Warning message when being dragged
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- colonel
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- wichita
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I think I am against it as well. The game pace makes it hard enough to sneak up on targets. The notethieves will have a nice advantage with the warning...though...those guys are whipping around fast enough it normally doesn't matter.....
Nevermind. I am torn. I am leaning more towards "leave it alone", but I think it still has its merits.
Nevermind. I am torn. I am leaning more towards "leave it alone", but I think it still has its merits.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- goitre
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- Marian
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goitre wrote:Well if we don't notice when we're being dragged, we probably shouldn't notice when we're being attacked too. My, wouldn't that make things interesting!
That's not really a good example, since you're only told when you're attacked after you've been hit...just like you're only told about being dragged after it's happened. The only way it could be compared to fighting is if everyone got a warning when someone tried to attack them, and then a couple of hours to respond before the hit actually connected.
- SekoETC
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Phalynx
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- Sho
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That doesn't make sense to me, first because I don't even know if ProgD can easily make it so certain messages don't light a character up, and second because it just sounds like a meaningless compromise - what purpose does it serve, other than being sort of in the middle between the two sides in the argument? If an alert is given, it should light the character up, because that's what we use lighting up as - if it becomes known that drag alerts don't do that, all you'll do is make players check character pages as obsessively as they do player pages.
- Octavio
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SekoETC wrote:How about, the message wouldn't light up your character so you could only see it when checking the character for other reasons?
I suggest the other way around. I mean, seeing it when you look at the dragger and not the dragged.
When you see dragger's details, a line would appear saying he's dragging somene, just like the current project does.
"He is in his twenties and is dragging Mr Who into My Boat."
This way, if you have all the town against you (like if you are a criminal), they will not tell you even if they notice it by accident. And in the other hand, if a kidnaper comes to town and starts dragging someone, most people will look at his details and probably someone will notice it.
Another reason is because sometimes a person asks "Can someone help me drag please?". It's nice to be able to check who that person is draggin and where to before helping. You might end up helping in a drag you're against.
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- Crosshair
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- Hellzon
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Cantr main page wrote:Cantr II is a slow-paced game. Many players only play for a few minutes per character each day and one meeting can take a week to play. The game is designed for players who have more on their agenda then just gaming.
*ahem* Requiring people to check their characters unnecessarily often because certain actions don't light up on the main page makes me go "Dude, WTF?"
/Hellzon - dude, WTF?
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- Octavio
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Hellzon wrote:Cantr main page wrote:Cantr II is a slow-paced game. Many players only play for a few minutes per character each day and one meeting can take a week to play. The game is designed for players who have more on their agenda then just gaming.
*ahem* Requiring people to check their characters unnecessarily often because certain actions don't light up on the main page makes me go "Dude, WTF?"
"players who have more on their agenda then just gaming" means mostly people that can only access the page once a day or so. Actions that light up the main page would only benefit those who can access it several times a day. There's a reason why you can only hit a person once a day.
And I'm pretty sure you won't be checking your character oftenly to check if someone is trying to drag him/her.
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- Marian
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Octavio wrote:SekoETC wrote:How about, the message wouldn't light up your character so you could only see it when checking the character for other reasons?
I suggest the other way around. I mean, seeing it when you look at the dragger and not the dragged.
When you see dragger's details, a line would appear saying he's dragging somene, just like the current project does.
"He is in his twenties and is dragging Mr Who into My Boat."
This way, if you have all the town against you (like if you are a criminal), they will not tell you even if they notice it by accident. And in the other hand, if a kidnaper comes to town and starts dragging someone, most people will look at his details and probably someone will notice it.
Another reason is because sometimes a person asks "Can someone help me drag please?". It's nice to be able to check who that person is draggin and where to before helping. You might end up helping in a drag you're against.
I agree, I think that's the way it should work, I've actually tried to check if someone was dragging someone else before, and I always wondered why it didn't show up when I looked at them.
And I think there should be some way to tell, but a warning message is too much. It's the only way to win a fight as it is, they shouldn't make it even harder. And someone trying to drag you could be basically the same as someone sort of hovering around waiting for a good opportunity, they don't have to be actually hanging onto your arm in a noticeable way or anything like that.
- SekoETC
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Actually, dragging rarely goes without a request for help (unless the person can drag single-handedly or if they're asking for help by OOC means in which case it's a CR-breach) so even if dragging itself didn't light it up, the conversation would. Therefor my suggestion is totally stupid.
But it's unnatural that you can't notice that Tessa de la Rosa is hanging at your arm for half an hour and whispering at her minions to get you in the Detention Centre. Sure you can guess it but it's a thing that should be noticeable through game-generated information.
The only downside of this I see is that stopping those bloody newspawns running around will be harder. There should be more ways... dragging from the road as suggested before? Surely a whole bloody town can topple one snot-nosed newspawn?
But it's unnatural that you can't notice that Tessa de la Rosa is hanging at your arm for half an hour and whispering at her minions to get you in the Detention Centre. Sure you can guess it but it's a thing that should be noticeable through game-generated information.
The only downside of this I see is that stopping those bloody newspawns running around will be harder. There should be more ways... dragging from the road as suggested before? Surely a whole bloody town can topple one snot-nosed newspawn?
Not-so-sad panda
- Octavio
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SekoETC wrote:Actually, dragging rarely goes without a request for help (unless the person can drag single-handedly or if they're asking for help by OOC means in which case it's a CR-breach) so even if dragging itself didn't light it up, the conversation would.
There's always wispering for help. You won't guess unless you're expecting it.
SekoETC wrote:But it's unnatural that you can't notice that Tessa de la Rosa is hanging at your arm for half an hour
Like Marian said, trying to drag could simply mean hovering around for a good opportunity.
SekoETC wrote:dragging from the road as suggested before?
I like the idea. I'd prefer to drag the suicidal newspawn that hitted everyone and ran instead of killing him. It would be better to make him live some time in jail to think about it.
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- wichita
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Octavio wrote:SekoETC wrote:How about, the message wouldn't light up your character so you could only see it when checking the character for other reasons?
I suggest the other way around. I mean, seeing it when you look at the dragger and not the dragged.
When you see dragger's details, a line would appear saying he's dragging somene, just like the current project does.
"He is in his twenties and is dragging Mr Who into My Boat."
I like this. It just seems to fit with the way most everything else in the cantr world operates. Why should dragging be a special project?
This would be balanced, because the thief trying to avoid being dragged off could keep an eye out for dragging projects against him, but the guards could also benefit by not having to whisper for help everytime someone starts a drag.
SekoETC wrote:The only downside of this I see is that stopping those bloody newspawns running around will be harder. There should be more ways... dragging from the road as suggested before? Surely a whole bloody town can topple one snot-nosed newspawn?
And slightly off topic, but definitely a yes to this.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
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