BUGFIX: Change generation rate of CCTs #1657
Open
+63
−23
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
When the game loads a save file that has too much bonus time, it tries to generate a massive amount of CCTs. This may take a very long time, and the player will think that the game hangs forever. This PR fixes this problem by changing how we generate CCTs at loading time.
New change: We have a new threshold: 30 days. If the offline time is below this threshold, we generate CCTs as normal; otherwise, we use a new formula to calculate the number of "bonus" CCTs.
Current generation rate: 25% chance of 1 CCT per 10 minutes. Average: 1.5 CCT/hour.
We have 2 formulas:
$$y = 24 \ast 1.5 \ast x$$
$$y = \frac{6500}{1 + e ^ {-0.02 \ast x + 2.2}}$$
Current [1]:
New [2]:
Graph:
Desmos link: https://www.desmos.com/calculator/pxm0lgovvp
Rationale behind the new change:
Fixes #1629.