Wish they would get some decent AI/algorithms/whatever for the Sanctuary workshops. Example currently: Isleworks Potion: Popularity - Low Demand Shift - Plummenting Predicted Popularity - Very High. It makes no sense!
Wish they would get some decent AI/algorithms/whatever for the Sanctuary workshops. Example currently: Isleworks Potion: Popularity - Low Demand Shift - Plummenting Predicted Popularity - Very High. It makes no sense!
Pretty sure it's not predicting anything and it's just prewritten with like 6 weekly cycles. So it's just the devs trolling. Basically a text dialogue for a week.
They have some changes coming soon. Let's see what they did first.
Discord is excellent for workshops.
The Island Workshop is fine. If you're not making 23k+ cowries a week on it, you're clearly not doing it right.
I'm within 35k cowries of the 500k achievement.
The end result is all that matters. Those who are calculating the information for public use are only using fixed methods that anyone can take the time to learn and employ themselves.
The point being, don't complain if you find it too complicated. The Workshop was solved within the first two weeks of the Island Sanctuary's arrival. And the methods and means of doing so were made publicly available.
The information available in-game is what is being used for that. So anyone can do that with a little research and effort.
It does make sense once you understand that Popularity is the value modifier for the entire current week and Predicted Popularity is the value modifier for all of the following week, not for tomorrow (unless it's Monday so Predicted Popularity because Popularity at weekly reset.
No, it just means the player is doing the intended game play instead of being told what to do by the spreadsheets shared in the Discords and Reddits.
I'd argue if you're making that much a week consistently, you're actually doing it wrong. You're effectively making use of cheat codes.
Instead of your feelings, I'd rather look at the facts. If the intended game play was doing it yourself, the devs could have made the market rates personal. They didn't. If the intended method was to not use spreadsheets, they could have used RNG to determine rates or they could have hidden the information needed to calculate the best result. They didn't. Valfreyja is right, you're doing it wrong.
If you look at the original JP and get it translated by something better than google, you'll find those are... completely different from what the USA got.
So yes, there was an issue that, before people figured it out, every single thing in there was wrong.
The good news is though, we don't have to depend on bad translations. A large group dedicated themselves to solving it.
So, yay.
Done.
It is quite the odd design choice. They use the terms 'chill', 'relax on your island paradise', and yet implement a complex economic system that essentially forces you to either progress at a snails pace, or take advantage of the community essentially solving the equation, and just copy and paste what someone else does without any thought involved.
I always think of Stardew Valley when I think of the best farming sim game. there are so many ways to succeed. If you want to just fish all day long? Sure, you can make a lot of money doing that. Go mining and sell stuff? That works too! Farming? yep, have at it. I guess I was hoping the Island would be slightly similar to that, where you could do things the 'wrong' way, and still succeed at a similar pace (say 70%) to the players doing it 'right'. Alas, that is not the way it's currently set up.
If the intended method was to use spreadsheets, they would have given us the spreadsheets to use.
They didn't.
Once again, you're showing how players "efficiency" the fun out of games by thinking that this is some sort of race and so the content must be approached at maximum optimization at all times.
Have you gained anything meaningful to you by relying on an outside spreadsheet to do the thinking for you?
At any rate, they made an overly complicated system in content that's supposed to be chill and relaxing. I'm happy that there are people that are far more clever than myself that figured it all out and that they're willing to share results.
Yup. It's essentially Fashion Report 2.0. A nice idea, but players soon realized how much more effective it is to just utilize publicly shared information. The code has been cracked and it's just a matter of getting the best reward each week, or choosing not to. Except with Fashion Report there are multiple ways to get the highest MGP reward. On the island there is only one correct way of getting the highest amount of cowries.
Faux Hollows is a better designed minigame in my opinion. You can look up patterns all you want, but in the end your tries are limited so you have to choose between getting the almost guaranteed sword+treasure and the RNG gamble of trying to find the fox. Everyone has a different pattern so it's a personal choice and solution each time.