Just to clarify…
Posted: Wed Jul 27, 2005 5:32 pm
I seem to have come in for a lot of criticism recently for displaying my view on certain topics. Whether this is the result of people not understanding my views, that I didn’t make myself clear, that I accidentally contradicted myself or people just don’t bother to actually read what I say… I want to clarify my position so people can criticise my actual position. So, this is my view on many of the changes in recent and not-so-recent times.
In no particular order:
Item Rot
I said a lot about this at the time of implementation, and I am still unconvinced by it. The fact that it has been months since it was implemented and it still doesn’t work smoothly… makes me wish that things weren’t implemented until they were actually infallible. When repair was implemented I had reservations, and I still have them. I don’t think the current way this is implemented is good for Cantr in any way.
Surly’s View: FAIL
Combat Skills
Firstly, I would like to separate skills from combat skills. I’ll address that as a separate change. Combat skills is a bad idea. That simple. Especially the way you can apparently ‘level up’ your combat skill by just attacking. This is a huge danger of degrading Cantr to a simple hack’n’slash rpg. My suggestion is, if we have to have combat skills, that improving is done as the result of a training project, rather than random attacking. That might be able to salvage some of Cantr’s uniqueness in this area.
Surly’s View: FAIL
Skills
This is the ability to be good at gathering or producing and somesuch. I think this is a good idea… the bad are still as good as they might have been before the change, the good just much better. I still don’t like the fact that some characters might be bad at everything, and that some characters skill might be gathering, for example, gathering wood on an island with no wood… doesn’t seem fair really, or a good plan. But this is a positive change.
Surly’s View: PASS
Maximum Resource Gatherers.
The recent cap on how many people can gather resources. I like this idea in principle, but I think it could be better implemented. I think it would be better to have individual values as it could potentially change the value of resources (if only one person can gather stone at any given time…) but time will tell.
Surly’s View: PASS
Modular production
Love this idea. Assuming that this is balanced when it is stretched to boats… great idea. One of the few ways to counter the ridiculous item rot… great idea, balance is the key.
Surly’s View: PASS with HONOURS
Dynamic Naming
Not sure how much needs to be said… great idea. When it is stretched to keys, and signs are eventually introduced, this idea will be complete.
Surly’s View: PASS with HONOURS
The Recent Smelting change
Finally, finally, some balance for the hematite change. It has taken long enough… but it has finally arrived. Good work, Jos!
Surly’s View: PASS with HONOURS
Tiredness
I’m still unconvinced about this… yes, it is useful. Provides some balance to the much maligned (by me) combat system. I suppose there is a use for it.
Surly’s View: PASS
Missing with a weapon/ineffective shields
Combined with tiredness, I think this created all the balance the combat system needed. I hate what has since transpired, and combined with those changes, the miss/ineffective change has bcome more of a hindrance than a benefit to combat. But… still a good change. It’s not this changes fault that the awful combat changes have screwed it.
Surly’s View: PASS with MERIT
The Lack of natural healing
Is there any excuse for this? Staff are missing a glaring open goal by not linking beds to healing, and the fact that a character can carry 5% damage around for 20 years without it healing? Very strange…
Surly’s View: FAIL
Well, there we go. Am I still so surly? Any questions, I will try and answer. Feel free to discuss what I said, and if you flame me… at least it is for things I actually said.
This is the Surly Cantrian… logging off… (I love Cantr radio…)
In no particular order:
Item Rot
I said a lot about this at the time of implementation, and I am still unconvinced by it. The fact that it has been months since it was implemented and it still doesn’t work smoothly… makes me wish that things weren’t implemented until they were actually infallible. When repair was implemented I had reservations, and I still have them. I don’t think the current way this is implemented is good for Cantr in any way.
Surly’s View: FAIL
Combat Skills
Firstly, I would like to separate skills from combat skills. I’ll address that as a separate change. Combat skills is a bad idea. That simple. Especially the way you can apparently ‘level up’ your combat skill by just attacking. This is a huge danger of degrading Cantr to a simple hack’n’slash rpg. My suggestion is, if we have to have combat skills, that improving is done as the result of a training project, rather than random attacking. That might be able to salvage some of Cantr’s uniqueness in this area.
Surly’s View: FAIL
Skills
This is the ability to be good at gathering or producing and somesuch. I think this is a good idea… the bad are still as good as they might have been before the change, the good just much better. I still don’t like the fact that some characters might be bad at everything, and that some characters skill might be gathering, for example, gathering wood on an island with no wood… doesn’t seem fair really, or a good plan. But this is a positive change.
Surly’s View: PASS
Maximum Resource Gatherers.
The recent cap on how many people can gather resources. I like this idea in principle, but I think it could be better implemented. I think it would be better to have individual values as it could potentially change the value of resources (if only one person can gather stone at any given time…) but time will tell.
Surly’s View: PASS
Modular production
Love this idea. Assuming that this is balanced when it is stretched to boats… great idea. One of the few ways to counter the ridiculous item rot… great idea, balance is the key.
Surly’s View: PASS with HONOURS
Dynamic Naming
Not sure how much needs to be said… great idea. When it is stretched to keys, and signs are eventually introduced, this idea will be complete.
Surly’s View: PASS with HONOURS
The Recent Smelting change
Finally, finally, some balance for the hematite change. It has taken long enough… but it has finally arrived. Good work, Jos!
Surly’s View: PASS with HONOURS
Tiredness
I’m still unconvinced about this… yes, it is useful. Provides some balance to the much maligned (by me) combat system. I suppose there is a use for it.
Surly’s View: PASS
Missing with a weapon/ineffective shields
Combined with tiredness, I think this created all the balance the combat system needed. I hate what has since transpired, and combined with those changes, the miss/ineffective change has bcome more of a hindrance than a benefit to combat. But… still a good change. It’s not this changes fault that the awful combat changes have screwed it.
Surly’s View: PASS with MERIT
The Lack of natural healing
Is there any excuse for this? Staff are missing a glaring open goal by not linking beds to healing, and the fact that a character can carry 5% damage around for 20 years without it healing? Very strange…
Surly’s View: FAIL
Well, there we go. Am I still so surly? Any questions, I will try and answer. Feel free to discuss what I said, and if you flame me… at least it is for things I actually said.
This is the Surly Cantrian… logging off… (I love Cantr radio…)