Suicide (Button/Pill/Mechanism/Etc)

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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AlchemicRaker
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby AlchemicRaker » Tue Apr 27, 2010 8:04 pm

EchoMan wrote:I still believe people should play the characters they are dealt. Killing off everyone that is not super strong/expert fighter is the worst kind of role play I have ever experienced. If it continues, I suggest damage/dragging efficiency be made more random and strength/fighting skill invisible.

I like the idea to make fighting and hunting hidden (not strength though, thats actually visible). I also like the idea to add randomness to damage & dragging efficiency.

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SekoETC
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby SekoETC » Tue Apr 27, 2010 8:31 pm

Ronja Rotschopf wrote:and I really don't want to see more people in their twenties die because of heart attacks. I hope there will be a more creative solution


Well, there are things that kill young people more likely than others. Swine flue? Or how about polio? Not sure about that one but it's worse for kids and since Cantr doesn't have kids, could expand. The problem is they are contagious. How about progeria? That would explain shortened life span. Although it would show before it kills.
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AlchemicRaker
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby AlchemicRaker » Tue Apr 27, 2010 8:56 pm

Invent a Cantrian disease. It involves a swift death following massive depression or unhappiness, though it doesn't seem to affect everyone, and it may lie dormant for a while.

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Piscator
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Piscator » Tue Apr 27, 2010 9:12 pm

EchoMan wrote:I still believe people should play the characters they are dealt. Killing off everyone that is not super storng/expert fighter is the worst kind of role play I have ever experienced. If it continues, I suggest damage/dragging efficiency be made more random and strength/fighting skill invisible.


I think the real problem here is how skills are assigned in Cantr. If your skills are quasi-randomly selected upon spawning and you're more or less stuck with them for the rest of your life, it's no wonder that such behaviour occurs. I think it would be better if everyone started with (roughly) the same skills and high skill levels were only achievable after spending years on honing them. (If we have to keep the genes, they could influence the speed of learning.) If someone wants to have a strong fighter, he should damn well do something for it and not just hope to be born gifted.
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SekoETC
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby SekoETC » Tue Apr 27, 2010 9:38 pm

I agree that it would be best if people were spawned with more or less equal skills and gifted only meant you're a fast learner. It should be possible to notice if you're making progress. Currently you can test your skills by dragging but if the experience gain per hit is only 0.03% it would take ages before your dragging percent goes up by one. And the way training happens is very clumsy (but so is combat in general).
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reve
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby reve » Tue Apr 27, 2010 9:59 pm

Ronja Rotschopf wrote:it's unbelievable but I heard that there are players who don't use all their character slots. Blocking one of their slots wouldn't be a serious consequence for them

so I vote for age limitation
and I really don't want to see more people in their twenties die because of heart attacks. I hope there will be a more creative solution


Here writes to you player that is not using all his character slots ;)

My idea is to lock all character slots for XX days after player "suicides" character.

[pessimism mode on]

But, wait! Who said that I support this idea at all!? I vote for no possibility to kill one char until it gets really old. That is the way the game is built and (imo) it is one of the most important rules: kill all or kill none... Players should take consequences of "creating" charcters... Possibility to have more then one char is a privilege, not a punishment. Giving players oportunity to kill characters one by one - even with slot blockade - will result in massive killing. Why? Take this example: I create a char. I play it fore some time and "suicide" it. I have slot blocked for - lets say - 60 days. In the meantime I play another character for this 60 days and kill it once again. As my first slot penalty is just over I create next char... And what if I have 15 slots? I can change chars every 4 days!
If you ever dare to implement this feature you will remember my words one day...

[pessimism mode off]
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Piscator » Tue Apr 27, 2010 10:11 pm

The thing is this though, if someone decides to not play a char anymore, we can't force him to. If he doesn't log in to this particular char, it's not more than a breathing corpse. I really don't see the point in having a bunch of zombies standing around.
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Doug R. » Tue Apr 27, 2010 11:55 pm

SekoETC wrote:I agree that it would be best if people were spawned with more or less equal skills and gifted only meant you're a fast learner. It should be possible to notice if you're making progress. Currently you can test your skills by dragging but if the experience gain per hit is only 0.03% it would take ages before your dragging percent goes up by one. And the way training happens is very clumsy (but so is combat in general).


Yes, this is all covered in my long-dormant skill rewrite proposal. I keep saying I'm going to dig it up, but I keep forgetting.
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reve
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby reve » Wed Apr 28, 2010 6:31 am

Piscator wrote:The thing is this though, if someone decides to not play a char anymore, we can't force him to. If he doesn't log in to this particular char, it's not more than a breathing corpse. I really don't see the point in having a bunch of zombies standing around.


20 days after it runs out of food it becomes not breathing corpse... You can always drag it away from food gathering project and toss in any kind of empty building. Or forcefeed and have hope that player will come back to the char. Like I did...
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Piscator » Wed Apr 28, 2010 9:54 am

Yes, but why wait 20 days for it to become a non-breathing corpse? If the player really decided to kill that character off, this is what will happen anyway. If the char dropped after 3 days instead after 20 days, other chars could sooner go on with their lifes. It happened more than once that I sat around weeks doing nothing, because I didn't know if the other one was giving up his char or just on vacation. It would also mess less with the spawning system.

If a player was not sure about giving up his char, he likely wouldn't kill it right away, but instead choose the slow way, so if there's a real chance of the char coming back, fast suicide won't interfere with that at all.
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EchoMan
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby EchoMan » Wed Apr 28, 2010 10:45 am

If the player had to wait 100 days to spawn his next char, he/she maybe wouldn't be so quick abandonining every char that is not much stronger/expert fighter. They might actually try roleplaying a character non-yugo-style.
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Piscator » Wed Apr 28, 2010 11:06 am

The slot-block system is indeed less than ideal. How about not being able to have more than 5 characters below the age of 25 (also counting dead ones)?
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reve
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby reve » Wed Apr 28, 2010 1:20 pm

Piscator wrote:Yes, but why wait 20 days for it to become a non-breathing corpse?


I kinda see your point. And I kinda can't see it... And I'm lost... What's the difference if you kill character instantly and wait because of blocked slot or wait 20 days and starve it to death? For the player - nothing changes. For other characters in a location it can change their further life...

I am pretty sure I miss one thing: how long now the slot is blocked after your character is killed / starved? Does it depend on its age?


Piscator wrote:The slot-block system is indeed less than ideal. How about not being able to have more than 5 characters below the age of 25 (also counting dead ones)?


That sounds more resonable. It's 100 days to get used to such a character.
If you are interested: I have 11 chars. 8 of them is weaker or much weaker then others. 3 of them are better then average in fighting. I have 2 chars that are stronger then usual and only one fights better then average. I starved to death 3 of my chars and suicided (with bone knife!) one. I had no idea on how to RP them - I never looked at their fighting stats...
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby Piscator » Wed Apr 28, 2010 2:22 pm

Well, I have honestly hardly an idea of what my character's skills are or how strong they are. My chars mostly died of not keeping me intersted so far and that has nothing to do with skills.

For the player - nothing changes. For other characters in a location it can change their further life...


Well, that's it basically. It doesn't matter much for the player if the char dies after 20 days or after three days, except that he can have proper closure and not have a reminder of what's going on stuck to his character screen. For his fellow players (or their characters) it does make a difference as they wouldn't have to make a decision between feeding the brain-dead char for all eternity or letting him starve. Death would be quick and everybody could start coping with the loss of the character immediately instead of being forced to remain in a state of uncertainty for three weeks.
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reve
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Re: Suicide (Button/Pill/Mechanism/Etc)

Postby reve » Sun May 02, 2010 9:18 pm

It seems, that I am simply too conservative to accept such sollution. Game mechanics gave us 2 ways of passing away: starvation or weapon use. I am eager on introduce only one more: death of old age.

I am still concerned, that giving players suicide button, will result in an army of incredibly strong master fighters. Any penalty that will increase 'blocked slot' time (I mean you will have to wait longer than after starving a character to create another one) will be gladly seen.

And yes, I'm drunk...
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