel investments.
I've also seen the argument that the reduced flight times compensate for the lost capacity. Faster flights are absolutely a positive change, and I'm not arguing otherwise. The problem is that these benefits aren't directly equivalent. Capacity provides value on every single trip, regardless of when you log in. Reduced flight times only provide their full value if you're available to immediately take advantage of them.
Most travellers are limited by real-life schedules, work, sleep, stock availability, Xanax timing, or simply being offline. A few minutes saved on a flight is useful, but it's not necessarily a direct replacement for carrying fewer items forever.
If Travel 2.0 was meant to improve travel, should some of the players who invested the most into travelling really be ending up with less carrying capacity than they had before?
I'm interested to hear from other travellers, especially Airstrip owners.
What was your capacity before the update?
What is it now?
And do you feel that Travel 2.0 actually made travelling better for you?
Heya, I have some doubts on how to play, think there isn't so much to do at the beginning, or maybe I'm not playing that well.
I think the progression is quite slow, I enter counterfeit some things, sell, go to the gym and that's it, back in a fell hours to repeat, there isn't something I'm losing?
Could you point me the best activities to level up that I'm maybe missing?
And also I don't know how to upgrade my stats (or at least the most effective way), I'm already taking education, got a formal job and do the side activities, would you mind giving me a 101 on a better patch to set foot in the game?
Also I know that is a thing to attack inactive players but I cant find a good way to filter people that left the game and is low level, how to find people to attack?
Recent archived posts
Most reliable player I've dealth with, just don't try scam him tho, he'll check, but you'll for sure receive your pay in case of an genuine OD under insurance
Great trader, made a huge trade and everything went smoth.
He also is open to explain and assure not just a rush and trade mf that we usually deal.
Great and fast trader!
Airstrip Owners: Did Travel 2.0 Actually Improve Travel For You?
After spending some time with Travel 2.0, I'm genuinely curious whether other Airstrip owners feel like they actually benefited from this update.
When the changes were announced, they seemed straightforward: base travel capacity doubled from 5 to 10 slots, while suitcases lost 1 slot. On paper, that sounds like a net gain for travellers, and that's exactly what I expected.
Before Travel 2.0, my setup looked like this:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
With the announced changes, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Expected Total: 28 slots
Instead, after travelling, I discovered my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Actual Total: 23 slots
Not 28.
Not even 24.
23.
So despite a travel update that was presented as an improvement, my carrying capacity actually decreased.
The more I looked into it, the more it seems that Airstrip users effectively received none of the advertised base-capacity increase while still taking the suitcase reduction. If that's how the system is intended to work, then Travel 2.0 didn't just fail to improve travel for some players—it reduced the value of investments that many of us made specifically to improve our travel efficiency.
And that's what concerns me most.
This isn't really about losing a single slot.
It's about the precedent.
There's a difference between rebalancing travel and making previously purchased upgrades less valuable overnight.
Travel has always been one of Torn's most established progression paths. Players spend money on better properties, better travel setups, better suitcases, and faction perks because those investments are supposed to improve efficiency over time. In my case, I purchased a Large Suitcase for over $10m less than a week before the update. Overnight, it went from providing 4 slots to 3, effectively losing 25% of its utility before I had any realistic opportunity to recover that investment.
The concern isn't today's one-slot loss.
The concern is that investments made in good faith under yesterday's rules became less valuable overnight.
I've seen people argue that this was necessary to help newer travellers. Personally, I think increasing accessibility for newer players is a good thing, and I fully support giving them a stronger starting point (since I'm pretty much one of them).
However, I'm not convinced that travel capacity was ever the main obstacle for most new travellers.
A new traveller wasn't buying 100 Xanax per trip.
They weren't filling 24 slots.
They weren't even filling 20 slots.
Most were buying 5.
Or 10.
Or 15.
Their bottleneck wasn't capacity. Their bottleneck was money.
That's why it's difficult for me to understand why improving travel for newer players required reducing the value of existing travel investments.
I've also seen the argument that the reduced flight times compensate for the lost capacity. Faster flights are absolutely a positive change, and I'm not arguing otherwise. The problem is that these benefits aren't directly equivalent. Capacity provides value on every single trip, regardless of when you log in. Reduced flight times only provide their full value if you're available to immediately take advantage of them.
Most travellers are limited by real-life schedules, work, sleep, stock availability, Xanax timing, or simply being offline. A few minutes saved on a flight is useful, but it's not necessarily a direct replacement for carrying fewer items forever.
If Travel 2.0 was meant to improve travel, should some of the players who invested the most into travelling really be ending up with less carrying capacity than they had before?
I'm interested to hear from other travellers, especially Airstrip owners.
What was your capacity before the update?
What is it now?
And do you feel that Travel 2.0 actually made travelling better for you?
You're not often apraised by your logic are you?
Prices will not go up, and if they go will be irrisory, the even more casual players always sells good for the lowest ammount possible so they can see cash and that`s it, look at torn exchange, weaver or any item search engine, the 5 more itens for the basic flight will make up for the ones everyone who by rent or buy got an PI, so prices might keep going down even more, then we who invested resources to upgrade efficiency got shit with this update.
I know it's a lot of text, but did you read everything I said? I doesn't really matter. Unless you make torn a Full-time Job, and have alarms ringing each seccond before some stage of the fly occurs, we will not have any benefit, for example I have in fact alarms for when I arrive, but after that I'll deal with torn as soon as time appears, cause I already have a full time job, a family and shit to deal, thus flying efficiency was a life saver, even with less trips it didn't hold me that much behind. So, for us regular player not the dorks with spreadsheets, people who like the game but don't make this a seccond job, and invest time to get in-game currency and think it's a trustable way ahead with no nerfs each tome a mod think is due, what happens to us? People that actually play the game to have fun, who join wars, who do more than just fly in and outbound to profit as much as possible? Every two monts worth of trips we get 1 extra? And in the meantime, how much did we actually lost? Like I said, the suitcase I just bought just lost 25% of it`s capacity, and I did get shit in return.
Why are some guys so desperate to advocate to the one with the hammer that hit us?
Also a lot of people already replied you about how this will not turn out equivalent to what we lost like Avery and GarethJewel so i'l not repeat this.
Airstrip Owners: Did Travel 2.0 Actually Improve Travel For You?
After spending some time with Travel 2.0, I'm genuinely curious whether other Airstrip owners feel like they actually benefited from this update.
When the changes were announced, they seemed straightforward: base travel capacity doubled from 5 to 10 slots, while suitcases lost 1 slot. On paper, that sounds like a net gain for travellers, and that's exactly what I expected.
Before Travel 2.0, my setup looked like this:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
With the announced changes, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Expected Total: 28 slots
Instead, after travelling, I discovered my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Actual Total: 23 slots
Not 28.
Not even 24.
23.
So despite a travel update that was presented as an improvement, my carrying capacity actually decreased.
The more I looked into it, the more it seems that Airstrip users effectively received none of the advertised base-capacity increase while still taking the suitcase reduction. If that's how the system is intended to work, then Travel 2.0 didn't just fail to improve travel for some players—it reduced the value of investments that many of us made specifically to improve our travel efficiency.
And that's what concerns me most.
This isn't really about losing a single slot.
It's about the precedent.
There's a difference between rebalancing travel and making previously purchased upgrades less valuable overnight.
Travel has always been one of Torn's most established progression paths. Players spend money on better properties, better travel setups, better suitcases, and faction perks because those investments are supposed to improve efficiency over time. In my case, I purchased a Large Suitcase for over $10m less than a week before the update. Overnight, it went from providing 4 slots to 3, effectively losing 25% of its utility before I had any realistic opportunity to recover that investment.
The concern isn't today's one-slot loss.
The concern is that investments made in good faith under yesterday's rules became less valuable overnight.
I've seen people argue that this was necessary to help newer travellers. Personally, I think increasing accessibility for newer players is a good thing, and I fully support giving them a stronger starting point (since I'm pretty much one of them).
However, I'm not convinced that travel capacity was ever the main obstacle for most new travellers.
A new traveller wasn't buying 100 Xanax per trip.
They weren't filling 24 slots.
They weren't even filling 20 slots.
Most were buying 5.
Or 10.
Or 15.
Their bottleneck wasn't capacity. Their bottleneck was money.
That's why it's difficult for me to understand why improving travel for newer players required reducing the value of existing travel investments.
I've also seen the argument that the reduced flight times compensate for the lost capacity. Faster flights are absolutely a positive change, and I'm not arguing otherwise. The problem is that these benefits aren't directly equivalent. Capacity provides value on every single trip, regardless of when you log in. Reduced flight times only provide their full value if you're available to immediately take advantage of them.
Most travellers are limited by real-life schedules, work, sleep, stock availability, Xanax timing, or simply being offline. A few minutes saved on a flight is useful, but it's not necessarily a direct replacement for carrying fewer items forever.
If Travel 2.0 was meant to improve travel, should some of the players who invested the most into travelling really be ending up with less carrying capacity than they had before?
I'm interested to hear from other travellers, especially Airstrip owners.
What was your capacity before the update?
What is it now?
And do you feel that Travel 2.0 actually made travelling better for you?
I want to raise a concern that I believe affects a significant portion of the travelling community, especially players who invested heavily into maximizing travel capacity.
When Travel 2.0 was announced, we were told that the base travel capacity would increase from 5 to 10 slots, while suitcases would lose 1 slot of capacity.
On paper, that sounded like a net gain for most travellers.
However, after testing the new system, many of us discovered that this is not what happened for players using a Private Island Airstrip.
My travel setup before Travel 2.0 was:
- Base capacity: 5
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +4
Total: 24 slots
After Travel 2.0, I expected:
- Base capacity: 10
- Faction travel perk: +5
- PI Airstrip: +10
- Large Suitcase: +3
Total: 28 slots
Instead, my actual capacity is now:
- Airstrip capacity capped at 15
- Faction travel perk: +5
- Large Suitcase: +3
Total: 23 slots
So despite the announcement of a base capacity increase, my capacity actually went DOWN from 24 to 23.
That means players who invested in Airstrips received none of the advertised +5 benefit, while also taking the suitcase nerf.
The issue isn't simply losing one travel slot.
The issue is that many of us specifically invested in travel infrastructure because travel is a major gameplay path.
We rent or buy Private Islands with Airstrips.
We purchase Large Suitcases for around $10 million (and I did bought mine less than a week ago, so I didn't had time to retrieve the investment before losing 25% of it's utility).
We join factions that invested respect into travel perks.
All of those investments were made based on how the system worked yesterday.
Today, a Large Suitcase provides 25% less capacity than it did before, and Airstrip users effectively lost the entire benefit of the base-capacity increase.
The explanation that travel times were reduced by around 5% doesn't really address the problem for many active travellers. Most players are limited by real-life schedules, stock availability, work, sleep, and Xanax timing—not by a few minutes shaved off each flight.
A travel-focused player should not log in after a "capacity buff" and discover that their actual carrying capacity has decreased.
I don't believe this was the intended message of Travel 2.0.
If the goal was to improve travel, then players who invested the most into travelling should not be the group that ends up worse off.
I would like the staff to review how Airstrip capacity interacts with the new base capacity and consider one of the following:
- Make Airstrips provide a true +10 capacity on top of the new base value.
- Restore the lost suitcase slot.
- Provide another form of compensation for players who invested heavily into travel capacity.
Travel has always been one of Torn's most iconic progression and economy paths. I hope this can be revisited so that dedicated travellers don't end up feeling punished for investing in it.
If you've been affected by this change as well, I'd be interested to hear your numbers and whether your capacity increased, stayed the same, or actually decreased.
Heya, I have some doubts on how to play, think there isn't so much to do at the beginning, or maybe I'm not playing that well.
I think the progression is quite slow, I enter counterfeit some things, sell, go to the gym and that's it, back in a fell hours to repeat, there isn't something I'm losing?
Could you point me the best activities to level up that I'm maybe missing?
And also I don't know how to upgrade my stats (or at least the most effective way), I'm already taking education, got a formal job and do the side activities, would you mind giving me a 101 on a better patch to set foot in the game?
Also I know that is a thing to attack inactive players but I cant find a good way to filter people that left the game and is low level, how to find people to attack?