My proposal is based on 45 nerve while it is enough to work with the difference between having "the top" nerve bar and being able to do the hardest organized crime is woefully huge. I'd say even further of a gap than 10-45 nerve.
My proposal: To make additional levels of nerve for progression. I'm suggesting raising it to 60, with 50 and 55 being signs of a improvement with 60 being "just a little off" or "there already" for the top organized crime. As it stands now it won't add that much of an imbalance to allow that as it will not improve their ability just their nerve bar (as a means of telling their experience)
Changing from 60 to 45 will provide an additional 15 nerve and has the regen implications of an additional 1 hour and 15 minutes of buffer without wasting nerve. This puts it on every 5 hours they'd need to do crimes or waste the nerve.
If 60 is too high I'd counter propose 55. If 55 would be the new max natural then 50 would be the "halfway there" symbol of experience.
TOO LONG, DIDN'T READ:: Increase education to make it more in line with stat requirements.
At the moment it feels like the work stats are a bit of a joke that are given from Education, given the relative amount that companies now need I propose that we have more job stats gained from Education. I'm not meaning boom 1 year with education they have 70k to all working stats, but I'm thinking something should be done to increase to fit in line with how much more we need for companies for new players.
I would even further advocate adding an education module that focuses on specifically increasing your job stat gains other than Bachelor of General Studies, which only provides a 10% boost. That 10% boost is somewhat trivial with the current figures and often the player can get more meaningful options. I'd like to see that 10% boost actually be worth enough to make players have to think about taking it first or second.
Edit: Another proposal to add to the mix is to as a perk of General Studies allow you to do an education course that is already done over again for an additional gain. If we did that I'd propose that I'd suggest giving the General studies perk the ability to increase stat gains by 2000% to all future education classes. That would make the best jobs still taking years to get to, but make education courses actually worth the time and money for keeping track of rehab. I am estimating about 23k stats a year being generated from courses. This would help speed up growth into the top and middle jobs while allowing small jobs to still be viable.
The problem: Stat requirements are so high that education and jobs don't get you there very quickly. This would cut down the time and allow all other players the chance to use this education update.
To balance the changes I'd propose that all those who completed the educations would get a pro-rated change. It is complicated but would likely result in less players being upset. I'd also say that if all you did was update the general bachelors course to the increase I suggested and add an education module that is repeatable that focuses on increasing work stats rather than actual other perks pro-rating the change might not be necessary as then those who want to focus on stat gains can easily get the gains and those who don't care enough to take the courses we can simply say the option is there.
Another user posted: Also increase education costs so that free education block is worth it again. This may be a little overpowerd but I like it since it would greatly benefit me and many other young players.
My feelings towards this is it would be fair considering the job stats would be more in line with what we need, so price should go up. I've never felt the free education block is worth it except for the dual weapon course. We would have to be careful though since most employees only make 100k-500k a day from their job (other companies can't compete with Tv Company or Oil Rigs for employee pay and expect to make money); so the courses can't be too expensive I believe no more than 4 million a course (unless it is an extremely exceptional course) would be enough to make the cost of the stock benefit worth putting out the money for and adding an more stinging incentive to rehab frequently with Xanax use.
Rather than loosing a % of our crime experience due to the busting nerf, I propose that we loose a flat amount of our crime experience for reds. The figures would come from 'expected' values of when said crime is a valid option for a person, rather than an outright "I hurt your experience for x%". I mean for that a fail for a person with a 15 nerve bar will be a lot less ground than say me, with a solid 45 nerve bar as it works now.
What I am proposing is to allow us to not be crippled by a percentage loose when clearly we do not have percentage gains.
Edit: To clarify the best money makers should clearly have the hardest hit with crime experience for a failure.
I'll say again it sounds like complaining about staff punishing people with a justified sentence. You do wrong on the game, the game has a way to punish you. Cutting a players chat off in turn doesn't completely kill the game, but it does lower the things to do on the game significantly. It isn't like they'll chat ban players willy nilly. There is often a reason players get banned from chat. Moaning about it won't change anything.
You're complaining that you get banned from all chats because you broke the rules? The rules are very simple, easy to follow. If you want to have a mature conversation, perhaps it needs to be done in private chats before you were banned to start with. Be grateful it isn't a mail & forum ban as well, since you are not cut off from all communication on this game.
Well take this with consideration : over half my jails are from busts and I still have a 60nb. One self fail if it sets you back with be lower than a drug crime red.
It was his way to try to make the dos not hurt everyone as badly as possible. I think it was possible that it was the most fair thing to do in a completely unfair situation. He can't force us to use them in a specific way unless he hard codes it in. And frankly that'd be a waste of developer time. So instead he just used an existing means to give us the refills rather than dealing with added stress of making another system to give out special refills that he would ideally never need to use again.
I don't know. It seems to me the most use of them is for a new player. What you're asking for could take a half hour to create a sort of system that has a confirmation for veterans and just get blown past for new players. It couldn't isn't the matter of possibly ( it's completely possible) it's that he doesn't want it to use up developer time for something that he will ideally almost never have been to give out very often. While I think it'd be nice there is far more important things for the developers to work on.
I don't use nerve refills since it isn't worth the cost. I do keep a stock of beer though to boost up my nerve a little bit. But I. Do feel it for be more detailed. Though it is interesting. To be fair I looked at it on my cell phone.
It's very possible for a new player to catch up to veteran players. The reason being is that stat enhancers are costly so you can't sustain to use them constantly. If you could do that it'd allow you to double a stat once every 17 days or so. But you'd have to have an insane amount of play money to do that on a regular basis.
It's not that hard. Hell of it's a second account you can go so far as having 20 million within 3 minutes without relying on any friends to give you money.
That would be a lot more intuitive to more people and that I believe would be a fair enough compromise. One slight improvement may be is to allow a player to enter in a custom time with a way to denote if we're talking hours days or minutes. I'm not sure how hard that would be to behave properly. I know it sounds easy but in reality it could be much harder.
Well one thing I do know is the have switched a lot of comparisons into % so it wouldn't be unreasonable to think accuracy and damage from weapons influence it as a %. It still would be a multiplier technically but it would be more right if it were to be called a divisor since it's a decimal. It's all about how exactly the numbers are being used. If it's stat * weapon with weapon not being a % then it's significantly stronger. Well I that alone just made the lightbulb flip how it's done and why.
To be fair to Dex they needed a way to alter speed. Since an enemies Dex is a flat amount it's almost certainly a % where all values take away from 100%. Def vs str is less intuitive but would probably work the same since Ched did once explain how armor works and I still have the rough idea of how it does.
What we can take from that is that the stats will matter a lot when the difference in stats are close and almost not at all when stat difference is huge. By this I mean your stats vs your enemy stats.