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Fearspect: forum
Fearspect [3198506] Level 71
- Forum posts (Torn's count)
- 14 observed
- Archived posts
- 9
- Threads started (archived)
- 3
Boards
From the 9 newest archived posts.
- Attacking
- Suggestions
- General Discussion
- Racing
- Fun & Games
- Tutorials & Guides
- Bugs & Issues
Threads started
- Bug: OC Payout Split Amount for Bidding War
- New Drug to Compete with Xanax
- Inconsistent Results: Looking for advice
Most-liked posts
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Hoping someone can shed some light on my inconsistent results in JLT. I'm currently in the JLT league 1 (any car, below 10 RS for first race). I've raised my racing skill a decent amount past that now just finishing race 4 (10.33 RS).
I'm trying to understand why my races seem all over the place but others (like most of the top 5) consistently finish in some of the top spots. Our sub-league is 73 racers, but realistically maybe only the top 30 or so truly showed up for every race. For example, the top-ranked racer has finishes of 6th, 1st, 13th, 1st, whereas I've been 4th, 17th, 24th, 25th. Most of the top racers are in the 10s somewhere but it's not like any of them pushed into 11 or higher for racing skill.
Some thoughts:
1. I do understand that with a lower racing skill, there is likely much more variance in results, so is this just a bad luck situation?
2. I've heard that some suspect there is a hidden 'car experience stat' that resets when you make a change. It's interesting but some of these have been consistently raced for months.
Just looking to improve future results. I would appreciate any insight. Still have 5 cars (one partially built) to build (the single race cars for Uptown, Two Islands, Stone Park, Hammerhead, and Convict) to have all the suggested best builds for each race, but some of my better results were from using an alternate for those races.
Racing stats (me vs top place)
RS: Me 10, them 10
Points earned: Me 1883, them 1612
Races entered: Me 1637, them 1404
Races won: Me 339, them 288
I'm trying to payout an OC between six participants, but the text says the split is between 9 people. The money it says it will pay to each member on the confirmation dialog also matches the amount expected, with nine rather than six. I haven't completed the payout until I confirm whether this is a visual bug or a bug.
OC was Bidding War. If you can access the link, here it is (at least it provides an ID): Link to OC
I disabled TornTools, issue persists. No issues on any other recent OCs.
I'm about ready to give up on Dungeon 4. Do I need to buy Christmastown movement speed items just to finish this map?
Recent archived posts
I'm trying to payout an OC between six participants, but the text says the split is between 9 people. The money it says it will pay to each member on the confirmation dialog also matches the amount expected, with nine rather than six. I haven't completed the payout until I confirm whether this is a visual bug or a bug.
OC was Bidding War. If you can access the link, here it is (at least it provides an ID): Link to OC
I disabled TornTools, issue persists. No issues on any other recent OCs.
The team is ready to take on your escapes contract right away. Reach out via Discord Ticket or message me in the game.
I'm about ready to give up on Dungeon 4. Do I need to buy Christmastown movement speed items just to finish this map?
Now I ask you, what good would having a drug that competes with xanax do for the overall game? There is always going to be a most efficient path to take, and many people are going to take it once they learn what it is. The only way anything will ever compete with xanax is if it gives equal to, or more energy than xanax.
I'll try to think of something else. There must be a possibility for a fuzzy optimal solution in play. Active players have courses done is still a minority (I think), but that is a player segment that would ignore this. So, it's figuring out what those players may value above energy. Increase mugs? Improve stealth? A bonus towards better outcomes when opening crates?
The problem with energy is its high value due to its versatility: training, attacking, reviving, and maybe these need to be separated. Stacked for a war but didn't use it? Just train, mug people, attack NPCs, etc.
I'll speak with some players who are done training and see what I can come up with. If I had data on drug usage by segment, that would be easier but the market reflects that all other drugs have a relatively low value.
A change doesn't have to affect everyone to be valuable, that bar might be a bit high and only really result in UI fixes.
Maybe Adderall? I know you technically have speed, but the idea here is to have something to compete with the use of Xanax. I think if you had some kind of effect on education time, many players would have a much more difficult choice about what to use rather than just doing 3x Xanax daily and maybe taking 50 of the others for merits. I'm not sure where the breakpoint is to make it competitive, but more broadly I think an overhaul of all the drug effects is something to examine.
P.S. I think Cocaine for energy over Xanax makes a bit more sense, but I get this isn't exactly focused on realism.
Hoping someone can shed some light on my inconsistent results in JLT. I'm currently in the JLT league 1 (any car, below 10 RS for first race). I've raised my racing skill a decent amount past that now just finishing race 4 (10.33 RS).
I'm trying to understand why my races seem all over the place but others (like most of the top 5) consistently finish in some of the top spots. Our sub-league is 73 racers, but realistically maybe only the top 30 or so truly showed up for every race. For example, the top-ranked racer has finishes of 6th, 1st, 13th, 1st, whereas I've been 4th, 17th, 24th, 25th. Most of the top racers are in the 10s somewhere but it's not like any of them pushed into 11 or higher for racing skill.
Some thoughts:
1. I do understand that with a lower racing skill, there is likely much more variance in results, so is this just a bad luck situation?
2. I've heard that some suspect there is a hidden 'car experience stat' that resets when you make a change. It's interesting but some of these have been consistently raced for months.
Just looking to improve future results. I would appreciate any insight. Still have 5 cars (one partially built) to build (the single race cars for Uptown, Two Islands, Stone Park, Hammerhead, and Convict) to have all the suggested best builds for each race, but some of my better results were from using an alternate for those races.
Racing stats (me vs top place)
RS: Me 10, them 10
Points earned: Me 1883, them 1612
Races entered: Me 1637, them 1404
Races won: Me 339, them 288
With Halloweek over, our team is ready to go to help you get up to three easy merits. Reach out with your interest via discord or in game message.
Sign me up please
