Radio, grouping of projects, faster animal reproduction...

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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Just A Bill
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Postby Just A Bill » Sat Aug 06, 2005 2:15 pm

Personally, I think part of the problem is people don't plan far enough ahead. They know what they need right now and focus on that. If they don't need a resource now, they are unlikely to pay more than their percieved fair value (day for day) for the item. If the need something right now,and it is not immediatiely available, they will get it themselves or send out a work party for it.

Also, there are a lot of people who just wander, so to them walking is not work, so they don't expect to be paid for it, so they sell goods from far away more cheeply than they should.

About auctions, I had thought about having a character start an auction house, however he would need a building, preferrably 2 room, with one of them locked. He would need to be in a fairly large town. And he would need to spend lots of IRL time monitoring the auctions. All for what a couple percent or so? In the lego version, I suspect all the bidders were present at one time, so auctions could be done in a few minutes, in cantr to get the best value I don't think you could go any shorter than a week, to allow people to bid against each other and suchnot...
The Industriallist
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Postby The Industriallist » Sat Aug 06, 2005 2:19 pm

Jos Elkink wrote: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.

I think the normal merchant routine is to walk into town, say what you're offering and maybe what you want, and wait for someone (anyone really) to respond. Quite often only one person takes an interest, if anyone does...

Still, maybe making an official auction of it would get more interest up. Worth a shot, anyway...
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Jos Elkink
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Postby Jos Elkink » Sat Aug 06, 2005 4:01 pm

Yes, AngelSpice's experience sounds like it might work.

Another idea would be proper trading houses, that stock loads of resources they buy from passing merchants and where people can go to buy goods, without travelling to gathering points themselves. Especially in harbour cities this could be useful.

I really think there is not much inherent to the game that slows these developments down, but rather inventiveness among players and proper roleplaying ;) ...
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Nixit
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Postby Nixit » Sat Aug 06, 2005 5:20 pm

You could also do silent auctions where there is a note on the ground, and you give a deadline, and at the end the highest bidder on the note wins.
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Surly
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Postby Surly » Sat Aug 06, 2005 6:19 pm

There was an auction in Quillanoi... for houses. And one for wood, if I remember correctly... the house auction was more efficient. As in, it actually got more than one bidder.

Nick? I believe your character won the auction in question... :wink: What's your opinion?
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Nixit
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Postby Nixit » Sat Aug 06, 2005 6:22 pm

Hm... I remember in LFw Fritch Quitch was auctioning himself off... but I was the only bidder, so the auction didn't really work.
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Oasis
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Postby Oasis » Sat Aug 06, 2005 8:16 pm

The Surly Cantrian wrote:Currently it would take me 21 hours to repair my stone hammer.


This, along with the time for bone needles and bone knives (which all take 21 hours when old I believe), is my major beef with repair times. It's not worth the time, and is very unrealistically long. I would like to see the repairs of these three items decreased by at least 5 times. (4 hours would make sense for such simple tools)


As for the trading issue, I see a lot of trade in the game. It's time consuming, for my chars at least, because many of them are always willing to trade......but I do the best I can. I find some charries are very impatient, and give up too soon. I also rarely see anyone try to "sell" their things.......by this, I mean, there is no pizzazz or attempts to make their products/items sound wonderful, you just have to have it. (Unlike John Woodhouse with his "first quality stone" - now there's a good salesman!)

One problem in game is that characters don't have the knowledge, or don't bother to think, what might be lacking in other areas they are going to, and making sure to take those items along. As for bones and other animal products, unless one is aware there is shortage elsewhere, they certainly wouldn't think to take some for trade, if they're lying around in wasted heaps in their town.
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KVZ
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Postby KVZ » Sun Aug 07, 2005 1:42 am

Jos Elkink wrote: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.


I like to be implemented possiblity to give healing food for animals to heal them. I have also one question... Is it possible at now to one specimen of any animal to reproduce? I suppose that animals don't have sexes yet.

EDIT: Now I know that is true, that animals can reproduce even if there is only one specimen of them in any location. But chances are very low... Animal will be killed very fast by mad newspawns until it will have chcance to reproduce :( There is my suggestion on flyspray to reduce that problem: http://www.cantr.net/flyspray/index.php ... ils&id=179
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