The option to spawn on 'new' islands
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- Jos Elkink
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west wrote:They used to do that, like when fish and textiles were first introduced, but then the policy was made that new resources will only appear on new lands.
Correct. But there is no iron law on this ... We decide with every new resource separately. I might also someday overhaul the whole resource gathering system in the first place, but alas, time is lacking for all existing ideas, let alone revolutionary new ones

- formerly known as hf
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I (think) what I was trying to say was that, if the likelyhood of spawning is linked to the number of people at a location - the colonies would probably have to be quite large to get a good chance of being a spawn location. And if larger areas are more likely to get newspawns, their growth rate must be faster than elsewhere, so if a colony is to become somewhere where a newspawn is more than a fraction of a possibility, it would have to grow faster than the large towns grow, in order to keep increasing it's chances of attracting a newspawn
(now I'm confiusing myself)
Anyways - I'm probably wrong... It's been ages since I spawned anyone I can remember - so I forget how random it is...
(now I'm confiusing myself)
Anyways - I'm probably wrong... It's been ages since I spawned anyone I can remember - so I forget how random it is...
Whoever you vote for.
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The government wins.
- Jos Elkink
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hallucinatingfarmer, you're right, but: 1) colonies probably DO grow faster as they are getting new settlers; 2) with the change of the spawning system to be proportional to the square root of the number of people on a location rather than the number of people per se, the effect you're describing is already significantly reduced.
- Nick
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If any of you guys know anything about square roots you'd see what he means.
Come on, it's not that hard to understand.
edit: here, now you guys can read this and pretend you already knew it
sqrt of 1 is 1
sqrt of 4 is 2
sqrt of 9 is 3
sqrt of 16 is 4
sqrt of 25 is 5
sqrt of 36 is 6
etc...
The first number would be the number of people in a town. The second number would be the variable that modifies the chance of spawning there (not sure of how exactly it's calculated). It takes a large increase in players to increase the variable slightly.
ie: it takes more than a doubling in town size to double your spawn chance
I in fact don't believe this is good, I think it will create too few spawns in large cities, if anything. Quite the opposite of what you were saying, HF.
But hey, in Jos we trust. Or well, at least I do.
Come on, it's not that hard to understand.
edit: here, now you guys can read this and pretend you already knew it
sqrt of 1 is 1
sqrt of 4 is 2
sqrt of 9 is 3
sqrt of 16 is 4
sqrt of 25 is 5
sqrt of 36 is 6
etc...
The first number would be the number of people in a town. The second number would be the variable that modifies the chance of spawning there (not sure of how exactly it's calculated). It takes a large increase in players to increase the variable slightly.
ie: it takes more than a doubling in town size to double your spawn chance
I in fact don't believe this is good, I think it will create too few spawns in large cities, if anything. Quite the opposite of what you were saying, HF.
But hey, in Jos we trust. Or well, at least I do.
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- formerly known as hf
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Thread merged with 'Alternate English Spawn Point' (apologies about the quoting - there's no easier way to do this...)
Savanick wrote:Sat Oct 22, 2005 5:44 am
So, I was talking with one of the administrators earlier, and he mentioned that often, English-speaking players will create a new character in a language area that isn't played much - at all - simply so that they can start a new character in an undeveloped area, with no intention of actually learning the language.
That got me thinking. A lot of people really seem to enjoy fighting the wilderness off from scratch and building up from the bottom. If people really want to start in an undeveloped area that badly, why not create an entirely new island and offer that as an alternate English area? It could be selected in the language selection screen as English (alternate) and would use a set of spawn points out there somewhere.
Thoughts, comments, flames?
Sav
Racetyme wrote:Posted: Sat Oct 22, 2005 7:05 am
I like it, but there would have to be a limit on the number of players who could have a character spawn there, or it would very quickly just become populated again.
Agar wrote:Posted: Sat Oct 22, 2005 7:06 am
There are english speaking spawning points off of the main three islands. The old lands are the K-isle, Siom / Lad isle, and the KDS isle. There are regions especially on the Siom isle, that are relatively unknown and empty of the throngs of people that can be found on the KDS isle.
For new and unexploiteded lands, there's Aki, Fu Put, Burgeo, and the slim chance someone can spawn on the Dhung isle in time to get massacared again.
I know that the little known lands would get a big help out of more people spawning. The way things are these days, the older characters watch the 25 year olds sleeping to death, while rare newspawns run off into the wilderness they think is safe from thier experiences with thier other characters, only to be killed by rhinos and cheetahs.
I do however like watching newspawns from the safety of my boat and taking bets on which animal will kill them. I've got long odds on turkeys for anyone interested.![]()
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If there was some way to increase the odds of a person spawning in a location, I'd take it. However, I can't really think of a way to justify that at all. That may be the only thing good that comes from babies, the people on these little known lands can spawn like crazy to populate it.![]()
Racetyme wrote:Posted: Sat Oct 22, 2005 7:11 am
I have a character on Aki, and I sure as hell don't want more characters on it, it would ruin the charm.
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The idea to allow spawning by choice on far islands (of which many, uninhabited ones, already exist) was already rejected
I (think) it was because it would discourage exploration, and because it is possible to have a character spawn away from the main islands - it only requires colonies to be set up on the recently discovered ones...

I (think) it was because it would discourage exploration, and because it is possible to have a character spawn away from the main islands - it only requires colonies to be set up on the recently discovered ones...
- Jos Elkink
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Yeah, I think this is the kind of thing that will gradually implement itself
... Already several cities are working on setting up new settlements / colonies and travelling to those island will gradually become more common, as will spawning on them.
We are also updating the spawning algorithm this weekend so that chars have a far smaller chance of spawning on the same location as other chars of the same player. This will also slightly increase the chance of spawning on new areas.

We are also updating the spawning algorithm this weekend so that chars have a far smaller chance of spawning on the same location as other chars of the same player. This will also slightly increase the chance of spawning on new areas.
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I can tell you that I was on Burgeo with another charcter on the boat with me (my navigator, who is in a coma) and watched a newspawn show up. Boar got him, but the turkey was close to killing him.
Just the two of us sitting there, and the poor slob spawned outside. Funniest thing I watched in cantr.

Just the two of us sitting there, and the poor slob spawned outside. Funniest thing I watched in cantr.


Reality was never my strong point.
- Savanik
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Jos Elkink wrote:We are also updating the spawning algorithm this weekend so that chars have a far smaller chance of spawning on the same location as other chars of the same player. This will also slightly increase the chance of spawning on new areas.
Woo hoo! No more five characters spawning in Olip/Olip Forest/Olip West/Olip North/ Olip Forest West!

Sav
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