Expectations and game speed

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

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Nakranoth
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Postby Nakranoth » Tue Sep 19, 2006 8:11 pm

Yes, but if your first experiance was a singular character in a boring tutorial that takes Days to finish... I'd loose interest before ever making it to the game... But that's what the tutorial would have to be if you wanted it to be of really that much use to a new player...
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Phalynx
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Postby Phalynx » Tue Sep 19, 2006 8:17 pm

I've said it before.. but I think for financial reasons, Da Management would rather have twenty players sign up and have 2 players stick at it, with one excellent roleplayer and one not so good, than have an entry system which deflects all but the good RPer from the twenty...

Remember... the ads pay for the game.. and the ads need to have lots of people looking at them..

Correct me if I am worng guys (it happens often enough!)
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Jos Elkink
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Postby Jos Elkink » Tue Sep 19, 2006 10:52 pm

We should be very careful not to scare people off, though - that was another important discussion at the moment! ;)

I'm wondering whether a video tutorial would help. People are more likely to watch a video than to read, and it would be more attractive.
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Elros
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Postby Elros » Tue Sep 19, 2006 11:14 pm

I agree Jos. :D
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Mykey
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Postby Mykey » Tue Sep 19, 2006 11:53 pm

I think, that you are not right. I am assured. I suggest it to discuss.
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Jos Elkink
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Postby Jos Elkink » Wed Sep 20, 2006 2:12 pm

Phalynx wrote:I've said it before.. but I think for financial reasons, Da Management would rather have twenty players sign up and have 2 players stick at it, with one excellent roleplayer and one not so good, than have an entry system which deflects all but the good RPer from the twenty...


Nope. 'Da Management' is more concerned with having a fun game to play than with having many players. I do think there is a correlation between nr of player and fun, though :) - c.f. comments about spread of characters in a too big world.
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Postby Phalynx » Wed Sep 20, 2006 2:29 pm

I didn't mean to suggest you were driven by finances but you have to pay for the server 'n stuff to have a fun game...

If the right people are more important than the number of people, worrying about google and overall web presence is the wrong way to look - it has to be specific interest sites and the like - which is why its a shame we got wiped off wikipedia!
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wichita
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Postby wichita » Wed Sep 20, 2006 2:53 pm

There is still something to be said for casting a wide net, though. Trillions of dollars, euros, 人民币, etc and thousands upon thousands of graduate students' lives have been sacrificed on sight direct rational drug design over the past thirty years. Nearly all of the most potent drugs on the market have come from random screening efforts. You never know when you will fish that very special unexpected lead.

I am not a gamer geek. I don't surf the polling sites that we are often trying to boost voting on. I actually found this game using google (albeit searching for about two years before I found it. ;) ) Of course, I guess that only goes to show what quality of Cantrian you can scrounge up through google optimization. You might want to rethink my statements. :lol:


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Mykey
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Postby Mykey » Wed Sep 20, 2006 3:11 pm

Excuse, that I can not participate now in discussion - it is very occupied. I will be released - I will necessarily express the opinion on this question.
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Jos Elkink
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Postby Jos Elkink » Wed Sep 20, 2006 9:04 pm

Yes, the strategy so far has been similar to what Wichita describes. Cantr appeals to a very specific public, but by creating a wide net, it's hoped that we still get some of that minority as well.

More targeted advertisement would be better, but is certainly not easy. Can you define what kind of players would be good and what they would be doing / reading / etc. other than Cantr-like games? :) That's a rethorical question, mostly ;).

I did once think up a big campaign to approach student societies in history, politics, economics, etc., but that never really worked out. The PDF poster/flyer we have was designed to send to those groups.
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Chris Johnson
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Postby Chris Johnson » Thu Sep 21, 2006 8:41 am

Nakranoth wrote:So far as the tutorial goes... spawn them on a newbie island... full of things to play with... for them to leave newbie isle, they simply need to gather x potatoes and construct a bone knife... nah... I'd be bored to tears there... scratch that thought.


Actually I think something along these lines is probably the best idea with regards a tutorial - The best knowledge base we have is the existing players themselves so lets use them in the tutorial.

I'd propose:


A geographically seperate 5 or 10 location region (either a valley surrounded by impassable mountains or two islands visible to each other but out of normal Cantr Space ) - Everything a lot closer (say a days alk ) - maybe a more restricted set of resources available

Every existing player (or at least a sample of them) is given the chance to spawn 1 (and only 1) character in this region - if that char dies than no more are spawned in this region for that player

The first character of any new player is automatically spawned in this region - Currently a new acocunt can open 2 chars at registration - for this we limit to 1 char to begin with - they can still create a 2nd character
after the've activated then 1st char, the 2nd and subsequent characters spawn normally in the main Cantr world

Certain CRB rules are relaxed , in that OOC discussion and notes are tolerated especially if it is about how the game works etc - new player should be informed that this relaxation only applies to this region.
New players committing CRB's should really be handled in game by the other players in this region

It's up to the established players to bring on and help the new ones - it doesn't necessarily mean they have to be nice to them ;) ... but ease them into the game - The smaller confined area should give more chance of active awake players being available to guide newer ones

To simplify matters (from a new players pov) we should really have a seperate training region for each language group .

We could allow the "experienced" players a little more time to build up some infrastructure or seed a few buildings and vehicles or just let things develop naturally (I'd much prefer the third)

This helps in a lot of ways - yes some people are natural role-players and we want that sort in the game, but many others can learn how to rp with just some guidance - then then once they are hooked ...:)

I'm aware this is similar to several rejected suggestions of of elite RP islands, or resetting Cantr etc but this solution is to address a more funemental issue.
Phalynx
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Postby Phalynx » Thu Sep 21, 2006 9:08 am

I like this idea... a lot... but how on earth would you stop certain experienced players from trying to make their character King of Noob island?
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formerly known as hf
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Postby formerly known as hf » Thu Sep 21, 2006 9:37 am

I love Chris' suggestion of an isolated 'tutorial island'.

Many players have before suggested 'buddie' systems, but I think it has generally been agreed that new players can ask in-game or on the forums for tips, and there aren't enough willing/active players to be a constant on-hand buddy.

Having an initial island would allow players who want to help to do so, and to do so for a number of players at once.

It would be useful to have one or two locations of the tutorial island somewhat developed before it starts taking-on new players. The spawn-point, at least, should have a building or two, some machines (simple, communual ones like a carrot harvester and firepit).

The most common resources should be available - but nothing fancy (I would suggest: wood, stone, sand, hematite, limestone, coal, copper, cotton, rubber and the food types which have the most options for cooking with them)

I know I would have loved this opportunity when starting out, and I know that a lot of new players, who are not at all used to strict in-character arrangements, get scared-off when they first start playing.

The tutorial island should also come with a short 'walkthorugh', getting the player to first introduce themselves, write a note and put in in an envelope. Start a collection project, but after that it would be up to other players to leave notes to explain how to make items etc.
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formerly known as hf
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Postby formerly known as hf » Thu Sep 21, 2006 9:40 am

Phalynx wrote:I like this idea... a lot... but how on earth would you stop certain experienced players from trying to make their character King of Noob island?
It would be monitored, I would like to think, and whilst there would be more lax rules on OOC chatter, I think an older player who adopts a 'kill all under-twenty-five' year olds policy would get picked-up, wheras they wouldn't otherwise. Anyway, a King of Noob island would be good, if played well...
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Phalynx
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Postby Phalynx » Thu Sep 21, 2006 11:34 am

Yes but bearing in mind this could be a showcase for new players I'd hate to see some of the malarkey that could go in an area where people would quickly know who plays who... perhaps only members of PD and RD should be allowed to spawn there (not that I am a fan of staff IG but at least they can only fuck each other over and they would hopefully be more minded to think of the new guys)

A benovolent dicator.. fine I guess..

Hey how about Logan's island - every gets terminated when they reach 30 years old :twisted:
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