Drunkeness

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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CantrFreak
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Postby CantrFreak » Wed Jun 18, 2008 10:45 am

Just RP this, one of the charries my place is at have cars crashing into trees and putting holes into the castle cause our leader gets drunk all the time. xD
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saztronic
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Postby saztronic » Sat Jun 28, 2008 5:28 pm

Perhaps next we should start a Cantr AA. Or the Cantr liquor store. Or Cantr toastmasters.
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CantrFreak
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Postby CantrFreak » Mon Jun 30, 2008 6:51 am

... We already have a Cantrian Tavern that serves beer, wine, and all that.

Unless of course you mean one in RL. O.o
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Doug R.
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Re: Drunkeness

Postby Doug R. » Tue Aug 18, 2009 10:02 pm

DylPickle wrote:When's this going to come into play.
I want to go drinking with my buddies!


T.A.F.K.A. Surly wrote:Hopefully never. Drunkeness needs to be roleplayed... I assume the drunkeness bar would indicate that you getting worse at things. Not always the case... I sing much better when I'm drunk (or so I'm told)... :wink:


I would like to see the drunkenness bar implemented, even if it doesn't do anything. The reason being, I'd like some uniform measure of drunkenness. We have characters out there Rping getting hammered on 5g of beer. I'd like to see this co-implemented with the ability to drink liquids even if you don't need to heal (excess healing would be converted into drunkenness - might be a problem with non-alcoholic beverages though, unless there was a distinction). If we could get that far, it would be easy enough to add functionality later, if desired, and would be utilizing a currently space-taking useless feature.
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Elros
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Re: Drunkeness

Postby Elros » Wed Aug 19, 2009 3:11 am

Doug R. wrote:
DylPickle wrote:When's this going to come into play.
I want to go drinking with my buddies!


T.A.F.K.A. Surly wrote:Hopefully never. Drunkeness needs to be roleplayed... I assume the drunkeness bar would indicate that you getting worse at things. Not always the case... I sing much better when I'm drunk (or so I'm told)... :wink:


I would like to see the drunkenness bar implemented, even if it doesn't do anything. The reason being, I'd like some uniform measure of drunkenness. We have characters out there Rping getting hammered on 5g of beer. I'd like to see this co-implemented with the ability to drink liquids even if you don't need to heal (excess healing would be converted into drunkenness - might be a problem with non-alcoholic beverages though, unless there was a distinction). If we could get that far, it would be easy enough to add functionality later, if desired, and would be utilizing a currently space-taking useless feature.


I dont have any problem with this, but in real life people get drunk with different levels of alchohal. Some might drink 100 grams and be drunkin-game, some might need 500 grams. Would you base the drunkedness rate off of a persons strength(smaller people faster and bigger people slower)?

Also, after years of drinking, it takes more to get you drunk. Would amount of alchohal drank in a characters lifetime decrease drunkedness rate?

Or are we just going the easy route here and making all people get drunk at the same rate? That sort of takes out the RP possibilities and makes it a set value. People can't RP how much of a lightweight or tolerant drinker there character is...

Just some things to think about here. ;)
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Doug R.
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Postby Doug R. » Wed Aug 19, 2009 1:20 pm

We can think of the % bar a blood alcohol level then. It would be even more fun, once drunkenness reaches 100%, if you then get negative health for what you drink beyond that, although I think Seko said negative health was problematic.
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Postby Piscator » Wed Aug 19, 2009 2:00 pm

Yes, you could still play out the drunkenness bar the way you wish. 20% could be tipsy or totally wasted, depending on your imagined constitution.

I don't think we need to convert excess health into drunkenness. That would require to make a distinction between regular healing food and alcoholic beverages. Also you wouldn't be able to get drunk when wounded. Let's just assign a drunkenness value to them and leave it with that. Excess health would then be wasted (not you;)).

There has been a recent discussion about this topic in this thread:
http://forum.cantr.org/viewtopic.php?t=17632&start=0
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Doug R.
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Postby Doug R. » Wed Aug 19, 2009 2:39 pm

Hmm. Good points. It forces a character to make a choice between RP and saving it for a rainy day. Of course, people could ignore the drunkenness bar entirely...but that would be bad form. We see bad form all the time anyway.
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Postby Snake_byte » Tue Dec 01, 2009 1:56 pm

Piscator wrote:You could activate random capitalization when a char is drunk.

"oH, MY goD. i dRAnk toO mUch."

Regretably we won't ever find out whether some characters are drunk or not.


Snake_byte wrote:*throws hands it the air* YES! Oh and what if it's possible to implement a text scrambler for when the drunkeness meter increases...? :D


Heh, A text scrambler would be fun! Even one the would switch every 4 letter in series with the one before it. Cept shut off when it sees *emotes*?
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SekoETC
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Postby SekoETC » Tue Dec 01, 2009 2:44 pm

It probably shouldn't be too hard to make a script that capitalizes random letters or parts of a string and it could also add pauses (...) after random words. I'm guessing effects like that would suit most languages (and we don't really have to worry about the Chinese anymore since that language group is as good as dead.)

I wonde if it would be difficult to randomize the order of buttons while playing a drunk character. Then people could still avoid fumbling by looking where they're clicking but they might act somewhat slower, and the fumbling would be similar to errors that already happen to people without drunkenness such as accidentally knocking on doors instead of walking through them, or pointing at a road instead of starting to travel. If the order of exits could be randomized, it could actually force people to wait until they're sober before traveling unless they had named the roads before getting drunk.
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Dudel
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Postby Dudel » Tue Dec 01, 2009 3:07 pm

Forcing a clutter fk of the interface that's kinda already clutter fked is a bad move, in my opinion.

That would just be annoying and if such things happened would be a deterrent from having characters drink even the smallest amounts of "alcohol".

Adding things to Cantr shouldn't make me want to avoid them. They should be cool and/or interesting features that add to my experience, not make it more difficult and/or irritating.
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Doug R.
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Postby Doug R. » Tue Dec 01, 2009 3:25 pm

I'm against adding anything that would impose slurred speech or a cluttered interface. I think all we need is to make the already existent drunkenness bar functional and visible to others, in tandem with allowing drinking and eating even if you're not hungry or hurt (no one cuts themselves to actually drink the alcohol - we just pretend and then never use it, although I had a character of mine barf theirs up once).

If we do that, beverages would just need an alcohol rating, unless we just want to make them all equal, gram for gram.
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Postby Snake_byte » Tue Dec 01, 2009 3:44 pm

SekoETC wrote:I wonde if it would be difficult to randomize the order of buttons while playing a drunk character. Then people could still avoid fumbling by looking where they're clicking but they might act somewhat slower, and the fumbling would be similar to errors that already happen to people without drunkenness such as accidentally knocking on doors instead of walking through them, or pointing at a road instead of starting to travel. If the order of exits could be randomized, it could actually force people to wait until they're sober before traveling unless they had named the roads before getting drunk.


Now that would be funny! Maybe making it last .25 of a day for every 25% of drunkeness in the bar. This way it doesn't persist for very long as you don't stay drunk for a terribly long time, unless you keep drinking.

Doug wrote:If we do that, beverages would just need an alcohol rating, unless we just want to make them all equal, gram for gram.


I'm thinking .5% alcohol per gram of ale - 1% alcohol per gram of wine - 2% of alcohol per gram of liquor.
This means if you consume 1 gram of lets say mead, you gain .5% drunkeness... and so on
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Drael
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Postby Drael » Wed Dec 02, 2009 12:22 am

Or change drunkeness to "impairment", and implement a few other exotic cantr specific plant drugs, like opium poppies, mushrooms etc.
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Dudel
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Postby Dudel » Wed Dec 02, 2009 12:27 am

Drael wrote:Or change drunkeness to "impairment", and implement a few other exotic cantr specific plant drugs, like opium poppies, mushrooms etc.


Now we are blurring topics...

http://forum.cantr.org/viewtopic.php?t=18420&start=0

http://forum.cantr.org/viewtopic.php?t= ... sc&start=0

Messing with the interface and forcing things even "if only" random capital letters and "...." (pauses) is a line I'd rather not cross.

Like hunger, damage and tiredness... make it only effect mechanical things and leave the rest up to the players.

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