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Print at Oct 26, 2020 9:40:32 AM

Posted by GreatBob at Feb 13, 2013 12:59:44 PM
Re: Tyranny...
The "unfavorable distribution" was a deliberate design choice made by OOO for cobalt/viridian. OOO made sure that each basic commodities spawn in small areas and you rare get all the critical commods near each other. If you have cane, you are missing iron or wood. Lots of important minerals/herbs spawn on only one island. So, for example, moab spawns cane in jubilee's arch, but it is also the only island on the cobalt side of cerulean that spawns chalcocite. So, most of that cane is probably being shipped off to distant islands that are paying 200PoE more for chalcocite.

In order for Jubilee to get things like cane delivered, merchants there need to be buying lots of other stuff in reasonable quantities. The problem is that I doubt Jubilee gets that much business. Sure, if flotillas/SMH charts start spawning near it, the island's stock can be wiped out, but if there isn't any special needs, the regular business may well not be enough for even one stall.

With the low population spread so thinly over so many islands, not all islands can have a healthy economy.

The problem isn't the bots, nor the way things are spread out. Cobalt was absolutely fine as far as sugar cane until one thing: the ocean merge. While the economic model of a dynamic spawn based on average prices works on a set group (all islands on an ocean), when you merge two oceans together there are possible problems.

The quick version: the Cobalt side is getting screwed.

The reason:

Each commodity that spawns on an island requires a specific object to be physically placed in the island's scene file. These are usually referred to as "spawn points". If island A has 10 spawn points for a commodity and island B has 20, then island B will spawn twice as much as A. The total number spawned is based on an ocean's needs, which is why prices for commodities are usually fairly close on different oceans, despite population differences. If one ocean has 200 spawn points for a commodity and needs 2,000 of that commodity each day, then each spawn point will be worth 10 of that commodity per day. If another ocean needs that same 2,000 but only has 50 spawn points, each one will be worth 40 units. Now, merge those two oceans together.

4,000 total required units with 250 spawn points means 16 units per spawn point. This means that the first ocean in my example is getting 60% more then before, and the second ocean is only getting 40% of what they did before. If you haven't guessed yet, this is what has happened with Cerulean.

Sugar Cane:
Winter Solstice: 357
Olivia Isle: 239
Epsilon Island: 110
Gaea Island: 108
Islay of Luthien: 102
Cleopatra's Pearls: 98
Lagniappe Island: 90
Namath Island: 80
Kirin: 72
Byrne Island: 61
Napi Peak: 51
Labyrinth Moors: 50
Boyle Island: 49
Fintan: 45
Mermaid's Purse: 45
Tinga Island: 43
Delta Island: 38
Emperor Island: 38
Swampfen: 35
Beta Island: 31
Nu Island: 30
Durian Island: 27
Harmattan: 27
Uxmal Island: 25
Vernal Equinox: 23
Kuhio: 20
Xi Island: 17
Cochineal: 16
Sakejima: 16
Windward Vale: 15
Meke Island: 14
Sapling: 12
Raven's Roost: 10
Moab: 8
Nova: 8
Turongo Island: 8
Erh: 2

This list is how many sugar cane spawn points are on each island. To save you the trouble, there are 2020 total spawn points on Cerulean, with the Midnight side having 1588 (79%) and the Cobalt side having 432 (21%). While each ocean survived fine on its own, once you put them together the economic model destroys itself.
Penguinpaste, SO of Polaris, Obsidian. Dark side.

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