Donation Drive?!
Moderators: Public Relations Department, Players Department
-
- Posts: 948
- Joined: Sun Nov 01, 2009 8:11 am
- Location: Melbourne, Australia
Re: Donation Drive?!
Shortening roads, for sure. Maybe an option to spend "tiredness" on running on the road to get there faster.
I think project ticks etc need to be reduced to every few minutes, not once every three hours. Sure, this is an RP game, but it's also an RPG / Society Sim, as per your (JsWill)'s comments in the Quitting thread.
I think project ticks etc need to be reduced to every few minutes, not once every three hours. Sure, this is an RP game, but it's also an RPG / Society Sim, as per your (JsWill)'s comments in the Quitting thread.
This account is no longer active - please send any PMs to my new one.
- JsWill
- Posts: 307
- Joined: Tue Oct 09, 2012 7:00 am
- Location: USA, Texas
Re: Donation Drive?!
returner wrote:Shortening roads, for sure. Maybe an option to spend "tiredness" on running on the road to get there faster.
I think project ticks etc need to be reduced to every few minutes, not once every three hours. Sure, this is an RP game, but it's also an RPG / Society Sim, as per your (JsWill)'s comments in the Quitting thread.
I like your idea as a filler. My idea is only temporary. I don't believe any of the conservative player base would agree to such a dramatic change so soon. My idea is to ease them into something like your idea basically.
- Friar Briar
- Posts: 429
- Joined: Mon Sep 08, 2014 8:57 pm
Re: Donation Drive?!
JsWill wrote:returner wrote:Shortening roads, for sure. Maybe an option to spend "tiredness" on running on the road to get there faster.
I think project ticks etc need to be reduced to every few minutes, not once every three hours. Sure, this is an RP game, but it's also an RPG / Society Sim, as per your (JsWill)'s comments in the Quitting thread.
I like your idea as a filler. My idea is only temporary. I don't believe any of the conservative player base would agree to such a dramatic change so soon. My idea is to ease them into something like your idea basically.
Wasn't 'walking' eventually supposed to be a skill? Tiredness could be used for walking/running/Usain Bolting.
- JsWill
- Posts: 307
- Joined: Tue Oct 09, 2012 7:00 am
- Location: USA, Texas
Re: Donation Drive?!
Friar Briar wrote:Wasn't 'walking' eventually supposed to be a skill? Tiredness could be used for walking/running/Usain Bolting.
It said so on the wiki. Mentioned it here and got jumped by a bunch of people saying that it was talked about but wouldn't be implemented. So they seemed pretty confident and no one refuted it and so I just took it as fact.
- Friar Briar
- Posts: 429
- Joined: Mon Sep 08, 2014 8:57 pm
Re: Donation Drive?!
JsWill wrote:Friar Briar wrote:Wasn't 'walking' eventually supposed to be a skill? Tiredness could be used for walking/running/Usain Bolting.
It said so on the wiki. Mentioned it here and got jumped by a bunch of people saying that it was talked about but wouldn't be implemented. So they seemed pretty confident and no one refuted it and so I just took it as fact.
It needs to be resurrected. Walking/Running/Sprinting. More options for the characters to move = More power to the people.
- Rebma
- Posts: 2898
- Joined: Tue Aug 12, 2008 6:47 am
- Location: Kitchener, ON
- Contact:
Re: Donation Drive?!
Friar Briar wrote:....Usain Bolting.
The level at which you're making me happy today is just extraordinary.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
- JsWill
- Posts: 307
- Joined: Tue Oct 09, 2012 7:00 am
- Location: USA, Texas
Re: Donation Drive?!
Friar Briar wrote:JsWill wrote:Friar Briar wrote:Wasn't 'walking' eventually supposed to be a skill? Tiredness could be used for walking/running/Usain Bolting.
It said so on the wiki. Mentioned it here and got jumped by a bunch of people saying that it was talked about but wouldn't be implemented. So they seemed pretty confident and no one refuted it and so I just took it as fact.
It needs to be resurrected. Walking/Running/Sprinting. More options for the characters to move = More power to the people.
I don't remember where or even when I posted that. I think it was like two years ago.
- Friar Briar
- Posts: 429
- Joined: Mon Sep 08, 2014 8:57 pm
Re: Donation Drive?!
Rebma wrote:Friar Briar wrote:....Usain Bolting.
The level at which you're making me happy today is just extraordinary.
keehee

- Friar Briar
- Posts: 429
- Joined: Mon Sep 08, 2014 8:57 pm
Re: Donation Drive?!
Found it: http://forum.cantr.org/viewtopic.php?f=35&t=23643&p=501019&hilit=walking+skill#p501019
Looks like you got responded to with a well-informed opinion. I say resurrect the walking skill idea. I know it depends on programming, but it would be a good change.
Also, this is really great suggestion from Seko that is an alternative instead of increasing walking speed:
the_antisocial_hermit wrote:JsWill wrote:Wait, when the walking skill or w/e it is gets put into the game, wouldn't that basically fix the issues? I mean everyone is getting crazy over this, but with the walking skill, in theory, the more you walk the faster you'll get to point B from point A, so in the end, once that gets implemented, who is really going to need shorter roads? In that skills case longer roads would be an advantage to leveling, not a disadvantage... Just my two cents, but initially I liked the idea, but thinking about it now i'm questioning it.
No, the point is to make the way-too-enormous world a little bit smaller to facilitate more interaction between towns.
The easiest way to do that is to increase movement speeds. I agree some consistency should be kept in mind, and manual vehicles should definitely also get a proportionate boost to walking. Motorized vehicles are fine.
The wiki mentions a walking skill that's not yet implemented, but that's been there forever. Probably since the wiki was started, so I don't have much faith in one being implemented at this point. Nor do I think we really need a walking skill.
ETA: I looked at the history of edits on that page, and it looks like it was probably added in 2005, because there is not any record of it being added separately later. At any rate, the last time the page was edited was Jan 2011, and I know it's been there longer than that.
Looks like you got responded to with a well-informed opinion. I say resurrect the walking skill idea. I know it depends on programming, but it would be a good change.
Also, this is really great suggestion from Seko that is an alternative instead of increasing walking speed:
SekoETC wrote:Maybe more travel ticks could be added and we could just see how that affects things. There's no sense in increasing speeds because otherwise cars that can already travel between place A and B in one tick wouldn't get any faster, but if there were two ticks in the time that currently takes one, the person in the car could go from place A to B in one tick, then from B to C in the second tick. Meanwhile all the slower vehicles and walkers would be twice as fast as before, without nerfing the fastest vehicles. I think everybody would win in this scenario.
- JsWill
- Posts: 307
- Joined: Tue Oct 09, 2012 7:00 am
- Location: USA, Texas
Re: Donation Drive?!
Friar Briar wrote:Found it: http://forum.cantr.org/viewtopic.php?f=35&t=23643&p=501019&hilit=walking+skill#p501019
Looks like you got responded to with a well-informed opinion. I say resurrect the walking skill idea. I know it depends on programming, but it would be a good change.
Also, this is really great suggestion from Seko that is an alternative instead of increasing walking speed:SekoETC wrote:Maybe more travel ticks could be added and we could just see how that affects things. There's no sense in increasing speeds because otherwise cars that can already travel between place A and B in one tick wouldn't get any faster, but if there were two ticks in the time that currently takes one, the person in the car could go from place A to B in one tick, then from B to C in the second tick. Meanwhile all the slower vehicles and walkers would be twice as fast as before, without nerfing the fastest vehicles. I think everybody would win in this scenario.
Wow. You actually found it. Strange, I remember there being a lot of backlash over that. I'll check it out.
- EchoMan
- Posts: 7768
- Joined: Fri Aug 26, 2005 1:01 pm
- Location: Stockholm, Sweden
Re: Donation Drive?!
JsWill wrote:I've been advertising enough to know why we aren't getting new players and all the complaints are identical if not exactly the same. Fix that and this games player base will explode, first the road length needs a revamp. I suggest making it a max of 4 ticks for walking and a min of 2 ticks for walking. vehicles (depending on type) will have to be adjusted.
The other option is put exhaustion to good use. Hit the end of the a road (depending on the length) it will hit your tiredness. Can't hit the road again until it's lowered. Vehicles of different assortments tire you less than walking. This would make the ticks not needed and instead use the ticks primarily for simulation of walkers getting to said location slower than people on vehicles. That would significantly speed things up, keep vehicles from becoming useless and be far more enthralling without losing the immersion.
So road lengths need shorten, and making you tired walking them will make the player base explode. Good to know.

- JsWill
- Posts: 307
- Joined: Tue Oct 09, 2012 7:00 am
- Location: USA, Texas
Re: Donation Drive?!
EchoMan wrote:JsWill wrote:I've been advertising enough to know why we aren't getting new players and all the complaints are identical if not exactly the same. Fix that and this games player base will explode, first the road length needs a revamp. I suggest making it a max of 4 ticks for walking and a min of 2 ticks for walking. vehicles (depending on type) will have to be adjusted.
The other option is put exhaustion to good use. Hit the end of the a road (depending on the length) it will hit your tiredness. Can't hit the road again until it's lowered. Vehicles of different assortments tire you less than walking. This would make the ticks not needed and instead use the ticks primarily for simulation of walkers getting to said location slower than people on vehicles. That would significantly speed things up, keep vehicles from becoming useless and be far more enthralling without losing the immersion.
So road lengths need shorten, and making you tired walking them will make the player base explode. Good to know.
Not necessarily. Road lengths can stay the same. It's the ticks that need to change. The ticks is what will cause the tiredness and vehicles will relieve some of this tiredness while in use. It keeps vehicles from becoming obsolete as many seemed worried about and will encourage new players to play without being barred by long travel times.
-
- Posts: 948
- Joined: Sun Nov 01, 2009 8:11 am
- Location: Melbourne, Australia
Re: Donation Drive?!
EchoMan wrote:So road lengths need shorten, and making you tired walking them will make the player base explode. Good to know.
Where did he say the player base would explode? In case you missed his other posts, he has been recommending Cantr to a bunch of people (specifically RPers), and came back with their pain points with entering the game.
Your cynicism aside, it's a very valid suggestion to reduce the barrier to entry and maintain the player base. It's unnecessary to have roads that take real life days to travel - it doesn't serve the "I can only log on once a day" agenda, nor any other I can think of. Especially in a Cantr world that is devoid of characters.
This account is no longer active - please send any PMs to my new one.
- EchoMan
- Posts: 7768
- Joined: Fri Aug 26, 2005 1:01 pm
- Location: Stockholm, Sweden
Re: Donation Drive?!
JsWill wrote:Fix that and this games player base will explode
I read it in his post. I even quoted it. Odd that you missed it.
If a newspawn wish to travel the firts thing they do, they really haven't grasped this game at all imho.
Also I read a lot about the challenge is gone from the game. So removing yet another thing that takes time will solve the problem of a reclining player base? I think not. The road lengths is a fact of the game. Deal with it?
- SekoETC
- Posts: 15525
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Donation Drive?!
Another option would be to disable traveling for new characters if there are active characters in the spawntown. That would force the player to at least give people a chance without running off. I know when I first started, I got bored when things didn't process in real time and headed down a road. Then I went to play some other game that gave instant satisfaction.
Not-so-sad panda
Return to “General Discussion”
Who is online
Users browsing this forum: No registered users and 1 guest