I don't understand the concept behind making him 10mil+ and increasing his payout - so that users who have 10mil+ can just continue to add tons to their accounts? no thanks.
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What? No, we'd have just released them for CSC then, obviously.
Yeah, I'm going to push some library / sagg updates tonight.
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I pushed out some changes today, you should see increased profits from him tomorrow.
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Just wait until tomorrow :P!
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There hasn't been any change to Saggi's code (outside of the scavenger hunt) for two months.
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I just ran it through 20 quests.
I did this a few times, and we've also been watching really heavily the numbers on quests to get an idea where each is, and it sounds like you just weren't lucky.

This is sample data from 250 quests of each type. Malaria is weirdly over performing on average (I think because the items she asks for are weapons are typically pretty devalued) and Cinthia is currently doing well because of the Morostide items she is giving out.
Otherwise, Saggittarius still performs really well.
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Again, you'll notice in the graph above that every quest on the site averages a profit, including Carl. We are always making small changes and tweaks to the formulas while watching the items they ask for, but for the most part if you walk away from a day without having made any profit you are either incredibly unlucky, or choosing the wrong quests.
On that note: The chart above assumes that you do every single quest, not even dropping the unprofitable ones, so.
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There have been no changes to Carl's file in a really, really long time. All quest givers ask for particular items in a range (either by keyword, rarity, from a particular shop, etc) and it's random what items are chosen from that pool. His pool itself has not been changed in a long time.
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In todays 250 sample quests, Sagg did perform a little bit worse than the other quests, but still has a pretty high average profit per quest, especially considering his is in pure sP.

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Reminder: Rewards are sP + items. You will not always get a pure sP profit (nor is it intended) from quests that also give items as prizes.
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The thing is - there haven't been that many changes. All of the questers have a pool of items, that are items based on a certain rarity, type, and user price. The last number is obviously the one that fluctuates the most and in the case of most of the quest givers it's a pretty big range.
So for example, if a quest giver asks for items that are r30-70 that are books and userprice between 5000-60000 and suddenly a ton of people do those quests (or we have more users online for something like Morostide), the low end stops being the target for the quests and you're getting more and more quests where the items are being chosen from the high end of the userprice range.
These kinds of things happen organically and without any changes on our end programming-wise, they are just fluctuations in the prices of items and there isn't a ton that we can do about it. There was a long period where the price of the items that Saggi asks for (r65-99) were low due to various reasons. As we've removed a lot of those items from places like vending, they slowly go up in price until we are in a situation like we are in now.
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700,000sP is a lot of sP. That's not an "okay" day, that is above what we want the average to be.
The graphs I posted were the overall profit from the quests, meaning that the amount that it cost to do the quest was taken out.
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We upped the amount that Sarah gives out so that she gives new users a quick boost. You shouldn't be doing both in the same day, so I'll be looking into methods to make sure that you don't. :)
As far as Saggi goes, I'll take a look at the algorithm that chooses how much sP to give back depending on the items, but looking at the 250 sample quests today he's pretty much in line with what we're looking for him to give out. You not being able to figure out beforehand if a quest is profitable isn't something I'm super worried about, to be honest.
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I just pushed some changes - you should see them in the next few hours / when you do your quests tomorrow. I just ran a bunch of sample quests and am not in love with the change (it seems like it's skewing a little high) but it's a good start. Let me know what you think when you do them. :)
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Just pushed some more changes (hope you all got a chance to get MAD MONEY :P) to quests in general to bring them more in line with what we're looking for.
What you should find after these changes is that it's a lot more predictable what you're going to get for these quests, including Sagg. It's a lot more normalized, where quests are giving about the same amount of value - Sagg is just giving sP instead of items.
I'm going to keep an eye on the quests going out today as well as running a few more internal tests on it, but I'm probably not going to touch anything very much for a few days while we collect that data since this was a pretty big change on the backend :)

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