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

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The Sociologist
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Postby The Sociologist » Thu May 18, 2006 2:06 am

Frits wrote:Too add to the suggestion we should've been discussing, it would be acceptable if after a couple of hours the char looked at his heap of potatoes and made an estimate, suppose this number shows 1000 when in fact it's between 900 and 1100. And then char can decide from there. But where to show this figure, in inventory would be confusing cause the inventory is all exact numbers.

With all the things needing to be done in the game, I cannot believe this discussion!

Probabilistic data for our inventory! :roll:

Can the interest of the discussion be calculated from the number of people posting to it? :twisted:
west
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Postby west » Thu May 18, 2006 2:13 am

Solfius wrote:Are you suggestion, then, we remove all the accurate weights from Cantr and replace them with some arbitary measurement like "pieces" which doesn't imply an exact measurement?

*is feeling bemused*


It's common knowledge that the cantr "gram" is rather arbitrary and doesn't reflect quite the same thing as a real-life gram.
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Solfius
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Postby Solfius » Thu May 18, 2006 4:59 pm

Frits wrote:Ok sho, i'll hold back. But i was getting a bit irritated explaining the same thing 4 times, i thought i was very clear from the first time on. Postings can be confusing but i've been on lots of homeland and foreign forums and if i want to know someone's meaning, intentions or even an entire trail of thought i may go back to the start and read it again. Sometimes people on forums write too much and don't read good enough, like i think happened in this case, no?
And you misinterpreted me with the grams, how on earth did you get that idea? Would i have phrased it in that way?

Too add to the suggestion we should've been discussing, it would be acceptable if after a couple of hours the char looked at his heap of potatoes and made an estimate, suppose this number shows 1000 when in fact it's between 900 and 1100. And then char can decide from there. But where to show this figure, in inventory would be confusing cause the inventory is all exact numbers.


I could tell you were getting irritated, but I couldn't make sense of what you were saying. I had no idea where you were coming from.

Your explanation there was probably the best. As for the idea, I really don't know: as you say "where to show this figure" is the problem, as Cantr is text based and there is no way of checking the amount.
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Solfius
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Postby Solfius » Thu May 18, 2006 5:00 pm

west wrote:
Solfius wrote:Are you suggestion, then, we remove all the accurate weights from Cantr and replace them with some arbitary measurement like "pieces" which doesn't imply an exact measurement?

*is feeling bemused*


It's common knowledge that the cantr "gram" is rather arbitrary and doesn't reflect quite the same thing as a real-life gram.


Granted, but the word gram would still imply a measurement of weight, even if it does not mean an exact measurement in this context.

That wasn't my idea, but what I thought Frits might be suggesting.
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Solfius
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Postby Solfius » Thu May 18, 2006 5:01 pm

The Sociologist wrote:
Frits wrote:Too add to the suggestion we should've been discussing, it would be acceptable if after a couple of hours the char looked at his heap of potatoes and made an estimate, suppose this number shows 1000 when in fact it's between 900 and 1100. And then char can decide from there. But where to show this figure, in inventory would be confusing cause the inventory is all exact numbers.

With all the things needing to be done in the game, I cannot believe this discussion!

Probabilistic data for our inventory! :roll:

Can the interest of the discussion be calculated from the number of people posting to it? :twisted:


I didn't want to ignore Frits without first working out what he was talking about, in case it was worth discussing.

I take it I was the only person who had trouble understanding his thoughts?
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KVZ
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Postby KVZ » Fri May 19, 2006 4:06 am

All l I can say is :

I agree with marol, that his system would be better... That's all...

Final argument for my was that those crowbar and run actions in current system are so much unrealistic.
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Just A Bill
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Postby Just A Bill » Fri May 19, 2006 3:27 pm

Perhaps an alternative would be to allow projects to have an absolute duration, perhaps you specify that you want to gather carrots for exactly 3 hours. Each time the projects update, an hour is subtracted from the hours remaing and an amount gathered is updated. When the hour count reaches 0 , the project ends reguardless of the amount gathered. You would still need to apply the "randomness" factor, but it would save you wasting an extra hour for a couple grams.
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Postby Zanthos » Fri May 19, 2006 4:02 pm

I don't know if anyone said this already, but here is something that confused me.

For research purposes, had one of my characters gather 1 day's worth of wood. Of course, the project finished exactly 1 day later.

Afterwords, I again had the same character gather 1 day's worth of wood, but as a project 1/8 the size repeating 8 times. Cantr told me that each project would take 1 hour, which I expected. The interesting thing is that after an hour I would have about 95% work done, meaning that it took another hour to do 1 hours work, and correct me if I am wrong, but when a project repeats, and you finish one you get no progess added for the next repeat. In summation, it took about 2 days to harvest 1 day's worth of wood, because for some reason it kept evaluating me at 95% (it did do a full 100% a few times, but I was not able to log in to check progress every hour).

I can't see any explination other than tiredness that could have affected my gathering rate between the two projects, but that said I was tireder when I did the 1 day long project than the 8 hour long ones.
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Solfius
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Postby Solfius » Fri May 19, 2006 4:07 pm

It could have been affected by your skill in that activity
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Postby Zanthos » Fri May 19, 2006 4:42 pm

Well, I had thought of that, but my skill was the same for both times.

Not only that, but when it came out to an uneven number (like 37.5g/hour) I rounded down to 37, so that I was sure it would finish on time.

I believe the skill is efficient, but why would skill matter anyway when the projects were the same length and for the same number of resources (minus the decimals).

in fact, the second project was for less resources, and took about twice as long.
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Postby Phalynx » Fri May 19, 2006 7:48 pm

Its why the system favours those that sit still doing nothing...


I prefer my characters to do small projects many repeats so that if they have to go in a hurry or do something else they have product in their hands... but for exactly the reasons you state it could take days to get the project size exactly right so that it completes in an hour every time and gives the maximum product for the time spent.;...

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Zanthos
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Postby Zanthos » Fri May 19, 2006 9:41 pm

I just dont understand why a 1 hour project takes more than 1 hour, while an 8 hour project doesnt take any longer than its suposted to.
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the_antisocial_hermit
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Postby the_antisocial_hermit » Fri May 19, 2006 10:22 pm

Zanthos wrote:I just dont understand why a 1 hour project takes more than 1 hour, while an 8 hour project doesnt take any longer than its suposted to.


You're sure it didn't take a little longer than it was supposed to? I know that my awkward farmers take at least an hour or two longer than a day to get a day's worth of food. (If not longer...)

Who knows, part of it may also have something to do with the deviation at the end, I don't know...
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Chris Johnson
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Postby Chris Johnson » Fri May 19, 2006 10:58 pm

Project timings for resource gathering projects are estimates only.
Skill, tiredness and tools all are taken into account when calculating project progress. The estimated times are based on an untired character of just marginally under average skill. Also in Cantr only one project can be worked on in any one Cantr hour

As you work on a project tiredness is accumulated after every hour of work, this slows down your progress. So in the case of the average character a single project aimed at a days estimated gathering may finally take 8.1 hours so will be finished after 9 hours.

With a project for 1/8th of the daily amount repeated 7 times then your character finishes the first project in the first hour , but the 2nd project takes a little
longer because of tiredness and is not completed in the first hour so has to wait to the 2nd hour of processing. The same for the 3rd and so on - all taking a little longer - In total 15 hours would be necessary

This of course only applies for the untired character with a skill level just below average - differnt figures will apply for differnt skill levels - Daily tiredness reductiona nd teh fact that your skill level marginally improves after each hour all complicate this further

Single long projects are inherently more productive - but the smaller repeating ones can be more flexible and allow access to the results of the gathering earlier

In the case of your character you probably need to reduce the project yield slightly to ensure they finish within one hourly repeat to be efficient.

The deviation has no effect on productivity
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The Sociologist
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Postby The Sociologist » Fri May 19, 2006 11:57 pm

Chris Johnson wrote:Project timings for resource gathering projects are estimates only.
Skill, tiredness and tools all are taken into account when calculating project progress. The estimated times are based on an untired character of just marginally under average skill. Also in Cantr only one project can be worked on in any one Cantr hour

That's your problem, then. The "untired character" part. You should change the estimate to reflect a character of "just above average tiredness and just below average skill. Then everyone will be able to calculate more exactly and this business of 99% projects should go away.

Like I said, just about every problem in this game has to do either with tiredness or skills, and I'm right as usual! :twisted:

Everyone else says... :roll: :roll: :roll:

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