In my opinion the CE needed for every NNB shouldn't be hidden, people work it out anyway based off of other people's effective arsons and it would give people more reasons to travel. Now that NNB isn't capped, could we please have the fortune teller tell % progress towards NNB increase?
The RNG associated with NNB increase would have the fortune teller sit at 100% until triggered like a level holder would.
I think the fortune teller should either have different fees for different nnbs, eg n x 10k or price it based off of the amount of flights coming in to China to emulate demand. The pricing change could be implemented for level too.
My response to ched:
Sorry, I vehemently disagree, that feels completely out of place.
Firstly "NNB" is a player-made concept which wouldn't fit inside an in-game feature.
I guess we will just wait for Andyman to figure out CE needed per increase as c1.0 it wasnt a mystery. Nnb might be a player made name but natural nerve is definitely a feature. Why would nnb not fit within the in game features? Is there a natural nerve bar or is nerve increases based off of your total nerve and therefore would we gain nnb faster without faction perks as nerve increases are tracked.
Secondly, CE and NNB upgrades must remain a mystery, I wouldn't want to spoil that.
C1.0 was not a mystery and I could imagine c2.0 ranges will be figured out eventually
Thirdly the fortune teller is rather beautifully simple right now, I wouldn't want to mess with that.
There are lots of simple things that have been changed, c1m0 was simple and it was changed for the better
I don't understand what this would achieve, I.e. What problem is this resolving?
People want to know when they'll get more nerve
How might this benefit gameplay, or make the player's experience better?
people will know when they'll get more nerve, it's a money sink, people will travel more, it'll be gameplay that benefits everyone instead of just scripters
Edit 2:
Other similar suggestions https://www.torn.com/forums.php#/p=threads&f=4&t=15957014&b=0&a=0&start=0
If youre super active, soon to start ~80 laps provide the most RS per hour
Set races with a start time in the future, not ASAP
If youre going to have a 30 minute wait, you may as well have a 100 lap
Docks overnight
Speedway Racing Guide: Why 80-Lap Races Are Better Than 100 (depending on start time)
A lap of speedway takes about 26 s, so 100 laps takes around 40 min, while 80 laps takes 34 minutes.
You get approximately the same RS (Racing Skill) for 80 laps as you do for 100 laps in 1v1 races. In larger groups, the RS system heavily favours finishing positions, and strangely, coming 4th out of 6 gives you more RS than finishing than 2nd in a 2-person 100 lap race. Even finishing 5th or 6th in a 6-person 80 lap race gives more RS than 1st or 2nd in a long 100 lap (at approx RS 20-30)
Queueing into active ~80 lap speedways saves both time and you dont have to be as active and further increases your RS gain as there will be more people in them. Plus, the XP is nearly the same regardless of 80 or 100 laps.
100 RS players are not ranked by when they got 100 RS and therefore there must be a hidden RS, its the same for CS.
The issue is that before the 100 RS were racing against 20 RS but now the formula has changed theyre racing against 60 RS people, which means the "RNG" favors them 3x less. Its not a RS cap issue, its a chedify issue.
The same thing happens with everything in this game, e.g. racing, total stats, halloween, crimes 2.0, and itll happen with flying 2.0, hunting 2.0, everything else 2.0