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Print at Sep 21, 2020 8:41:29 AM

Posted by wrs1864b at Oct 9, 2013 6:05:47 AM
Re: The ocean merge is ruining the game
It has been about 4 months since I posted the above graphs, so here is an update.

* Price of all bulky commods on the cobalt side of cerulean have continued to go up, reflecting the nasty imbalance in the spawn rates. There are problems with non-bulky commods too, but at least you can ship them in a sloop without much effort, just a large amount of time wasted on unfun activities.

* The extra swabbies on ships does not seem to have helped much. To overcome OOO's booched spawns you need to be able to ship lots of bulky goods the required 25-65+ leagues. (Yes, really, 65+ leagues is needed.) While you can now solo a MB much easier, it holds too little to make a long trip worth while. A MG can now be soloed short distances, but even 12-15 leagues is running a huge risk that damage/bilge will get out of hand and your ship will collapse into being dead in the water. Hiring jobbers on such a low population ocean means that you are taking critical jobbers away from other, funner activities, it greatly increases your load time, it greatly increases you risk that the jobbers will leave you stranded in the middle of an inter-ocean leg, and greatly increases your costs.

* All notes listed in the above post still apply.

2010-01-20 trading posts
2011-12-03 jubilee opens
2012-01-31 ocean merger
2012-03-21 reboot exploit closed
2013-09-16 extra swabbies

Algol can not assert the truth of all statements in this post and still be consistent.

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