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

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the_antisocial_hermit
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Postby the_antisocial_hermit » Mon May 15, 2006 6:32 pm

marol wrote:
the_antisocial_hermit wrote:That wasn't a complaint about the overall process being done in turns, just about the 0.1% that doesn't finish on occasion like it seems like it ought.
Which is consequence of current system and would not occur in the system I described.


Yes, but a minor one that really isn't bad enough to warrant such a big change; I don't think the thread was a complaint so much as just trying to spur some discussion about how frustrating that can be and get some commiseration from fellow players that have experienced it.

But like I said, I'm not seeing all the pros and cons of it laid out very well yet, so I can't really give an opinion that it would be definitively bad or good, based on my perceptions of the issues, and like you said, you're just considering it and there will be more to discuss later if it becomes something that might be possible to implement.
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Solfius
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Postby Solfius » Mon May 15, 2006 7:10 pm

marol wrote:
west wrote:It seems like it would require a lot more processor time if the computer had to keep track of exactly when each project was began and how long it'd been worked on, rather than having those three-hour 'ticks' to lump everyone into.
It would not.
the_antisocial_hermit wrote:That wasn't a complaint about the overall process being done in turns, just about the 0.1% that doesn't finish on occasion like it seems like it ought.
Which is consequence of current system and would not occur in the system I described.


So project progress would be based upon how much time you spend on the project, rather than being on the project when the hour ticks over?

When would the progress be updated? continuously or on the hour?
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marol
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Postby marol » Mon May 15, 2006 7:18 pm

@the_antisocial_hermit
You're totally right of course :)

@Solfius
That's right. Projects would be updated continuously.
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Postby west » Mon May 15, 2006 7:46 pm

Boo urns. I like the current system. :o
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Postby formerly known as hf » Mon May 15, 2006 10:52 pm

Any indication of what extra strain this might put on the server?

If possible, I like it.

Would the same be for travelling? It would mean some major changes to sailing, but it would be good to have sailing in real-time
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Postby sem » Tue May 16, 2006 12:58 am

One way to acheive the illusion of continuity might be to check progress on projects each time someone participating in that project is sent a new page (possibly with a sweep every few hours to update projects that haven't otherwise been updated). This would increase the daily total load on the server, but the benefits of spreading out the calculations *might* outweigh the extra total load. Someone in the programming department would need to run some tests to check on that.

This could also simulate breaks in a project. Merely talking shouldn't count as a break, but leaving the location (perhaps to pick up some resources from a storehouse) probably should.

Things would get complicated (and possibly resource intensive) where more than one person was working on a project, but if the programming resources are there, and some modelling shows that it would be beneficial, it should be doable *if* people want to move away from a turn-based project system.
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Postby Doug R. » Tue May 16, 2006 12:59 am

I don't like this idea. When my project ends now, I have 3 hours to log in and get to work on a new project. Now, I would have to log in immediately or lose productivity. Productivity across the board will take a nose-dive. I give this one a big thumbs down. Nothing Marol said in support of it makes any sense to me.
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marol
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Postby marol » Tue May 16, 2006 6:27 am

@Dough R.
Please understand that in current system you already lose productivity. When you have one day project and it's at 99%, then in the next turn you will gain only 1% (while complete turns gives you 12.5%)! In the new system that project would finish in 15 minutes after turn "tick". So in comparision to old system you would save 2 hrs 45 minutes! Therefore you aren't right.

Current system is specific and many people like it. However it have some disadvantages like people from ship destroying lock with crowbar with hit'n'run method - walking into building just before turn and leaving it immediately and boarding after that.
Another example - it's late (about midnight) and I'm finishing scythe and want to farm corn. My scythe progress just achieved 98% so I have to wait another 3 hours (and probably wake in the middle of the night) to start farming. In the new system it would take only half an hour.

There's many other disadvantages of current system. I'll however raise them and those discussion later, in few week probably.

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You don't have to bother with technical problems and server load. I have solution in my mind which probably would solve it all.
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Postby Phalynx » Tue May 16, 2006 6:50 am

Marol thats all good an well but you would have to deduct 5 minutes from working time every time someone spoke - after all most jobs you can't really concentrate on what your doing and have a conversation... :twisted: :twisted: :twisted:

Does the tick happen on the cantr hour... !'ve always just let things be but at the moment once charracter could do with having a little more precision..
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marol
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Postby marol » Tue May 16, 2006 6:56 am

Phalynx wrote:Marol thats all good an well but you would have to deduct 5 minutes from working time every time someone spoke - after all most jobs you can't really concentrate on what your doing and have a conversation...
Why would I? I don't have to iterrupt project when talking, do I?
Phalynx wrote:Does the tick happen on the cantr hour... !'ve always just let things be but at the moment once charracter could do with having a little more precision..
That's the part I don't get - guess my English is to weak... sorry.
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Postby goitre » Tue May 16, 2006 7:07 am

Phalynx: Check when a project has finished. Currently the 'tick' is at 31 minutes past the Cantr hour.

Eg. 1532-3.31: Project Crushing hematite (sledgehammer) has been finished.

If there is a change with the time management, my scholar will certainly have a surprise when the laws of physics change!
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Postby Mafia Salad » Tue May 16, 2006 7:08 am

marol wrote:Another example - it's late (about midnight) and I'm finishing scythe and want to farm corn. My scythe progress just achieved 98% so I have to wait another 3 hours (and probably wake in the middle of the night) to start farming. In the new system it would take only half an hour.


Or you could wait 5:45 minutes to wake up, and start farming corn without loosing any productivity, plus start the two character who finished traveling on projects at the same time too.

The turn system makes it easier for the players who have a lot of stuff to do in real life and don't have the flexability to check the game whenever they want.
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marol
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Re: Mafia Salad

Postby marol » Tue May 16, 2006 7:19 am

Mafia Salad wrote:Or you could wait 5:45 minutes to wake up, and start farming corn without loosing any productivity, plus start the two character who finished traveling on projects at the same time too.
I will loose productivity. I will loose 5 hrs 45 mins of time that my character is not productive. 3 hours when it's doing nothing and 2 hrs 45 min cause my charrie spends complete turn to make 1%.
Mafia Salad wrote:The turn system makes it easier for the players who have a lot of stuff to do in real life and don't have the flexability to check the game whenever they want.
How is that? In new system you could keep you old habits. You could do everything as you do now in this area. Whole difference is that your projects would finish up to 3 RL hrs sooner. Do you have to log in sooner? No, you dont! You can stick to your old habit and login later. Do you lose productivy in comparision to old system? No!
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Chris Johnson
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Postby Chris Johnson » Tue May 16, 2006 7:43 am

Strictly speaking no productivity is lost with the current system.

In the last hour you seem to loose productivity but in the first turn you get a full 3 rl hours credit regardless of whether you started 1 minute after the the last procesing or 1 minute before the next processing

Please read my post earlier in this thread it explains this in more detail

A continuous system doesn't make people more productive - It makes the start and finish more predictable but thats it.
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marol
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Postby marol » Tue May 16, 2006 7:53 am

Chris, you're right in the global point of view. But in particular cases this system isn't so fair. Let's say you need 10g of limestone to complete you smelting project. In current system you need 3 RL hrs to get it. In continous system you would need less than 2 minutes, and you could immediately go to smelting. So in old system you lost 2 hrs 58 mins. It's just more realistic.
Last edited by marol on Tue May 16, 2006 7:59 am, edited 2 times in total.

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