Skills

General out-of-character discussion among players of Cantr II.

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rklenseth
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Postby rklenseth » Wed Nov 17, 2004 7:20 pm

So rather than having percentages and or bars we should have 'senses' instead that uses more than sight and hearing like smell, touch, etc...

So instead of having the tired bar you see a description that says your are tired such as your characters yawns, your work goes down considerable, and can even give a message that says your character is tired like 'Your eyes are becoming to feel heavy' or 'Your arms and legs are feeling tired and heavy'. Other people could look at a person and the description says that 'a man in his twenties looks healthy and looks tired'.

The same can be applied for damage. 'You are bleeding from a wound', other characters see 'a man in his twenties is bleeding from a wound and looks somewhat tired.'

The same could be applied to hunger and thirst. I kind of like this idea.

Perhaps for skills, if you are better at something it won't tire you out as fast and when you have improved it can say a message like 'You feel stronger than usual'.

Maybe with food you will not burn it as much if you are good at it so you won't get a message that says 'You smell your grilling meat burning'.

I don't how to get this working but I definitely like the idea above the bars and percentages as well as a way to know if you have improved in something.
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Pirog
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Postby Pirog » Wed Nov 17, 2004 8:45 pm

Pürkel has some vert good ideas. I would also like if progress became visual. IRL you can feel when you improve...so perhaps it should say something like "your training/work has improved your skill" or something when it goes up.

The thing about seeing how skilled others are is valuable and could be a direct reflection to your own skill. So a useless worker sees everyone else as skilled, while a professional sees average people as mediocre.

That would also be needed for the military training. The commander should be able to see how skilled the guards are. You wouldn't recruit someone who can't handle a weapon to begin with, and simply asking them isn't an effective way to find out.

E.g. two cities might train their armies in different ways and one might win more battles, so that more cities take over this method of training ... People can build up historical experience.


I don't see that as a good thing. One town trains with 0 % combat damage while another town focuses on 10 % combat damage. It turns out that 0 % combat damages doesn't give you any benifit at all, so when the war comes they get beaten by the much better trained enemies. But there was no skill or effort involved...it was simply chance, since the losers happened to pick a training system that doesn't work. Why would that be good for the game?
You can see and feel when you get better at something, but as far as I know that isn't obvious in Cantr.

(Yes, that last part was whining. Although I'm still positive that there are skills I'm getting frustrated about the way they are handled...or rather, the way I imagine they are handled, based on non-existant information.)
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griogal
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Postby griogal » Wed Nov 17, 2004 9:50 pm

Pirog wrote:>

...but my character Silverfoot will want to strive to become the best warrior in the entire region,....



You know that is impossible....there will always be one better, and you know where he resides....


Sorry Pirog, :lol: , even though we're more or less on the same stream of thoughts, I couldn't help making this remark. :wink:
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Pirog
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Postby Pirog » Wed Nov 17, 2004 10:05 pm

Actually, she has been told by a certain councilor of a non Krifian town that she is the best fighter in the region. :P
(Haha, we shouldn't put further strain on the important and interesting topic though)
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griogal
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Postby griogal » Wed Nov 17, 2004 10:10 pm

We both know that the councillors of all towns in the region are not very keen of the Mac Gregors.
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NetherSpawn
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Postby NetherSpawn » Wed Nov 17, 2004 11:14 pm

The system change does sound like a good idea, and I like the idea of genetics being based on a combination of randomness and other residents of a region. It makes sense and it blocks the 'children' concept. That way, Cantr characters are born of out of the chaos and their characteristics are shaped by the randomness of the chaos and the characteristics of those in the vicinity. Makes perfect sense.
There are at least a pieces of information that should be available, however. Training at 0% versus 10% is key, but what about 10% versus 20%? Does carrying out an action always get you the same training regardless of the percent effectiveness?
What are the weapons categories? Some (such as a knife, dagger, and a bone knife) are obvious substitutes, but are all bows the same? Are all weapons the same. Are all carving projects the same?
Basically, it's a good switch, but it takes a lot more time than the old system. You have to do a lote of work to judge your skill relative to yourself, let alone others.
The biggest issue I see is that now Cantr will have the same problem Morrowind did: training is a pain and takes a lot of player time. Combat training should be a project. Otherwise it's a burden on players and doesn't make sense. Training takes active activity over time, and real combat is not good training. You can also train alone, although blocking would take a complicated machine.
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The Sociologist
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Postby The Sociologist » Thu Nov 18, 2004 12:05 am

But what account has really been taken of the past history of characters? Has this been done manually for an elite few, or else left to chance? Is John Locke still a man suited to the title Guardian Ranger, or will he now have to resign himself to sewing silk shirts for Jo Jo? Anyone like to provide feedback? Are the MacGregors still all they are cracked up to be, or is the only noise in the Hills now the sound of their limp wrists flapping in the breeze?

You see I've a character spawned in lion country--the Baaak region. The only thing he has ever done is hunt and cook, but in a state of perfect bars he gets like 6-8 damage against lions with a bone spear. Yet in the Quil forest region I've a "sleeper" charrie leading a pretty meaningless undeveloped existence who yesterday got 26 against a range of animals with the same weapon, and today got 27.

Are these effects not too extreme? Anyone else encountered the same thing?

Also, can anyone please explain to me why lions breed like rabbits, there are no rabbits, raccoons breed like pandas and pigeons are celibate?

Umm... sorry that last is OT this thread but I'm pretty close to losing it.

:cry: :cry: :cry: :cry:
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ephiroll
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Postby ephiroll » Thu Nov 18, 2004 12:53 am

The Sociologist wrote:
You see I've a character spawned in lion country--the Baaak region. The only thing he has ever done is hunt and cook, but in a state of perfect bars he gets like 6-8 damage against lions with a bone spear. Yet in the Quil forest region I've a "sleeper" charrie leading a pretty meaningless undeveloped existence who yesterday got 26 against a range of animals with the same weapon, and today got 27.

Are these effects not too extreme? Anyone else encountered the same thing?



Not just like that, but one of my chars just attacked about 9 groups of animals a little bit ago and guess what, he did the exact same amount of damage to each group (accounting for natural animal protection), so much for "random".
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The Industriallist
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Postby The Industriallist » Thu Nov 18, 2004 5:36 am

Skills...I assume...

About the animals...the bigger animals seem to breed a lot more, because:
-They're a lot harder to kill.
-(assumption)all animals have the same reproduction functions.

So you've got your 3 rabbits. A new one pops up. You beat it to death immediately. You have 3 lions. A new one pops up. You start attacking it, but take 10+ days with your pitiful weapon and/or weak skills. In that time, one or two more appear naturally. Soon, you're waist deep in lions. And rising fast. Living alone in places like that isn't healthy...
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Spider
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Postby Spider » Thu Nov 18, 2004 5:41 am

Skills...thought they sucked...but, one of my guys is special...me so happy :D , now he won't die and has high skill...and everyone else is missing :lol: .

Great timing too...seems like I'm going to get to train a lot very soon :twisted:

But i have yet to check the others...i just wanted to say something here :P
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Jos Elkink
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Postby Jos Elkink » Thu Nov 18, 2004 2:12 pm

The Industriallist wrote:Skills...I assume...

About the animals...the bigger animals seem to breed a lot more, because:
-They're a lot harder to kill.
-(assumption)all animals have the same reproduction functions.

So you've got your 3 rabbits. A new one pops up. You beat it to death immediately. You have 3 lions. A new one pops up. You start attacking it, but take 10+ days with your pitiful weapon and/or weak skills. In that time, one or two more appear naturally. Soon, you're waist deep in lions. And rising fast. Living alone in places like that isn't healthy...


Wrong assumption: reproduction rates are set per animal. If you think they're not set correctly, contact someone from the Res. Dept. and they can check their settings.
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Pirog
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Postby Pirog » Thu Nov 18, 2004 2:37 pm

Jos>

Perhaps there should be an upper limit on the animals?
With the new skill and combat system I fear that life will grow even harder for the people in the less developed parts...
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