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Ariegi

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Thread created on Wed Oct 17, 2012 16:15:05
Last replied to on Fri May 24, 2013 07:02:48
The very experienced fighter has no chance in a fight
with a person that spent their entire life in gym.
It makes no sense for me. Gym is good, but training should
be as important as experience in a battle.
Right now, waring is a sacrifice.
Many users don't fight because it is a waste of energy.
Let's change it, I know that there were propositions
like this, so I don't think that I am a big inventor,
I just think that people really wants it, and I join them.

First option:

As nobody has the information about the fights
that have been already made,people that commited
their attacks, recive their points this way:
* 6 exp points for attack won
* 4 exp points for stalemate or run away
* 2 exp point for lose
So, each attack made, no matter what kind of attack it was
(leave/ mug/ hosp/ for faction or not etc), the energy was used
so they recive their points.

After the update would be made, the system would
start calculating different factors, and players
would recive their points this way:

The base is 1 exp point for 1 attack, bonuses are listed below:
* +1 exp point if you survive half of the rounds
* +1 exp point if you survive losing more than 50% life during battle
* +1 exp point if you hit your opponent 10 times
* +1 exp point if you win the battle
* +1 exp point if beat a higher level

So you can have maximum 2 points for losing, 4 for slalemating
and 6 for winning. But you can have 2 points for a victory also.
When someone fights with a weak player and kills them after 1 hit
they wont recive so much exp. But when you pick a hard target
and a fight is tough, and you feel proud after that fight,
you gain more exp also.


What can you do with your exp points?


I can see it similar to the merit system.
You can exchange 1000 points for the first upgrade,
2000 for the next one and so on (max 10 upgrades).

Skills are listed below:
* +1% chance to stun your oponent for 2 rounds
* +0,1% chance to make a mortal hit (instant kill)
* +1% chance to avoid an attack unconditionally
* +1% life regeneration after each move in a battle
* decrease opponent's highest stat by +5% during battle
* +10% chance that random oponents weapon would be disabled during a battle
* +1% chance to ignore oponents strength
* +1% chance to ignore oponents speed
* +1% chance to ignore oponents defence
* +1% chance to ignore oponents dexterity



Second option:

Similar to the gym stats, there would be fighting stats:
* Power
* Accuracy
* Toughness
* Avoidness

Those stats are combined with their equivalents.
Each fighting stat is starting from 10%.
It would be similar to the hunting system,
the more you have the harder it goes up.
So you need just a few hundrets of attacks
to make it 40%, but you need tousands to make it 60%.
When you have 200m strength and 25% power - it's like
you would have 50m strength.
It is possible to have more than 100% of fighting stats but it would
be so hard to gain 80% that nobody would even think about it.
Stats would grow up this way:
* Power - after each fight (victory - multipler x 1, lost - multipler x 0,5)
* Accuracy - after each hit (multipler x 0,1)
* Toughness - when the oponent hit you (multipler x 0,1)
* Avoidness - when you avoid a hit (multipler x 0,1)

Edit (8.01.13):
By HT-0 [266385]
I would like to see the "fifth" stat instead of this. That stats may be called fighting and you gain it only throuh attacking(only hosping in my mind....). And that fifth stats play a part in the attack you make and the times you get attacked but the thing about you gaining a total new set of stats and you can choose where to use it i beleve to be nonsense.

That is a good concept, except the hosping thing that is against the main idea. My second option would work similar, but the fifth stat instead of 4 new stats would make it much simpler. It could work like a multiplier of the other stats, or in a new way, for me it doesn't matter. The main reason to imply it is:

To make fighting experience
as important as training in a gym. To make fighting
be a good use of energy, not a waste.



Last Edited: Wed Jan 09, 2013 09:07:51
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-Lucid-

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Posted on Wed Oct 17, 2012 21:51:25
I love the overall idea, but I don't know how this would balance out in the current system.

rated +

Last Edited: Wed Oct 17, 2012 21:54:59
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Beastb

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Posted on Wed Oct 17, 2012 21:54:52
It's nice and decently thought out but, not on this current system. Unrated until my mind is fully decided.

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Ariegi

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Posted on Thu Oct 18, 2012 15:56:21
Some bonuses could be under/overpowered but staff would change it anyway
my proposition comes with 2,291 days of experience with Torn
so I think it is quite but not perfectly balanced

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Black_Viper

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Posted on Thu Oct 18, 2012 18:52:40
I think that whether you win, lose, or stalemate, you should just gain some sorta experience for ANY kinda fighting, because really you are learning when you fight, i think...

This number (however calculated) could then be passivly added into your stats...So the more you fight, the more exp you get, regardless...




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Jauren
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Posted on Thu Oct 18, 2012 21:08:30
There is a benefit to fighting and that is faster leveling. If all you do is crimes, you will level pretty slowly once you get to the higher levels. Fighting also yields numerous honors and awards, which are much more worth the energy pay off if you want the extra edge from merit upgrades. However, I do agree that adding something like this would be beneficial, I'm just not sure about balancing it. Rate +

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Assass1n

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Posted on Thu Oct 18, 2012 21:26:55
It is a very good idea i like it:)

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Ariegi

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Posted on Tue Oct 23, 2012 08:01:57
By Black_Viper [1280980]
I think that whether you win, lose, or stalemate, you should just gain some sorta experience for ANY kinda fighting, because really you are learning when you fight, i think...

This number (however calculated) could then be passivly added into your stats...So the more you fight, the more exp you get, regardless...




Thats a good idea too. The point is to make fighting a good use of energy

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Rino_007
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Posted on Wed Oct 24, 2012 00:19:26
I have concerns about balancing the experience per hit since it needs to spread out to all stats equally. By that I mean if you spread out all the stats per hit it would work out. But you can't have a separate "upgrading" option of different stats-- you hit too much or too little in combat for that to be reasonably balanced.

Don't get me wrong, I REALLY like the idea but I just think that it needs to be balanced. For me, this would be the icing on the cake since I prefer to gym but I find warring to be more exciting. I do strongly think that in regards to what would be the more effective gains it is a clear winner for the gyms with the exception of those in the billions for stats. As far as it goes instant killing is not a very hard thing to code into the game.

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Ariegi

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Posted on Wed Nov 14, 2012 11:22:02
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Ariegi

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Posted on Tue Nov 20, 2012 13:09:42
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1175492
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Posted on Wed Nov 21, 2012 18:57:46
Fking great idea. To many people just train, train, train and forget what the stats are actually for.

This would make the game way more exciting to play.

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J0NATHAN-

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Posted on Wed Nov 21, 2012 20:13:50
I agree to this mainly because I have done a TON of attacking an it honestly does make sense when compared to real world situations.

Such as mike Tyson (I don't know much about fighting) vs. the strongest man in the world from that show (strong/iron man?).

Just because you are super strong doesn't mean you are a good fighter. Although it is beneficial, hence the weight classes in boxing.

I was there.
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Penicillin

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Posted on Wed Nov 21, 2012 21:39:28
I remember when I had been playing this game for just a few weeks being baffled that you didn't get some sort of experience points for doing attacks that would make you a stronger fighter. It just seems intuitive.

Rated +

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Ariegi

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Posted on Sun Nov 25, 2012 17:12:58
By J0NATHAN- [760969]
Such as mike Tyson (I don't know much about fighting) vs. the strongest man in the world from that show (strong/iron man?).

Just because you are super strong doesn't mean you are a good fighter. Although it is beneficial, hence the weight classes in boxing.


You are so right!



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TWiiST3D_ViSiON

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Posted on Sun Nov 25, 2012 21:39:42
Pretty good idea and it seems pretty balanced for new comers as well the only problem I have with it is some of the bonuses you had like the 10% chance to disable an enemy weapon of you could upgrade that 10 times like you stated everyone would make that straight away because within 3 hits the opponent would be using there fists unless you change it so that the melee weapon can't be disabled

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Ariegi

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Posted on Tue Nov 27, 2012 19:55:31
By TWiiST3D_ViSiON [1648903]
the only problem I have with it is some of the bonuses you had like the 10% chance to disable an enemy weapon of you could upgrade that 10 times like you stated everyone would make that straight away because within 3 hits the opponent would be using there fists unless you change it so that the melee weapon can't be disabled


It wouldn't work like that. There would be a chance that one weapon would be disabled for entire battle.


Last Edited: Tue Nov 27, 2012 19:56:17
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H_K_H

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Posted on Tue Nov 27, 2012 20:02:54
It is a good idea....TC may also consider..

1. Only 1 Attack / Day will add to Fighting Experience (First Attack) : - Otherwise this is baised towards someone having money to buy xanax / vic and refills

2. The difference in level should also add to experience, if the sum of difference in levels (all wins) exceeds 100 then additional experience and so on...

3. Incase of loss to a lower level player, there may be a loss of experience too...

You can substitute Level with No of Days



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Hobbie

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Posted on Wed Nov 28, 2012 13:16:19
Becoming better at fighting by fighting more, makes perfect sense. The gym should still come out as the very best way to gain stats, but becoming a better fighting - with more people spending energy with less 'OMG that's such a waste of E'. I like it.
It could possibly work like the weapon experience, but instead of capping just continue to decrease in the effectiveness that it adds. Also kinda like hunting.

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Ariegi

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Posted on Thu Nov 29, 2012 22:39:40
By H_K_H [1662598]
It is a good idea....TC may also consider..

1. Only 1 Attack / Day will add to Fighting Experience (First Attack) : - Otherwise this is baised towards someone having money to buy xanax / vic and refills

2. The difference in level should also add to experience, if the sum of difference in levels (all wins) exceeds 100 then additional experience and so on...

3. Incase of loss to a lower level player, there may be a loss of experience too...

You can substitute Level with No of Days



1. Well most people use at least vico, it is not expensive. And it makes more sense when you recive exp for each attack I think
2. I agree, there should be bonuses for fights with higher levels
3. Agreed

Thank you for posting



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Gogs247

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Posted on Thu Nov 29, 2012 23:33:18
It makes sense that you gain fighting stats/experience if you attack and win - however, I think you should lose the stats/experience if you lose.

This would punish people (like me) who rarely attack anyone unless flying around and wanting to use up energy.

When you're wounded and left on Afghanistan's plains, and the women come out to cut up what remains, Jest roll to your rifle and blow out your brains, an' go to your Gawd like a soldier. Soldier of the Queen!
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Ariegi

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Posted on Fri Nov 30, 2012 13:39:28
By Gogs247 [1531870]
It makes sense that you gain fighting stats/experience if you attack and win - however, I think you should lose the stats/experience if you lose.

This would punish people (like me) who rarely attack anyone unless flying around and wanting to use up energy.


When you lose a battle, you are still learning. There should be a gain of exp when losing.

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Ariegi

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Posted on Mon Dec 03, 2012 19:50:03
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Ariegi

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Posted on Sat Dec 08, 2012 21:35:42
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Yeti

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Posted on Sun Dec 09, 2012 13:40:50
Would your first suggestion only apply to attacks? although it is fair to assume someone who has defended himself successfully often has more fight experience than someone who hasn't, it would open itself up to even more slutting, a negative side-effect in my honest opinion.

Love the basis of the idea btw.

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Ariegi

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Posted on Fri Dec 14, 2012 17:09:04
By Yeti [1116919]
Would your first suggestion only apply to attacks? although it is fair to assume someone who has defended himself successfully often has more fight experience than someone who hasn't, it would open itself up to even more slutting, a negative side-effect in my honest opinion.


It would apply to attacks only

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Ariegi

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Posted on Tue Dec 25, 2012 11:22:29
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Ariegi

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Posted on Mon Jan 07, 2013 10:22:18
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Greatfelix

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Posted on Mon Jan 07, 2013 12:20:19
Ched sort of implemented an idea similar to this with the "new" education system to try to balance out gymers vs attackers. The Bachelors in Combat Training allows you to gain exp with weapons that you use to attack people. I've had this bachelors for a while though and while I am definetley more of a "gymer" than an "attacker", during events like dog tags, zombies etc I gained a good few hundred attacks and my dual axes and armalite are around 50% and 35% respectively.
When my friend attacks me- who has a fair amount more stats than me I always win, likewise when I attack him back. So this seems like Ched was trying to balance they system slightly, but isn't going as far as your idea, because eventually you will hit the 100% mark on your selected weapons and that's that. Just thought I'd share the info as no-one else seemed to have posted about it!

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Ariegi

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Posted on Mon Jan 07, 2013 22:53:01
I have all my weapons maxed. I read that only maxed exp gives a bonus
which is +25% to damage and accuracy. I have also max bonus from merits
to all my weapons. As you can see, I did everything I could and still
I can't compare myself to someone that has spent their entire life in gym.
Still fighting is a waste of Energy and this is sad

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Bigdearmond

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Posted on Mon Jan 07, 2013 23:10:16
It looks like a good system. You can only hope that Ched has thought of things like these for the new Torn 2.0. He probably has made his mind up on how it will work. I'd imagine, if that is the case, he won't listen to any suggestions. Hopefully I am wrong about that.

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