Updates are hugely important to keep a text RPG game, the size of Torn, ahead of the competition. Unfortunately, many times in the past, players have responded to updates with “Don’t fix what aint broken”. If we followed this logic, Torn City would be a very boring place indeed. It also very much depends on your definition of ‘broken’. As the years progress, we vastly improve Torn based on player feedback and new ideas. To make Torn the world’s best browser RPG game, we’re looking at a few hefty changes in 2011. We’ve been planning them for the past year or two, and we’re almost ready to begin implementation, which will be done in several steps for each large update.
The updates and changes we make, aren’t just to make Torn more fun, they increase the longevity of the game. Unfortunately, sometimes when we try to increase longevity, players make the sacrifices. We always have the game at heart, nothing else. There are no big ‘nerfs’ planned for 2011, but they may happen! This means you could be making less money on some things, or perhaps something you use today, may not be as good tomorrow. This may affect you personally in some ways, but in the big picture, everyone is in the same ballpark. They experience exactly the same changes as you do, so in terms of fairness and competition – you’re not being ‘screwed’ out of something, everyone is – but for the good of the game. Changes are good, and necessary, in an ever evolving text-based RPG; we research deeply in to the issues and try to foresee any problems occurring.
We’re not here to make your lives harder. We’re not here just to take things away from you for our own amusement. We’re here to make the best damn RPG game around, and keep it alive and kicking for many years to come. This means keeping a tight grasp of the economy (and even deflate it if we can) and keeping game play fair. We also have to consider our new users too!
Anyway, enough of that!! Here’s what we’re planning for 2011.
Complete crimes recode.
This will include moving crimes to a completely new scalable system, which means new crime results can be added much easier – leading the way to hundreds or even thousands of new crime results designed by professional writers & authors. Unique crime results which give results past the limits of our imagination – special abilities, new items and brand new events.
We’d probably want to reorder the crimes and change the difficulty of many of them both up and down so they make more sense realistically. And of course, adding many more totally new crimes and sub crimes. It will certainly be very exciting if we go ahead with it. This would change the face of crimes, meaning users would have to relearn what they can and can’t do again – Although this shouldn’t be much of a problem.
We will also have a look at the different payouts, reducing some, increasing others. Keeping the economy under control while improving this system is a must, as I’m sure all of you understand. Eventually crimes won’t just be about making money though, we’re looking at massively building upon the whole system. Perhaps missions will require certain unique crimes to be done. Perhaps special crimes will only be available every now and then. Maybe you won’t even get money or sellable items at all for some crime results; perhaps you’ll be rewarded with honors, special useable items, special player bonuses, stat boosts, and totally unique weapons?
While this doesn’t flood your accounts with money, it will certainly make crimes so much more exciting and captivating. Receiving random events through crimes and chances of earning very rare items and whatever else we set our minds to. Our aim is to make almost every crime result unique – instead of getting the same old boring text every single time.
This involves completely changing the daily payout system to be more effective and realistic, and making it much easier for directors to understand what they’re doing right or wrong.
We’re adding more things to buy for your companies, small add-ons which boost company profit. We also want to add company skill for users – Users can slowly gain skill for the company type they’re working at, they would keep this skill always, even if they change to a different company. Higher job skill would work alongside a users working stats to increase the overall company’s profit. Special company educations may also be introduced, which would also boost how much of an effect you as an employee have on a company. We’d like to make company job points follow users, so if they ever go back to a similar job, they can use the job points they received with a different company.
We’re toying with the idea of upping the maximum company rating from 5 to 10, but that will be a lot more work – thinking up 60 new and unique company specials.
We’ll also see at least two new company types being added, Architects & Contractors. But we have many ideas for more too.
Completely new weapons and armour system.
We’re keeping this under wraps for now but to give you a slight idea… It involves turning 135 weapons and armor in to over 335,340,000. And will certainly give you more stuff to spend your money on – including weapon attachments perhaps?
We’d also like to change the ammo system completely, to be simpler but more interesting and realistic. We could introduce realistic ammo for all guns (for example, AK-47 would have 7.62 caliber rounds). We could also have different types of ammo, for example tracer rounds, high explosive, etc. which might deal more damage, but have their own disadvantages and costs. You could buy this ammo in Torn City, but it may not always be available. You may have to travel abroad to get it, or perhaps buy it from somewhere else completely?
Join us on our journey. It’s going to be a great year in Torn City!