99%
Moderators: Players Department, Public Relations Department
- goitre
- Posts: 110
- Joined: Fri Oct 14, 2005 8:09 am
- Location: Melbourne, Australia
I think Marol's idea would balance productivity, eg. an near-hour-long project would take nearly one hour. Of course productivity is set at an arbitrary level, and so it's equally arbitrary if it's increased or decreased. Remember you're playing a game in which it can take months of real time to build a house, I don't think Cantr is meant to be an action-packed production centre with more fission atomisers then people.
The loss of productivity at the end of a project encourages work on longer projects.
Wacky idea: Perhaps projects should take an extra hour after reaching 100% to complete, this way it is (moreso) in a characters benefit to create longer projects to prevent this loss, requiring collaboration.
By the way, lose and loose are different words. Eg. "I do not wish to lose my game of chess." "Those knots are loose, and so I can escape!"
Edited: False assertion.
The loss of productivity at the end of a project encourages work on longer projects.
Wacky idea: Perhaps projects should take an extra hour after reaching 100% to complete, this way it is (moreso) in a characters benefit to create longer projects to prevent this loss, requiring collaboration.
By the way, lose and loose are different words. Eg. "I do not wish to lose my game of chess." "Those knots are loose, and so I can escape!"
Edited: False assertion.
Last edited by goitre on Tue May 16, 2006 8:02 am, edited 1 time in total.
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
True , I accept that - For projects smaller that one Cantr hour there is productivity loss (though currently if you start your 2 minute example 1 minute before the processing you do get twice the productivity a continuous system would give you
) But how much is that really a problem? its a different issue from the 99% complete .
I have no objections to a (more) continuous system - it is more realistic
I just have concerns about how this can be implemented and its impact on the server.
I have no objections to a (more) continuous system - it is more realistic
I just have concerns about how this can be implemented and its impact on the server.
- marol
- Posts: 3728
- Joined: Sun Jul 17, 2005 11:45 am
- Location: Kraków, PL
- Contact:
And referring to Chris's post:
Edit: Just seen last Chris's post - don't worry
I have an idea, but we could talk about it in PgD.
It's simple - why to simulate if it could be real continuous?Chris Johnson wrote:Project processing in Cantr is a discrete process (i.e happens at set intervals of 1 Cantr hour) which is simulating what most people consider to be a continuous process (i.e. work on a project proceeds evenly over time).
The continuous process is simulated by adding in an hours worth of work when the project is processed.
Edit: Just seen last Chris's post - don't worry
- the_antisocial_hermit
- Posts: 3695
- Joined: Thu Sep 23, 2004 4:04 pm
- Location: Hollow.
- Contact:
marol wrote:It's just more realistic.
Chris Johnson wrote:- it is more realistic
But is it Cantrealistic?
Maybe it will help or not help/hinder productivity; I don't know. It's all still a little fuzzy to me, but it seems to go against the whole idea of Cantr being a slow-paced game. I mean... Cantr isn't supposed to be an instant gratification game.
Maybe I'm just not looking at it the right way, since I'm still failing to see any pros truly worth such a big change?
- marol
- Posts: 3728
- Joined: Sun Jul 17, 2005 11:45 am
- Location: Kraków, PL
- Contact:
Dear Hermi.
Frankly, in my opinion whole staff actions are directed toward more reality, never against. All changes that happened or is happening are because we want Cantr more real. And I feel Cantrreality is only an excuse to us when something is strange or doesn't work as supposed to
In particular - current projects system simulates RL. So why to not make it more real?
In particular - current projects system simulates RL. So why to not make it more real?
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
marol wrote: in my opinion whole staff actions are directed toward more reality, never against. All changes that happened or is happening are because we want Cantr more real. And I feel Cantrreality is only an excuse to us when something is strange or doesn't work as supposed to
How I feel it ought to be, and hence I like this idea.
I thought it was part of the long term vision for the game to make a change similar to this?
That may possibly have been a suggestion where you don't specify a gathering project, you just start digging and stop when you like or have enough. This continous update idea would actually facilitate the gathering suggestion.
-
west
- Posts: 4649
- Joined: Mon Aug 25, 2003 5:23 pm
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
- Marian
- Posts: 3190
- Joined: Thu Dec 15, 2005 12:16 am
Erm...I don't like this at all.
Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember? I already have to check my chars way too often as it is, but it at least helps to know the major things usually only happen every three hours. If this changes then I'm going to have to remember exactly how much longer all nine of my characters have to go on their projects at all times, and be checking constantly to see how other people's projects are going. I really sympathize with the people who have 15.
And you really just NEED the three hour window for so many things, I think it'd be a disaster to get rid of it.
Switch to another project and finish the scythe in the morning? No productivity lost that way. I have one character who is obsessed with effieciency and would be crushed if they wasted a single hour, and the currect system lets me avoid that without turning obsessive myself and waking up in the middle of the night for things.
And I'm not buying any of this 'reality' stuff. If the staff is so worried about it, aren't there many, many, more unrealistic things that should be fixed first? How come my chars never have to go to the bathroom, for starters?
Another example - it's late (about midnight) and I'm finishing scythe and want to farm corn. My scythe progress just achieved 98% so I have to wait another 3 hours (and probably wake in the middle of the night) to start farming. In the new system it would take only half an hour.
Switch to another project and finish the scythe in the morning? No productivity lost that way. I have one character who is obsessed with effieciency and would be crushed if they wasted a single hour, and the currect system lets me avoid that without turning obsessive myself and waking up in the middle of the night for things.
And I'm not buying any of this 'reality' stuff. If the staff is so worried about it, aren't there many, many, more unrealistic things that should be fixed first? How come my chars never have to go to the bathroom, for starters?
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
Marian wrote:Erm...I don't like this at all.Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember?
Very well put, the whole thing. Thanks.
This all used to work perfectly. Then tiredness was introduced. Tiredness is currently the most meaningless nonsense in the game, since it goes away every 8 cantr hours anyway. All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations. That's all it does anymore.
So fix what's broken. Don't fix the whole game around what's broken!
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
I really sympathize with the people who have 15.
There's no reason to sympathize with them, they made all those 15, it was their choice.
All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations.
...and you know, stop one man massacres.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
- the_antisocial_hermit
- Posts: 3695
- Joined: Thu Sep 23, 2004 4:04 pm
- Location: Hollow.
- Contact:
The Sociologist wrote:Marian wrote:Erm...I don't like this at all.Yeah it would be nice in a few specific situations, but I don't think that's worth changing up the entire system for. What we have now works...Cantr is supposed to be a slow, tick-based game, remember?
Very well put, the whole thing. Thanks.
This all used to work perfectly. Then tiredness was introduced. Tiredness is currently the most meaningless nonsense in the game, since it goes away every 8 cantr hours anyway. All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations. That's all it does anymore.
So fix what's broken. Don't fix the whole game around what's broken!
Indeed, quite what I was thinking all along. lol Marian, you said exactly what I was wanting to say...
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
Nixit wrote:All it does is screw up hunting (if you're a weaker hunter and can't log in at exactly the right time) and it screws up economic calculations.
...and you know, stop one man massacres.
So keep it for massacres, for all I care. We're not talking massacrists getting tired here, we're talking carrot farmers!
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
-
west
- Posts: 4649
- Joined: Mon Aug 25, 2003 5:23 pm
Return to “General Discussion”
Who is online
Users browsing this forum: No registered users and 1 guest


