Gathering limits - ProgD update

General out-of-character discussion among players of Cantr II.

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KVZ
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Postby KVZ » Sat Sep 03, 2005 12:23 pm

Jur Schagen wrote:
Keves wrote:And now using machines city can gather unlimited amount of resources, so where is land scarcity then?


True. That's because technically this is a completely different type of project. It should be changed, but that might take a long time, glancing through the Flyspray list...


I wonder why it might take a long time. Is it hard to add other types of projects to list of affected projects? I remember that when system was buggy it affected other types of projects, so I suppose it is possible to add this fast. And it is better to do it fast, then after players will build too much machines and they will riot because they can't use them.

Jos Elkink wrote:Information with a percentage at the end of the project is too complicated, since this percentage will keep varying while this person is working on the project. The only way would be either messages each turn (with precise details), or just one messages whether it was overpopulated or not ...


Well, so it is hard decision. I like to know how much I'm affected, but I don't like to be flooded with messages each turn. So, I propose to not calculate overal percentage at end of project but show only actual percentage in moment of project completion. It will lie a bit, but it is much better than showing percentage each turn or not showing it at all.
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Postby KVZ » Sat Sep 03, 2005 3:58 pm

Jos Elkink wrote:The limits are now indeed based on actual populations, including those inside buildings and vehicles. The table you used is a twice-a-day count of total population, used for the spawning system.


So, now number of slots is flexible and depends on number of chars in each location? I thought that it was calculated only once to extend number of slots only once...
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Postby Chris Johnson » Sat Sep 03, 2005 4:31 pm

KeVes wrote:
Jos Elkink wrote:The limits are now indeed based on actual populations, including those inside buildings and vehicles. The table you used is a twice-a-day count of total population, used for the spawning system.


So, now number of slots is flexible and depends on number of chars in each location? I thought that it was calculated only once to extend number of slots only once...



No It was a one-off calculation based on population sizes at one particular time - Jos is referring to the table used at that time . The actual table is one used to determine spawning probablities for each location but has the necessary population figures in it , it happens to be recalculated twice a day but the resource slot adjustment was a one off


This is why I also proposed a land improvement project to allow locations/towns to develop new resource slots - Such a system would work with either the existing system or any of the other proposed systems (if I'm correct in your system a new slot will increase the yield factor proportionally)
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Postby Agar » Sun Sep 04, 2005 6:50 am

I saw Jos pop off a post in here, and assume that means he's looking. In hopes that he reads this:

Don't overhaul the gathering system agian just yet!

The adjustment is just starting to sink in, and the rest of the world is coping more or less ok.

That said ... Help the polish!

They might need a bit of further tweaking due to overpopulation and unexplored islands next doors not being known about. I don't know what to do, raise thier limits up, make new spawning locations or give them population centric spawning if they don't have it, but the bottom line here is:

We all want everyones characters to have a chance. They need a hand.

I don't think everything needs to be turned on its head to make that area playable. There's times when just a well thought out nudge will do.

I hope you take this in consideration, and at least hear from the general population before making any further large scale alterations. I, frankly, don't really understand how thier proposals work. Being forced to figure out this strange math in character would be difficult, and since it will likely need to be adjusted as well, confusing.

Help them, even see if there's other language groups that are out of the spotlight that are in need of help as well, but let the current system sink in a bit more.
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Postby kinvoya » Sun Sep 04, 2005 7:33 am

I agree with Agar.

I couldn't follow the discussion here. I only have a vague idea of what the new change might be. Somehow, everybody who manages to get a gathering slot gets some obscure percentage of the total amount gathered by everybody each hour? Is that even close?

If it is I don't like it at all. I would like my chars to stay more individualistic than that. I would rather they starve if they can't get a "slot" in which to gather vegetables of their own. I don't think it will really effect many of my chars, actually, but I'm reasonably happy with the way things are now.

Have carrots rain from the sky on the Polish islands but don't turn the simple pure act of a char harvesting a batch of carrots in the amount and at the pace that he or she has chosen become some incomprehensible algorithmic group enterprise. Please.
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Postby Jos Elkink » Sun Sep 04, 2005 1:38 pm

Agar wrote:I saw Jos pop off a post in here, and assume that means he's looking. In hopes that he reads this:


I did ;) ...

And I more or less agree, but am still considering the simple version of KeVes suggestion (allowing many gatherers, but each getting a percentage depending on how many other gatherers). Only thinking about it - nothing is being implemented just yet. And some additional things are also being discussed (private slots, creating new slots, etc.). Now that we have the gathering slots in place, we can think about possible extentions or improvements.

I agree with you, though, that for the English area it seems a fair system now, while for the Polish it might be too harsh. But a solution for the Polish might also be harmful in the future, when they are more developed, and don't need the additional advantage. They already have the people-centric spawning, btw, and at least some of the Polish are on quite a large island, it's just that a majority is on a smaller one, with perhaps in total few food gathering slots.
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Postby AngelSpice » Sun Sep 04, 2005 6:26 pm

I thought one of the main reasons for land scarcity was to force charries into becoming more efficent and doing more manufacturing and trading and cooperating between charries.

I guess I don't see how letting unlimited numbers of charries work at a project for a full day and only getting say 70% of a day's worth of resources makes this more efficient. It just seems like it's making it less efficient. And even if there's a note that flashes when you start a project to let you know if there's too many gatherers that doesn't mean that if you're below the threshold when you start, that it will stay that way until the project is done.

I understand that the Polish region is underdeveloped as compared to the English area and they may be willing to take such a deal to get some food and some resources, but I don't think most of the rest of the areas are.

Please don't punish the rest of Cantr just to fix the Polish area.
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Postby Oasis » Sun Sep 04, 2005 7:41 pm

I hate the idea of not knowing how much you'll gather when working on a project, not being able to plan properly, etc. I do not think the number of people occupying slots should adjust how much each char gets, no matter how logical the reasoning.
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Postby MrPenguin589 » Mon Sep 05, 2005 3:04 am

I agree with Oasis. If you're planning to build a boat you gotta know how much wood you are collecting, otherwise you might end up with too little or too much.
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Postby julie2 » Mon Sep 05, 2005 4:43 pm

AngelSpice wrote:I thought one of the main reasons for land scarcity was to force charries into becoming more efficent and doing more manufacturing and trading and cooperating between charries.

I guess I don't see how letting unlimited numbers of charries work at a project for a full day and only getting say 70% of a day's worth of resources makes this more efficient. It just seems like it's making it less efficient. And even if there's a note that flashes when you start a project to let you know if there's too many gatherers that doesn't mean that if you're below the threshold when you start, that it will stay that way until the project is done.



I agree. There's nothing you can do to stop ther people joining and spoiling it for everbody whilst your charrie is asleep. You CAN'T HELP inefficiencies arising.

But the same goes for this whole implementation. Charries now have to waste time standing outside just waiting for their turn (and what if theyt're asleep when their turn comes up? as they probably will be.). You can't start a week-long project before going away on holiday anymore, not in some areas, because they've responded to this problem by limiting gathering projects to, say, two days at most. Besides, your turn will probably come up at the wrong time, anyway. Also, one town , to my knowlege, has reserved three of it's eight gathering slots for the Town's exclusive use. A good idea, but in practice, the Town wasn't using them, last time I looked and when the town is using them, most people probably won' t be able to tell if it's the Town or somebody else, so the'yll still have to leave three unused slots to be on the safe side (thus whittling the "public slots" down to two). Cantrians simply can't organise themselves to the same degree that we do IRL, and the more that's made necessary, the more Cantrian time just gets wasted. If you have to wait around for a day for your turn, that could easily turn into several days, due to not being loggedi n at the right time. And if there are six available slots, and someebody is trying to organise those slots, such that only certain people can use them at any one time, then two or three of thoseslots will likely be vacant at any one time because of slow Cantrian response-times, whilst others, who are awake but not on the roster, can only kick their heels. (And the Prog Dept can then say "Hey! Lots of unused slots. That goes to show this isn't a problem" )

That's already grossly inefficient, without adding this new idea on top of it. And once that adjustment is made so that machines are no longer exempt, then you won't be able to run your machines efficiently either.
I've found that you just have to run machine projects for at least five days if you don't want hiccups in changeover to eat up hugely significant chunks of your expected yield-- that's before gathering limitations come in--If these hiccups are going to be exacerbated by resource scarcity and waiting in line for your turn at gathering, then machines won't ever run at anywhere near their full capacity. Add this new idea on, and you'll actually need a bank of Harvesters just to gather your 800 grams of spuds per day, because we''ll likely be looking at something like 75% time wastage by then- just enough to cancel out the increased yield from Harvesting machines


If you want efficiency from Cantrians, you have to give them a degree of flexibility, so they can juggle their Cantrian commitments with their player's IRL commitments. Impose a regime on Cantrans and limit their individual options, and the consequence is that they lose efficiency rather than gain it. Cantrians don't have to be self-sufficient, but they do need to be self-directed, by-and-large. Theyneed to be able to act (e.g by joining a project )without waiting for permission, or they lose that window of opportunity and just waste time
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Postby KVZ » Mon Sep 12, 2005 4:19 am

kinvoya wrote:Have carrots rain from the sky on the Polish islands but don't turn the simple pure act of a char harvesting a batch of carrots in the amount and at the pace that he or she has chosen become some incomprehensible algorithmic group enterprise. Please.


But what is incomprehensible in simpler form of this suggestion? It there will be 4 slots, and there will be 5 gatherers everyone will get 4/5 = 80%. It is really easy math for me.

Jos Elkink wrote:And I more or less agree, but am still considering the simple version of KeVes suggestion (allowing many gatherers, but each getting a percentage depending on how many other gatherers). Only thinking about it - nothing is being implemented just yet.


Jos, please implement this simple version. Do you see the advantage of this suggestion? IMO it would be good to everyone, not just for the Polish area. You will see.

Oasis wrote:I hate the idea of not knowing how much you'll gather when working on a project, not being able to plan properly, etc. I do not think the number of people occupying slots should adjust how much each char gets, no matter how logical the reasoning.


As long as I understand your post, then I think that this is implemented already just at now. I can see how big project someone started. It is good for finishing abandoned projects and for knowing if someone not started to big project, than he was allowed.

julie2 wrote:But the same goes for this whole implementation. Charries now have to waste time standing outside just waiting for their turn (and what if theyt're asleep when their turn comes up? as they probably will be.).


But in my suggestion there will not be to many turn losts. Because chars can start projects when there are overpopulation, and when others projects will end they will get that what would be lost when slots become free and all chars were alsleep. So, it means more efficiency to overall population. And if someone will lost on his own private efficiency because of resource thief, then he can just drag him, lock him, or kill him and finish his project after that to get what was lost. But there will be not unreal force which helps those who are in power to not allowing others to steal resource gathering. Why we have to allow some kind of weird magic in the game? I know that there cars can to run without fuel, but making forced slots limit is 100 times weirder magic for me.
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Postby kinvoya » Mon Sep 12, 2005 6:37 am

When do they get the carrots, KeVes? Every hour? At the end of the first person's project?

What if two people are gathering and a third one joins half way through? What if a fourth joins at 95%? Does everybody gets the same amount?

What if one person has started a project for 100 carrots and another has started a project for 1000?

How can people tell when and how many carrots they will get? Is it just one big continuous group harvest? How do repeats work?

I just don't understand it at all.
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Postby Nick » Mon Sep 12, 2005 6:49 am

Neither do I, I'm really disliking this, especially considering Jos seemingly approved it, which generally means it's on the way.
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Postby Jur Schagen » Mon Sep 12, 2005 9:03 am

kinvoya wrote:When do they get the carrots, KeVes? Every hour? At the end of the first person's project?

What if two people are gathering and a third one joins half way through? What if a fourth joins at 95%? Does everybody gets the same amount?

What if one person has started a project for 100 carrots and another has started a project for 1000?

How can people tell when and how many carrots they will get? Is it just one big continuous group harvest? How do repeats work?

I just don't understand it at all.


Right now, the duration of the project is determined by dividing the amount requested when initiating by the gathering rate. (You ask for 1600 potatoes, gathering rate is 800/day or 100/hour, so the project is set to be two days or 16 hours)
When the hour changes, you do not get a plain "+1" on the project... instead, it is adjusted for skills (+0.9 if you're a bad farmer), tools (doubling to +1.8 for having a dung-fork), and random deviation (+1.71 if your yield is to be +5% of what you asked for).
The total duration of this project is (16 / 1.71)=9.35 turns, always rounded up, so 10 turns (hours). Progress report is reported as (cumulative progress / duration), or 1.71 / 16 or 11% after the first hour. All of this is already in place.

The proposed change adds another factor in, the over-gathering. If ten people would work on seven slots, your "progress" on the project would be 70% of 1.71=1.197. However, if the excess gatherers would suddenly disappear on the second hour, you would get your 1.71 progress again. After one hampered hour, and one unhampered hour, your progress would be 1.197 + 1.71 = 2.907, reported as 2.907 / 16 =18%.

Hope this clears it up a bit... and sorry for the math. Point is: there are already several multiplier influencing gathering progress, the proposal is to add onther one of those if over-gathering occurs.

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Postby Jos Elkink » Mon Sep 12, 2005 11:29 am

Just wondering, but ... Jur and KeVes, do you think there would be less incentive for governments to make laws on who can dig and what they can dig for if there is this system instead of the current system?

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