I feel weather, good food and clothing should only be a factor in the health/ productivity of a charrie. Not happiness, happiness is how we feel about the situations our people are in, not some in game indicator. It shouldn't be absolute, i.e. kill off exposed naked miners, but be part of an overall calculation.
Material gain MUST not be linked to any kind of health/happiness, if it was then there would be no need to RP at all.
Lastly I have posted in a different thread regarding the usefullness of money, once money becomes more widespread and some charries get greedy for cash, then complex goods like clothes and good food will become much more sort after.
Happiness
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Numpty Mullet
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- sanchez
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Yes. We need soy beans etc for proteins. And I can imagine Blojt to Krif region being rather hot, with the lions and all. And Reniov Forest to Knatr. The poor bastards at Tircqi and Sjoftich will be freezing their asses if temperature effects ever get in, but at least hemp cloth is rather abundant on that region.
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- Marian
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I wouldn't mind weather effecting productivity slightly and clothes being a way to counter it, especailly now that there's more simple hide stuff available , but I have to say that I really hope money never becomes widespread. I like the barter system, I've never played a game without money before and I think it's one of the things that makes Cantr so unique.
The only problem I see with trading is that the amounts the game says you can gather in a day don't always seem to be accurate, and I think that makes it more difficult. It's also annoying how so many people act like you're ripping t hem off when you try and factor in travelling time when you trade, but that's an IC problem. (Of course, both of those things would effect the prices of things with coins, too.)
Besides, I don't ever see coins catching on...why not just use iron or steel instead, and act like each gram is a tiny coin? At least then it can be used for other things too. (But I've still always wanted a coin press...I think coins might be neat as something like a medal to award a person for bravery, or a symbolic thing chars who are part of the same religon might carry.)
The only problem I see with trading is that the amounts the game says you can gather in a day don't always seem to be accurate, and I think that makes it more difficult. It's also annoying how so many people act like you're ripping t hem off when you try and factor in travelling time when you trade, but that's an IC problem. (Of course, both of those things would effect the prices of things with coins, too.)
Besides, I don't ever see coins catching on...why not just use iron or steel instead, and act like each gram is a tiny coin? At least then it can be used for other things too. (But I've still always wanted a coin press...I think coins might be neat as something like a medal to award a person for bravery, or a symbolic thing chars who are part of the same religon might carry.)
- Hellzon
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Marian wrote:It's also annoying how so many people act like you're ripping t hem off when you try and factor in travelling time when you trade, but that's an IC problem.
Peple are stupid
And as long as nothing other than lack of food or a strategically placed sabre is lethal, and there are no more bars to check, I'm for clothes having an effect. But I will whine and moan if some silly "happiness bar" is introduced, or if people start keeling over because they didn't have a pair of socks.
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west
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This is a society-simulator. People invest emotionally in their characters; they're not just drones. That being said, "Happiness" is and should only be affected by the players and the characters' personality. Poverty and sadness don't go together any more than wealth and happiness do.
Emphatically against the "Happiness" meter.
Emphatically against the "Happiness" meter.
I'm not dead; I'm dormant.
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Frits
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This thread was started tuesday (may 16), a bit hard to believe as i had a similar idea over the weekend but didn't get around to posting it. The following was written in another topic but it relates to this thread.
I like the way tiredness and damage interfere with working. I think though chars at a 100% efficiency (as is common now) should be an exception. What about projectmorale, it's like the other bars indicating tiredness, damage etc. If a char has a house, some warm clothes, a varied diet and a vehicle to travel to work working morale should be very good. say a 100%. Then it follows a newspawn has a poor morale and works i.e. at a 67% rate compared to this. If he is attacked it gets worse.
And what i don't see altho my experience is limited is illness, or worse, contageous diseases which affect villages or even whole areas.
When a char doesn't have clothes or shelter or enough vitamins they should fall ill very often. Well i could go on but i suppose lots of people will have a realistic idea of how dangerous and uncertain primitive life was. A baby surviving for one year was a reason to celebrate. That was a good sign it might live to be a grownup.
I'll try and check if there's a thread in suggestions on illness but feel free to post it here...
I like the way tiredness and damage interfere with working. I think though chars at a 100% efficiency (as is common now) should be an exception. What about projectmorale, it's like the other bars indicating tiredness, damage etc. If a char has a house, some warm clothes, a varied diet and a vehicle to travel to work working morale should be very good. say a 100%. Then it follows a newspawn has a poor morale and works i.e. at a 67% rate compared to this. If he is attacked it gets worse.
And what i don't see altho my experience is limited is illness, or worse, contageous diseases which affect villages or even whole areas.
When a char doesn't have clothes or shelter or enough vitamins they should fall ill very often. Well i could go on but i suppose lots of people will have a realistic idea of how dangerous and uncertain primitive life was. A baby surviving for one year was a reason to celebrate. That was a good sign it might live to be a grownup.
I'll try and check if there's a thread in suggestions on illness but feel free to post it here...
- Marian
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Yeah, that's a great idea! Let's slow production down even more! And fair trading rates aren't hard enough to figure out, let's throw in some more numbers so no one has any idea what anything is worth anymore.
Seriously though, I did say that it might be nice for clothes or diet or whatever to effect produciton, why does everything have to be negative? Why not go in the opposite direction and reward people for making clothes and nice food, instead of punishing them for not doing it? Let's say a naked newspawn on a regular day who always eats carrots works at the same rate we do now, depending on how skilled they are, and they're only negatively effected when the weather turns really nasty.
But an older char with warm clothes and a variety of food wouldn't be effected when there was bad weather, and on days when it was average they'd work at a slightly higher rate, and even higher still when it was nice out. Like, if they were normally efficient at something, the right kinds of clothes would make them work like they were skillful, and if it was a beautiful day out to boot they'd do an expert amount of work.
And most people seem to think that anything like happiness, morale, etc. would be an awful idea, so I guess there's no real need to argue about it here. But if that was ever added I guess I'd have to start RPing all my poor newspawns as miserable and unhappy and possibly suicidal in order to make them fit what the game mechanics say they're feeling.
Seriously though, I did say that it might be nice for clothes or diet or whatever to effect produciton, why does everything have to be negative? Why not go in the opposite direction and reward people for making clothes and nice food, instead of punishing them for not doing it? Let's say a naked newspawn on a regular day who always eats carrots works at the same rate we do now, depending on how skilled they are, and they're only negatively effected when the weather turns really nasty.
But an older char with warm clothes and a variety of food wouldn't be effected when there was bad weather, and on days when it was average they'd work at a slightly higher rate, and even higher still when it was nice out. Like, if they were normally efficient at something, the right kinds of clothes would make them work like they were skillful, and if it was a beautiful day out to boot they'd do an expert amount of work.
And most people seem to think that anything like happiness, morale, etc. would be an awful idea, so I guess there's no real need to argue about it here. But if that was ever added I guess I'd have to start RPing all my poor newspawns as miserable and unhappy and possibly suicidal in order to make them fit what the game mechanics say they're feeling.
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Phalynx
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Frits
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You're right Marian, if this idea was implemented you'd also need to compensate the productivity of the chars or societies would take longer to devellop. But actually i like playing them with bone clubs and stone axes more then the employees i have in a couple of wellknown devellopped cities, especially the chars that are in trouble.
This way i think chars would grow more dependent on each other and therefore a need for more interaction would arise which should boost roleplay.
This way i think chars would grow more dependent on each other and therefore a need for more interaction would arise which should boost roleplay.
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