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Travelling Fair

Diggo11

The West Team
Dev Team
Tonight we will activate one of the first major features from 2.05: the Travelling Fair. Once constructed, the Fair allows all players in the world to access wheel of fortune style minigames for the next seven days, from anywhere on the map.

The Travelling Fair starts in the top left county, where it must be constructed. Additionally, before the Fair can begin, it requires ten randomly selected products and another ten low level products. The amount of each required is determined by the amount of recently active users. Donating products or constructing the Fair provides a small payment of bonds. A "trickle" of products ensures the Fair is eventually completed.

Like the Easter Showdown, the constructed Fair can be accessed from anywhere. There are four minigames available, one per day, that offer the same possible rewards. Winnings are transferred to your inventory immediately. It is possible to play more than once by using bonds or nuggets, however no option is provided to pay for a higher reward tier. Therefore, with the exception of the new fair set, it will not be so lucrative to play endlessly. A week after opening, the Fair will move to the next county and require reconstruction.
 

DeletedUser

Guest
Changes to the travelling fair requirements & rewards

Requirements

As the players on Alamogordo can already see, we changed the required products and construction points to finish the fair's construction ground. While it's still depending on a world's active players, the algorithm, which determines the amount, now also takes various other numbers into account. For example, it checks how many active players actually can do the job of the required product.

This can result in some odd (or rather seemingly very high) numbers which are not doable by one player alone, but with the help fair's entertainers & other players of the world, it might be easier than you think.

Rewards

The old system capped the rewards at max 75 bonds (25 products, 25 builds, 25 daily activity). This resulted in players only dropping 25 products and are done with it. While this is not entirely bad, there was no incentive to further help out the fair. But handing out bonds in a big fashion is also not possible because it would easily devalue them.

As of now, we're trying a different approach. When the requirements are generated and the active players are determined, we're creating a pool of bonds. The pool is then evenly distributed between the 21 categories (20 products + construction). How many bonds you receive is calculated proportionately per category. As a result of those proportional rewards, rare products which are harder to obtain and are required less have a higher bond / product ratio than common products like lamb wool.

I guess we need some examples (numbers and products are made up), here we go:

Pool: 21000
Bonds per category: 21000 / 21 = 1000

Common product:
5000 lamb wool are required, you turn in 100 -> 100/5000 -> 2% (rounded)
Since you turned in 2%, you'll receive 2% of the bonds for that category. Which would be 20 bonds.

Rare product:
900 roses are required, you turn in 100 -> 100/900 -> 11% (rounded)
Since you turned in 11%, you'll receive 11% of the bonds for that category. Which would be 110 bonds.

Total: 135 bonds (110 + 20 + 5 (daily activity))
(This assumes that you turned in all products in one day and didn't do any construction)

As always for the beta, nothing is set in stone. Everything is subject to change.
 
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