To the Programmers: Enough with the changes, please

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

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julie2
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Postby julie2 » Wed Sep 07, 2005 9:31 am

Thanks, again for the detailed respons Jur. I’ still haven’t got around to picking nitswith one of your older posts, on another thread,, but I’m going to pick some nits with this one, anyway

Jur Schagen wrote:Nick is wrong in the fact that the changes are implemented because of "realism" issues... most were introduced for game-balancing reasons

Thank Jos for that, as we say IG.
Jur Schagen wrote:- hematite change: adjust for the fact that iron production was too easy and too important;
- tiredness: discourage single-person strike-type battles against populated towns;
- deterioration: a first effort to do something about the immense stockpiles of existing goods, and the fact that nothing ever got destroyed;
- land scarcity: an effort to get rid of numb newspawns doing nothing but stand around and gather.

- tiredness: A really good idea, in that context,.It did what it was meant to do, alright, but why, oh why, did it have to affect every other activity too? What’s more , it was buggy to the point that it drove numerous players to despair, and the bugs were never actually fixed, were they? Eventually, a quick bit of jury rigging couterbalanced the worst of the adverse effects , and now we’re left with this odd phenomenon which does nothing at all (on a day –to-day basis. Combat situations excepted) except make a nonsense of the given figures for project times, and ensure that (unless you’re skilled ) all short projects will now take an extra hour to complete (and long projects some extremely -hard-to -calculate multiple of that).This also has a knock-on effect on trading, which is made more complex bv the fact that “day rates” are now bear a strictly mythical relationship to Cantrian reality. That’s an awful lot of undersirable effects for the sake of one desired affect.
-
- deterioration: a t least the bugs, as such, seem to be fixed, but the unrealistic deterioration rates and repair times still haven’t been fixed. And this is having a vast, and highly salient, impact on Cantrian societyy in all kinds of ways which bear no relation to the problem in question. If people think that repairs were meant to “make life more difficult “ , that’s only natural, because that’s what they most obviously do. (and actually. I still don’t believe that the reason you gave was the only reason)
-
- land scarcity: an effort to get rid of numb newspawns doing nothing but stand around and gather.
- Huh? If that’s ALL it’s meant to do, I really have to say to say that the cure is worse than the disease yet again. But, then, I’ve had the impression that there’s no real consensus in the ProgD as to what the indnded objective is. Seems to me like you each have your own individual agenda with this one and that one man’s screw-up is another man’s blessing. This is reflected (and magnified) in player’s reactions.

Jur Schagen wrote:Now, what exactly is "balancing the game"? There seems to be some discussion... In my opinion, it means tweaking the game engine and database (the RD job) so that unwanted effects, or unwanted behaviour of players, becomes harder or impossible, and to improve the gaming experience for the players within the main framework of the general game design. The design team is not entirely happy with the game as it is being played. In particular, we want a minimum of characters that have little or no interaction with their fellow chars. We want to encourage cooperation as well as conflict. We want the chars to become "living" creatures as much as they possibly can in a web game where they are, in the end, nothing but pixels on a screen and records in a database. We want to discourage sole drifters, doing nothing but stand around and gather potatoes.

Julie, balancing the game is indeed about "not screwing up the good stuff" as well. We don't feel like we're doing that - we are attempting to "improve on the bad stuff" that we consider the above paragraph. And, no matter what you say, it is working in that respect. The amount of towns that are actively discussing what to do with their limited resource slots is numerous. Not all are dealing with it *well*, and not all take on an approach that we had envisioned - but in Cantr, that's up to the players, not the designers. There is no preprogrammed way to deal with it. It's Cantr.

I'm not saying that all the changes have been implemented in a perfect way, especially the first-time implementation. Julie made some points about the time the slot fell free an the time that the chars woke that were perfectly valid criticism and that we, indeed, hadn't tought about when implementing it. We were looking to alleviate that (Keves' suggestion), and now we are flamed for trying that - but that's not the point. The point is that, while we can make predictions about how the game mechanics will work, it is impossible to fathom the way the chars (or actually their players) react to a "crisis" like this. As a matter of fact, we were expecting a general reaction that we have actually only seen in a few places. But that's the beauty of it. Noone can concieve how a crisis will be solved, maybe especially us, the design team. That's up to the players.


I’d like to put in a telling quote from West, here:
west wrote:Maybe your town has a suicidal note thief (something I personally think should be dealt with in-game, no matter how annoying it is), is frustrated with the gathering limits, and is dealing with animal attacks. Yes, these are all bad news. But they're not part of a grand conspiracy. suicidal newspawns are (ostensibly) a PD issue (mostly because I think people would rather have us do it than actually deal with the problem themselves, by having a guard or keeping copies of the important notes), resource limits are ProgD, and the on-again-off-again deadliness of the animals is RD.
[edit: bold hilighting added by me, julie2]


To my mind, this illustrates exactly the kind of facile assumtions that the Prog D is also apt to make.
(that we could, if it weren’t much easier to bug the PD, deal with the note-thief problem by posting a guard) I’ve thought and thought about to how to post an effective guard , given that thieves can grab and run virtually instantaneously, and the average Cantrian only wakes up once–a-day. I ‘ve come up with two possible answers
A) develop the Town to the the point where it has a sizeable population and arrange things in such a way that the majority of those people can functoion as guards(even then, their chances of apprehending the thief before he gets onto the road are almost zero). Or
B) make it possible for a guard to function automatically.

The point is: this really is the ProgD’s problem . not the player’s, because the game design makes it somewhere between difficult and impossible for charries to guard things effectively, when you actually think about how to achieve that in practice, so it’s really up to the game designers to come up with an effective solution (such as B).

But , again and again, I hear it said that it’s up to the players to solve this sort of problem- even in cases where the ProgD has just created a brand-new problem of this ilk (such as that of efficiently managing resource limitations). I’m not saying that programmed-in solutions would be easy to achieve. I think we just have to accept that there are some things we can’t do effectively in Cantr, not with the best will in the world, nor the best social organisation in the world. If the ProgD said as much, fine. But they don’t say that. They create new problems. They passs the buck to the players instead and try to force better social organisation, in the spurious belief that these problems are fixable by players. You just confirnmed my worst fear, Jur- that the ProgD hadn’t even thought this thing through , from a grass-roots level, before implementing the new limitations ,nor realised how far the existing intrinsic game limitations impact on our ability to organise ourselves effectively. I don’t think the ProgD can afford to ever allow themselves to forget about those intrinsic limitations. Those should be central to your thinking whenever a new idea comes under discussion.

Anyways, sometimes these implementations don’t work as expected because your up against sheer human irrationality and bloody-mindedness (Any you claim that’s unpredictable? It’s a whole lot more predicatabvle than the ProgD’s next move ever is). Sometimes they don’t work, because you’re up against Cantrian’s well-known intrinsic limitations, but the difference between those two facrtors just doesn’t seem to register. Either way, there’s no use in trying to force humans not to be human, nor Cantrians not to be Cantrians. It’s the Prog D’s job to facilitate social development, not to force it’s development along pre-defined lines, by closing off other possibilities, ( which seems to be the objective at the moment, I’m sad to say)

Itall reminds me of our Wonderful British Government, who forever seem to believe they can force motorists off the roads by making motoring ever-more difficult and expensive . Never a thought to developing Public Transport to the point where it becomes a feasible alternative for your average real-life motorist. (not that I drive, myself, but I do rub shoulders with motorists sometimes. I can see how they’re fixed. I'm ideally placed to realise the problems they'd face if they alterered their habits, in fact) Heh. So why should I expect anything better of you lot *shrugs *. Must be an optimist , I guess. :lol:

PS. I Do appreciate that the ProgD is manned by volunteers and I am grateful, just frustrated, too. Also, I keep getting this idea that you people have some use for honest player feedback, and actually want it. Yes? So I'm kinda perplexed when some posters take offence of your behalf, when we offer some honest feedback.)
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Jur Schagen
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Postby Jur Schagen » Wed Sep 07, 2005 1:31 pm

julie2 wrote:Thanks, again for the detailed respons Jur. I’ still haven’t got around to picking nitswith one of your older posts, on another thread,, but I’m going to pick some nits with this one, anyway


*smiles* OK. Shoot.


julie2 wrote: tiredness: A really good idea, in that context,.It did what it was meant to do, alright, but why, oh why, did it have to affect every other activity too? What’s more , it was buggy to the point that it drove numerous players to despair, and the bugs were never actually fixed, were they? Eventually, a quick bit of jury rigging couterbalanced the worst of the adverse effects , and now we’re left with this odd phenomenon which does nothing at all (on a day –to-day basis. Combat situations excepted) except make a nonsense of the given figures for project times, and ensure that (unless you’re skilled ) all short projects will now take an extra hour to complete (and long projects some extremely -hard-to -calculate multiple of that).This also has a knock-on effect on trading, which is made more complex bv the fact that “day rates” are now bear a strictly mythical relationship to Cantrian reality. That’s an awful lot of undersirable effects for the sake of one desired affect.


It is true that the first implementation of it was "buggy" or, if you want, "harsh", and that the response time in solving that was less-than-perfect. However, it seems that it is over-solved now - as you say, having no notable effect on anything but a combat situation. The extra hour you mention has little to do with it - that's a skill thing, that was implemented about the same time, making project durations less predictable.

The "day rates" are indeed the most common replacement for money in the game as it is... and it has continued to be so... why? You say because they are mythical... I say because all gathering and production is subject to the same adjustments for skills etc. All "day rates" are adjusted in the same way, so the traders can safely assume that both the trade goods in the deal were produced with the same penalties, that cancel eachother out.
Lets consider two chars, where A is a really good farmer and a bad miner, while B is the exact opposite of that. Char A spends a day gathering rice and gets a kilo, char B spends a day mining hematite and gets a kilo as well. They both decide they need their counterpart's goods and decide to trade on a "day rate" basis of 750 to 750, or 1:1. Char A now has 1000 hematite... what might have taken him two days to dig it up himself... his trade has gained him a day's work. And yes, I agree to anyone that says such a counterpart isn't always easy to find; it's about the principle.

julie2 wrote: deterioration: a t least the bugs, as such, seem to be fixed, but the unrealistic deterioration rates and repair times still haven’t been fixed. And this is having a vast, and highly salient, impact on Cantrian societyy in all kinds of ways which bear no relation to the problem in question. If people think that repairs were meant to “make life more difficult “ , that’s only natural, because that’s what they most obviously do. (and actually. I still don’t believe that the reason you gave was the only reason)


No it wasn't... please look up the old thread for more detailed explanations of reasons. Hoarding of otherwise sleeping town leaders was another, and creating the need for powerfull chars to have "employees".
As for the rates, that's an RD thing... as far as I know, there was discussion among them to change the deter/repair rates, which bled to death like these type of debates often do... and Anthony's abcense isn't helping much, either. You may want to make a different thread to complain about that; make sure there's "RD" in the title of it and they'll most likely respond.


julie2 wrote: - land scarcity: an effort to get rid of numb newspawns doing nothing but stand around and gather.
- Huh? If that’s ALL it’s meant to do, I really have to say to say that the cure is worse than the disease yet again.


No, again, that's not all... see the full threads on this as well, but I'm pretty sure you're well-informed already.

julie2 wrote: But, then, I’ve had the impression that there’s no real consensus in the ProgD as to what the indnded objective is. Seems to me like you each have your own individual agenda


What makes you say that? The prime motors of these changes are myself and Jos, with some commenting done by RD and GAC. I can honestly say that there is very little difference of opinion between me and Jos on all of the issues discussed here. To vouch for that, Jos implemented the slots after a suggestion of mine (which usually means he thinks its important), and just look at the vigor I'm defending it with now... ;)

There are some fundamental disagreements in other areas (for example, on placing new resources in the old world), yes, and if these arise Jos wins the argument because, well, we all drink his word as a catholic drinks his mass wine... but these areas are very few when compared to those we agree on. Again, please explain why you think there are multiple agendas.


julie2 wrote:I’d like to put in a telling quote from West, here:
west wrote:Maybe your town has a suicidal note thief (something I personally think should be dealt with in-game, no matter how annoying it is), is frustrated with the gathering limits, and is dealing with animal attacks. Yes, these are all bad news. But they're not part of a grand conspiracy. suicidal newspawns are (ostensibly) a PD issue (mostly because I think people would rather have us do it than actually deal with the problem themselves, by having a guard or keeping copies of the important notes), resource limits are ProgD, and the on-again-off-again deadliness of the animals is RD.
[edit: bold hilighting added by me, julie2]


To my mind, this illustrates exactly the kind of facile assumtions that the Prog D is also apt to make.
(that we could, if it weren’t much easier to bug the PD, deal with the note-thief problem by posting a guard) I’ve thought and thought about to how to post an effective guard , given that thieves can grab and run virtually instantaneously, and the average Cantrian only wakes up once–a-day. I ‘ve come up with two possible answers
A) develop the Town to the the point where it has a sizeable population and arrange things in such a way that the majority of those people can functoion as guards(even then, their chances of apprehending the thief before he gets onto the road are almost zero). Or
B) make it possible for a guard to function automatically.

The point is: this really is the ProgD’s problem . not the player’s, because the game design makes it somewhere between difficult and impossible for charries to guard things effectively, when you actually think about how to achieve that in practice, so it’s really up to the game designers to come up with an effective solution (such as B).


The solution was implemented ages ago... it requires a building, 200g of iron and a screwdriver...
Seriously though, there are two ways to deal with a newspawn thief... the first is to muster up the senior citizens, get after him and kill him on the road. This is by far the most common solution, annoying the chars for days of lost work before being able to return to town. There's an other solution as well. This is to shrug, mourn the loss of 1000 bones and 500 meat, copy the notes he took, label him to slash him up should he ever set foot in town again, and get on with their lives. This is a very practical solution, yet it is very seldom taken... why? I think it is in the morale of the players. We want this type of behaviour out of the game for OOC reasons, and try to punish the player for the behavior of his char (ignoring the fact that it's often not a real punishment, because the thief acted like that in the first place because the player didn't like the spawn location).
Oh, the third solution would be to conatct the PD. I'm against that, personally, because that is an OOC solution for an IC problem. Oh and by the way, I seem to notice there are less and less newspawn thieves... I dunno the reason, could be because of PD countermeasures, but also because it just isn't worthwhile anymore... who wants to steal bones and sand?

On automation of chars actions. This is one of those fields I disagree with Jos on a fundamental level. He says "no", I say "yes, if...". He wins. I understand his reasons (fear of becoming yet another mindless MMORPG) and respect them, even though I think we can circumvent that.
And apart form that, more practically, I am aware that this would be one hell of an implementing job (tailoring for all kinds of types of actions... there are several threads on this running in the suggestion forum right now), that I don't see anyone take up, either :)


julie2 wrote:But , again and again, I hear it said that it’s up to the players to solve this sort of problem- even in cases where the ProgD has just created a brand-new problem of this ilk (such as that of efficiently managing resource limitations). I’m not saying that programmed-in solutions would be easy to achieve. I think we just have to accept that there are some things we can’t do effectively in Cantr, not with the best will in the world, nor the best social organisation in the world. If the ProgD said as much, fine. But they don’t say that. They create new problems. They passs the buck to the players instead and try to force better social organisation, in the spurious belief that these problems are fixable by players. You just confirnmed my worst fear, Jur- that the ProgD hadn’t even thought this thing through , from a grass-roots level, before implementing the new limitations ,nor realised how far the existing intrinsic game limitations impact on our ability to organise ourselves effectively. I don’t think the ProgD can afford to ever allow themselves to forget about those intrinsic limitations. Those should be central to your thinking whenever a new idea comes under discussion.


If that is indeed your worst fear, Julie, I'm very sorry to have to confirm it... truth is, as I've said before, that it is impossible to forecast the reactions of the players. You must also remember that the governments have had a relatively short time to adjust to it. Laws are springing up all over the place to deal with the problem... I've seen efforts on note systems, dragging off unwanted gatherers into unlocked buildings, discussion between business owners and governments... good, good! That's exactly what we want!

I'm aware and agree that that leaves the problem of friction between sleep rythm of chars and slots opening up unadressed. We have proposed a solution and are looking to implement that, but recieve opposition again. I guess we'll poll it one of these days. As for private ground (another one of your complaints), we have always intended that to be the next step on this path.


julie2 wrote:(Any you claim that’s unpredictable? It’s a whole lot more predicatabvle than the ProgD’s next move ever is).


lol... you should check the roadmap though. This is a first step towards free roaming.

julie2 wrote:Anyways, sometimes these implementations don’t work as expected because your up against sheer human irrationality and bloody-mindedness Sometimes they don’t work, because you’re up against Cantrian’s well-known intrinsic limitations, but the difference between those two facrtors just doesn’t seem to register. Either way, there’s no use in trying to force humans not to be human, nor Cantrians not to be Cantrians. It’s the Prog D’s job to facilitate social development, not to force it’s development along pre-defined lines, by closing off other possibilities, ( which seems to be the objective at the moment, I’m sad to say)


That's your assessment, Julie. I couldn't disagree more, though. And I think current game developments agree with me, not you. See above.

julie2 wrote:PS. I Do appreciate that the ProgD is manned by volunteers and I am grateful, just frustrated, too. Also, I keep getting this idea that you people have some use for honest player feedback, and actually want it. Yes? So I'm kinda perplexed when some posters take offence of your behalf, when we offer some honest feedback.)


Well, we are certainly not afraid of constructive criticism and debate, and we surely appreciate feedback. It's the "these gathering limits are stupid so please take them out or I'll QUIT!!!" type of reaction that we don't really like, and is bound to get little response.

Jur.
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ARTHUR: What do you mean? An African or European swallow?
KEEPER: What? I...I don't know that! Auuuuuuuugh!

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Postby west » Wed Sep 07, 2005 5:39 pm

Jur Schagen wrote:
julie2 wrote:I’d like to put in a telling quote from West, here:
west wrote:Maybe your town has a suicidal note thief (something I personally think should be dealt with in-game, no matter how annoying it is), is frustrated with the gathering limits, and is dealing with animal attacks. Yes, these are all bad news. But they're not part of a grand conspiracy. suicidal newspawns are (ostensibly) a PD issue (mostly because I think people would rather have us do it than actually deal with the problem themselves, by having a guard or keeping copies of the important notes), resource limits are ProgD, and the on-again-off-again deadliness of the animals is RD.
[edit: bold hilighting added by me, julie2]


To my mind, this illustrates exactly the kind of facile assumtions that the Prog D is also apt to make.
(that we could, if it weren’t much easier to bug the PD, deal with the note-thief problem by posting a guard) I’ve thought and thought about to how to post an effective guard , given that thieves can grab and run virtually instantaneously, and the average Cantrian only wakes up once–a-day. I ‘ve come up with two possible answers
A) develop the Town to the the point where it has a sizeable population and arrange things in such a way that the majority of those people can functoion as guards(even then, their chances of apprehending the thief before he gets onto the road are almost zero). Or
B) make it possible for a guard to function automatically.

The point is: this really is the ProgD’s problem . not the player’s, because the game design makes it somewhere between difficult and impossible for charries to guard things effectively, when you actually think about how to achieve that in practice, so it’s really up to the game designers to come up with an effective solution (such as B).


The solution was implemented ages ago... it requires a building, 200g of iron and a screwdriver...
Seriously though, there are two ways to deal with a newspawn thief... the first is to muster up the senior citizens, get after him and kill him on the road. This is by far the most common solution, annoying the chars for days of lost work before being able to return to town. There's an other solution as well. This is to shrug, mourn the loss of 1000 bones and 500 meat, copy the notes he took, label him to slash him up should he ever set foot in town again, and get on with their lives. This is a very practical solution, yet it is very seldom taken... why? I think it is in the morale of the players. We want this type of behaviour out of the game for OOC reasons, and try to punish the player for the behavior of his char (ignoring the fact that it's often not a real punishment, because the thief acted like that in the first place because the player didn't like the spawn location).
Oh, the third solution would be to conatct the PD. I'm against that, personally, because that is an OOC solution for an IC problem. Oh and by the way, I seem to notice there are less and less newspawn thieves... I dunno the reason, could be because of PD countermeasures, but also because it just isn't worthwhile anymore... who wants to steal bones and sand?


Exactly. Thanks, Jur.
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Postby Surly » Wed Sep 07, 2005 5:42 pm

Jur Schagen wrote:I'm against that, personally, because that is an OOC solution for an IC problem.
Damn right.

Now that's an attitude I can appreciate... :)
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Postby Nick » Wed Sep 07, 2005 9:41 pm

Can be applied to so many arguments, too.
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Postby Jos Elkink » Thu Sep 08, 2005 7:39 pm

About halfway this thread I stopped reading ... but just to point out: I think the ProgD is currently focusing on minor additions / features (like breaking unlocked locks and an easier interface for hunting animals) and putting a lot of effort in repairing bugs, especially Jur and Chris. So, yes, kinvoya, I actually agree, and it is exactly what we're working on. I'm also working on a slightly bigger change (individualisation of animals) but chances that this will progress fast are very small and perhaps it will indeed be wise to wait with implementation.

I would like to see most bugs gone before major changes are made and I think this is our main focus right now.
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Postby Surly » Thu Sep 08, 2005 7:53 pm

Jos Elkink wrote:I think the ProgD is currently focusing on minor additions / features (like breaking unlocked locks and an easier interface for hunting animals) and putting a lot of effort in repairing bugs, especially Jur and Chris.
I noticed the start of a lock change... and Chris has been solved bugs for me... :P

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Postby Jos Elkink » Thu Sep 08, 2005 7:59 pm

Ok, I decided that the discussion was actually too important not to read ... I'll never get a PhD this way!! :) ... but that was not my point ... I just wanted to thank Jur for his excellent defence (except a very narrow argumentation for resource gathering limits ;) ...) and Julie for her excellent criticism. Interesting thread! :)

It's true that the ProgD should think harder about their implementations. This is already happening. Resource gathering limits was thought about much more carefully than earlier changes. We do think and talk about these things. But the final result is always difficult to predict, especially since everything has an effect on everything.

It's also difficult to restrain yourself when you have this great idea to implement and you just figured out how you could do it and ... You see, almost all the big changes in Cantr did not come about because of slow development processes, but because one programmer suddenly had inspiration to quickly implement something major. This is perhaps bad in some senses, but it's probably the only way anything ever gets implemented in a voluntary organisation like this. In a real company you'd have proper plans, designs, discussions, step-wise development, etc. etc. - but that's really rather demotivating if you have this big plan.

Anyway, we're still working on this, and we're getting better and better. Communication about changes is better, as is planning. I'm still not convinced that the resource gathering limits were disastrous or a mistake and am still a strong supporter of them. The fact that some people don't like them doesn't mean we didn't think about it ... we might simply disagree.

And Jur was right in the end: the true motivation (for me) for the resource gathering limit is what is described in the roadmap.

The game should be about social organisation, politics, conflicts, discussions, economics, wars, etc. - not about individuals gathering and building their little house and car and that's it.
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Postby Cookie » Thu Sep 08, 2005 11:10 pm

Jos Elkink wrote:The game should be about social organisation, politics, conflicts, discussions, economics, wars, etc. - not about individuals gathering and building their little house and car and that's it.


Is it just me or is the game slightly tilted towards the later at the moment?
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Postby MrPenguin589 » Thu Sep 08, 2005 11:48 pm

Cookie Monster wrote:
Jos Elkink wrote:The game <b><u><i>should</b></u></i> be about social organisation, politics, conflicts, discussions, economics, wars, etc. - not about individuals gathering and building their little house and car and that's it.


Is it just me or is the game slightly tilted towards the later at the moment?
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Postby Nixit » Fri Sep 09, 2005 12:12 am

Hence the changes.
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Postby Cookie » Fri Sep 09, 2005 12:15 am

Cookie Monster wrote:it just me or is the game slightly tilted towards the later at the moment?

...and always has been?
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Postby Nixit » Fri Sep 09, 2005 12:21 am

Cookie Monster wrote:
it just me or is the game slightly tilted towards the later at the moment?

...and always has been?

I think, for the most part.
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Postby Cookie » Fri Sep 09, 2005 12:24 am

So why are we changing it?
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Postby Nixit » Fri Sep 09, 2005 12:25 am

*frowns* It has mostly been tilted toward the latter... the not good side.
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