Speed up travel time

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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Snickie
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Re: Speed up travel time

Postby Snickie » Fri May 27, 2011 3:54 pm

I love this idea. I used to wonder why projects didn't run on real time when I joined the game. Of course, I understand now that it'd slow down the server to include that.

As already stated, though, the game would have to be completely rebuilt from ground level. And if we're going to do that, then we might as well have Cantr III. Some of the older (and by older I mean been here longer) players might repulse that because they'd lose everything they've worked for in the current game. Then again, some might support it and the new fresh start it'd offer. Additionally, it might bring about a new Cantr "Golden Age" as more things are added to the game, the history rewritten.

However....it's taken around ten years to get Cantr II to what it is today. If the code is as messed up as EchoMan has told us, how long would it take to fix it? Would the current staff members be willing to sacrifice their Cantr playing time and even more of their real life time to code and reformat the entire game? If it did lead to a Cantr III, then would they be willing to administrate two games? And what would happen if not?

I might be broadening the viewpoint and workload too much, but these are some things we have to consider. EchoMan used most of his spare time to fix Cantr after the hacking in September. Are we going to ask him to completely recode Cantr (again)?

I think this sums up what my viewpoint is on this. I could go into other things like costs and whatnot, but I think I've rambled enough. And maybe even somewhat off-topic. :?
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RedQueen.exe
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Re: Speed up travel time

Postby RedQueen.exe » Fri May 27, 2011 4:19 pm

It's not just that the code could be made more efficient, which it certainly could I'm sure. At the end of the day more real-time updating means more computing resources required no-matter-what. It's a logical necessity. And using greater resources means a higher cost per user. And those costs have to get paid somehow.

I would LOVE it if it were more real time, because it would remove some of the ridiculous scenarios in game, and ease off of situations where you're trying to play around the process ticks. But it does have a trade-off.
"What I really don't understand is what kind of recipe do you want because you talked about porn, phones and cooking and I became lost" - Vega
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Doug R.
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Re: Speed up travel time

Postby Doug R. » Fri May 27, 2011 4:59 pm

No one will ever ask any of the staff to rebuild Cantr from the ground up. If that's to be done, it's entirely on Jos's shoulders to do so.
Hamsters is nice. ~Kaylee, Firefly
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madfish
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Re: Speed up travel time

Postby madfish » Fri May 27, 2011 5:56 pm

I'm not asking for that. I appreciate that is a lot to ask for a small scale web game. It's just a comment. Something which is true, this game could benefit highly from a rebuild. I can picture how the php got so clunky, I can imagine it started fairly clean and as more and more things were added it got messy.

The idea of going real time aside, the severs could benefit from a rebuild of the php because i can imagine currently the script runs a ton of loops it doesn't actually need to.

Also just to point something out rebuilding would not mean losing everything in game. You could still use the same database. Rebuilding would just concern how that information is used.


...anyhow as far as this suggestion goes lets go back to my original idea of just increasing the speed of each road type.
West is the new North!
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EchoMan
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Re: Speed up travel time

Postby EchoMan » Tue May 31, 2011 7:12 am

Rest assured we are perfectly aware how messy Cantr code is. Currently we don't have any active programmers to deal with things, though we have a few in training.

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