Newspawn Distribution

General out-of-character discussion among players of Cantr II.

Moderators: Public Relations Department, Players Department

Millhouse
Posts: 521
Joined: Sat Jun 13, 2015 1:32 am

Re: Newspawn Distribution

Postby Millhouse » Sun Oct 04, 2020 6:54 pm

My experience spawning this time has been much better than my first time playing Cantr. By that, I mean they are much more spread out with characters spawning on multiple islands far away from each other. Years ago when I played, almost all of them spawned near each other and I had to move them around or always bump in to one another. I don't really mind spawning in to a mostly sleepy town every once in a while. It allows for some good simming, which is a big part of the game (like it or not). Some of us do enjoy the progression aspect of the game.
User avatar
gudgeon
Posts: 187
Joined: Tue May 26, 2020 3:44 am

Re: Newspawn Distribution

Postby gudgeon » Mon Oct 05, 2020 2:29 am

Both active towns and sleepy towns need newspawns, otherwise the sleepy ones are even less likely to wake up.

Probably we could just give new players 4 characters right away after they pass the intro server. This would give them a better view of the whole picture, and would avoid driving them away with an unlucky roll of a boring or difficult location.
User avatar
miirkaelisaar
Posts: 526
Joined: Wed Jun 29, 2011 8:47 pm
Location: Desert.

Re: Newspawn Distribution

Postby miirkaelisaar » Sun Oct 11, 2020 2:51 pm

I personally haven't experienced spawns in quiet locations, except for the fact that the most active towns today are quiet compared to 2-5 IRL years ago so while they are quiet, I still consider the more "active" towns to be the new standard for active. I nearly always experience newspawn spikes when my character's town experiences a spike in activity, or visitors. Whether the town is able to maintain that activity at a constant afterward is a toss up though, so a town having activity when you spawn there is no guarantee, so why do we even need an algorithm that places you somewhere active if they can ALL slip into a coma before the week is done? Can't you add something to the algorithm to state that a spawn should spa an in a town with say, "activity of at least one cumulative hour on at least ten consecutive days" so people don't spawn in a quiet town because I was fighting thieves and the algorithm assumed we were all active and wakeful to help a new person when it was actually a fluke situation. Instead they can spawn in a town where at least someone has woken at least once every day for a certain time.

I have another issue though, the problem with algorithm assuming if two people of a language group are in a place, it's okay to spawn a new person in that group there. this almost always lends to spawns appearing in a town where two or three people popped in for a day and left, and a newspawn appeared in their language, not that of the town, while they were lifting anchor and leaving. That's seriously a huge blow to the town, player and character and they usually just die, there's got to be a better way. How about instead of "two people+this language+same location=spawn", change it to "two people+this language+in this location for at least ten game years=spawn". That single algorithmic change could fix the whole issue because spawns will spawn anywhere two people in their language group have been for at least ten years (collective instead of continuous to account for small trips from home) and managed to survive and settle. This I feel would greatly reduce the number of people spawning in a random spot because they happened to hit the button while people of that language happened to still be somewhere not usual and happen to leave them stuck there in the wrong language area. It would also make more likely that they spawn where there are older people living in a place who know the ropes and can help them, not just spawning in a town of other confused spawns.
“No institution can function smoothly if there is disunity among it's members.”
User avatar
Valerie
Marketing Specialist (PR)
Posts: 24
Joined: Mon May 18, 2020 2:21 am
Location: Canada

Re: Newspawn Distribution

Postby Valerie » Sun Oct 11, 2020 3:17 pm

miirkaelisaar wrote:
I have another issue though, the problem with algorithm assuming if two people of a language group are in a place, it's okay to spawn a new person in that group there. this almost always lends to spawns appearing in a town where two or three people popped in for a day and left, and a newspawn appeared in their language, not that of the town, while they were lifting anchor and leaving. That's seriously a huge blow to the town, player and character and they usually just die, there's got to be a better way. How about instead of "two people+this language+same location=spawn", change it to "two people+this language+in this location for at least ten game years=spawn". That single algorithmic change could fix the whole issue because spawns will spawn anywhere two people in their language group have been for at least ten years (collective instead of continuous to account for small trips from home) and managed to survive and settle. This I feel would greatly reduce the number of people spawning in a random spot because they happened to hit the button while people of that language happened to still be somewhere not usual and happen to leave them stuck there in the wrong language area. It would also make more likely that they spawn where there are older people living in a place who know the ropes and can help them, not just spawning in a town of other confused spawns.


I think the 'activity' piece needs to be included as well. I have a couple characters who spawned in locations with 2 or 3 older characters that didn't do anything, even when addressed. The newspawn is now left to figure it out with the additional worry that if they did anything too aggressive, they would be punished.
User avatar
PaintedbyRoses
Posts: 367
Joined: Tue Jan 09, 2018 10:03 am

Re: Newspawn Distribution

Postby PaintedbyRoses » Sun Oct 11, 2020 3:52 pm

And yet, smallish towns with 5 or so characters who are very active get no newspawns at all, for years.

Also, the newspawning in Genesis has gone insane. The town can't possibly support so many people.
Image
Outerhaircell
Posts: 19
Joined: Thu Oct 08, 2020 8:39 pm

Re: Newspawn Distribution

Postby Outerhaircell » Mon Oct 12, 2020 2:54 am

PaintedbyRoses wrote:
Also, the newspawning in Genesis has gone insane. The town can't possibly support so many people.


In massive agreement with this. It's kind of macabre at this point!
User avatar
gudgeon
Posts: 187
Joined: Tue May 26, 2020 3:44 am

Re: Newspawn Distribution

Postby gudgeon » Mon Oct 12, 2020 4:07 am

Outerhaircell wrote:
PaintedbyRoses wrote:
Also, the newspawning in Genesis has gone insane. The town can't possibly support so many people.


In massive agreement with this. It's kind of macabre at this point!


Lol. I read somewhere that the theoretical maximal population is 200~300 for each town with edible crops. Anyway I can foresee some degree of chaos coming. :mrgreen:
User avatar
Tiamo
Posts: 1261
Joined: Fri Feb 01, 2008 2:22 pm

Re: Newspawn Distribution

Postby Tiamo » Mon Oct 12, 2020 6:02 am

Overpopulation in Genesis is definitely NOT a correct taste of what Cantr will offer.
I think ...

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest