Hunting as a Project

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

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Do you approve of project-based hunting?

Yes
29
69%
No (please explain why below)
13
31%
 
Total votes: 42
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Slowness_Incarnate
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Postby Slowness_Incarnate » Wed Aug 26, 2009 11:35 pm

I believe my answer will always be no to this regardless of how it is implemented. I like the current system for animals and do not wish it to changed...except for this recent lull of it being 'broken'.

IF the hunting is a project that is automated and we do not have to stop working on the current project...Sure, but if not...my answer is NO.
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Chris
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Postby Chris » Thu Aug 27, 2009 1:20 am

Slowness_Incarnate wrote:IF the hunting is a project that is automated and we do not have to stop working on the current project...Sure, but if not...my answer is NO.

I agree. That's my answer too.

I also agree with the person who said get rid of specific numbers. Just have frequency categories for animal population size, such as very large, large, moderate, small, and very small. Each kill has a small percentage chance of dropping that species to the next lower category. Each day, there is a small percentage chance of the population category increasing. Get rid of migration completely.
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BarbaricAvatar
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Postby BarbaricAvatar » Thu Aug 27, 2009 1:54 pm

Slowness_Incarnate wrote:I believe my answer will always be no to this regardless of how it is implemented. I like the current system for animals and do not wish it to changed...except for this recent lull of it being 'broken'.

IF the hunting is a project that is automated and we do not have to stop working on the current project...Sure, but if not...my answer is NO.


Same here.
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Marian
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Postby Marian » Fri Aug 28, 2009 9:32 pm

Well my first thought was that I didn't like the idea because like its already been said, hunting is one of the few spontanious things we can do, it's a nice way to break up the monotony sometimes and in a sleepy town its something to base RP off of.

But after thinking about it a little more it is pretty broken now and I guess making it work more like everything else makes sense, heck I wouldn't even mind combat going in this direction. I don't know why everyone is stressing out about maybe not being able to get enough food when it seems like this would actually guarantee food...you could spend a day 'gathering' meat or spend several days hitting a deer only to have some other person get the lucky shot that brings it down.

If anything I'm worried that this would make things too easy, I don't think most of the complaints here will even be an issue but either way please please please don't do what's been asked and 'balance' this so far that it's not even remotely possible for a newspawn on a desolate mountain to go hungry. Naked people with no tools probably shouldn't be encouraged to spend to much time on desolate mountains.

Also, and this is important, we still need to be able to choose what kind of animal we'll be hunting. Sometimes you want to wipe a species out, sometimes you want to preserve one, and sometimes you're after a specific resource.
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Doug R.
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Postby Doug R. » Fri Aug 28, 2009 11:44 pm

If anyone wants to contribute to this effort, record your hunts and send the data to me once per week. Data that I need:

Damage Done (what you do to unarmored animals), meat yielded, # animals hunted.

For example:

Day 1: 25 damage/675g/5
Day 2: 25/0g/5
Dat 3: 25/300g/4

Make sure you get rid of the meat each day, so you don't report inflated numbers. The example is for one character. You can obviously do more than one character in a day.

This should give me a pretty accurate baseline on how much meat people can score in a typical day.
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*Wiro
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Postby *Wiro » Fri Aug 28, 2009 11:58 pm

edit: never fucking mind
Last edited by *Wiro on Sat Aug 29, 2009 2:22 pm, edited 1 time in total.
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Genevieve
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Postby Genevieve » Sat Aug 29, 2009 12:03 am

Doug R. wrote:If anyone wants to contribute to this effort, record your hunts and send the data to me once per week. Data that I need:

Damage Done (what you do to unarmored animals), meat yielded, # animals hunted.

For example:

Day 1: 25 damage/675g/5
Day 2: 25/0g/5
Dat 3: 25/300g/4

Make sure you get rid of the meat each day, so you don't report inflated numbers. The example is for one character. You can obviously do more than one character in a day.

This should give me a pretty accurate baseline on how much meat people can score in a typical day.


This will be vastly different based on how many animals can be hunted.
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Doug R.
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Postby Doug R. » Sat Aug 29, 2009 1:30 pm

That's taken into account, as you can see.
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Genie
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Postby Genie » Sat Aug 29, 2009 2:18 pm

Hunting as a project will remove many rp from Cantr and make it one step far from unique game dynamics.There is many things to do about animals ,please don't do this.
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BZR
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Postby BZR » Sat Aug 29, 2009 2:28 pm

Decreasing RP is the least thing I would think about. I'm almost sure it will be implemented to help people control other hunters - for example there will be a message "you see xx going huntig" and "you see yyy killing horse"

Another question - why do you want hunting to be automated? Because it's easier?
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Arenti
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Postby Arenti » Sat Aug 29, 2009 2:31 pm

I believe this is needed to implement Domestication of Animals.
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Doug R.
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Postby Doug R. » Sat Aug 29, 2009 3:03 pm

BZR wrote:Another question - why do you want hunting to be automated? Because it's easier?


1) It is intended that domesticated animals will have associated projects - milking, shearing, butchering, etc. The process of domesticating an animal is proposed to be a project. Having hunting as a project brings the entire animal mechanism into line with both domestication and also the rest of the game (fighting being the only other instant action in the game).

2) It will allow characters to better control their local animal populations:
-Poachers can be stopped before project completion (unlike now)
-The one animal per day rule will be dropped, allowing characters to actually hunt out dangerous species if they so chose (pretty hard to do now).

3) It will allow hunting to (possibly) be retooled to not only include automatic projects involving snares and traps, but also take into better account other factors such as skills and weapons.

4) No more hunting "steals." Does it piss you off when you've been wearing down an elephant for 7 days, only to have someone else come along, get the kill, and walk off with the ivory? This won't happen any more.

I think I have all the feedback that I need at this point. Thanks for your input. We'll be using it to flesh out a mechanism, and once we have something concrete to propose, I'll come back here and we can do this again - this time with details.
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SekoETC
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Postby SekoETC » Sat Aug 29, 2009 3:26 pm

Doug R. wrote:2) It will allow characters to better control their local animal populations:
-Poachers can be stopped before project completion (unlike now)


So would it show which animals someone is targeting even before they have actually hit anything?
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Andu
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Postby Andu » Sat Aug 29, 2009 5:39 pm

Doug R. wrote:Damage Done (what you do to unarmored animals), meat yielded, # animals hunted.

For example:

Day 1: 25 damage/675g/5
Day 2: 25/0g/5
Dat 3: 25/300g/4

Damage done=Damage done to all animals?
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Doug R.
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Postby Doug R. » Sat Aug 29, 2009 11:37 pm

SekoETC wrote:
Doug R. wrote:2) It will allow characters to better control their local animal populations:
-Poachers can be stopped before project completion (unlike now)


So would it show which animals someone is targeting even before they have actually hit anything?


Yes. It would list the project, something like
He is in his sixties and is awkwardly working on project 'Hunting jackalope'.


Andu wrote:
Doug R. wrote:Damage Done (what you do to unarmored animals), meat yielded, # animals hunted.

For example:

Day 1: 25 damage/675g/5
Day 2: 25/0g/5
Dat 3: 25/300g/4

Damage done=Damage done to all animals?


Just the general damage that you do to an unarmored animal. Not the total damage
Hamsters is nice. ~Kaylee, Firefly

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