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skill poll

Posted: Sun May 01, 2005 7:34 am
by wietse
Just an opinion check.
Do you like the way skills are implemented right now?

Posted: Sun May 01, 2005 7:37 am
by Nick
I voted "No, I don't like it, but will like if skills (and improvement) were made visible".
But really I meant that I don't like it, and I might like it if skills were made visible.
It would certainly inform us on how the system works, and we'd be able to suggest ways to make it better.

Posted: Sun May 01, 2005 7:38 am
by Bran-Muffin
In life, you do not have little bars or stats all over your body telling you what and what you are not good with/at. Instead you have to learn for yourself what you are good with an at.

Cantr should be the same, as it is now. :wink:

Posted: Sun May 01, 2005 7:42 am
by Nick
Bran-Muffin wrote:In life, you do not have little bars or stats all over your body telling you what and what you are not good with/at. Instead you have to learn for yourself what you are good with an at.

Cantr should be the same, as it is now. :wink:


I think it should be after we help the programmers perfect it.

Then maybe they should be re-hidden. But it should still be apparent whether or not you're good at something.

Posted: Sun May 01, 2005 8:02 am
by Yo_Yo
*Joins Nick on the bandwagon!*

It would take alot of programing to do... but I think your starting skills should be based on where you spawn. If I'm born out in the woods, I should be able to hunt and gather wood fastly.

I'm just worried that some of my characters are good at crap that they'll never get around to seeing. Such as gathering Gas. I've never seen a deposite of the stuff. And I don't want to get shafted and be the best at getting that stuf if I'm never going to see it.

Plus I wanna see what i'm good at. Just so I know not to waste... oh I don't know... the first 10 years of my life making a great weapon to find out I do the same damage with that as I do with my fist.

I'd also like to see alot more relation between hunting animals and hunting people. You're going to honestly tell me that when I shoot a hawk with a random bow, that it isn't going to help me in shooting a person? Same thing applies to a sword weapon. Practicing my swings on a Lion should help me swing better at a person.

Posted: Sun May 01, 2005 8:05 am
by kinvoya
I voted for "Skills? I ain't seen no stinkin' skills" cause I ain't. I don't even believe they exist. It's a viscious and cruel hoax in my opinon.

But if they did exist and the chars could somehow actually tell that they had skills I think it would be pretty cool.

Posted: Sun May 01, 2005 8:07 am
by Nick
Yo_Yo wrote:I'd also like to see alot more relation between hunting animals and hunting people. You're going to honestly tell me that when I shoot a hawk with a random bow, that it isn't going to help me in shooting a person? Same thing applies to a sword weapon. Practicing my swings on a Lion should help me swing better at a person.


But still... someone who is really good at swinging a sabre in combat might not have too much luck chasing pigeons... :?

Posted: Sun May 01, 2005 8:17 am
by Jos Elkink
Yo_Yo wrote:It would take alot of programing to do... but I think your starting skills should be based on where you spawn. If I'm born out in the woods, I should be able to hunt and gather wood fastly.


That actually already kind of happens ;) ... If you're in a foresty area, it's likely that people with strong skills for the forest are more likely to survive, thus newspawns will inherit those skills ...

Posted: Sun May 01, 2005 8:41 am
by SekoETC
I would like a skill system but indeed I don't see one working either. I think anyone should have a chance for at least moderate improvement by practice but all the changes I've noticed are caused by changes of health and tiredness. I'm not sure if skills should be visible in character details, but they sure should show up in projects speed and hunting/fighting damage, chance of blocking and such.

I think it would be cool if we could distribute skill points initially between our characters to fit the ways they've spent their lives before the change, but I know everyone hates that idea because it would give so much chance for cheating. (Pumping up favoured characters' skills and attributes and then deleting the lousy ones.) I just consider it ridiculous that a pacifist who'd barely hunted in their life did more damage with a longbow than a someone considering themselves a hunter does with a sabre.

Posted: Sun May 01, 2005 9:35 am
by Solfius
I'd like it more visbale, (if it exists of course)

Not numbers, names and figures, but just a note in the activity report (like you have collected x potatoes) and where it says you current project about how good you are at doing the current activity. Not saying the skill, but that would allow enough feedback to satisfy people I think, so they can figure out waht they're good at, but not turn the game into a stat fest

Posted: Sun May 01, 2005 10:15 am
by Peanut
Bran-Muffin wrote:In life, you do not have little bars or stats all over your body telling you what and what you are not good with/at. Instead you have to learn for yourself what you are good with an at.

Cantr should be the same, as it is now. :wink:


But in reall life wouldn't you "mildly" know what your good at and what your not good at?

Posted: Sun May 01, 2005 10:25 am
by Yo_Yo
Another thing that should be brought up...

We are playing a game here. Now i know that sounds blatently obvious... but it feels as if somtimes you guys seem to forget. I don't want to rationalize as to why I need sleep, as to why I need a million random tools to make a sword and why none of my characters seem to live past the ripe old age of 29.

I mean, somtimes what you all impliment makes the game new and fresh. And sometimes, you all want to make this incredibly hard (or so it feels). Hard enough that I feel like i'm working and not getting paid for it.

Cantr is already a slow enough game to not need some of this extra stuff that'll make my character an old man before he gets somewhat financially set. I mean... I'll give an example. I'm making a sword right now. Now I was provided the raw materials. The steel and whatnot. So already, alot of work is done for me. But the condition was I had to make all the tools needed. Here I am, a cantr year and a half later just getting around to makeing the blade. Tack on another two days for that. Then another two days for the hilt. And another two days just to merge the two. And next I have to spend more time making my shield.

Now I know that all was a bit of a rant... and I really appreciate all the hard <b>volunteer</b> work you guys do for us. But I mean really... do you have to make this game so hard sometimes?

Posted: Sun May 01, 2005 10:46 am
by Peanut
Would "any" game be fun if it was too easy?

Posted: Sun May 01, 2005 10:48 am
by Solfius
I think it is to encourage teamwork rather than everyone going it alone

Posted: Sun May 01, 2005 11:31 am
by Yo_Yo
Well I don't know about you but I enjoy the hell out of Mario brothers. And that game is very easy.

And I didn't say I wanted it to be super easy. I just don't want it to be this freaking hard.