Board Thread:General Discussion/@comment-37615991-20190217172443/@comment-36094989-20190221230652

The "randomly" generated TYs used to give some energy points and coins. The fixers generated from the TY batch used to be skewed towards lower level fixers but the players getting the highest level fixers from playing the game still got the high fixers.

the algorithm changed, and players near my level are getting a lot more high level fixers in addition to mid level ones. White string no longer dominates. Energy points and coins pop out seldomly.

5Sides, a player who started this game at the beginning, saw a loose one to one relationship between fixers that were gifted and those that arrived in "random" TYs. 😭  So, if one wanted more fluff, fluffing your entire FL got you more fluff. Gifting flies and cotton? They apparently came back in TYs.

that algorithm is not something I have observed in my new world game 😭. I tried to fluff and tar some of my friends. Nope, silver birds, red diamonds, screwnut bracelets are coming in droves 😓.

The closest one to one mapping I observe in my new world game happens during visiting. CIs that drop from visiting reflect my own inventory traffic - things that dropped from playing, things that I gift after playing, things that I receive as gifts from friends (CIs) drop during visiting - not exactly the same CI, but another CI from the same collection may drop. If I break up a  cufflink collection and gift partials, I will see cufflinks dropping from visiting for up to two days 😎.