The Surly Cantrian wrote:Bet you were all waiting for me to come in and give my opinion
It's not as if we had a choice
I hate the skills, as they stand, although I've come to see that they could possibly be an interesting addition, but they are deeply flawed as it is. They're fairly illogical (crap tool maker, prodigious weapon maker) and don't have all that much effect on what people do anyway, as well as still hinting of grinding-appeal. I would like to see much more deeply location-based differences, as well as much greater differences between the worst and highest skill levels. This would mean that people might actually migrate because of their skills, and be sought-after in far-off places for those skills. At the moment, it's all such a melting pot with such little difference, that it's a very very backrgound issue for most characters.
Item deterioration, resource limits and food changes have all been adevrtised as the desire to push for more in-game organisation between characters. This is a desire I deeply agree with, Cantrians have become increasingly individualistic in recent times.
The only problem is, is that as they stand, I don't think they foster an exciting mode of organisation, or even much organisation at all.
Item deterioriation supposedly means that no one rich person can do much by themsleves, they'd spend forever repairing things, and need to illicit the help of others. This hasn't happened. We still see councillors, senators, commanders, lords and ladies and the like repairing their own gear. From my own experience, I can tell you that it's a fruitless task trying to organise a repair system for a group of people, or a location. It requires players being prepared to have a character do meanial tasks for very little payment. No one, except very new players/characters, want to do that. Thus, the turn-over for such positions is very fast.
Resource limits I welcome, wholeheartedly. Whilst not perfect, they go some way to addressing what I've asked for long before, resource depletion. Albeit for a different reason. Yet again, however, I don't think this has fostered much organisation. Rich places just built harvesters, and still don't need to trade for food. The only organisation I see is the harvesters providing 'free food for all', and people being dragged away if the try to pick their own food. This happens in a number of places.
The result? Rich places (those with coal/hematite/limestone) don't need to organise trade, as they harvest their food, and become even more prosperous, because everyone flocks there for free food. This doesn't foster inter-location organisation at all, it just further polarises the inequalities that existed.
What needs to be changed is resoucre 'slots' limited by resource type, or an actual, defintie, resource limit, i.e: there's only a million kilos of coal that exists at this location. Both would foster much more protective attitudes to those resources, and would result in more tension, forcing much more co-operation, or conflict, both of which require more organisation.
Eating rate changes has done nothing, except piss off some sailors. If food is free, you just take a bit, and keep taking more. The ratio of gathering to eating rates hasn't changed, so it's not as if carrot-picking is more of a waste of time. It's only travellers who need to worry about it. All that has done is create a small group of people who survive on salted or smoked meat/fish instead of carrots. I want people to cook more, but this hasn't had the desired effect.
I have said my postion a lot of times. We have had some
very interesting and exciting ideas and changes in Cantr. They have just been implemented really piss-poorly as far as I'm concerned. Agreed, no one could have said that the changes wouldn't have had the desired affect, and the desire for the changes - fostering more organisation - is to be commended, but now that it's very clear that the deisred changes have not happened, it;s long-gone being high-time to adapt them.
All that the changes in skills/resource limits/item deterioration/food rates have produced are some very minor idiosyncracies in how people play Cantr, and have had little wider effect. Moreover, these idiosyncracies are almost universal, which is just depressing.