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And furthermore, it is entirely by chance that in two versions of the game, each time I gained access to a new slime it plummeted in value? Thats about 12 for 12 of new plorts discovered on the Xbox One version and so far 6 for 6 it has happened on the PC version.
You can understand why I would mistake this as being by design, but hopefully that means I might still have better luck on the PC version.
Random noise can make for a drastic change for those with a distinctly high value given how it in practice ranges from about 50% the value Calculated to 167% the calculated value (2 seperate random noise values with a +/- 30% deviation each. One for individual plorts and another for the market as a whole). This randomness ironically covers the range of the drops you describe here. Annoying yes but this is meant to actually simulate a live market to a degree. If your hunter plorts were at roughly 50% saturation (of which they start at day 1 at) the base price to then be tossed into the rest of the algorithm would be 45. Having the random noise range in practice (in theory ignoring practical restraints it would be a bit larger of a range from 49% to 169%) is 22.5-75.5. Given you landed 30 at the end and 80 at the beginning we could work backwards using our extremes to calculate an original price which is what is effected by sales. Presuming 30 to be the 0.5 extreme (50%) and working backwards we get a base of 60 (which is the default price of a hunter plort so this isnt that bad when it comes to being reasonable with saturation and such. Fire this in for a max value with this base and random noise lands us around 100.2 (round down for any decimals)
This does over simplify some aspects of the code, since random noise does pick a "random value" (technically pseudo random, but to the casual player it seems random since its difficult to determine the seed sent into the algorithm, but it isn't impossible and can be predicted. Reason there are functional market predictors out there for the game, yet to see anyone prove one to be incorrect on anything.)
The actual process of seeding the random value im not overly familiar with, so i can't go into much detail with that, which does lead to the calculations i gave not quite adding up in some cases, as the seeded value may not work for those particular cases to reach the extremes. (Example, minimum value for the hunter plort determined by another data miner who actually made a market predictor, is 20. If at 100% saturation, base value before randomness should be about 30. 50% of that would be 15, which is out of range due to other factors that this basic explanation does not cover with the seeding process, and a couple other details i may have missed.)
TL;DR, while i would probably put it in a more polite manner as i don't feel this exact set of wording is ideal for the subject, but herald did already say it.
Can definitely see why it would be believed to be like such, i believed it to be such as well until i actually got digging into the code.
Maybe have it give you a way to see what other ranchers are selling to better guess the long term marketability trends?