99%

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

Moderators: Players Department, Public Relations Department

User avatar
goitre
Posts: 110
Joined: Fri Oct 14, 2005 8:09 am
Location: Melbourne, Australia

Postby goitre » Tue May 16, 2006 7:56 am

I think Marol's idea would balance productivity, eg. an near-hour-long project would take nearly one hour. Of course productivity is set at an arbitrary level, and so it's equally arbitrary if it's increased or decreased. Remember you're playing a game in which it can take months of real time to build a house, I don't think Cantr is meant to be an action-packed production centre with more fission atomisers then people.

The loss of productivity at the end of a project encourages work on longer projects.

Wacky idea: Perhaps projects should take an extra hour after reaching 100% to complete, this way it is (moreso) in a characters benefit to create longer projects to prevent this loss, requiring collaboration.

By the way, lose and loose are different words. Eg. "I do not wish to lose my game of chess." "Those knots are loose, and so I can escape!"

Edited: False assertion.
Last edited by goitre on Tue May 16, 2006 8:02 am, edited 1 time in total.
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Tue May 16, 2006 8:01 am

True , I accept that - For projects smaller that one Cantr hour there is productivity loss (though currently if you start your 2 minute example 1 minute before the processing you do get twice the productivity a continuous system would give you ;) ) But how much is that really a problem? its a different issue from the 99% complete .

I have no objections to a (more) continuous system - it is more realistic
I just have concerns about how this can be implemented and its impact on the server.
User avatar
marol
Posts: 3728
Joined: Sun Jul 17, 2005 11:45 am
Location: Kraków, PL
Contact:

Postby marol » Tue May 16, 2006 8:02 am

And referring to Chris's post:
Chris Johnson wrote:Project processing in Cantr is a discrete process (i.e happens at set intervals of 1 Cantr hour) which is simulating what most people consider to be a continuous process (i.e. work on a project proceeds evenly over time).

The continuous process is simulated by adding in an hours worth of work when the project is processed.
It's simple - why to simulate if it could be real continuous?

Edit: Just seen last Chris's post - don't worry ;) I have an idea, but we could talk about it in PgD.
User avatar
the_antisocial_hermit
Posts: 3695
Joined: Thu Sep 23, 2004 4:04 pm
Location: Hollow.
Contact:

Postby the_antisocial_hermit » Tue May 16, 2006 8:26 am

marol wrote:It's just more realistic.

Chris Johnson wrote:- it is more realistic


But is it Cantrealistic?

Maybe it will help or not help/hinder productivity; I don't know. It's all still a little fuzzy to me, but it seems to go against the whole idea of Cantr being a slow-paced game. I mean... Cantr isn't supposed to be an instant gratification game.

Maybe I'm just not looking at it the right way, since I'm still failing to see any pros truly worth such a big change?
Glitch! is dead! Long live Glitch!
Remember guys and gals, it's all Pretendy Fun Time Games!
User avatar
marol
Posts: 3728
Joined: Sun Jul 17, 2005 11:45 am
Location: Kraków, PL
Contact:

Postby marol » Tue May 16, 2006 8:34 am

Dear Hermi. :) Frankly, in my opinion whole staff actions are directed toward more reality, never against. All changes that happened or is happening are because we want Cantr more real. And I feel Cantrreality is only an excuse to us when something is strange or doesn't work as supposed to :)

In particular - current projects system simulates RL. So why to not make it more real?
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Tue May 16, 2006 11:48 am

marol wrote: in my opinion whole staff actions are directed toward more reality, never against. All changes that happened or is happening are because we want Cantr more real. And I feel Cantrreality is only an excuse to us when something is strange or doesn't work as supposed to :)


How I feel it ought to be, and hence I like this idea.

I thought it was part of the long term vision for the game to make a change similar to this?

That may possibly have been a suggestion where you don't specify a gathering project, you just start digging and stop when you like or have enough. This continous update idea would actually facilitate the gathering suggestion.
west
Posts: 4649
Joined: Mon Aug 25, 2003 5:23 pm

Postby west » Tue May 16, 2006 7:04 pm

I feel that if cantr gets too close to reality I'm just going to have to quit one or the other. Who has time for two lives, much less sixteen? :lol:
I'm not dead; I'm dormant.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Tue May 16, 2006 9:28 pm

west wrote:I feel that if cantr gets too close to reality I'm just going to have to quit one or the other. Who has time for two lives, much less sixteen? :lol:


It is a fine line, and that is the challenge the staff face: realism, but not at the expense of playability
User avatar
Marian
Posts: 3190
Joined: Thu Dec 15, 2005 12:16 am

Postby Marian » Tue May 16, 2006 11:06 pm

Erm...I don't like this at all. :? Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember? I already have to check my chars way too often as it is, but it at least helps to know the major things usually only happen every three hours. If this changes then I'm going to have to remember exactly how much longer all nine of my characters have to go on their projects at all times, and be checking constantly to see how other people's projects are going. I really sympathize with the people who have 15. :( And you really just NEED the three hour window for so many things, I think it'd be a disaster to get rid of it.

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.


Switch to another project and finish the scythe in the morning? No productivity lost that way. I have one character who is obsessed with effieciency and would be crushed if they wasted a single hour, and the currect system lets me avoid that without turning obsessive myself and waking up in the middle of the night for things.

And I'm not buying any of this 'reality' stuff. If the staff is so worried about it, aren't there many, many, more unrealistic things that should be fixed first? How come my chars never have to go to the bathroom, for starters?
User avatar
The Sociologist
Posts: 878
Joined: Mon Sep 06, 2004 11:54 pm

Postby The Sociologist » Tue May 16, 2006 11:33 pm

Marian wrote:Erm...I don't like this at all. :? Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember?

Very well put, the whole thing. Thanks.

This all used to work perfectly. Then tiredness was introduced. Tiredness is currently the most meaningless nonsense in the game, since it goes away every 8 cantr hours anyway. All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations. That's all it does anymore.

So fix what's broken. Don't fix the whole game around what's broken!
User avatar
Nixit
Posts: 2307
Joined: Sun Nov 07, 2004 8:06 pm
Location: Your imagination...

Postby Nixit » Tue May 16, 2006 11:38 pm

I really sympathize with the people who have 15.



There's no reason to sympathize with them, they made all those 15, it was their choice.

All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations.


...and you know, stop one man massacres.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
User avatar
the_antisocial_hermit
Posts: 3695
Joined: Thu Sep 23, 2004 4:04 pm
Location: Hollow.
Contact:

Postby the_antisocial_hermit » Tue May 16, 2006 11:40 pm

The Sociologist wrote:
Marian wrote:Erm...I don't like this at all. :? Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember?

Very well put, the whole thing. Thanks.

This all used to work perfectly. Then tiredness was introduced. Tiredness is currently the most meaningless nonsense in the game, since it goes away every 8 cantr hours anyway. All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations. That's all it does anymore.

So fix what's broken. Don't fix the whole game around what's broken!


Indeed, quite what I was thinking all along. lol Marian, you said exactly what I was wanting to say... :)
Glitch! is dead! Long live Glitch!
Remember guys and gals, it's all Pretendy Fun Time Games!
User avatar
The Sociologist
Posts: 878
Joined: Mon Sep 06, 2004 11:54 pm

Postby The Sociologist » Tue May 16, 2006 11:55 pm

Nixit wrote:
All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations.

...and you know, stop one man massacres.

So keep it for massacres, for all I care. We're not talking massacrists getting tired here, we're talking carrot farmers!
User avatar
Nixit
Posts: 2307
Joined: Sun Nov 07, 2004 8:06 pm
Location: Your imagination...

Postby Nixit » Wed May 17, 2006 1:21 am

That tiredness is basically negligible.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
west
Posts: 4649
Joined: Mon Aug 25, 2003 5:23 pm

Postby west » Wed May 17, 2006 5:37 am

I agree with Marian. Cantr is intended to be slow and tick-based! And COVERED IN BEES!

Er, sorry. Don't know how that last bit got in there.
I'm not dead; I'm dormant.

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest