One day of playing and demand calculation seems ... weird?

Probably the most important thing to note about the new system is that it is based on individual booking requests, so the preferences and priorities of every single request will vary slightly. In a situation where you have a whole lot of more or less identical connections, things will, to a large degree, depend on chance. Where the old ORS would just evenly distribute pax across all connections according to a relative rating score, the DS picks the absolute best connection for an individual request (which might be for more than one pax). Side-note: Multi-segment connections are far less attractive in the new system than in the old one.

That said, at this point, it’s really to early to draw any conclusions, for various reasons:

  1. The game world isn’t even a day old.
  2. As usual, the market is completely empty.
  3. The passenger types aren’t fleshed out yet. This is next on my agenda for this feature.
  4. Related to three: Obviously, no tuning of any kind has taken place yet, so basically, the real-life behavior of this system is as new to me as it is to you :slight_smile:
  5. The feature still needs more internal (for me) and external (for players) means of analysis, so we can learn what’s going on. To an extend, of course. Part of the appeal here is that it less predictable than the old system.