Unfortunately, nobody on staff ever pays any attention to our interesting discussions....
The problems with the current extreme increase are as follows:
1) Without equivalent increases in charcoal production and gas purification, towns and industries based thereon are prejudiced relative to coal-based towns due to the availability of coal drills. Guess who wins out as usual? Yeah, Seatown Forest, of course. Am I surprised? No.
Was any thought at all given to game balancing before this change was made? Was there any discussion? Because many people have spent many days of their lives building up those now significantly prejudiced towns. And for what?
2) In the case of coal-based towns and industries, factory labor is almost eliminated. Remember all that business about encouraging cooperation? Yeah, well we're back to the single senior guy with a bike ruling the world. So long as he can haul all the materials home--a partnership of two charries with bikes is probably a better bet--then they rule. So, what's new?
3) Balance has now shifted radically from those with surpluses of pre-hematite iron to those with large surpluses of raw materials hoarded over many years. Guess who? Town leaders, that's who. Like Seatown Forest with its rumored 200K grams of hematite. Am I surprised? Heh, see above.
In particular, steel production now radically favors those who have accumulated large surpluses of limestone over the years, once again town leaders in established limestone towns. So we see a shift in power from the industrial collaborators and communalists to the hoarders of raw materials. Yeah, the usual culprits. This is a remarkable case where a small change would have gone in the right direction, but an overly large change turned everything on its head.
Jos has a truly unique aptitude for screwing players with the same strategy-based playing styles over and over again. Not to mention the extension to the skills system when he knew by then what we thought of the appalling impact of this "genetics" nonsense on established players. Bakers who cannot bake, tailors who awkwardly spin.... Take my advice from last time and kill yourselves. Watching you all is really soooo pathetic.
Good points over the period I was away:
1) We can now at least see the skills. So those rangers, town guards, etc, who "novicely" hurt people can take up sewing instead instead of pretending they are still rangers and town guards. They know who they are, so let's see them play the game the way it is supposed to be played for a change. I am still vehemently opposed to skills, but since they've been forced down our throats, we might as well see them.
2) Knowing the way this place is run, iron production might have gone down. Well, at least it went up. Could have been worse, I suppose. Bravo.
3) Compass directions now appear on exits. A very very nice change.
4) Apparently, bike carts can now drive on paths. A good change, but it should have been announced.
Unfortunately, I shall be travelling for months to come (this past weekend and maybe a few more excepted) in a part of the world where very expensive satellite links will be my only option. There is just no way I can afford to hit every pigeon, racoon and rabbit in sight every day at a rate of $1.00 US every 6 minutes or so, merely for the purpose of upping my goddamn stupid skills just like in every other silly cheap MUD out there. So I guess this is the point at which Cantr and people like myself begin to part company. I shall try to keep Fran and a few charries going, though.
Cheers.
