Replacing Random Chance in Revives - Page 2 | Suggestions | TO…
Replacing Random Chance in Revives
    • Spooky [2137481]
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    Posted on 18:27:13 - 06/05/21 (2 years ago)
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    I don't agree with your segments thought . Why should revivers be limited when they can revive someone based on their revive skill , and the revive cool down time of person being revived . 

    I also don't agree with people being being able to get to do revives at 25 E based on their revive skill , that would make it pointless for factions to spend. respect on revive ability .
    • AshleyT [1432316]
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    Posted on 18:34:52 - 06/05/21 (2 years ago)
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    Spooky [2137481]

    I don't agree with your segments thought . Why should revivers be limited when they can revive someone based on their revive skill , and the revive cool down time of person being revived .

    I also don't agree with people being being able to get to do revives at 25 E based on their revive skill , that would make it pointless for factions to spend. respect on revive ability .
    The intention of the revive changes was to reduce the reliance on revivers and condense the current medical cooldown system. Allowing all revivers to revive to the max limit would just put us back where we started, or require that each revive generate so much cooldown that it hardlimits the system and would basically make building revive skill very one note. An alternative would be that higher skill revivers would generate less of the cooldown but that'd cause the exact same effect with added complications that would make it more difficult on the developer side with no real benefit.

    I don't think even the current reviving factions all have 100 revive skill revivers, but the point of that change is specifically to reduce the reliance on that bonus. It wouldn't make it useless or pointless. On the contrary, that bonus would still be the best way for more rookie revivers to generate their skill, and there are other bonuses on that tree that are still of great use to faction regardless of revives. Part of the problem of the current system is that the bonus for revives is exclusive to factions. This would allow for freelance revivers to actually have a place in the system, as well as allow factions to have dedicated reviver teams within their faction during wartime instead of relying on seperate factions for support, something Chedburn seems to seek to reduce.

    However, I am curious. What problems do you see with the current system and how would you change them?

    Please support my suggestion to refine the revive system here

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    Posted on 18:11:47 - 07/05/21 (2 years ago)
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    Spooky [2137481]

    I don't agree with your segments thought . Why should revivers be limited when they can revive someone based on their revive skill , and the revive cool down time of person being revived .

    I also don't agree with people being being able to get to do revives at 25 E based on their revive skill , that would make it pointless for factions to spend. respect on revive ability .

    AshleyT [1432316]

    The intention of the revive changes was to reduce the reliance on revivers and condense the current medical cooldown system. Allowing all revivers to revive to the max limit would just put us back where we started, or require that each revive generate so much cooldown that it hardlimits the system and would basically make building revive skill very one note. An alternative would be that higher skill revivers would generate less of the cooldown but that'd cause the exact same effect with added complications that would make it more difficult on the developer side with no real benefit.

    I don't think even the current reviving factions all have 100 revive skill revivers, but the point of that change is specifically to reduce the reliance on that bonus. It wouldn't make it useless or pointless. On the contrary, that bonus would still be the best way for more rookie revivers to generate their skill, and there are other bonuses on that tree that are still of great use to faction regardless of revives. Part of the problem of the current system is that the bonus for revives is exclusive to factions. This would allow for freelance revivers to actually have a place in the system, as well as allow factions to have dedicated reviver teams within their faction during wartime instead of relying on seperate factions for support, something Chedburn seems to seek to reduce.

    However, I am curious. What problems do you see with the current system and how would you change them?
    Besides the fact that it makes no sense for factions to have internal dedicated revive teams . Factions work to complete challenges and to earn the respect need to get the benefit from those challenges . So why should people outside of factions be able to get the same benefits of people on a faction . If you allow a person outside of a faction with revive perks to be able to do revives as reduced energy . Then it can start to snowball into other things . Such as being able to carry extra items based on number of times a person travels. Or extra gym gains based on amount of energy used  in gym .

    Personally I don't see any problems with the current system . From what I've noticed the problems of endless revives winning a war seems to be solved
    Also , to me it makes sense that the amount of life replenished is based on skill level , rather then the number of revives a person can receive be based on revive skill .
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    Posted on 22:50:37 - 07/05/21 (2 years ago)
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    Spooky [2137481]

    Besides the fact that it makes no sense for factions to have internal dedicated revive teams . Factions work to complete challenges and to earn the respect need to get the benefit from those challenges . So why should people outside of factions be able to get the same benefits of people on a faction . If you allow a person outside of a faction with revive perks to be able to do revives as reduced energy . Then it can start to snowball into other things . Such as being able to carry extra items based on number of times a person travels. Or extra gym gains based on amount of energy used in gym .

    Personally I don't see any problems with the current system . From what I've noticed the problems of endless revives winning a war seems to be solved
    Also , to me it makes sense that the amount of life replenished is based on skill level , rather then the number of revives a person can receive be based on revive skill .
    It makes no sense mechanically for there to be entire factions dedicated to reviving as the entire balance of Torn warfare is designed one faction against one other faction, so failing that, it'd fall down to a dedicated team of revivers within the faction because they cannot split their energy between attacking and reviving unless if they are all so high on revive skill that they could do it interchangably.

    There is a problem with what you just said. Neither of those other examples have an unlockable skill to access them, nor is it a massive loss if you don't have those bonuses. Reviving for 75e though compared to 25e is a serious gap though that is a major issue and basically stonewalls progression for any revivers not in a faction. This problem is made worse by the fact that revives were initially intended to counter long hospitalizations from overdoses and crimes, not faction warfare, so Chedburn's dislike of revives being a major factor in faction warfare is inherently incentivized by the fact that only factions obtain those bonuses.

    The fact only factions get the revive bonus when the skill for reviving is obtained elsewhere is a major problem in faction warfare that continues even now because now it's reached the point where revives aren't actually limited, it just takes more and more revive attempts to do, which can be bad for revivers because the penalty of not succeeding falls on them, not the fighter who is the cause of the imbalance.

    The suggestion doesn't take away skill boosting the health value.

    Endless revives never won a war. Money wins wars, and money pays for far more than revives. Xanax wins wars, not revives.

    Please support my suggestion to refine the revive system here

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    Posted on 15:38:57 - 10/05/21 (2 years ago)
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    Please support my suggestion to refine the revive system here

    • Spooky [2137481]
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    Posted on 15:04:15 - 13/05/21 (2 years ago)
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    Spooky [2137481]

    Besides the fact that it makes no sense for factions to have internal dedicated revive teams . Factions work to complete challenges and to earn the respect need to get the benefit from those challenges . So why should people outside of factions be able to get the same benefits of people on a faction . If you allow a person outside of a faction with revive perks to be able to do revives as reduced energy . Then it can start to snowball into other things . Such as being able to carry extra items based on number of times a person travels. Or extra gym gains based on amount of energy used in gym .

    Personally I don't see any problems with the current system . From what I've noticed the problems of endless revives winning a war seems to be solved
    Also , to me it makes sense that the amount of life replenished is based on skill level , rather then the number of revives a person can receive be based on revive skill .

    AshleyT [1432316]

    It makes no sense mechanically for there to be entire factions dedicated to reviving as the entire balance of Torn warfare is designed one faction against one other faction, so failing that, it'd fall down to a dedicated team of revivers within the faction because they cannot split their energy between attacking and reviving unless if they are all so high on revive skill that they could do it interchangably.

    There is a problem with what you just said. Neither of those other examples have an unlockable skill to access them, nor is it a massive loss if you don't have those bonuses. Reviving for 75e though compared to 25e is a serious gap though that is a major issue and basically stonewalls progression for any revivers not in a faction. This problem is made worse by the fact that revives were initially intended to counter long hospitalizations from overdoses and crimes, not faction warfare, so Chedburn's dislike of revives being a major factor in faction warfare is inherently incentivized by the fact that only factions obtain those bonuses.

    The fact only factions get the revive bonus when the skill for reviving is obtained elsewhere is a major problem in faction warfare that continues even now because now it's reached the point where revives aren't actually limited, it just takes more and more revive attempts to do, which can be bad for revivers because the penalty of not succeeding falls on them, not the fighter who is the cause of the imbalance.

    The suggestion doesn't take away skill boosting the health value.

    Endless revives never won a war. Money wins wars, and money pays for far more than revives. Xanax wins wars, not revives.
    Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter 
    Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed .
    So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .

    It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .

    Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .

    Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it .
    If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .

    Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .

    If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk
    • AshleyT [1432316]
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    Posted on 00:51:21 - 14/05/21 (2 years ago)
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    Spooky [2137481]

    Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter
    Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed .
    So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .

    It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .

    Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .

    Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it .
    If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .

    Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .

    If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk
    I've been on both sides. Right now I'm in both roles interchangably because I have enough stats to do so and many of our members are not strong enough to hold up on their own. I am not looking at this only from the eyes of a reviver, I am looking through the eyes of a Game Developer of 1 year of experience, using both sides to form my suggestion and argument.

    The problem with revive factions is that they are the main reason that Chedburn needed to nerf reviving in the first place. Factions should not have exclusive rights to a critical ability. All of the other faction bonuses are just that, bonuses, but it is actively stupid to attempt to be a successful reviver for faction warfare without that bonus. It is simply massively inefficient no matter your skill. It should not be restricted to a job either, it should be something a player can earn, not just by being in a specific job or faction.

    Uhh, until there is a possibility for revives to hit 0%, which right now is impossible, there is no hard limit, and factions can demand their revivers to attempt such revives and only be paid if it succeeds. I'd hope no one actually does this but they have the power to do so, and someones going to do it at some point. A hard limit on revives, which I'm suggesting as a replacement, would be a better alternative, while also removing the random chance of the system which is just a dumb idea.

    Also, again, revives don't win wars. Xanax and stats do. Revives are a balance tipper, not a win button.

    Tactically, yes it would do. Chances are those 25 aren't actually that useful as fighters due to low battle stats. You wouldn't dictate a high battlestat player to purely be a reviver, would you? This increasingly comes into play as warfare in Torn is balanced around one faction vs one faction. No revive factions, no outside assistance. Does it actually play like that? No, but to say that all 100 members should be fighters, even those unable to do much, when they could be something else is just as silly.

    It would then be a tactical decision on behalf of the opponent to either target these healers for an advantage, or leave them alone out of honour. If we're being honest, most factions would attack them, but that's still a strategic element to faction warfare, especially as ranked warfare will likely play out this way, or with almost no revives at all.

    Please support my suggestion to refine the revive system here

    • Spooky [2137481]
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    Posted on 23:41:26 - 15/05/21 (2 years ago)
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    Spooky [2137481]

    Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter
    Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed .
    So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .

    It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .

    Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .

    Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it .
    If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .

    Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .

    If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk

    AshleyT [1432316]

    I've been on both sides. Right now I'm in both roles interchangably because I have enough stats to do so and many of our members are not strong enough to hold up on their own. I am not looking at this only from the eyes of a reviver, I am looking through the eyes of a Game Developer of 1 year of experience, using both sides to form my suggestion and argument.

    The problem with revive factions is that they are the main reason that Chedburn needed to nerf reviving in the first place. Factions should not have exclusive rights to a critical ability. All of the other faction bonuses are just that, bonuses, but it is actively stupid to attempt to be a successful reviver for faction warfare without that bonus. It is simply massively inefficient no matter your skill. It should not be restricted to a job either, it should be something a player can earn, not just by being in a specific job or faction.

    Uhh, until there is a possibility for revives to hit 0%, which right now is impossible, there is no hard limit, and factions can demand their revivers to attempt such revives and only be paid if it succeeds. I'd hope no one actually does this but they have the power to do so, and someones going to do it at some point. A hard limit on revives, which I'm suggesting as a replacement, would be a better alternative, while also removing the random chance of the system which is just a dumb idea.

    Also, again, revives don't win wars. Xanax and stats do. Revives are a balance tipper, not a win button.

    Tactically, yes it would do. Chances are those 25 aren't actually that useful as fighters due to low battle stats. You wouldn't dictate a high battlestat player to purely be a reviver, would you? This increasingly comes into play as warfare in Torn is balanced around one faction vs one faction. No revive factions, no outside assistance. Does it actually play like that? No, but to say that all 100 members should be fighters, even those unable to do much, when they could be something else is just as silly.

    It would then be a tactical decision on behalf of the opponent to either target these healers for an advantage, or leave them alone out of honour. If we're being honest, most factions would attack them, but that's still a strategic element to faction warfare, especially as ranked warfare will likely play out this way, or with almost no revives at all.
    A person can't join a wall if they are stuck in the hospital . Which is only possible by having limits on medical cool down and the number of revives a person can receive within a certain time frame .  Which is why changes were made to revives , a person can no longer receive hundreds of revives a day .

    Revivers are only limited on the revives they can give based on the energy they have .
    There success rate is based on the number of revives the person they are going to revive has had that day . If they don't have a high chance at reviving , then they shouldn't waste the energy trying , and move.onto another person with a higher chance of being revived .
    • AshleyT [1432316]
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    Posted on 03:02:33 - 17/05/21 (2 years ago)
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    Spooky [2137481]

    Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter
    Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed .
    So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .

    It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .

    Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .

    Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it .
    If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .

    Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .

    If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk

    AshleyT [1432316]

    I've been on both sides. Right now I'm in both roles interchangably because I have enough stats to do so and many of our members are not strong enough to hold up on their own. I am not looking at this only from the eyes of a reviver, I am looking through the eyes of a Game Developer of 1 year of experience, using both sides to form my suggestion and argument.

    The problem with revive factions is that they are the main reason that Chedburn needed to nerf reviving in the first place. Factions should not have exclusive rights to a critical ability. All of the other faction bonuses are just that, bonuses, but it is actively stupid to attempt to be a successful reviver for faction warfare without that bonus. It is simply massively inefficient no matter your skill. It should not be restricted to a job either, it should be something a player can earn, not just by being in a specific job or faction.

    Uhh, until there is a possibility for revives to hit 0%, which right now is impossible, there is no hard limit, and factions can demand their revivers to attempt such revives and only be paid if it succeeds. I'd hope no one actually does this but they have the power to do so, and someones going to do it at some point. A hard limit on revives, which I'm suggesting as a replacement, would be a better alternative, while also removing the random chance of the system which is just a dumb idea.

    Also, again, revives don't win wars. Xanax and stats do. Revives are a balance tipper, not a win button.

    Tactically, yes it would do. Chances are those 25 aren't actually that useful as fighters due to low battle stats. You wouldn't dictate a high battlestat player to purely be a reviver, would you? This increasingly comes into play as warfare in Torn is balanced around one faction vs one faction. No revive factions, no outside assistance. Does it actually play like that? No, but to say that all 100 members should be fighters, even those unable to do much, when they could be something else is just as silly.

    It would then be a tactical decision on behalf of the opponent to either target these healers for an advantage, or leave them alone out of honour. If we're being honest, most factions would attack them, but that's still a strategic element to faction warfare, especially as ranked warfare will likely play out this way, or with almost no revives at all.

    Spooky [2137481]

    A person can't join a wall if they are stuck in the hospital . Which is only possible by having limits on medical cool down and the number of revives a person can receive within a certain time frame . Which is why changes were made to revives , a person can no longer receive hundreds of revives a day .

    Revivers are only limited on the revives they can give based on the energy they have .
    There success rate is based on the number of revives the person they are going to revive has had that day . If they don't have a high chance at reviving , then they shouldn't waste the energy trying , and move.onto another person with a higher chance of being revived .
    Did... you even read what I said?

    This suggestion is about keeping the limit but removing the random chance to it. Making the limit flat, and incorporating the skill system into it. I would be totally fine with the revive cooldown not being tied to skill but the hard cooldown being incorporated on it's own, though, but the random chance needs to be fixed because it's punishing the wrong side of the transaction.

    Why? Because factions with contracts with reviver factions can demand revivers take low chance revives and the revivers get punished for a measure intended to balance the fighter's ability to fight. Only the fighters with the revive cooldowns should feel a penalty, not the revivers themselves.
    Last edited by AshleyT on 03:05:52 - 17/05/21

    Please support my suggestion to refine the revive system here

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    Posted on 13:35:22 - 17/05/21 (2 years ago)
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    Spooky [2137481]

    Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter
    Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed .
    So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .

    It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .

    Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .

    Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it .
    If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .

    Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .

    If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk

    AshleyT [1432316]

    I've been on both sides. Right now I'm in both roles interchangably because I have enough stats to do so and many of our members are not strong enough to hold up on their own. I am not looking at this only from the eyes of a reviver, I am looking through the eyes of a Game Developer of 1 year of experience, using both sides to form my suggestion and argument.

    The problem with revive factions is that they are the main reason that Chedburn needed to nerf reviving in the first place. Factions should not have exclusive rights to a critical ability. All of the other faction bonuses are just that, bonuses, but it is actively stupid to attempt to be a successful reviver for faction warfare without that bonus. It is simply massively inefficient no matter your skill. It should not be restricted to a job either, it should be something a player can earn, not just by being in a specific job or faction.

    Uhh, until there is a possibility for revives to hit 0%, which right now is impossible, there is no hard limit, and factions can demand their revivers to attempt such revives and only be paid if it succeeds. I'd hope no one actually does this but they have the power to do so, and someones going to do it at some point. A hard limit on revives, which I'm suggesting as a replacement, would be a better alternative, while also removing the random chance of the system which is just a dumb idea.

    Also, again, revives don't win wars. Xanax and stats do. Revives are a balance tipper, not a win button.

    Tactically, yes it would do. Chances are those 25 aren't actually that useful as fighters due to low battle stats. You wouldn't dictate a high battlestat player to purely be a reviver, would you? This increasingly comes into play as warfare in Torn is balanced around one faction vs one faction. No revive factions, no outside assistance. Does it actually play like that? No, but to say that all 100 members should be fighters, even those unable to do much, when they could be something else is just as silly.

    It would then be a tactical decision on behalf of the opponent to either target these healers for an advantage, or leave them alone out of honour. If we're being honest, most factions would attack them, but that's still a strategic element to faction warfare, especially as ranked warfare will likely play out this way, or with almost no revives at all.

    Spooky [2137481]

    A person can't join a wall if they are stuck in the hospital . Which is only possible by having limits on medical cool down and the number of revives a person can receive within a certain time frame . Which is why changes were made to revives , a person can no longer receive hundreds of revives a day .

    Revivers are only limited on the revives they can give based on the energy they have .
    There success rate is based on the number of revives the person they are going to revive has had that day . If they don't have a high chance at reviving , then they shouldn't waste the energy trying , and move.onto another person with a higher chance of being revived .

    AshleyT [1432316]

    Did... you even read what I said?

    This suggestion is about keeping the limit but removing the random chance to it. Making the limit flat, and incorporating the skill system into it. I would be totally fine with the revive cooldown not being tied to skill but the hard cooldown being incorporated on it's own, though, but the random chance needs to be fixed because it's punishing the wrong side of the transaction.

    Why? Because factions with contracts with reviver factions can demand revivers take low chance revives and the revivers get punished for a measure intended to balance the fighter's ability to fight. Only the fighters with the revive cooldowns should feel a penalty, not the revivers themselves.
    Have you read anything I wrote ?
    So going by what you want a person with 100 revive skill should in theory be able to revive everyone with a 0% chance at failure . With that being said how would people be limited on the number of revives that could receive ?

    Faction that are warring know how important energy is . So they wouldn't force a reviver to risk losing energy going for a low chance revive , considering that energy.wouod be better spent a revive with high chance of success .
    I have seen revivers and revive factions charging a fee for failed revives . So they don't totally lose put and making money .
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    Posted on 22:34:59 - 17/05/21 (2 years ago)
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    Spooky [2137481]

    Have you read anything I wrote ?
    So going by what you want a person with 100 revive skill should in theory be able to revive everyone with a 0% chance at failure . With that being said how would people be limited on the number of revives that could receive ?

    Faction that are warring know how important energy is . So they wouldn't force a reviver to risk losing energy going for a low chance revive , considering that energy.wouod be better spent a revive with high chance of success .
    I have seen revivers and revive factions charging a fee for failed revives . So they don't totally lose put and making money .
    Then you didn't read my suggestion. The cooldown system I am suggesting will provide a hard limit on how many revives a person can receive. The random chance should be removed, and replaced, not just simply removed.

    Random chance to failure hurts ONLY the reviver, not the fighter. This change should hurt only the fighters as is where the problem actually is.

    That doesn't work if the factions heavy hitters are all low chance revives. The faction wants their heavy hitters up, lesser members don't matter as much unless if you're human waving a wall to stall an enemy. Only reviver factions with backing can demand payment for failed revives. Lesser ones can just be ignored under threat of crippling by a fighting faction.
    Last edited by AshleyT on 22:36:05 - 17/05/21

    Please support my suggestion to refine the revive system here

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    Posted on 23:28:06 - 17/05/21 (2 years ago)
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    Spooky [2137481]

    Have you read anything I wrote ?
    So going by what you want a person with 100 revive skill should in theory be able to revive everyone with a 0% chance at failure . With that being said how would people be limited on the number of revives that could receive ?

    Faction that are warring know how important energy is . So they wouldn't force a reviver to risk losing energy going for a low chance revive , considering that energy.wouod be better spent a revive with high chance of success .
    I have seen revivers and revive factions charging a fee for failed revives . So they don't totally lose put and making money .

    AshleyT [1432316]

    Then you didn't read my suggestion. The cooldown system I am suggesting will provide a hard limit on how many revives a person can receive. The random chance should be removed, and replaced, not just simply removed.

    Random chance to failure hurts ONLY the reviver, not the fighter. This change should hurt only the fighters as is where the problem actually is.

    That doesn't work if the factions heavy hitters are all low chance revives. The faction wants their heavy hitters up, lesser members don't matter as much unless if you're human waving a wall to stall an enemy. Only reviver factions with backing can demand payment for failed revives. Lesser ones can just be ignored under threat of crippling by a fighting faction.
    I guess I'm missing something . How is a hard limit on revives determined ?  How does it become known to both the person needing revive and the reviver .? 

    Reviving factions don't need backing to get paid for failed revives or any part of the contract. . Both sides need to agree on the contract . If either side doesn't live up to their end of contract word gets around . Which can then make it harder
    for those factions to get contracts later on .
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    Posted on 04:13:13 - 18/05/21 (2 years ago)
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    Spooky [2137481]

    Have you read anything I wrote ?
    So going by what you want a person with 100 revive skill should in theory be able to revive everyone with a 0% chance at failure . With that being said how would people be limited on the number of revives that could receive ?

    Faction that are warring know how important energy is . So they wouldn't force a reviver to risk losing energy going for a low chance revive , considering that energy.wouod be better spent a revive with high chance of success .
    I have seen revivers and revive factions charging a fee for failed revives . So they don't totally lose put and making money .

    AshleyT [1432316]

    Then you didn't read my suggestion. The cooldown system I am suggesting will provide a hard limit on how many revives a person can receive. The random chance should be removed, and replaced, not just simply removed.

    Random chance to failure hurts ONLY the reviver, not the fighter. This change should hurt only the fighters as is where the problem actually is.

    That doesn't work if the factions heavy hitters are all low chance revives. The faction wants their heavy hitters up, lesser members don't matter as much unless if you're human waving a wall to stall an enemy. Only reviver factions with backing can demand payment for failed revives. Lesser ones can just be ignored under threat of crippling by a fighting faction.

    Spooky [2137481]

    I guess I'm missing something . How is a hard limit on revives determined ? How does it become known to both the person needing revive and the reviver .?

    Reviving factions don't need backing to get paid for failed revives or any part of the contract. . Both sides need to agree on the contract . If either side doesn't live up to their end of contract word gets around . Which can then make it harder
    for those factions to get contracts later on .
    You commented on it before, the cooldown system I proposed. I refrained from placing hard values on how much of the cooldown a single revive would create, but did set hard limits and tied in revive skill so that higher skill revivers not only get extra health to their revive targets but also now have something else valuable, increasing the value of dedicated revivers who can then further leverage their skill to allow them to be more useful in warring far more than health values, but also limiting their use on the side of the fighters so that they are a bonus to a war, not a win button.

    They were never a win button to begin with though, so let's not pretend they were.

    The ability to communicate this to the reviver could be displayed to them when they try to revive if it is a significant issue but the player asking for the revive could just, y'know, communicate it to them? Perhaps the ability to see this cooldown would be beneficial in war but it'd be impossible to hide it from your enemies if it was so freely accessible, which would be a problem. Plus someone would probably make a script for it even if Torn didn't officially add it, but I'm not sure if that should be done. Of course, a system could be put in place that factions could specify which other factions could see such a status, but that's additional work for the developers and should probably be done in a big privacy settings update rather than as a smaller part of another change.

    This is Torn. Big factions can push revive factions around if they want. Sure, it might make the revive factions with backing not do business with them but you know someones going to do that because it's technically in the spirit of Torn even if it's a jackass move to do. This suggestion wouldn't prevent big factions pushing around weaker factions, I don't think that should be relevant to revives though.
    Last edited by AshleyT on 04:16:52 - 18/05/21

    Please support my suggestion to refine the revive system here

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    Posted on 20:29:13 - 18/05/21 (2 years ago)
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    Spooky [2137481]

    Have you read anything I wrote ?
    So going by what you want a person with 100 revive skill should in theory be able to revive everyone with a 0% chance at failure . With that being said how would people be limited on the number of revives that could receive ?

    Faction that are warring know how important energy is . So they wouldn't force a reviver to risk losing energy going for a low chance revive , considering that energy.wouod be better spent a revive with high chance of success .
    I have seen revivers and revive factions charging a fee for failed revives . So they don't totally lose put and making money .

    AshleyT [1432316]

    Then you didn't read my suggestion. The cooldown system I am suggesting will provide a hard limit on how many revives a person can receive. The random chance should be removed, and replaced, not just simply removed.

    Random chance to failure hurts ONLY the reviver, not the fighter. This change should hurt only the fighters as is where the problem actually is.

    That doesn't work if the factions heavy hitters are all low chance revives. The faction wants their heavy hitters up, lesser members don't matter as much unless if you're human waving a wall to stall an enemy. Only reviver factions with backing can demand payment for failed revives. Lesser ones can just be ignored under threat of crippling by a fighting faction.

    Spooky [2137481]

    I guess I'm missing something . How is a hard limit on revives determined ? How does it become known to both the person needing revive and the reviver .?

    Reviving factions don't need backing to get paid for failed revives or any part of the contract. . Both sides need to agree on the contract . If either side doesn't live up to their end of contract word gets around . Which can then make it harder
    for those factions to get contracts later on .

    AshleyT [1432316]

    You commented on it before, the cooldown system I proposed. I refrained from placing hard values on how much of the cooldown a single revive would create, but did set hard limits and tied in revive skill so that higher skill revivers not only get extra health to their revive targets but also now have something else valuable, increasing the value of dedicated revivers who can then further leverage their skill to allow them to be more useful in warring far more than health values, but also limiting their use on the side of the fighters so that they are a bonus to a war, not a win button.

    They were never a win button to begin with though, so let's not pretend they were.

    The ability to communicate this to the reviver could be displayed to them when they try to revive if it is a significant issue but the player asking for the revive could just, y'know, communicate it to them? Perhaps the ability to see this cooldown would be beneficial in war but it'd be impossible to hide it from your enemies if it was so freely accessible, which would be a problem. Plus someone would probably make a script for it even if Torn didn't officially add it, but I'm not sure if that should be done. Of course, a system could be put in place that factions could specify which other factions could see such a status, but that's additional work for the developers and should probably be done in a big privacy settings update rather than as a smaller part of another change.

    This is Torn. Big factions can push revive factions around if they want. Sure, it might make the revive factions with backing not do business with them but you know someones going to do that because it's technically in the spirit of Torn even if it's a jackass move to do. This suggestion wouldn't prevent big factions pushing around weaker factions, I don't think that should be relevant to revives though.
    It might be torn  , but the top factions know that. It isn't smart for business to make enemies with revive factions .

    How do set a hard limit on something without basing it on an actual number , but instead base it on a skill number .
    If a person is in a war how many times could the be revived with a person with 100 skill level . What about a reviver
    With 90 , 50 or even 10 skill level .

    Also during wars , revivers never communicate with the people they are reviving .
    Other then a random message from a reviver telling a person there revives are turned
    Off.
    You keep saying revives weren't winning wars , so if that is true then why have a limit on the number of revives a person
    can revive ? If revives weren't winning wars then why would factions spend Billions of dollars on revives for a war that generally only last 1-2 days , 3 at the.most ?
    • AshleyT [1432316]
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    Posted on 02:27:25 - 19/05/21 (2 years ago)
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    Spooky [2137481]

    It might be torn , but the top factions know that. It isn't smart for business to make enemies with revive factions .

    How do set a hard limit on something without basing it on an actual number , but instead base it on a skill number .
    If a person is in a war how many times could the be revived with a person with 100 skill level . What about a reviver
    With 90 , 50 or even 10 skill level .

    Also during wars , revivers never communicate with the people they are reviving .
    Other then a random message from a reviver telling a person there revives are turned
    Off.
    You keep saying revives weren't winning wars , so if that is true then why have a limit on the number of revives a person
    can revive ? If revives weren't winning wars then why would factions spend Billions of dollars on revives for a war that generally only last 1-2 days , 3 at the.most ?
    Doesn't matter if they don't have backing. They can just get them to do their work again even if they are enemies because the bigger faction can destroy the unbacked reviver faction if things really did get to that point. Fortunately it hasn't happened but the fact it is even a possibility must be considered. Extortion is perfectly within the nature of Torn.

    Read my suggestion again... the cooldown limits are stated. I did not put a hard number on the amount of cooldown a single revive causes for reasons stated in my previous comment, but the total cooldown is hard stated in the original suggestion. If I had to put a number on it for the sake of theory, just look at all those cooldowns and imagine every revive adds 30 minutes to the cooldown, so a fighter could be revived 16 times by low skill revivers before the cooldown is maxed, or 64 times if enlisting the services of a top reviver per day. These numbers seem a little high which is part of why I didn't put such a hard number on it, because I'm not 100% sure how many revives should be ok, nor exactly how many revives it takes for someone in the current system to go from max chance to sub 10% chance.

    You... have never heard of revive factions using Discord to communicate in faction alliances specifically for that? Revive factions do use tools to communicate.

    Because the amount spent on revives is still far behind what is spent on Points, Xanax and medical items even before the rework. Sure, billions were spent on revives, but billions upon billions were spent on other things, that hasn't changed.
    Last edited by AshleyT on 02:31:01 - 19/05/21

    Please support my suggestion to refine the revive system here

    • Spooky [2137481]
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    Posted on 23:20:35 - 19/05/21 (2 years ago)
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    Spooky [2137481]

    It might be torn , but the top factions know that. It isn't smart for business to make enemies with revive factions .

    How do set a hard limit on something without basing it on an actual number , but instead base it on a skill number .
    If a person is in a war how many times could the be revived with a person with 100 skill level . What about a reviver
    With 90 , 50 or even 10 skill level .

    Also during wars , revivers never communicate with the people they are reviving .
    Other then a random message from a reviver telling a person there revives are turned
    Off.
    You keep saying revives weren't winning wars , so if that is true then why have a limit on the number of revives a person
    can revive ? If revives weren't winning wars then why would factions spend Billions of dollars on revives for a war that generally only last 1-2 days , 3 at the.most ?

    AshleyT [1432316]

    Doesn't matter if they don't have backing. They can just get them to do their work again even if they are enemies because the bigger faction can destroy the unbacked reviver faction if things really did get to that point. Fortunately it hasn't happened but the fact it is even a possibility must be considered. Extortion is perfectly within the nature of Torn.

    Read my suggestion again... the cooldown limits are stated. I did not put a hard number on the amount of cooldown a single revive causes for reasons stated in my previous comment, but the total cooldown is hard stated in the original suggestion. If I had to put a number on it for the sake of theory, just look at all those cooldowns and imagine every revive adds 30 minutes to the cooldown, so a fighter could be revived 16 times by low skill revivers before the cooldown is maxed, or 64 times if enlisting the services of a top reviver per day. These numbers seem a little high which is part of why I didn't put such a hard number on it, because I'm not 100% sure how many revives should be ok, nor exactly how many revives it takes for someone in the current system to go from max chance to sub 10% chance.

    You... have never heard of revive factions using Discord to communicate in faction alliances specifically for that? Revive factions do use tools to communicate.

    Because the amount spent on revives is still far behind what is spent on Points, Xanax and medical items even before the rework. Sure, billions were spent on revives, but billions upon billions were spent on other things, that hasn't changed.
    Yes this is torn and extortion can happen . But have you seen any faction in torn ever go after a
    revive happen .

    The point of having a set number of revives a person can receive in a 24 hour period , is so that
    the limit is the same for everyone .
    If is based on reviver skill it can cause two problems .The.main problem is that by your system only top revivers
    would be used during wars . Secondly it could make revives a big factor in who wins wars , which is what needs to
    end .

    Yes faction do use discord when asking for revives. But they aren't talking to a specific reviver . It's
    a message saying I need a revive , a reviver sees the message and revives them . I have been on both
    Sides of war and.necer had any direct contact with other people , except for a message
    being sent to say revives were turned off .
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    Posted on 23:52:20 - 19/05/21 (2 years ago)
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    Spooky [2137481]

    It might be torn , but the top factions know that. It isn't smart for business to make enemies with revive factions .

    How do set a hard limit on something without basing it on an actual number , but instead base it on a skill number .
    If a person is in a war how many times could the be revived with a person with 100 skill level . What about a reviver
    With 90 , 50 or even 10 skill level .

    Also during wars , revivers never communicate with the people they are reviving .
    Other then a random message from a reviver telling a person there revives are turned
    Off.
    You keep saying revives weren't winning wars , so if that is true then why have a limit on the number of revives a person
    can revive ? If revives weren't winning wars then why would factions spend Billions of dollars on revives for a war that generally only last 1-2 days , 3 at the.most ?

    AshleyT [1432316]

    Doesn't matter if they don't have backing. They can just get them to do their work again even if they are enemies because the bigger faction can destroy the unbacked reviver faction if things really did get to that point. Fortunately it hasn't happened but the fact it is even a possibility must be considered. Extortion is perfectly within the nature of Torn.

    Read my suggestion again... the cooldown limits are stated. I did not put a hard number on the amount of cooldown a single revive causes for reasons stated in my previous comment, but the total cooldown is hard stated in the original suggestion. If I had to put a number on it for the sake of theory, just look at all those cooldowns and imagine every revive adds 30 minutes to the cooldown, so a fighter could be revived 16 times by low skill revivers before the cooldown is maxed, or 64 times if enlisting the services of a top reviver per day. These numbers seem a little high which is part of why I didn't put such a hard number on it, because I'm not 100% sure how many revives should be ok, nor exactly how many revives it takes for someone in the current system to go from max chance to sub 10% chance.

    You... have never heard of revive factions using Discord to communicate in faction alliances specifically for that? Revive factions do use tools to communicate.

    Because the amount spent on revives is still far behind what is spent on Points, Xanax and medical items even before the rework. Sure, billions were spent on revives, but billions upon billions were spent on other things, that hasn't changed.

    Spooky [2137481]

    Yes this is torn and extortion can happen . But have you seen any faction in torn ever go after a
    revive happen .

    The point of having a set number of revives a person can receive in a 24 hour period , is so that
    the limit is the same for everyone .
    If is based on reviver skill it can cause two problems .The.main problem is that by your system only top revivers
    would be used during wars . Secondly it could make revives a big factor in who wins wars , which is what needs to
    end .

    Yes faction do use discord when asking for revives. But they aren't talking to a specific reviver . It's
    a message saying I need a revive , a reviver sees the message and revives them . I have been on both
    Sides of war and.necer had any direct contact with other people , except for a message
    being sent to say revives were turned off .
    Yes, I have, and they got support only by getting backing from other factions in Torn after the fact.

    The limit is the same for everyone, just that you need higher skill revivers to fully utilize it, plus it could easily be far more restrictive than the theory in the last post and be an hour per revive, hardcapping at 6 revives for low skill revivers and 24 revives for max skill revivers, which is far below what even the current system allows at realistic chances.

    Revives were never a big factor in who wins wars except when a low class faction was being warred by a high class faction. In fact they are still just as important to warring now and can even cost more than they used to as high skill revivers can leverage their skill for higher pay.

    Also, another problem with what you are saying, top revivers won't be the only revivers used in war, because lower skill revivers can be used up to the lower limits and then have a higher skill reviver take over, adding a degree of strategy to revives.

    And what's stopping a fighter stating their revive cooldown when asking for a revive? You really are thinking too linearly.

    One way I could see it is a faction organizing it's revivers, and the higher skill revivers take the higher cooldown calls only, while the lower revive skill revivers take on low cooldown calls, maximixing Energy efficiency and adding strategy and skill to the system.

    Please support my suggestion to refine the revive system here

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    Posted on 11:52:16 - 24/05/21 (2 years ago)
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