General about building names

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

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What system do you prefere?

Unnamed - not setable - dynamic (amnesia as proposed)
4
9%
Unnamed - setable - not changable - no dynamic naming
0
No votes
Unnamed - setable - not changable - dynamic naming
1
2%
Unnamed - setable - changable - no dynamic naming
0
No votes
Unnamed - setable - changable - dynamic naming
3
7%
Preset name - not changable - no dynamic naming
0
No votes
Preset name - not changable - dynamic naming (as today)
7
15%
Preset name - changable - no dynamic naming
5
11%
Preset name - changable - dynamic naming
26
57%
 
Total votes: 46
Phalynx
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Postby Phalynx » Mon Jun 19, 2006 9:55 pm

*wishes for people power just once!*
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The Sociologist
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Postby The Sociologist » Tue Jun 20, 2006 12:26 am

Chris Johnson wrote:Have a look at buildings now ... :wink:

Order is now in age of building as opposed to alphabetical - therefore will remain constant over time ... until buildings get destroyed but that's another issue.


Good, now that of course is what I do agree with...although perhaps a little ugly. Street addresses would have been prettier but at the cost of a lot more work.

Yes, that part I can accept, and signs as such I accept. However, I still really don't see a need for multiple signs, amnesia and the need to rename every building around. You do not interrelate to inanimate objects like buildings in the same intimate way you relate to people. You simply drive up to a place and it says "Walmart" and so that's what it is. Why make huge loads of manual work for something your brain handles automatically in the real world?

In other words, buildings are not people.
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Black Canyon
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Postby Black Canyon » Tue Jun 20, 2006 1:10 am

Maybe another way to look at it is that cantr is not a graphics game. Of which I don't mind at all. I prefer it this way. But in place of colorful graphics we instead have descriptive language, intriguing and offbeat names and titles which hint at a fascinating history of days gone by.

This is what would be lost with the amnesia. Imagine the wonder of a newspawn as the come into existence surrounded by such buildings as the Residence of Ganymede and Poisedon, the Temple of the Monkhood of Songsu, and the Nossémma....versus waking up in an unnamed town surrounded by twenty or so of the same unnamed buildings.

Perhaps I'm being overly sentimental. But I remember when I first started playing and being quite interested in the stories behind some of those buildings. I would hate to lose that. :?
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the_antisocial_hermit
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Postby the_antisocial_hermit » Tue Jun 20, 2006 1:20 am

Great way to put it, BC. ;)
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Rustoleum
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Postby Rustoleum » Tue Jun 20, 2006 2:27 am

I like preset names.

I rarely use the dynamic naming feature of buildings, though there are times when it is invaluable.

I like the option of adding signage or whatever to indicate a change in the owner/purpose of a building.

I do not want amnesia, nor do I want to have a character return to a town he has visited years before and have to go through a dozen buildings trying to find his company's storage facility because it got renamed.

If you could make it so resetting the names only takes effect for characters who spawn after the change is made, (unless you can isolate characters who have never been in that location) then I would be all for it.

Amnesia is going to cause more note clutter on the ground, unless you add a project for one of those shopping mall "you are here" guides.
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Solfius
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Postby Solfius » Tue Jun 20, 2006 9:01 am

Black Canyon wrote:This is what would be lost with the amnesia. Imagine the wonder of a newspawn as the come into existence surrounded by such buildings as the Residence of Ganymede and Poisedon, the Temple of the Monkhood of Songsu, and the Nossémma....versus waking up in an unnamed town surrounded by twenty or so of the same unnamed buildings.


That is the great downside to amnesia.

I like the idea of being able to have multiple signs so you can have messages other than the name.

I think that having a default sign, or a name sign that sets the default name would be a workable compromise, but I think you ought to look at the signage before the default name is changed otherwise no one would look at the signage much.

That would take the effort out of renaming buildings.

Or, a button next to each sign that when you click on it, it sets the dynamic name of the building the same as that sign.
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Oasis
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Postby Oasis » Tue Jun 20, 2006 1:43 pm

Solfius wrote:I think that having a default sign, or a name sign that sets the default name would be a workable compromise, but I think you ought to look at the signage before the default name is changed otherwise no one would look at the signage much.

That would take the effort out of renaming buildings.

Or, a button next to each sign that when you click on it, it sets the dynamic name of the building the same as that sign.


Yes! All buildings (and all rooms) come with a sign attached, with the default (original) name. That would solve everthing!

The need to manually rename every building and room that any of my characters wish to remember is causing me great strife. I am having to think of ic reasons to send all my chars travelling, just so they can remember the buildings in other towns that they wish to know. I have a couple chars who are away from home, and to get them back in time to name buildings and rooms would ruin their current situation. It is not in their plans to have to rush home to do all this. Please don 't make them!

However, what BC said, about losing all the history, this is THE main reason I think amnesia without default signage should not happen. Jos, please don't make us lose our history.
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The Sociologist
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Postby The Sociologist » Tue Jun 20, 2006 11:35 pm

Solfius wrote:I think that having a default sign, or a name sign that sets the default name would be a workable compromise,...

Yes, agreed, but one wants to keep the programming simple...

How about a sign and a placard? Then the sign sets the default name, whereas people with access to the house and holding its key could write whatever they want on the placard..."Wipe your feet" "I sell hide bikini's", etc. It would simply be a note associated with that building. Point is those are placards, not signs. Woolworths might have something up saying "Sale Today" but the name of the place remains Woolworths.
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Mykey
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:

Postby Mykey » Wed Jun 21, 2006 1:11 am

Thanks for the help in this question, the easier, the better …
Last edited by Mykey on Thu Jan 14, 2010 2:00 pm, edited 2 times in total.
Phalynx
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Postby Phalynx » Wed Jun 21, 2006 6:52 am

Agreed!
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Solfius
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Postby Solfius » Wed Jun 21, 2006 10:11 am

The Sociologist wrote:
Solfius wrote:I think that having a default sign, or a name sign that sets the default name would be a workable compromise,...

Yes, agreed, but one wants to keep the programming simple...

How about a sign and a placard? Then the sign sets the default name, whereas people with access to the house and holding its key could write whatever they want on the placard..."Wipe your feet" "I sell hide bikini's", etc. It would simply be a note associated with that building. Point is those are placards, not signs. Woolworths might have something up saying "Sale Today" but the name of the place remains Woolworths.


That sounds good.

Remembering of course the sign can be changed with a project and resources and probably some tools.

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