reset cantr

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

Moderators: Public Relations Department, Players Department

playerslayer666
Posts: 717
Joined: Thu May 01, 2008 4:27 pm

reset cantr

Postby playerslayer666 » Wed Jul 31, 2013 10:00 pm

am i the only one seeing an issue with towns that have 2, 3 or even 4 people who are "very old" and asleep?

or the fact that every town in game has harvesters and drills?

or the fact that every town has abandoned buldings? literally EVERY town no matter how small has a building or two ( or 20.... ) that are not being used for anything? look up "cantr tropes and idioms" and "ghost town" is one of the tropes on the site. do we really want cantr to be known as a game with long abandoned towns that hold the corpses of their past residence behind locked doors that no one cares to break into?

as well as more vehicles then we know what to do with because half of them have no owner

basically what i am saying is we've developed the in game society too much to the point there is nothing left to do.

if your too hung up on potentially losing your precious characters then can't we make another smaller server where we can play a new map that is the same as cantr was on day 1? what about the test server? could that be used?

EDIT: suggestion.....make it so we can have earth quakes or something. like, once every 10 cantr years. houses and cars should deteriorate like tools, and the earth quakes would cause them to lose some durability. when a building or car breaks down it should be similar to what would happen if it was "torn down". i know there is talk about making that possible. the only difference being if its torn down some (or all) of the materials should be recycled and brought outside, but if it breaks down on it's own it should give much less or even none at all.
Last edited by playerslayer666 on Wed Jul 31, 2013 10:05 pm, edited 1 time in total.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: reset cantr

Postby Doug R. » Wed Jul 31, 2013 10:02 pm

A reset is not the answer, because we'll be facing the same problem 10 years from now. You need to fix the core problems first.
Hamsters is nice. ~Kaylee, Firefly
playerslayer666
Posts: 717
Joined: Thu May 01, 2008 4:27 pm

Re: reset cantr

Postby playerslayer666 » Wed Jul 31, 2013 10:09 pm

Doug R. wrote:A reset is not the answer, because we'll be facing the same problem 10 years from now. You need to fix the core problems first.



.......

a temporary fix is still a fix. 10 years is a very very long time..... your worried about it getting old again, but it's already old now.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: reset cantr

Postby Doug R. » Wed Jul 31, 2013 10:41 pm

I don't advocate alienating a good portion of the player base simply to kick the can down the road.
Hamsters is nice. ~Kaylee, Firefly
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: reset cantr

Postby EchoMan » Wed Jul 31, 2013 10:50 pm

Resetting has been discussed several times in the past, and Jos (who has veto on all major game changes) said it will never happen.
playerslayer666
Posts: 717
Joined: Thu May 01, 2008 4:27 pm

Re: reset cantr

Postby playerslayer666 » Wed Jul 31, 2013 11:13 pm

then perhaps another server to play a fresh new map? or make "disasters" so we have a necessity to rebuild stuff?

Doug R. wrote:I don't advocate alienating a good portion of the player base simply to kick the can down the road.


this made me laugh :lol:. and yeah, when you put it that way a reset sounds like a horrible idea.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: reset cantr

Postby EchoMan » Wed Jul 31, 2013 11:21 pm

It has also been discussed several times (maybe not disasters). Search in general discussion or the suggestion forums.
User avatar
bnlphan
Posts: 356
Joined: Tue Sep 07, 2010 1:42 pm

Re: reset cantr

Postby bnlphan » Thu Aug 01, 2013 3:52 am

I at one time made the same suggestion after server outage from hacking I believe. I have since changed my position on the matter. There is still a lot of progress to be made in the game. When and if we reach the full potential of the game I will change positions again. Potential may not be the best word to use. But here is are some examples.

1. When through the radio or other developed media..eg newpWhenapers, couriers etc that every character on multiple islands has access to aany significant event that happens. So that it is practically impossible for you characters to know any thing significant that your other characters do.

2. When an entire Island (excluding Shai) is under the control of one person or small group of people.

3. When the game becomes so stagnant that newspawns are given motorized vehicles like they are hide pants and wooden shields now.

I am sure with a little thought I could come up with more but a few that immediately come to mind. When things like the above start happening. I will start calling for a reset.

Perhaps OOCly we should be shooting for such things to happen.

***************************
I would like to see another large island appear. Maybe distant from the other islands with spawn points and people starting with nothing but the available resources in that "city" like it would have been when the game first started.
Mastering the fine art of sleepworking
User avatar
Snickie
RD/HR Member/Translator-English (LD)
Posts: 4946
Joined: Tue Jul 06, 2010 5:28 pm
Location: FL

Re: reset cantr

Postby Snickie » Thu Aug 01, 2013 6:10 am

bnlphan wrote:2. When an entire Island (excluding Shai) is under the control of one person or small group of people.

Done. Noniwrok. Lol not really but still
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Re: reset cantr

Postby SekoETC » Thu Aug 01, 2013 7:55 am

Building decay/demolition would be a better solution than a game reset. If you have a thing against sleepers, start killing them! In the past before and around the time I joined, massacres tended to be commonplace because tiredness didn't exist. Now you can't hit everybody in town because after three hits, you're too tired.
Not-so-sad panda
hyrle
Posts: 517
Joined: Tue Jul 02, 2013 10:40 pm
Location: Utah, United States

Re: reset cantr

Postby hyrle » Thu Aug 01, 2013 10:13 am

SekoETC wrote:Building decay/demolition would be a better solution than a game reset. If you have a thing against sleepers, start killing them! In the past before and around the time I joined, massacres tended to be commonplace because tiredness didn't exist. Now you can't hit everybody in town because after three hits, you're too tired.


I do agree with building and vehicle decay being a good answer. Maybe even a slow note decay as well. Obviously, like other items, they should be repairable... but abandoned areas should essentially turn into ruins over time.

This is similar to the decay system used in a game I used to play called Wurm Online - a game which is graphical but in many ways similar to Cantr... everything is player built, very few NPCs. One of the things I enjoyed most was being able to travel and find abandoned towns and explore the buildings with crumbling walls that I could climb into and see the beauty of a place where nature and time were taking over what man had built and abandoned. This decay was slow enough and easy enough to repair to not cause people too much difficulty to maintain their castles/cities/whatever, but still allow for time to take over abandoned areas.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: reset cantr

Postby EchoMan » Thu Aug 01, 2013 12:23 pm

We are constantly working on decay/disassembly etc. One of the latest implementations is making radios possible to disassemble, but it still has to run through the resource department for a final touch. Building decay I recall is an accepted suggestion too, but I am not sure.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: reset cantr

Postby Doug R. » Thu Aug 01, 2013 1:21 pm

It is, but the never-ending debate on how to handle the building contents has killed the idea. I think staff will need to make an executive decision on that since there's no clear player consensus.
Hamsters is nice. ~Kaylee, Firefly
User avatar
Auryn
Posts: 298
Joined: Fri Jul 08, 2011 1:10 am

Re: reset cantr

Postby Auryn » Thu Aug 01, 2013 3:21 pm

How about something like natural disasters to clean up some of the stagnant towns? A couple of tsunamis along the coastline or a tornado in the mainland... A few mini resets to liven things up. Would definitely lead to a more inviting environment for pirates and bandits.
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Re: reset cantr

Postby SekoETC » Thu Aug 01, 2013 3:49 pm

A tsunami is a tempting idea but it might be difficult to define which areas have stagnated and which ones are home to someone who just went traveling.
Not-so-sad panda

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest