Apothecary / Tea Removal Clarification

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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:59 pm

Yes I was also thinking about capping healing food. But that just isn't needed to balance combat.
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KVZ
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Re: Apothecary / Tea Removal Clarification

Postby KVZ » Mon Jul 19, 2010 9:06 pm

Why healing food not capped? In real life if you eat too much (healing food - for example) you can get overstuffed, then you move slower, etc... So the similar effect as you get too much tired.
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SumBum
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Re: Apothecary / Tea Removal Clarification

Postby SumBum » Mon Jul 19, 2010 9:13 pm

Injuries can come from animals, not just other chars. Maybe we should be able to make bandages to heal wounds if you don't like the thought of overeating. :wink:

I just don't think injuries and tiredness should be lumped together like that. Persons A, B and C choose to attack person Z while they sleep and is left at 80% damage. Persons A, B and C chose to become tired. Person Z happened to not be online and didn't choose to be attacked and now they are unable to heal themself fully because it's capped? That doesn't seem a good route to go with things to me.
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Re: Apothecary / Tea Removal Clarification

Postby Gran » Mon Jul 19, 2010 9:23 pm

I think a cap could be a very nice idea alredy. :mrgreen: Just has to be nicely implemented. If it is just a limit of X tea to be consumed pe day, now thats boring. If the user on tea-overdrive actually faints because of tiredom and becomes locked in that state for the next hours due to mandatory rest or even has a heart attack due to excess of activity, now that's fitting.

Estimulants over time actually worsen your state: they are a quick boost but taken at your body's expense.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 9:28 pm

Well like it was said before its not realistic as onions can't heal a slash with a battleaxe And its not the problem here.
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Re: Apothecary / Tea Removal Clarification

Postby KVZ » Mon Jul 19, 2010 9:29 pm

Hm bandages combined with capped healing food is good idea. Bandages should work as you wear them or something and they heal by each hour by some percent, until they are useless by getting too much blood and should be throw away (and new bandage can be applied).
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 9:31 pm

Actually a good idea. Bandages can heal you a bit every project tick or another tick.
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Re: Apothecary / Tea Removal Clarification

Postby viktor » Mon Jul 19, 2010 9:33 pm

i logged in today, i was going to play, i read the notices, a number of my chars devoted a lot of time and effort into aquiring and producing, if there was no tiredness relieving compounds from herbs etc... none of my chars would have bothered with windowboxes. my chars would not have purchased or collected copious amounts of water, clay would not have the economic value it had anymore because windowboxes and flowerpots were predominantly used for tea over any other few items they grow. so much effort to balance against other superior forces to get what they ahve and then boom. many chars wasted time, effort and resources, most of my chars no longer have use for water or herbs, this will have immense ic effects as i will no waste any more time on herbs water or growing machines, i will cease building dessicators and drying racks are useless as meat jerky is too poor quality to bother with and is now the only use in most places for the rack....
all in all i had to ignore the lit up chars and logout, i was too disappointed to play, i'll login tomorrow to play cantr, i'm just too dissappointed today.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 9:34 pm

viktor wrote:i logged in today, i was going to play, i read the notices, a number of my chars devoted a lot of time and effort into aquiring and producing, if there was no tiredness relieving compounds from herbs etc... none of my chars would have bothered with windowboxes. my chars would not have purchased or collected copious amounts of water, clay would not have the economic value it had anymore because windowboxes and flowerpots were predominantly used for tea over any other few items they grow. so much effort to balance against other superior forces to get what they ahve and then boom. many chars wasted time, effort and resources, most of my chars no longer have use for water or herbs, this will have immense ic effects as i will no waste any more time on herbs water or growing machines, i will cease building dessicators and drying racks are useless as meat jerky is too poor quality to bother with and is now the only use in most places for the rack....
all in all i had to ignore the lit up chars and logout, i was too disappointed to play, i'll login tomorrow to play cantr, i'm just too dissappointed today.



Blame the people abusing it not us.
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EchoMan
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Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 9:37 pm

viktor wrote:i logged in today, i was going to play, i read the notices, a number of my chars devoted a lot of time and effort into aquiring and producing, if there was no tiredness relieving compounds from herbs etc... none of my chars would have bothered with windowboxes. my chars would not have purchased or collected copious amounts of water, clay would not have the economic value it had anymore because windowboxes and flowerpots were predominantly used for tea over any other few items they grow. so much effort to balance against other superior forces to get what they ahve and then boom. many chars wasted time, effort and resources, most of my chars no longer have use for water or herbs, this will have immense ic effects as i will no waste any more time on herbs water or growing machines, i will cease building dessicators and drying racks are useless as meat jerky is too poor quality to bother with and is now the only use in most places for the rack....
all in all i had to ignore the lit up chars and logout, i was too disappointed to play, i'll login tomorrow to play cantr, i'm just too dissappointed today.

Yeah, it would have been a lot better not doing anything about it, until the "tea gang" hit your town, right?
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viktor
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Re: Apothecary / Tea Removal Clarification

Postby viktor » Mon Jul 19, 2010 9:42 pm

i cant comment echoman with regards to towns and such without giving away too much in game info. not a rude post just, too much info for me to talk about it.

lol arenti, you're no fun
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viktor
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Re: Apothecary / Tea Removal Clarification

Postby viktor » Mon Jul 19, 2010 9:47 pm

aside from the drunkedness from recovering tiredness idea,
possibly replace tiredness recovery of one or more mixtures with haste so i can march down the road like my feet were motorised.
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notsure
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Re: Apothecary / Tea Removal Clarification

Postby notsure » Mon Jul 19, 2010 10:14 pm

But this was not an "exciting" combat situation, as Cogliostro mentions. There was no roleplay and no reason for the attacks. There was no chance of fighting back. That is not exciting.

And Victor, how would you have liked to log in and see dead charries instead of problems with your tea?



notsure :?
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 10:24 pm

Thats ruining the game. And it should actually be against the rules. As they did this with more towns.
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Re: Apothecary / Tea Removal Clarification

Postby Cogliostro » Mon Jul 19, 2010 10:31 pm

notsure: Agreed. It was an entirely crappy, standard cantr-fair clickfest, with the evildoers quickly doing their dirty work and running away before anyone wakes up. It's not only unfun, it's also completely unfair to the armed and ready characters who still died like defensesless babes in their sleep. But on the other hand, what other option do the evildoers get? Absolutely none. Either you do this or a variation, or you're dead 100% of the time. By the way, these particular attackers did roleplay - wisely they did it after everyone in the resistance was dead or dying.

What a lot of people fail to realize is that no amount of damage rationing or tea-limitation is going to fix this fundamental problem. To do that the game definitely needs some form of asynchronous combat. That sounds fearsome (do we get to wait ten years for that?) but really, in the threads where we discussed this in detail there were some very smart suggestions from many people, which sounded promising implementation-wise.

My point was that this (crappy) system is all we've got for the moment. Those are our rules, which we put into place ourselves over time. If people found a way to get around all the nerfing that was put in place (by means of long, long preparation and much luck), if they did it without actually cheating, then more power to them. I suggest staff should have a decent amount of respect for the game's own rules. When you are playing chess against a pro opponent, you don't "take back a move" whenever you feel threatened, you face the devastating results of your own lack of foresight if need be, without resorting to calling it a bug or exploit (which it never was).

(Edit: Removed some unneccesary stuff. /Mod)
Last edited by Cogliostro on Mon Jul 19, 2010 10:53 pm, edited 4 times in total.

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