Boy, I can't wait for weather to be implemented...
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- Mr. Bones
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Zanthos
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i personally thonk yopu all are overreacting as to the negatives.
yes, a huge blizzard would suck, but how often will those occur? once every 5 years? maybe? things like drizzles would be more common, and those would have great benefits for things like water collection (all those alcoholics will love to have rain a lot, right?) growth of food, collection of mud, ect...
and with wind and ships, well wind probably has a direction, and id hope that they would impliment sails for the use of cross-wind sailing
and yes, clothes will finally have a purpose, not that many of my charries will have to worry about getting dressed if it starts to rain anyay ;p
yes, a huge blizzard would suck, but how often will those occur? once every 5 years? maybe? things like drizzles would be more common, and those would have great benefits for things like water collection (all those alcoholics will love to have rain a lot, right?) growth of food, collection of mud, ect...
and with wind and ships, well wind probably has a direction, and id hope that they would impliment sails for the use of cross-wind sailing
and yes, clothes will finally have a purpose, not that many of my charries will have to worry about getting dressed if it starts to rain anyay ;p
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Cherize
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- sanchez
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- Yo_Yo
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True, blizzards don't happen every day. Bu in Ohio, we have tornado season. Which means there will be a new tornado every couple days, and it will generaly destroy everything. Not to mention the freqenticities ( I just made up a word! Whee!) of sandstorms in desert climates.
I'm impatient enough with how long it takes to do anything in Cantr to throw waiting out storms and heavy rains
I'm impatient enough with how long it takes to do anything in Cantr to throw waiting out storms and heavy rains
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- Doug R.
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Anything that makes basic survival more difficult will only serve to decrease the player base. If weather is ever implemented, it should only have positive effects.
Cantr as a society simulator is fundamentally flawed in that it is easier for the players to simply disengage and find another game instead of put up with hardship. I think Cantr would be better served if we drop that label and treat it like a game where gaining and retaining players is the number one concern. If anything bad is to happen to characters, let it be at the hands of other characters, and if anything is to be made more difficult, it needs to be made more difficult for only the established players with a clear goal of enhancing their enjoyment instead of limiting it.
Cantr as a society simulator is fundamentally flawed in that it is easier for the players to simply disengage and find another game instead of put up with hardship. I think Cantr would be better served if we drop that label and treat it like a game where gaining and retaining players is the number one concern. If anything bad is to happen to characters, let it be at the hands of other characters, and if anything is to be made more difficult, it needs to be made more difficult for only the established players with a clear goal of enhancing their enjoyment instead of limiting it.
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- SekoETC
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In real societies, life would mostly be created in environments that can support it as a starving, wounded, chilly mother would most likely suffer a miscarriage or die before ever giving birth. Therefore people would concentrate on living on areas where food and drinking water is available and temperature is warm enough to survive without clothing. As people learned to produce clothing, fire, shelter etc. they could wander to regions where it takes more effort to stay healthy and alive.
People have built-in instincts to procreate and take care of their young to keep the population alive. Therefore they would feed and look after the babies until they are big enough to survive on their own. In a harsh environment they would naturally have to contribute more to the well-being of young ones. For example in the tropic, children would need no clothes while on arctic regions they would have to be bundled up in something like fur or cloth.
But in Cantr, a person is always spawned with no bounds to the existing population, randomly, unexpectedly. Newspawns are supposed to be self-sufficient and in most locations food is either available or it can be found in the neighbouring locations. If there are dangerous animals then most likely the existing human population has been killing them for years, resulting in piles of excess bones and hides, so the newspawn can quickly build some tools and a bone shield. Stone and wood are also rather common, so I'd say most kids showing some effort can acquire one within a couple of years. If animals are strong enough to get through a wooden shield and attack often enough to be a nuissance, a lonely newspawn can build a shack in 14 days, provided that wood is available and that he doesn't get wounded while building/gathering wood. After that he is safe from the animals since animals cannot enter buildings. (Although it's impossible to prepare food indoors by primitive means, good thinking RD. But, a smoker could be built inside, 5.16 days gathering wood.)
People have built-in instincts to procreate and take care of their young to keep the population alive. Therefore they would feed and look after the babies until they are big enough to survive on their own. In a harsh environment they would naturally have to contribute more to the well-being of young ones. For example in the tropic, children would need no clothes while on arctic regions they would have to be bundled up in something like fur or cloth.
But in Cantr, a person is always spawned with no bounds to the existing population, randomly, unexpectedly. Newspawns are supposed to be self-sufficient and in most locations food is either available or it can be found in the neighbouring locations. If there are dangerous animals then most likely the existing human population has been killing them for years, resulting in piles of excess bones and hides, so the newspawn can quickly build some tools and a bone shield. Stone and wood are also rather common, so I'd say most kids showing some effort can acquire one within a couple of years. If animals are strong enough to get through a wooden shield and attack often enough to be a nuissance, a lonely newspawn can build a shack in 14 days, provided that wood is available and that he doesn't get wounded while building/gathering wood. After that he is safe from the animals since animals cannot enter buildings. (Although it's impossible to prepare food indoors by primitive means, good thinking RD. But, a smoker could be built inside, 5.16 days gathering wood.)
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- Doug R.
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- Black Canyon
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Doug R. wrote:Cantr as a society simulator is fundamentally flawed in that it is easier for the players to simply disengage and find another game instead of put up with hardship. I think Cantr would be better served if we drop that label and treat it like a game where gaining and retaining players is the number one concern. If anything bad is to happen to characters, let it be at the hands of other characters, and if anything is to be made more difficult, it needs to be made more difficult for only the established players with a clear goal of enhancing their enjoyment instead of limiting it.
Doug, I agree with you. There has to be a balance. There has to be enough reinforcing fun kinds of things to strive for to make survival worth it.
- Sunni Daez
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- SekoETC
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Doug R. wrote:I mostly agree with what you said, Seko, but what point were you trying to make with your observations? Your post seems to be leading up to something but just ends.
I guess my point was that it wouldn't be fair to add negative weather effects on regions that have been without them since the beginning of Cantr, since people wouldn't have chosen to settle there if they had known survival would be impossible/very hard.
Only regions that are currently without people could be given a harsh climate, then people would have to bring some equipment along if they wish to travel there. (For example fur clothing on arctic regions, water reserves and shelter from the sun on hot deserts.) And people wouldn't spawn on these regions, unprepared people could only arrive there through being born, then the parent(s) could be prepared for their arrival. And since children can only be assigned a player once they're playable (can walk and talk), if the parents couldn't afford to take care of the child then they could just leave it on the ground and it would die before ever reaching consciousness. (Unless someone else felt mercy for it and picked it up.)
And Sunni, that's a good point. Well, things based on existing structures hardly slow the game down but whole new pieces of program would also bring whole new bugs and might make things worse. I doubt anyone was suggesting that we must have weather now.
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- Doug R.
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Hunderpanzer
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With the weather implementation, will there be seasons along with it ?
I'm pretty new to the game, and sometimes It just confuses me trying to Roleplay right, when i hear about "spawning" and I have to wait a few days for someone to reply to what I've said earlier.
Actually, instead of random weather, couldn't they test the idea out with seasons first ? The type of season would be expected among citizens, and they should be prepared to survive the way through it. I think that would boost up a bit of mandatory cooperativeness among a small community.
I'm pretty new to the game, and sometimes It just confuses me trying to Roleplay right, when i hear about "spawning" and I have to wait a few days for someone to reply to what I've said earlier.
Actually, instead of random weather, couldn't they test the idea out with seasons first ? The type of season would be expected among citizens, and they should be prepared to survive the way through it. I think that would boost up a bit of mandatory cooperativeness among a small community.
- sammigurl61190
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Hunderpanzer wrote:With the weather implementation, will there be seasons along with it ?
I'm pretty new to the game, and sometimes It just confuses me trying to Roleplay right, when i hear about "spawning" and I have to wait a few days for someone to reply to what I've said earlier.
Actually, instead of random weather, couldn't they test the idea out with seasons first ? The type of season would be expected among citizens, and they should be prepared to survive the way through it. I think that would boost up a bit of mandatory cooperativeness among a small community.
For a new player, that's a very astute observation, and I agree whole-heartedly.
- Nakranoth
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