Cantr Is Dying. What Then Shall We Do?

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

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joo
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Postby joo » Sun Dec 23, 2007 10:06 pm

No.
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saztronic
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Postby saztronic » Mon Dec 24, 2007 12:50 am

Yes
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notsure
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Postby notsure » Mon Dec 24, 2007 1:08 am

Maybe.

notsure :?
Idriveayugo
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Postby Idriveayugo » Mon Dec 24, 2007 1:22 am

sem wrote:Number 3 is tempting at first sight, but there was a time when it could easily have killed one of my characters who was pretending to sleep while looking for an opportunity to escape.


Good point. Perhaps a person can have the option of showing when they're awake....
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notsure
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Postby notsure » Mon Dec 24, 2007 1:44 am

Come on. It's easy to show people you're online. Cough, sneeze, shoot an animal, sing, hum, sit down, stand up. Whatever.

notsure :?
Idriveayugo
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Postby Idriveayugo » Mon Dec 24, 2007 2:45 am

notsure wrote:Come on. It's easy to show people you're online. Cough, sneeze, shoot an animal, sing, hum, sit down, stand up. Whatever.

notsure :?



don't hate
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N-Aldwitch
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Postby N-Aldwitch » Tue Dec 25, 2007 6:53 am

This Topic Is Dying. What Then Shall We Do?
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."


http://www.sylorn.com - Free MMORPG in development.. need help.
Idriveayugo
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Postby Idriveayugo » Tue Dec 25, 2007 7:34 am

N-Aldwitch wrote:This Topic Is Dying. What Then Shall We Do?



I have a 6 step solution in order to keep it going, but i'm too lazy to type it up.
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Postby Voltenion » Wed Dec 26, 2007 5:45 am

Idriveayugo wrote:

I have a 6 step solution in order to keep it going, but i'm too lazy to type it up.


That joke died before you even typed it. What then shall we do? (I know this one shouldn't have "borned" too... :? )
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saztronic
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Postby saztronic » Wed Dec 26, 2007 2:47 pm

So far, the proposal people seem to have taken to most readily is a separate area of Cantr set aside for new players to learn the game and do as they please unimpeded by existing societal structures. I second this idea.

A corollary to this is the suggestion that since most newspawns show up in populated areas, making the newspawns subject to exploitation and putting more remote areas at an inherent disadvantage, something should be done to encourage spawning in less populated, rather than more populated, areas. The best idea in my opinion, is creating some kind of condition villages would have to meet once their populations grow above a certain point, in order to attract newspawns. This has ranged from sacrificing resources to Seko's preferred method, rutting in the streets.

Last, in another thread there seems to be consensus that non-use-based rot should be eliminated.

So let's focus our discussion on these three items for the moment before moving on to other suggestions:

1. A separate area for new players to learn the game.
2. Changing the formula that determines where newspawns appear.
3. Eliminating non-use-based rot.

Any new thoughts or opinions on these? If no perhaps we should make them official requests and then move on to other suggestions
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I_am
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Postby I_am » Wed Dec 26, 2007 3:41 pm

saztronic wrote:1. A separate area for new players to learn the game.
2. Changing the formula that determines where newspawns appear.
3. Eliminating non-use-based rot.


1. If you're talking about creating a newbie island, I never did like this idea. Perhaps an area to test out game mechanics might be useful. Some kind of interactive tutorial that newbies have to walk through before spawning their first character. Better yet, make it optional; a tutorial that someone can go back to if they run into confusion in game.

2. I like the idea that characters would have some means to attract spawning in their location. However, this too, could easily lead to exploitation of newspawns. Although, exploiting newspawns is not necessarily a bad thing. A new player, whose first character is exploited, can learn a lot about RP and game mechanics through the eyes of a slave.

3. Agree
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Redbeard
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Postby Redbeard » Wed Dec 26, 2007 4:06 pm

saztronic wrote:1. A separate area for new players to learn the game.
2. Changing the formula that determines where newspawns appear.
3. Eliminating non-use-based rot.


1. Make this optional
2. This one I completely agree with. If possible let the populated/nonpopulated choice be left to the player when they create the new character.
3. What does this have to do with keeping players?
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Chris
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Postby Chris » Fri Dec 28, 2007 1:55 am

saztronic wrote:1. A separate area for new players to learn the game.
2. Changing the formula that determines where newspawns appear.
3. Eliminating non-use-based rot.

1. No to a separate area. Yes to a tutorial.

2. Yes. But I don't like effort-based attraction of newspawns. That makes the rich richer, which is the problem we have already. Maybe the more sparsely populated islands need a return to the system with fixed spawning locations. Then you would have at least one decent-sized town per island, and people would explore and colonize from there.

3. Yes.

What about lag? Is there any doubt that that should be on the top of the agenda, before anything else? A mostly-text game with only ~1200 players should have very fast page loads. Please fix what's broken before adding more.
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Postby Zanthos » Fri Dec 28, 2007 2:40 am

the rot argument is moot. when was the last time you saw something rot away? Rot is there to persuade people to upgrade. My guy with a crossbow and iron shield, full set of leather clothing and rides a motorcycle still uses a stone hammer. why? because rot is meaningless.
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Postby Missy » Fri Dec 28, 2007 4:07 am

because rot is meaningless


I have said and will continue to stick to saying that rot is meaningless no matter how it's implemented. It's a means to get rid of an over-flow of items that build up. It does nothing IC and never will.


That makes the rich richer, which is the problem we have already.


The rich have a problem lately too. The poor may have become incredibly poor, but the rich have become poor too in a sense. You don't make changes to the game to effect the economy of the rich or the poor either one. If you want to do something about the rich being rich and the poor being poor you have to figure out a solution for that with your characters. That's my beef with programming always trying to implement things that will "influence trade." Trade's there as is the possibility for trade, it just takes the right kind of character to set it up/the right kind of player behind the characters to make a character that will make it happen.
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