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Posted: Fri Feb 13, 2004 3:59 am
by Slowness_Incarnate
I'm telling you that my character would trade for food items that she could not get for herself,or would not.Such as meat,she'd prefer not to hunt so she would have traded iron for the meat. That is a good deal for the person that gets the iron if you ask me,especially if that person needs the iron or wants the iron and she is willing to give them more than they could get in one day,in just a couple of seconds.( as long as it takes to select the amount and hand it over) NOW,she won't trade it for anything like that.You see how hoarding like that doesn't help the economy?
Posted: Fri Feb 13, 2004 4:00 am
by Meh
There was only one iron area in the game that I knew of that I liked before. What made it different was the remoteness. All the agressive "my iron not yours" people were elsewhere. This left traders. And these traders needed things. They were not killing everyone who did not "respect them" and taking their food.
There was probally more that were as good as you say. There is something like 30 in the game.
The change was good for the ones in the top 10 population list. If I could choose I would have had ones with low populations skipped for the change.
The difference bettween changing a resource and slowly exhausting a resource.
Posted: Fri Feb 13, 2004 4:15 am
by Slowness_Incarnate
The place I am talking about was Brunoi, there was food there and there a large supply of food in the Lusken Inn as well as on the ground.So noone ever starved there.If the iron was still there,some of the people who were merely there for the iron might have been able to trade,but now that there isn't....I don't see much trade happening. The change didn't encourage sharing,it just made it harder.
Posted: Fri Feb 13, 2004 4:21 am
by Meh
Food and iron in the same place? You were spoiled. No wonder you hate it.
It is amazing that a place like that did not create a huge army.
Was it becuase it was too easy there?
Conquest would have just been a hobby so why bother?
I'm not making fun. I just never made it there.
Posted: Fri Feb 13, 2004 4:21 am
by kroner
sharing isn't what the change is supposed to encourage. now it makes no sense for everyone to build the equipment for iron. it's much more practical to trade with someone who has all the machines and stuff. right now there isn't too much you could trade for iron, but if other important resources were made harder to get without equipment also (like food), then the people with the iron equipment would have things they needed too and it would help both parties to trade instead of both producing everything themselves. That is economy.
Posted: Fri Feb 13, 2004 4:27 am
by Slowness_Incarnate
Tch...'tever...I am getting too much into this argument that will lead nowhere and to nothing. I should just be quiet now...

Posted: Fri Feb 13, 2004 4:32 am
by new.vogue.nightmare
slowness_incarnate wrote:I'm telling you that my character would trade for food items that she could not get for herself,or would not.Such as meat,she'd prefer not to hunt so she would have traded iron for the meat. That is a good deal for the person that gets the iron if you ask me,especially if that person needs the iron or wants the iron and she is willing to give them more than they could get in one day,in just a couple of seconds.( as long as it takes to select the amount and hand it over) NOW,she won't trade it for anything like that.You see how hoarding like that doesn't help the economy?
Meat. But there are potatoes too. Your char only traded for luxuries, for things she wanted. If she did not trade she'd still be perfectly okay. The only reason anyone does anything at ALL is because the players want to accomplish something. The characters have no motives of their own. A handful of players strive to keep a society intact, and work together. Everyone else has their chars living out the whole "farm until you can travel so you can get stuff" life. The only reasons businesses form is because
A) power
B) altruism.
the key thing missing from this is necessity. in a realisitc society people get jobs because they need to feed themselves. You CAN of course forage for yourself in the wilderness but it's too hard for most people. I think that food should be much more difficult to obtain. That way, if you wanted to live away from society, you could go and forage in the woods or whatnot, but not be able to arm themselves and build a labyrinth full of machinery while they're at it. Farming for potatoes or carrots should be more difficult, but the rewards should be greater. that way there will actually be a use for farming other than 'that annoying thing that gets in the way of may making a sabre for myself' Then in cantr, when someone says. "what do you do?" people will have an actual answer other than 'i'm a wanderer' or something similarly lame. You will have blacksmiths, farmers, soldiers...and there are soldiers as it is, but they can get food when they're not fighting or guarding. The only reason they became soldiers was to get a weapon, or in order to fight. The need for a job didn't factor in that one bit.
Posted: Fri Feb 13, 2004 4:43 am
by Bran-Muffin
'Then in cantr, when someone says. "what do you do?" people will have an actual answer other than 'i'm a wanderer' or something similarly lame'
But you have to note the fact that making food harder to get wont decrease the number of wanderers it will just make the wanderers food supply harder to get especially if they dont have items to trade for food from the shops. People wander, farm one place and wander on again. Some do it with alot of items im sure, and some do it with no items and are just looking for that right place to settle so they can get the items, but most of time people who wander dont find that right place and keep the cylce going.
Posted: Fri Feb 13, 2004 4:54 am
by Spectrus_Wolfus
i honestly can't see what all the fuss is about the change is a good idea if it get's backed up by other good chanes such as the food yeild reduction idea to increase the worth of thing's.and iron won't be rare for too long a few of the iron area's i know of and have char's in are getting very organised very fast and some already are producuing iron again so what's the big fuss?
Posted: Fri Feb 13, 2004 4:59 am
by Meh
The things that I wish could be expressed in the game is the fear of leaving hometown.
Many think nothing today of leaving the town we were born in.
The farther you go back in time the bigger deal it was.
That being said I usally leave a place as soon as I can. You get no respect being spawned in most places. But if your a "walk in" people take much more care to get to know you. You could be 29 with a crossbow and iron shield or an expected vistor. If your 20 then they know what you have: No info, No food, No threat.
They may not trust a walk-in but I'd trade that interest and respect any day. And if they don't notice you than they are a target for not noticing a army causally waling into town. So it's good either way.
Posted: Fri Feb 13, 2004 5:06 am
by west
A lot of my characters have either never left, or left immediately.
most of my homeboys who are out of town miss their hometowns extremely. Those that arent' wanderers.
And most have some fondness at least for the place they were spawned.
But yeah: Newspawns get killed too recklessly in most places, instead of greeted lovingly.
Imagine a society where we killed babies if they cried or made a mess because it annoys the older people.
Posted: Fri Feb 13, 2004 8:37 am
by new.vogue.nightmare
PeterO wrote:'Then in cantr, when someone says. "what do you do?" people will have an actual answer other than 'i'm a wanderer' or something similarly lame'
But you have to note the fact that making food harder to get wont decrease the number of wanderers it will just make the wanderers food supply harder to get especially if they dont have items to trade for food from the shops. People wander, farm one place and wander on again. Some do it with alot of items im sure, and some do it with no items and are just looking for that right place to settle so they can get the items, but most of time people who wander dont find that right place and keep the cylce going.
When I was saying that, I meant that the only people who can honestly tell their profession are mainly wanderers. There aren't any real professions in the game. There are leaders, there are some people who serve the leaders, and there are wanderers. Everyone else lives for themselves.
Posted: Fri Feb 13, 2004 9:35 am
by Bran-Muffin
"When I was saying that, I meant that the only people who can honestly tell their profession are mainly wanderers. There aren't any real professions in the game. There are leaders, there are some people who serve the leaders, and there are wanderers. Everyone else lives for themselves."
Not everyone who serves someone see's their self as a sheep as some people say. People who run a bussiness/tribe/clan have certain assignments for his/her workers, the workers who take these assignments and have those assignments for a long time become to see themselves as a profesional in gathering material x then comming back and combining it with other workers materials y and z to make an end product in what this overall clan/bussiness/tribe has a profession in making. You see people who work for someone isnt just a servent (s)he is a professional in his/her own way.
Posted: Fri Feb 13, 2004 10:26 am
by Surly
If Cantr is going to reflect RL absolutely (which I hope to God it's not) it should be taken into account that for hundreds of years farmers led a subsistence lifestyle, they farmed enough for themselves - the rest was taken by their feudal Lord. There were only a priviledged few who had advanced tools and equipment, and that is just how it will become in Cantr. Why would I trade my iron which I have spent so much time and resources on for for anything not valuable. Only the rich could trade. These changes are beginning to suck.
Socities exist anyway, most of my characters are in places with at least 20 people, and good social interaction. I enjoyed it the way the game was. Now I can't get a trowel or a house or a lock due to the sudden sparseness of iron.
You really think societies will grow when the rich and powerful can afford weapons and protection? All places will become feudal or dictatorship regimes. Why would I give anyone an iron shield when I could dominate them while they didn't have it?
Anyway enough ranting for now, I think you get my point.
Posted: Fri Feb 13, 2004 10:37 am
by Bran-Muffin
I wasnt around long enough to know the changes, as i am fairly new, but with the bottom half of your post i agree with it completly.