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

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DELGRAD
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Postby DELGRAD » Fri Oct 06, 2006 5:54 am

viktor wrote:
SekoETC wrote:How about adding a new location in the middle of all the long roads, such as Tircqi to Brunoi fields, have it have potatoes and a small number of resource collection slots... the perfect place to found an inn....


i second the idea of adding maybe another 30 or so locations to the old islands, it's really the only fix that won't become problematic.
changing speeds or vehicle costs both can result in some problems either early or later on, but tossing a handful of locations here and there is no biggie.
now the thing is not all areas on these islands are sparse there are dense areas like the siom/reniov region and the quillanoi region, as well as the isthmus of djorf and the blit/blojt region, those are all pretty good from what i;ve seen but the rest of those two islands is pretty sparse at least from what my chars have shown me :lol:
and compaired to what little ive seen of aki

anyways, speaking of having limited resources in these extra areas, for example qe and qs if i can remember what i saw, it was sand and potatoes right? just like popping up an extra forest with just wood, ah here's a question, are there any other lakes in the cantrverse besides the one near brunoi that have no acess whatsoever?
ok i think i've made this long enough :P


Aki. I have a character there. Hard living on Aki, except for two of the towns I have been in.
My character on AKI, you either hate or love. Most I think hate.
Frits
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Postby Frits » Thu Oct 12, 2006 3:56 am

I currently have a char walking on cantr island, 30 days and the trip's spanning just 3 locations, i think i know what is meant but K-island can be boring too. Then i have a char on Burgeo who still can't deal with the animals but lives inside where's it's safe and easy, problem is nobody ever spawns there cos there's noone outside! (i don't know how spawning is dealt with in program but i picked something up along those lines)

But when it comes to solutions i think you all miss the point. It's not wealth (locations, speed) that needs to be added but trouble and hardship which will trigger events that should lead to a more interesting game. Houses should collapse, ships get damaged and eventually really dó sink, (that's going to be a tough one to get thru no doubt but we could add the possibility of diving for lost shiploads and more) and people suffer at times from illness and lack of foodvariety. So please expand in a grotesque manner on the volcanoidea.
herkamer
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Postby herkamer » Thu Oct 12, 2006 5:18 am

You say "I want it all now, now, now! Screw walking a ways to get it, or even participating in a group that'll send someone else out to walk a ways. I want a smelter and a building to put it in, and it even pisses me off that I need a pair of bellows. I want a butt load of steel and iron because that's how you win! When I spawn in a location that I don't like I starve myself to death. I'll check in every once in a while to see that project creep ... 19%, 67%, and 99%- why 99%! I don't wanna wait for that last 1%, damnit! Just give it all to me allready. Gimme, gimme, gimme!

*chuckles before throwing a pitchfork over his shoulder, hitching up his hide pants, and ambling off toward a patch of potatoes*
Frits
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Postby Frits » Thu Oct 12, 2006 6:10 am

I wonder who you are talking to or intending to quote, Herkamer?
herkamer
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Postby herkamer » Thu Oct 12, 2006 7:25 am

Just agreeing with you, Frits, about the distance, wealth, and hardships thing. I was aiming for sarcasm. Instead of tweaking, I'm a big fan of taking what you're given and having fun with it. I also have a character in one of the areas that the towns are ridiculously distant from one another, but the character sees this as an opportunity to do what few characters are willing to do and make a ton of iron in the process. I enjoy the variety of gameplay that is directly resultant by geographic limitations. Reminds me of that quote - "Walking a month for a handful of limestone is the mother of invention".
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Chris Johnson
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Postby Chris Johnson » Thu Oct 12, 2006 8:21 am

Frits wrote:...problem is nobody ever spawns there cos there's noone outside! (i don't know how spawning is dealt with in program but i picked something up along those lines)

Sorry you are incorrect there.

People inside buildings and vehicles in a town are all counted when the chance of spawning is calculated - A language speaking population of 10 all indoors has the same chance of attracting a newspawn as 10 outdoors

Characters on boats at sea or travelling on roads (on foot or in vehilces) don't count towards chance of spawning.
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Sicofonte
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Postby Sicofonte » Thu Oct 12, 2006 11:45 am

Smaller, independent Cantr world for tutorial and betatesting?

:roll:
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deadboy
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Postby deadboy » Thu Oct 12, 2006 12:42 pm

I personally just think that most of the cantr world should be shrunk, including the already inhabited islands. Now, the only ways people have said for this to happen is merely for the islands to be deleted, in which case the players are unhappy because their characters are dead, or their characters are warped randomly to another place which would just be confusing. Now, I've read about the idea of adding more places onto the older islands and I've had an idea that would keep almost all of the town's histories and characters etc whilst still making the world smaller

How about the world isn't fixed ;).

What I mean by this is that we could have perfectly normal continental movements pulling the islands closer together by two pixels per day, within ten years some of the closer together islands would be almost touching and travel between them would be a matter of days, and once they collide they could merge into a new island, with some of the coastal towns but not many being wrecked in the process. People could evacuate the coastal towns for inland towns and then everyone could move between islands, then of course the process would be stopped, as just one huge continent would not work. Now, of course this would lead to interesting roleplay situations, with one side maybe not trusting the other, or perhaps instantly trading with them and therefore encouraging cooperation. I suggest that all the smaller islands are drawn into the two big ones, say with K island going to the treefeather island etc, and some language groups smaller outer islands should crash into other language groups islands, instant fun :D. And of course, realistic, and of course, it would still keep everyone happy, and make the game that little bit funner to play
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Sicofonte
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Postby Sicofonte » Thu Oct 12, 2006 2:22 pm

I think that to reduce distances or erase unhabitated islands are bad ideas. Cantr could go on for decades, thousands of players could sign in, and it would be good to have a really big world waiting for everyone to be explored.


But to start another independent Cantr world, smaller or not, could be satisfactory for everyone.
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deadboy
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Postby deadboy » Thu Oct 12, 2006 3:09 pm

Sicofonte wrote:I think that to reduce distances or erase unhabitated islands are bad ideas. Cantr could go on for decades, thousands of players could sign in, and it would be good to have a really big world waiting for everyone to be explored.


Wishful thinking, a game like this is never going to be the huge thousand player at a time game that Runescape etc are just because it does not attract the main stream of game players, which are hack-and-slash obsessed children, I think it's player base is peaking at the moment personally.
"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we" - George W. Bush
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the_antisocial_hermit
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Postby the_antisocial_hermit » Thu Oct 12, 2006 3:31 pm

deadboy wrote:I think it's player base is peaking at the moment personally.

It's more like it peaked several months ago and is dropping now.

Jos Elkink wrote:We were almost at 2000 players. We're now at 1400.
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Phalynx
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Postby Phalynx » Thu Oct 12, 2006 3:45 pm

I was guenuinely suprised by how few englsih language players there are..
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formerly known as hf
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Postby formerly known as hf » Thu Mar 01, 2007 2:54 pm

I was thinking again about this discussion recently, having had a few characters travelling, with the ones around Seatown and Omeo taking 2-3 days to travel, whilst on K-Isle/Burgeo taking less...

Jos Elkink wrote:We could of course reduce all the road distances on the two old islands, since they are stored separately from the actual locations, but that will hugely increase the deviation in actual distance / travel distance, and land distance / sea distance. So sailing maps wouldn't change, nor would the map, but the ratio walking/sailing will be very different from other islands. It was mentioned above that this is already somewhat the case that on those islands there is a mismatch, but of course not this dramatically.
I missed this the first time. If such a thing is possible, I am very much for it. The difficulty of vehicles now, and the slow speed of walking, makes playing a newpsawn on the old islands dull, dull dull, unless they just never move...
Schme
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Postby Schme » Fri Mar 02, 2007 1:57 am

I don't know about that. It might screw with societies devolloped with long roads taken into consideration. But you're right, we really need to do something. Nobody gets around.

In the first post, Jos said he envisioned cars being the main mode of transportation. So much for that. Most of the cars in existence were built when Iron could be picked out of the ground. Now, they're ludicrously expensive.

That wasn't so bad. Cars should be hard to get up and running. But with the implementation of fuels, I'd say the dream of cars is dead. Dead and buried. It's not going to create any Saudi Arabias. It's going to create stranded cars and have people stop building them altogether.

What good is a car on a continent without any godamn fuel? I was hoping cars would catch on, too. Before, a city with several cars could be full bigshot. Now, I don't think any of that will last.
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DylPickle
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Postby DylPickle » Fri Mar 02, 2007 2:15 am

Wouldn't the implementation of more industrious ways to make metals lead to more cars? Not that smelters should pump out more metal, but maybe a large item simmilar to the fractional distilation thing, but for iron and steel? Sure, not everyone could afford the large smelting factory, but it would lower manufacturing costs for automotive companies, and might lead to greater affordability to the masses.

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