Areas in Cantr 2.0
Moderators: Players Department, Public Relations Department
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Duckers
- Posts: 184
- Joined: Sun May 07, 2006 5:15 pm
- Location: Somerset, England
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
I don't see the point of free roaming and I've not noticed it mentioned much or asked after by anyone. The maps are already rather too big for the number of awake players, and navigation is already quite difficult due to the amnesia. Not sure if I'd have the patience to carry on playing in a free-roaming Cantr. After all, Cantr is a browser-based MUD. Why try turning it into a sort of non-visual Ultima Online when there are huge balancing issues requiring fixing in the game even as it is now?
- Mykey
- Posts: 954
- Joined: Fri May 12, 2006 8:00 am
- Location: Berne, IN
- SuperSonicScientist
- Posts: 143
- Joined: Thu Jul 27, 2006 4:21 pm
- Location: The Fountain Of Salmacis
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Agreed this would seem such a massive change that it would effectively rewrite the game... interesting the ideas that were obviously around a few months/years ago. It's clear they had some pretty big (and impossible to implement) ideas...
If free roaming how would vehicles and roads function for example...
If free roaming how would vehicles and roads function for example...
Like Phalynx but new and improved!
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
That's why it's called "Cantr II 2.0." Jos explained it in his own words here: http://www.cantr.net/forum/viewtopic.php?t=3743
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Cherize
- Posts: 350
- Joined: Sat Apr 17, 2004 10:09 pm
- Location: SC
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
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