I appreciate that the devs have looked into this, but it's officially a trend with paintings' "value" back at $0.
Right now, Priceless Paintings have no incentive to be purchased off the market other than as a collector's item, or as speculation.
The high "base" price disincentivizes poorer players to invest into them.
Based on this, couldn't the team have predicted that the item has an incredibly low trade volume until (if) it has a legitimate use?
I doubt this problem will go away given the team's focus on item-based OC rewards.
I would argue that these items should ALWAYS have a floor (if the item value is < $X, then value it as $X) when it comes to the OC payout, because it is ALWAYS reasonable to assume that players will arbitrage the market.
That solves these abysmal OC payouts that have to be specifically noticed by players or fac leadership, and ultimately ONLY hurts normal players. For facs that care that means extra manual calculation and work. For facs that don't, then they get the bag and their members get squat.
I know that words are easy and (pre-existing) code is hard, but right now this is a pain point.
I'm assuming that determining where a hit lands goes something like:
1. Does it hit?
2. If so, roll if it's a crit or not.
3. Roll for body part (pool of parts depending on crit or not)
Once the game chooses a body part, is the placement within the part effectively random (uniformly distributed)?
For example, the Assault Helmet has a 66% coverage to Head. Does that mean its armor/Impenetrable bonus will apply 66% of the time on average?
Or do shots to the head usually hit the center of the head/face, meaning that you'll get hit in an unarmored spot more often than you would think when comparing to the numbers?
I crunched these numbers recently, and as a def whore where my dex is ~5% of my TBS, I came to the conclusion that full assault outweighed assault+riot helm by about ~14% when against rifles. The increased defense (11!) of the helm plus the 30% bullet resist in the helmet plus +10% bullet resist for the rest of the assault set outweighs the smaller helmet coverage. Obviously the attackers' crit merits/mods/expose will impact this, likely closer to riot's favor.
When against a melee, riot helm is definitely better. If your dex is significant (balanced or dex whore), I'd probably recommend a riot helm for the pepper spray resist.
Right, I'm on board. I guess rephrasing my question, does every pixel on the Head have an equal chance of being hit (assuming that the shot hits the Head)?
I'm assuming that determining where a hit lands goes something like:
1. Does it hit?
2. If so, roll if it's a crit or not.
3. Roll for body part (pool of parts depending on crit or not)
Once the game chooses a body part, is the placement within the part effectively random (uniformly distributed)?
For example, the Assault Helmet has a 66% coverage to Head. Does that mean its armor/Impenetrable bonus will apply 66% of the time on average?
Or do shots to the head usually hit the center of the head/face, meaning that you'll get hit in an unarmored spot more often than you would think when comparing to the numbers?
Because of how long it takes to get all the busting merits, you really can't start too soon. Because there's a "cooldown" on busting, shooting for a bust or two a day shouldn't hurt your nerve economy too much, while still progressing your bust limits.
AFAIK Disposal/Hustling/Cracking would be best for CE at your NNB, I don't think busting improves CE much (if at all)
This should be in Questions and Answers forum, and not Tutorials and Guides.
That being said, you need to Use an Empty Box, which you can then select items to put in it. That will create a Parcel with the items inside.
Then you can use any of the Wrapping Papers (Birthday, Generic, Christmas), select a Parcel, to create a gift (e.g. Birthday Wrapping Paper creates a Birthday Present), which you can then Send To Duke [4]
I appreciate that the devs have looked into this, but it's officially a trend with paintings' "value" back at $0.
Right now, Priceless Paintings have no incentive to be purchased off the market other than as a collector's item, or as speculation.
The high "base" price disincentivizes poorer players to invest into them.
Based on this, couldn't the team have predicted that the item has an incredibly low trade volume until (if) it has a legitimate use?
I doubt this problem will go away given the team's focus on item-based OC rewards.
I would argue that these items should ALWAYS have a floor (if the item value is < $X, then value it as $X) when it comes to the OC payout, because it is ALWAYS reasonable to assume that players will arbitrage the market.
That solves these abysmal OC payouts that have to be specifically noticed by players or fac leadership, and ultimately ONLY hurts normal players. For facs that care that means extra manual calculation and work. For facs that don't, then they get the bag and their members get squat.
I know that words are easy and (pre-existing) code is hard, but right now this is a pain point.
Unfortunately I'm not versed enough to offer if this is good advice or not, but it's an interesting idea and well-organized. Though I think you meant to mention Tear Gas (cut Dex to 1/3) instead of Smoke Grenades (cut Speed to 1/3)