Black Canyon wrote:I appreciate the clarification that cantr is different from real life, but that wasn't my point

You seem to feel that there are some kind of mechanics that would make the cantr world more meaningful and therefore more robust and playable. What would that be? Some are arguing that it would be to rot away everything that sits around so that the characters can start all over again. I don't get the appeal.
So what new mechanics are we talking about? Somehow I don't believe gunpowder is the answer to all of the cantr woes

Because if you are talking about a major overhaul.... then it sounds like you might be talking about an entirely different game.
This is a great question, and not an easy one, and that's why it's not going to get answered. That's my point.
Games... they either have a reset built in, so that the entertainment comes from the endless permutations that a given construct can offer (so many games are like this, chess, go, board games, war games, whatever).... or, they keep adding new features or episodes that make further progress or new achievementes possible (World of Warcraft, D&D -- in which the Dungeon Master is the one creating new scenarios for players to riff off of, or a game company -- Angry Birds, whatever).
Cantr is supposed to be the latter, but it's not. It has run for a damn long time based off of Jos' original vision for it, which was simply to transfer something cool he did in the way of simming with legos as a kid, into an online experience. Like a lot of elegantly simple ideas, it created enough possibility and cool fun that it could coast on that for a while. I would argue that the game benefitted in the early going from a core group of really dedicated programmers too, who kept adding new features and islands and what have you onto the base construct.
But that has really slowed up in recent years... coinciding with a kind of technological glut resulting from object permanence.
I don't have the answer to what needs to change, but my gut feeling is that some fundamental and rather daring changes are needed. But to undertake THAT -- to, as you put it, design a major overhaul -- would require a level of time and effort that I don't think people are able or willing to make. And I'm not criticizing, it's a lot of work and nobody gets paid for their work on this game.
Some thoughts:
- Building and vehicle rot and demolition, or mishap (blown tires, roofs caving in) are essential
- A revamped combat system
- A more realistic skill and skill-building sytem
- Some kind of natural calamaties would be cool. Earthquakes? OK. Personally I'd be more interested in sea monster attacks or hurricanes -- something that would make it possible for ships to sink and be lost. Let's make sea travel a little more of an adventure, shall we?
- Technological progress. Sure, I do like the idea of gunpowder -- so do you I gather

-- but it's just an example. As I mentioned in that thread, what about ironclad ships? Raw food that rots quickly unless refrigerated? Power generation and electrification?
These seem to be the ideas that get floated and discussed endlessly and never go anywhere, because they require a grand vision of where the game can go and a step-by-step plan for getting there, which nobody really has time to put together; and because decision-making is somewhat consensus based and there's no way to do these things without pissing off a sizable contingent of players (and if we judge only by the poll on my gunpowder/guns thread, a solid majority is going to resist such changes).
Beyond these changes, there are some others I think it would be fun to put on the table:
- Caves that open up when you dig deep enough. New tools/machines required to explore. Program them basically as big buildings, so moving from one chamber to the next is like moving from room to room in buildings. The "doors" or apertures between may need widening or working on to become passable. Rare or new resources could be placed in caves or able to be gathered only from them.
- Agriculture + assembly lines for food production. This would require scaling back the amount of food that can be gathered by hand, and more investment in organized agriculture + more techniques for food preparation. Could also consider introducing consequences for over-farming, not fertilizing enough, etc... and/or random element to food production, so could be feast or famine harvests.
- Naval combat, and not just cannon. Should be able to ram ships. And if people don't like gunpowder, build catapults and ballistas. And ships should be able to burn (obviously).
- If we're revamping the combat system, and the skill system, then we could introduce object quality. It doesn't make any sense to me that someone who is "awkward" at making tools, can make a brand new pickaxe that works just as well, and rots at the exact same rate, as a pickaxe made by someone who is "expert" at making tools. Currently the ONLY benefit of having an expert-level ability is being able to do something a little bit faster (and I do mean a little bit). Given the pace of Cantr, is it really a penalty for an awkward player to have to spend a couple of extra game hours to manufacture a pickaxe? Just a smidge more patience. And it doesn't really lead to a terribly logical or pronounced system of skill-trading in the game either. Sure, people gravitate toward things they are good at, but it's not like it's the foundation of the game economy or something. What if an awkward tool-maker could only make a pickaxe that would fall apart after two days of use? Suddenly people *have* to seek out expert tool-smiths, if they want items that last, or expert weapon-smiths, or miners, or builders, or whatever, and you have a real economy driven by skill and balance (and unbalance! Fun! What if all the good weaponsmiths form a guild and settle in one town, and you had to go there to get a battleaxe that was worth a damn... it's a skill monopoly, with gameplay implications not dissimilar to what it's been like on Noniwrok for centuries with only one location for hematite, with the key difference that new expert smiths may spawn elsewhere so the guild has to enforce its rules abroad rather than in just one location).
- Customizable objects. There's been some discussion of this with regard to clothes and jewelry -- sure there are problems with implementation but we're just brainstorming here.
- Potions that confer temporary, special abilities. Speed, strength, beauty, protection, expert skill, whatever. And/or, take them away. I know there are kind of apothecary liquids and poisons in the game or in development, but I don't get how they work really right now.
- Speed boosters for vehicles. Souped enginges, fuel additives, nitrous tanks, whatever. Thieves get away faster, town guards have to have equivalent of police cruisers.
Any and all. I'm not saying all of these are good ideas, but it's the kind of set of ideas that needs to be taken seriously and thought through, to break the current stasis and stagnation in the game.
But... like I said, that's not going to happen. Really.
I kill threads. It's what I do.