Increase caused tiredness by dragging an alive person

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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Besteer
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Postby Besteer » Sat Sep 12, 2009 7:04 pm

No, no and once again big NO!

Stop making violence in game getting harder and harder only because your chars are killed! The game is too peaceful, which makes it sometimes so boring... digging for carrots and building ships, that never are undocked of the coast, is it all that you demand form this game? We have no wars, almost no black characters, only because it's too hard to be such a char. Please, stop making the game boring!
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Marian
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Postby Marian » Sat Sep 12, 2009 8:07 pm

Besteer wrote:No, no and once again big NO!

Stop making violence in game getting harder and harder only because your chars are killed! The game is too peaceful, which makes it sometimes so boring... digging for carrots and building ships, that never are undocked of the coast, is it all that you demand form this game? We have no wars, almost no black characters, only because it's too hard to be such a char. Please, stop making the game boring!


And yet when somebody does successfully make an evil character that gets together with other evil characters to butcher a whole town, they ruin the whole thing by refusing to RP at all.

I can see where both sides are coming from here, but in the end, sadly I'd almost rather have a town full of carrot farmers who occasionally said interesting things then, "You see a man in his forties kill a man in his twenties with a crossbow." Yeah, exciting conflict like that is stopping the game from being boring all right. :roll:
catpurr
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Postby catpurr » Sat Sep 12, 2009 8:10 pm

I don't say nerf combat further, but make combat balanced. I don't know how, if dragging is the only useful combat strategy then something else is amiss. I'm no combat expert however, all my chars are pretty peaceful.

As said, 4 people within minutes being able to pull a dozend or more people into a jail within a jail is ridiculous. With that a town is instantly killed. Everybody else coming out of a house after wakeing up stands alone. Cantr is supposed to be a slow game. I don't say it should be impossible, but it should take its time.

2% tiredness per person per drag is waaay to less.
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Arenti
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Postby Arenti » Sat Sep 12, 2009 8:12 pm

I do agree with getting more tired with dragging.... Lets say 10%.

As chars got more tired while sneezing at the moment. :wink:
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Marian
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Postby Marian » Sat Sep 12, 2009 8:23 pm

catpurr wrote:As said, 4 people within minutes being able to pull a dozend or more people into a jail within a jail is ridiculous. With that a town is instantly killed. Everybody else coming out of a house after wakeing up stands alone. Cantr is supposed to be a slow game.I don't say it should be impossible, but it should take its time.


I think you're missing the point that this probably all took at least a month of preparation though, including getting a lock that only they had the key to on that jail within a jail.

But I think the bigger issue is that combat is incredibly broken and boring as is. Unfortuantely I haven't had much luck coming up with a better solution. :(

Maybe...leave dragging as is, but turn combat into a project? So that the attackers and the attackees would have to be in a room together at least a little while, and even if it's completely one-sided there would be a chance for RP.

More versatility with the way locks work (like discussed in a recent thread) would be nice too, though it wouldn't have helped in this particular situation.
Andu
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Postby Andu » Sun Sep 13, 2009 5:34 pm

4-5% to begin with?
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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Arenti
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Postby Arenti » Sun Sep 13, 2009 6:25 pm

My point is that sneezing shouldn't make your char more tired then dragging someone.
catpurr
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Postby catpurr » Sun Sep 13, 2009 8:05 pm

Arenti wrote:My point is that sneezing shouldn't make your char more tired then dragging someone.


Absolutely!
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BZR
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Postby BZR » Mon Sep 14, 2009 9:56 pm

What about 5%?
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SekoETC
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Postby SekoETC » Mon Sep 14, 2009 10:02 pm

If dragging causes that little tiredness then how come attacking causes so much tiredness? Wouldn't it make more sense that dragging caused more tiredness than attacking?
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BZR
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Postby BZR » Mon Sep 14, 2009 10:05 pm

Don't forget, that dragging usually needs more people then one, so it is 5 for every person. What is more, when you start dragging, somebody join, and you don't manage to drag and go out for one more friend to help, two people gain 10% and one 5%.

So... I don't know. 5%? 8%? 10%?

Edit: Maybe 15 for initiator and 5 for every helper? It's easy to implement, as far as I'm concerned
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SekoETC
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Postby SekoETC » Mon Sep 14, 2009 10:07 pm

Couldn't it be made so that joining the project only gave a small amount of tiredness, if at all, and the final amount of tiredness was only given out after the dragging is a success? In that point the amount of participants would be known so the total amount of tiredness could be divided equally between them.
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BZR
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Postby BZR » Mon Sep 14, 2009 10:13 pm

Yes, it can be done, I think, it's seems to be a minor change.

Maybe like 8 for initiator and another 16 divided between every participant, at the success of dragging? It could be and advantage for big groups and disadvantage for lone master draggers (I knew a char who alonedragged almost everyone)
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viktor
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Postby viktor » Tue Sep 15, 2009 12:02 am

i think increasing it could be a very bad effect on the game, it may hurt interest more than people dying in the odd massacre, i mean, massacres are not that common in cantr anymore.
if on behemoth person with 'godlike' strength walks into a town of dwarves and manages to drag them all into one building, it's called natural selection, it almsot never happens, it requires a lot to kill a bunch of people, 6 swings and you are useless , 1 days later unless you got furniture, you are still not recovered, as well, how many cities are you going to find a population over 5 where all the following apply : nobody has healing food in hand, nobody has a crowbar, nobody is sitting in a vehicle or in soem other locked building, everyone is sleepy enough for you to accomplish this before any of them can escape or send out a radio message, you have a locked building or room in tha ttown to even drag them all into that none of them have a key to, you have a squad large enough strong enough and active enough to accomplish the tasks at hand.

considering all the things that must coincide for a massacre to be sucessful, it is almost astonishing that massacres of towns with mroe than a handful of people can even happen, the event that caused this topic to even come up must have been orchestrated by absolute pros and should not result in a drastic and potentially more detrimental effect on game mechanics. in fact how can a person play the role of a doctor or a very intelligent commander if every drag attempt against a locked door takes so much strengty they need to wait a coupe hours or a dayto recover just to TEST the next person, changing the effects of dragging on strength would be a serious error and cause heavy imbalance in the game. the absolute most would be to double the effect it already has and even that would be drastic but anything more severe and you will have a lage number of players constantly complaining, some possibly quitting and detrimental effects in game cause by it.

the problem can be resolved in game by people reacting and setting themselves up better, congregating together in greater numbers and becmming more organised and prepaired, and being more active. these are the things we need in cantr and threat of massacres is the perfect pressure in game to force it. the only metropolous i know of that exists in the game is some polish city i have never seen, there were a few metropoli in the english zone but they have all collapsed down to a quarter thier former sizes, we need in game stresses to cause/force the natural rebuilding or major population centres and threat of massacres is one of the top to do so, eliminating it will cause the game to disperse so badly that everyone will have a city to themselves and rp will die even further than it has. major population centres increase the liklihood of rp happening because there is more chances that someone will say or do something, if smaller cities are wiped out and if the players recreate more chars guess what! they spawn where there are people and if some band of vegabonds goes on a spree to clear out the countryside guess what! population becomes denser and we desperatly need that.

with all this said , please, if you change the effects of dragging on tiredness, please make it a minor change or you risk putting another knife in cant's heart.
Jaxon
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Postby Jaxon » Tue Sep 15, 2009 2:56 am

I fail to see how increasing tiredness for dragging will help anyone at all. The people who caused this thread to be brought up would not even have been affected by this suggestion. Do the people who are pissed off at that attack realize all the orchestration it took to make that attack happen? It was beautiful destruction just from the sheer brilliance of what had to have been planned. Yeah it sucks people died, but it will be interesting to see what happens in the Cantr world now. That area has been quite boring lately.

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