Shield change

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wietse
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Postby wietse » Thu Jul 28, 2005 10:11 am

It's to hard to really fight with people in cantr or actually start a war.
Because the lowering the shield defense values is linked to defense value against animals this is a really bad idea.

On the dutch island at least 2 or 3 villages have been overrun by animals. (personal witness) It was simply impossible to try to get them more populated as every new player who started working outside was going to get killed very quickly. This is especially the case if there are not healing foods. As it was it is only possible to live in those villages if you arrive with like 10 people with iron shields at the same time.

To encourge violence against people i think there's a couple of options (without mayor programming changes)

1 Lower shield defense value in combination with damage done by animals
2 increase damage done by weapons to players
3 increase skill values for attack players and thus increasing damage done to players


other suggestions ideas for a combat change:
1 a maxmimum number of attacks each turn (this is sort of implemented by tiredness), instead of one attack on each player.
2 making a second, or subsequent attack on the same player (in the same turn) less likely to hit. (He had had a warning and is hiding).
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Surly
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Postby Surly » Sat Jul 30, 2005 2:50 pm

I'd just like to say...

I still think this change has been thought out. Nothing the RD has said has managed to change my mind on that. This change is a bad idea, made for the wrong reasons, and implemented in the wrong way.

Hard to see how it could be any worse... :roll:
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ephiroll
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Postby ephiroll » Sat Jul 30, 2005 2:59 pm

Jos Elkink wrote:So back to war-less Cantr? :(


I don't know about war, but there are other things cookin :twisted:
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west
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Postby west » Sat Jul 30, 2005 7:47 pm

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Cherize
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Postby Cherize » Sun Jul 31, 2005 5:39 am

So Anthony which group do have plans of attacking soon?

Seems as though this was a change made of convenience for those "in charge".
west
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Postby west » Sun Jul 31, 2005 6:15 am

It's actually for real-life purposes.

You see, the Luxemborg economy is tied to steel production, in-game. As everyone knows, the European shadow government is run by Freemasons. Anthony is a Freemason, and he's been put in charge of overrunning all of cantr's steel centers and working them 24/7.

So that's the evil plot. I hope nothing bad happens to m--...

Someone's at the door, I'll be right back....

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Nixit
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Postby Nixit » Sun Jul 31, 2005 6:16 am

Isn't this about the Shields?
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Postby west » Sun Jul 31, 2005 6:31 am

*sighs*

Nixit, you've got to look at the big picture. The shield change is only PART of a vast cogwork in the machine that is the Freemason army. If the shields of the defenders of the steel plants are weaker, they'll die quicker. AND, with the smelter change, once they're taken care of, Anthony and his ilk will be able to produce more steel faster, driving Luxemborg to world domination!
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Missy
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Postby Missy » Sun Jul 31, 2005 7:33 am

I just wonder, could it be....


That the cantr world is not warless, due to any changes in the database, but due to the fact some players were the only ones causing wars. Newer players in positions to start wars are only just now formulating causes/reasons to go?


For a while, many characters who had built histories of hate/disgust/like had been dropping dead like crazy. (Granted, some of those characters that have done that, still exist. But some of those characters maybe weren't created to be warring types.)



Could this time in Cantr where "a lot" of people think there is no war, just be a time of peace, like is in our real world when there are no bombs/explosions for a day? I think this is highly possible. I think that people haven't run out of reasons for war at all. But as people are switching positions and governments changing regimes, that new opinions of how to deal with situations are taking hold and just ~growing~, right now.


Give it a few months. If you keep making changes everywhere, and things are harder in one aspect--The characters have to adjust to that new change. They get adjusted and are like, "yeah, we can go to war now." But then you go and change something else, then thats just one more thing they have to adjust to. (Meanwhile they're saying. Shit. If it isn't one thing it's another. How am i ever going to attack those people now? I just repaired all my stuff and got all my soldiers ready, but now it seems they can't take blows as good as they used to.) If they keep having to adjust to things, of course there aren't going to be wars. Because in fact, characters would IMO usually like to be prepared when they go and start a war.


(Im not saying i necessarily believe all of that above. But it could be, right?)

AND ~MAYBE~-- Just maybe, if people didn't know about all these changes, they would be rushing to war. Not worrying about "Geeze now my men can't take blows as good." Because the players themselves feel they need to know every change that occurs, I can see how this could effect notions to go to war ICLY. *Shrugs.*
I see tons of people on here, worried about what their char can do, simply because they know of these changes. When in fact if they hadn't known, they might be contemplating if their character could single handedly take down the empress of Zuzi. (They couldn't formulate whether it really could/couldn't be successful, before. Because there was nothing to say--"Yeah, my characters great at attacking." ) :?:
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Surly
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Postby Surly » Sun Jul 31, 2005 12:10 pm

The shield change is a classic example of finding an OOC solution to an IC problem. Players/staff seem totally unwilling to actually allow things to develop in-game, and the temptation to tamper seems to be too strong.

The system is there for war. Many, many characters are a lot weaker than before and many a lot stronger. I don't agree with this... and now the shield change has made everybody weaker. War should not be encouraged ooc, it should develop IC, and any programming change and call for violence on the forum should be counted as a CR breach.
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ephiroll
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Postby ephiroll » Sun Jul 31, 2005 4:43 pm

The original problems that caused all the problems with the combat system were a result of an OOC solution for an IC problem. Only it was opposite, everyone thought there was too much violence. Tweaking the system in the other way was the only way to fix it. I think the current system is as balanced as is practical for this type of game and only adjustments to possibly lower weapon damage may be needed.

Sure, it will be unbalanced a little, until things shake down, but the arguements against it so far are centered around people upset that so and so char isn't a good at something as they think they should be. There probably isn't a way to go back and "see" what a char spent his life doing so a random assignment of skills is the only way to do it. As the older chars die off, as it bound to happen anyway, the situation will level out.

I don't see what the big deal is anyway. This is nothing compared to some of the other things like when the animals over populated and went on killing sprees and the change from a "static" shield defense system to the first version of the randomization, and god forbid, when tiredness was implemented without any way of doing away with it other then sitting around for a year or two or three or four...
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Nixit
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Postby Nixit » Sun Jul 31, 2005 4:44 pm

I thought that Shield change had been reversed...?


And I think I get what you're saying West.
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Anthony Roberts
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Postby Anthony Roberts » Mon Aug 01, 2005 1:16 am

Cherize wrote:So Anthony which group do have plans of attacking soon?

Seems as though this was a change made of convenience for those "in charge".


Unfortunately, there is no staff conspiracy going on. If there was, I'd -so- be in on it. But there isn't, so you can come out of hiding, and smarten up just a little :)
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west
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Postby west » Mon Aug 01, 2005 3:33 am

You think they'd tell you, Anthony :wink: Or you'd tell us if they did?
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ephiroll
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Postby ephiroll » Mon Aug 01, 2005 3:06 pm

Nixit wrote:I thought that Shield change had been reversed...?


Partly, it was, they weren't restored to previous values but aren't as low as they were.
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