*sighs*
I don't want to do this, but I have been taught all my life that it's a 'must'. If you are part of something, you have to give your 2 cents every time someone brings something to the discussion table.
PaintedbyRoses wrote:~ THERE WOULD BE NO WIKI or communication channels for players.
This is silly. You can take down the official wiki, but that doesn't mean that someone else won't start another wiki project at some point.
About the communication channels, I came with the Discord thingy already here. I don't know how it was before, and I don't want to know neither. I think that every community
needs a fluid communication. If the people use it in the wrong way, it's not the communication channel's fault, but the people. Specific, pointable, people.
PaintedbyRoses wrote:~ Notes could only be written if the character possessed some kind of paper and ink. Notes could not be copied - everything drawn or written would have to be copied by hand (until someone invents a machine to do it).
Partially agree. While I'm with you about the need of paper and ink,... This is internet. Manually selecting and copy/pasting or doing it automatically is the same. It saves you... what? half a min? Just let the auto copy thingy there, please.
PaintedbyRoses wrote:~ Cantrians would be spawned at different ages: infant, 5 years old, 10 years old or 15 years old. The player could choose the age or take one at random. Infants and 5 year olds would have to go to a character or characters who requested one that age but they can't request the gender. 10 year olds and 15 year olds are on their own. 10 year olds would be limited in the kind of work they could do. Survival would be hard for them without help.
Totally with you. I would even suggest pregnancies, in the way of having the option, with a female or male character, to access an option about 'mating' or something with someone. That person has to agree in order for a pregnancy to happen. People shouldn't be notified about someone wanting to mate with their character (or it would become a spamming resource), but should could check on someone specifically to see if that person is trying it or not. Both should be at the same spot and it actually becoming an action that would take some time.
PaintedbyRoses wrote:~ At 20 years old characters could formally choose a profession. They would have to apprentice to an master in that profession or fulfill certain requirements on their own.
Totally with you. I would even add that while you are an apprentice, your skill raises faster, but you can only learn as much as your tutor knows.
PaintedbyRoses wrote:~ Apothecaries would have more healing skills.
Sweet Voldemort!! I would even add skills for bandaging.
PaintedbyRoses wrote:~ There would be more illnesses.
Totally with you.PaintedbyRoses wrote:~ There would be injuries.
Totally with you.PaintedbyRoses wrote:~ There would be insects.
Again. With you.PaintedbyRoses wrote:~ The weather would have more effect on characters: freezing to death in the cold weather, dying of thirst in the desert, etc.
Same as above.PaintedbyRoses wrote:~ Other than small gardens, plant food could only be grown by farmers who have cleared land and planted crops. Crops could fail due to weather, insects, etc.
Same.PaintedbyRoses wrote:~ Everything, EVERYTHING, would have to be invented from scratch by trial and error. These inventions or recipes or other things or knowledge of them could only be learned directly from someone who knows them.
I would like to see where you are pointing with this... Like you explaining a bit more your idea.PaintedbyRoses wrote:~ Animals would have to be killed in some more realistic way - traps, guns, bow and arrows and it would take more skill to kill big game.
Indeed. Actually, you shouldn't be able to see all the group, but to 'hunt', like an activity, and see what you find. Just to know there is a tiny, small, medium, or big population around of certain animals, but not to actually know the amount of them. And for Josh sake, if you hit some animal and the animal doesn't die, correct that of someone else coming and hitting
the same individual animal you hit before.
PaintedbyRoses wrote:~ Players could play wild and domesticated animals. Some animals could talk. Animals would be able to do more things and have more personality.
With you.PaintedbyRoses wrote:~ There would be a few other species of human-like characters. Some would have a certain magical power like invisibility at will, hypnosis, the ability to charm animals, etc.
Not with you at all. I think that the essence of Cantr is, in part, the totally lack of magic. At all. I wouldn't even add zombies, and I love zombies.
PaintedbyRoses wrote:~ It would be a whole new world with new islands and continents.
...? Yeah,... Well... New or not, the whole experience would be new. You can change the resources and spots location and it would be like new.
PaintedbyRoses wrote:~ On land there would be rivers which would need to have bridges built to cross (or boats).
Wow... This is really interesting and I think it deserves an own topic.
PaintedbyRoses wrote:~ Characters could build new roads in rural areas to start farms.
How?...PaintedbyRoses wrote:~ Walls could be built with gates and locks.
I remember myself talking about this before, I guess?. If I didn't suggest it, I support it.PaintedbyRoses wrote:~ Sea travel would be more dangerous with deadly sea monsters, reefs, shoals, currents that take you off course plus a ship could sail off the edge of the world never to be seen again.
Please. I was really really disappointed when I came to know that the Kraken has already died and it will never respawn again :C...
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Chris wrote:1. Each player would have only one character. The rationale for multiple characters was that the game was so boring that people needed multiple feeds to stay interested. Then that had some very negative side effects like (1) CRBs and (2) people over-committing with 15 characters and getting burned out (and disappointing their co-players). Developers shouldn't use multiple characters as a crutch to avoid addressing core gameplay flaws - the most important flaw being that so much depends on waiting, not on the player's current desire to play.
Not with you at all. I think that since we are really few, a big population is 'needed'. Anyway, a starting population could be limited if every language spawns initially at the same island; since you can't spawn 2 characters at the same place, you would be initially limited till the language groups start spreading a bit.
Chris wrote:2. Everything on a timer should be accelerated: projects, travel, etc.
With you.Chris wrote:3. Characters should die of old age if they live long enough.
Totally.Chris wrote:4. Auto-eating should be removed. If someone doesn't log on for several weeks, the character starves to death. Eating should be prompted on login for a character who is hungry.
Agree.Chris wrote:5. Trade should be automated. Someone makes a hard-coded proposal: let's trade A for B. If the other character makes a hard-coded acceptance (i.e., game checks that they actually has B in inventory to trade), then the trade immediately occurs. Perhaps a trading post that is easy to build would be necessary.
Discussable. I'm more with the trade post idea, since irl, you can always cheat.
Chris wrote:6. There should be some kind of money system baked in, not character-driven ones that are quickly abandoned.
Not with you. Actually the dollar works because people believe in it. And what happened with the Bitcoin? I ve studied about it at school. It started being meaningless, and it ended being worth millions. It's up to the people. Always.
Chris wrote:7. It should be made explicit that the game will be reset from time to time, with some notice (e.g., six weeks). This is so things don't fossilize just because X years have passed with certain things in place. Devs should feel free to take chances and not feel that innovation might be a mistake that ruins things forever.
Not at all. I'm against resets. You mess it up, you fix it. If some societies or communities at Cantr are static now, that's because people don't grow the balls to change the status quo. France was an absolute kingdom till some peasants, herded by some merchants who wanted more rights for themselves, started to kick tables and throw chairs.
Chris wrote:8. Devs should work out how they feel about PvP violence and steer the game accordingly. When PvP is unconstrained, it tends to overshadow every other aspect of the game. But if that's OK, then adopt a proven combat system (i.e., one used by another game that has unconstrained PvP). Otherwise, put in PvP limits (e.g., only in an arena or a lawless region).
Not at all again, partly. Violence or the lack of it it's up to the people. If you start moderating stuff, then it's not a social simulator. It's just Stardew Valley Online. Go and play with your text sheeps.
But I'm with you about the thing that the game needs a better combat system. Just not a zone limited one or something.
Chris wrote:9. Have NPCs intermittently pop up and offer rare goods for sale. This is a much better resource sink than rot. Prices can adjust in a quasi-market fashion. If a lot of people are buying serrated hunting knives, then the price goes up. I know that NPCs are felt to be un-Cantr-like, but they can flesh out a world that will otherwise feel very empty compared to real life and other MMOs.
Not with you... at all. Again, Stardew Valley Online. You lose the simulator thing on there. The greatest thing from this game is the lack of npcs and the absolute discretionary commerce.