A Change to the Spawning
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- EchoMan
- Posts: 7768
- Joined: Fri Aug 26, 2005 1:01 pm
- Location: Stockholm, Sweden
Re: A Change to the Spawning
I think the post I wrote just before yours answer your question. No?
- lulkoek
- Posts: 197
- Joined: Sat May 02, 2009 10:10 pm
Re: A Change to the Spawning
Not really. It just says that if there is a town with 3 Polish speakers will less likely to be a spawn town for a Polish player than a town with 45 English and 5 Polish speakers? Unless I'm misunderstanding what you said there.
What I was referring to was that 100% Polish might best go before 10% Polish (in the above example).
What I was referring to was that 100% Polish might best go before 10% Polish (in the above example).
- EchoMan
- Posts: 7768
- Joined: Fri Aug 26, 2005 1:01 pm
- Location: Stockholm, Sweden
Re: A Change to the Spawning
lulkoek wrote:Like in one town there could be 100 people (I know exaggerated, but it's for the sake of explaining) and 95 of them speak English and 5 Spanish. If someone wanted to spawn a Spanish character, they might very well pop up in that town and actually be on 'foreign territory'.
This is exactly how it works today, and what I explained in my previously mentioned post.
- lulkoek
- Posts: 197
- Joined: Sat May 02, 2009 10:10 pm
Re: A Change to the Spawning
Misunderstanding mine then,
- Auryn
- Posts: 298
- Joined: Fri Jul 08, 2011 1:10 am
Re: A Change to the Spawning
I've thought a while about the ghost town problem, and now I have an idea of my own to throw out there. There can be anywhere between 2-10 people and the town could still not be active. Why doesn't the number of active projects count towards spawning rates?
- Piscator
- Administrator Emeritus
- Posts: 6843
- Joined: Sun Jul 02, 2006 4:06 pm
- Location: Known Space
Re: A Change to the Spawning
Well, an active project is not necessarily an indicator for an active character. You can be farming potatoes for 20 years without paying any attention to that particular character.
Pretty in pink.
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