Deterioration too fast

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

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nitefyre
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Postby nitefyre » Thu Dec 23, 2004 6:25 am

Agar wrote:If this keeps up, we'll all be running in circles, gathing what we need to work and building it again before the next one breaks. Add in "brand new longboat" and you can forget about ever seeing any of those new lands, all the explorers will sink before they can find them. We'll be a bunch of tired characters building bows over and over again with hardly any beds because there's only a handful of cotton on two continents.

In the name of progress...


Yeah, exactly what I was getting at.

And I do stand corrected, I didn't know that you were saying it sarcastically, in agreement with my stated opinion.
Riddrev
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Postby Riddrev » Thu Dec 23, 2004 9:20 am

I have to agree with priog. The way tiredness works is unbalanced. Two of my charecters will be unable to work due to tiredness for about another year.
As for degradation: It should be based partly due to time, partly due to use. The weighting of each being dependant on the item. For example a sword will be weighted toward use, and a bow toward time.
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Pirog
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Postby Pirog » Thu Dec 23, 2004 9:49 am

There should also be ways to preserve items.

You can grease up even a modern rifle and then burrow it in the ground for several years without it becoming damaged...
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trage
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Postby trage » Thu Dec 23, 2004 12:26 pm

They are trying to put in ways to fix items, if you fix items you won't have to remake them, and it makes it so you won't be able to do everything yourself anymore, you will have to cooperate with other people or split up jobs instead of doing everything yourself.
Antichrist_Online
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Postby Antichrist_Online » Thu Dec 23, 2004 12:54 pm

I am yet another person to think the fact that all the hard earned items I've played for are going to become useless in a short period of unused time will put people off the game. It's unrealistic to an extreme, please could someone, extend the deteriation to a sensible amount of time. Protection and repair still isn't possible, and items will be lost before anyone discovers how to fix the items they've made them selves.
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rklenseth
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Postby rklenseth » Thu Dec 23, 2004 3:00 pm

Edited............................because I revealed too much. :x
Last edited by rklenseth on Fri Dec 24, 2004 3:10 am, edited 1 time in total.
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nitefyre
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Postby nitefyre » Thu Dec 23, 2004 4:22 pm

rklenseth wrote:
Trust me, metals items won't even change from brand new for a while yet (unless you use them on a daily basis). There life span is much, much longer than a bow or any wooden items so your unused sabre won't rust away in your hand for at least 30 years. :wink:



First off, thanks for clarifying. :)

But as for the bows versus blades, doesn't it make the bows really disadvantaged in durability. I mean 10 years for a bow, and 30 years for a sabre? Shouldn't there be some added effectiveness to bows to compromise for their shorter term usability? If this is already implemented, of course, I have no way of knowing.
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Nixit
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Postby Nixit » Thu Dec 23, 2004 4:58 pm

I'm not positive on this, but aren't bows easier to make, generally?
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rklenseth
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Postby rklenseth » Thu Dec 23, 2004 6:25 pm

Edited............................because I revealed too much. :x
Last edited by rklenseth on Fri Dec 24, 2004 3:09 am, edited 1 time in total.
Revanael
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Postby Revanael » Thu Dec 23, 2004 11:51 pm

RKL, I think you've revealed a lot more than you should...
Chrissy
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Postby Chrissy » Fri Dec 24, 2004 3:07 am

I think that considering how long cantr characters live for, 10 years is a very small amount of time for a weapon to last. Their entire lives are going to have to be spent making weapons.

Chrissy
Appleide
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Postby Appleide » Fri Dec 24, 2004 4:04 am

When something degrade, they shouldn't disappear, they break. If I wack a table for a stick repeatedly, it doesn't disappear, but breaks. but if I leave it on the floor, after many years, it would be changed into other substances.

So carrots on the ground, when they rot, should turn into 'rotten carrots' where you could just feed them to ovens for fuel.

When sabre 'degrades' till they cant be used, it should turn into broken sabre, and then if you wait long enough, to rusted iron.
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Pirog
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Postby Pirog » Fri Dec 24, 2004 11:56 am

Chrissy>

Actually, it is quite a long time. Considering that my characters started at twenty and my oldest characters that I have had from the start of the game is in their early fifties I think they should have gone through three bows in their life time...at least if they use them moderately.

Appleide has a good point though. A broken sabre should simply become steel shards that you can smelt into something else. (Only a part of the original steel should be able to be recovered though.)
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Agar
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Postby Agar » Tue Dec 28, 2004 7:18 am

So I've been researching what I can of the time scale of cantr items. A long bow takes 2 days to build not including the over a day it takes to gather the wood for it. That's about a tenth of a year, or about 5 weeks in "real life"

But this site claims a bow can be made from the wood in about an hour and a half. Assuming that's a bold lie or that they're useing advanced tools (machete) let's triple it and say almost 5 hours. That'd be under 2 cantr hours.

http://www.nativewayonline.com/primarch.htm

Now, these bows last only about 10 cantr years, less if used. Why are they rotting away? Is all of it rotting away? Will there be a new object "broken bow" that needs a bowstring added when they're done? We don't know yet.

I did some reseach and couldn't find any hard numbers, but the life spans I saw for bows were in thousands and hundreds of thousands of shots, not days or years. An unstrung bow doesn't really age that much, even when uncared for, unless it is in a harsh enviroment, like dry or salty air.

I don't understand why something that takes so little time in real life and lasts so long in real life would take longer to make in cantr and last shorter. 2 day build and 200 day life, makes bows a bad investment.
Reality was never my strong point.
NetherSpawn
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Postby NetherSpawn » Wed Dec 29, 2004 8:05 pm

Item degredation is good, this is a kind of screwy solution.
I don't think people would mind it so much if it weren't for the way all items have become extremely difficult to make. For example, a composite recurve bow takes 3 or so machines to make, and a broadsword blade takes like 4 metal tools and an anvil to make.
The other thing is peoples' time compression is a little odd. A Cantr year is approximately 1/18 terran years, not 1 terran year. Since work is done as if Cantr years are 20 days, deterioration should be done as if Cantr years are 20 days. A bow is not going to rot away in 200 days unless it's a piece of crud.
That's one problem here. High quality equipment survives longer even if it's made of basically the same thing. Sure, a cheap longbow you just slapped together (after working hard to get the resources, but nonetheless) shouldn't last very long, but if you spend 10 days making it, that should really make a difference. Metal casting, similarly, is fast but yields lower quality results (mainly in terms of durability) than standard forging. Cantr doesn't reflect this and seems to assume construction quality is based solely on what material is used.

People left because of tiredness and the alterations in hunting and fighting. I think that was made clear at the time, although some people simply didn't like the complications made to the game, which, although good changes, can become a headache.

I scaled back because characters take longer to play with modularization, tiredness, and the inability of so many to hunt. My person who's been hunting for 12 years now is thoroughly ineffective against animals, and things like that tend to bother people. Things like that make starting new characters a very big hassle, especially if they start somewhere boring.

Item degredation is good but if we're assuming decay as the only cause of rot, items should actually decay LESS with use because use implies that you're paying some attention to it. Actually I think items in inventories should experience much less decay, as invisible insects and such will probably not be able to attack them. This could also be an incentive for people to open up their stockpiles of materials :twisted: :twisted:
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