SekoETC wrote:Jos, that's because people can't stop thinking OOC - if they know their characters are being screwed over in trade then most of them won't take it, even if the character had no knowledge of the value of things.
Well, there's basically two things that struck me when reading that: 1) that means people are bad in their roleplay and it's truly a pity. It would be more fun if people let themselves being cheated at times

... 2) it doesn't really explain why people are not willing to pay more for a resource they need and cannot get otherwise - I mean it's not 'being screwed' if you live years travelling from the nearest salt depot and you have to pay a lot for your salt when you need it. So it's just kind of weird, actually, the way it operates in Cantr. (And that also is my reply to The Industrialist comments.) So I agree with you guys in your analysis, but it's still strange

...
Do auctions often occur in Cantr? In our lego game, I noticed that it was always auctions that gave the best revenue to sellers, and also showed better what the real prices of goods were. In Cantr, auctions could very well be implemented, and would be quite cool.
PRUT wrote:Why are such differences?
Because otherwise the game would get very boring. Now, if you ever meet the English (and that shouldn't take
too long), you can trade your iron for their bones

... I understand that new language areas, like the Polish and the Turkish, need some resources to be able to get started. But part of the game is dealing with harsh circumstances - they force you to organise, and they make your societies strong. Machiavelli once wrote (in The Discourses - highly recommended reading if you like Cantr, btw) that cities are stronger if they survived harsh periods, compared to those where all necessary goods and safety was always at hand.
The Surly Cantrian wrote:The really unrealistic situation is the locations with wolves, cheetahs and lions that outnumber the smaller animals...
Yes, I know, and it's one of my top priorities to change that. But it's also a lot of work, and I keep postponing it

... I need to remove the whole 'animal packs' system and individualise them - after that, I can make them attack each other, eat resources, eat each other, allow them to enter buildings or something, have them domesticated, allow people to rename them, etc. etc. - all of that requires individualisation. So once I get that finished it will probably take a while to find the right balance (be warned!

...), but it will allow me to make it more realistic and gradually implement a lot of features people have asked for with animals.
The Surly Cantrian wrote:Seriously there should loads more rabbits in Cantr. Rabbits breed like elephants in Cantr... It's small bones that are needed most, isn;t it? And fur... so make rabbits breed like rabbits, and no-one (except the server ) will complain. And cut down on the travelling of said small animals.
Personally I have no objections ... this is RD stuff anyway, so I'm not involved
