It is still quite time consuming to train employees each day.Partly because most Directors like to check employees for inactivity and arerequired to open each employee's home page to check the last time they logged in, as the efficiency rating doesn't indicate this until an employee has been inactive for some time. It would be nice to see a "last time logged in" clock counter near the employee's names on the company employee page. This idea has been presented before but was lostin the old forums. I thought I would bring this topicback to life.
I really love the new mission system but I also realized today after two months, what the f**k is the point of it? Like many others I've been doing the daily mission since day one, hundreds of attacks, mugs, hosps, plus E refills, drugs, meds used and multiple attacks on those difficult opponents to finally reach 1250 mission points today. Today, 60 days later since the new mission system has been released I discovered I'm barely halfway to buying one Flexible Body Armor for 2200 mission points! 1250 mission points later, hundreds of attacks later I completely forgot what I'm fighting for!! I think this is kind of hilarious to think, enjoy! Can't wait to get the one Flex 120 days into it!!
One flaw with working stats is that Director's working stats don't do anything. Yet directors gain working stats, for what reason I don't know. It would be nice if director's working stats contributed too
Merry Christmas to, mo0ch [26628]. He's an inactive player these days but he was the first person on TC to help me out and he was a great mentor for helping new players back in the dayz. Wish he was still around, merry christmax mudaclucka!
Maybe I'm misunderstanding what the Merit Perk does. Yesterday job addiction was -12, and I added the Merits (-16% or 36 merits) and took some xaxax 2 maybe, then checked job addiction today and it was -13. And I just took another xanax and it's at -13. I thought it would reduce the job addiction by roughly 16% is what I'm saying. Sorry for being a pain :(
The new Merit perk "Addiction Mitigation" does not seem to reduce the negative effects of addiction in regards to employee negative Addiction effects but I'm not sure if that's part of the perk. Yesterday I checked my addiction negativity rating with my company and it was -12. I then added 36 merits to the perk and waited one day and checked the addiction threshold today and the negativity rating hasn't changed. Just a heads up, Happy New year!
You are a Detective. The Grinch has gone missing and the word on the street is Santa has something to do with it. You have been commissioned to investigate the Grinch's disappearance by the international Grinch fan club. The fate of Christmas is in your hands.
Hopefully this map will bring a laugh to your face as you explore the densely populated partially run down City of Grinchland. Don't forget to explore the slums. Please enjoy.
I noticed over the last year or so that faction activity has become stagnant and there's not a lot of incentive for factions to engage in outright war aside from small respect gains and farming endeavors. All I see is factions starting friendly territorial wars and then abandoning them to gain farm respect near to the end of a territory victory to preserve territories on both sides. I think one of the ways around this would be to create a penalty for the attacking faction that withdraws or fails to win the territory war or when the faction prematurely abandons the war all together within a time period. I think we should remove the ease of farming respect through fake territory wars to make the game more exciting and maybe even further penalize factions that lose wars to entice them the engage. I think everyone would like to see more serious faction wars but there needs to be an incentive to war and conquer territory. Maybe make it more lucrative to defeat an enemy territory and create a heavy penalty for purposefully withdrawing. Just a thought, factions have gotten boring there's nothing to fight for anymore :(