Make hunting a project!
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- SekoETC
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What got me suggest this is that seeing
A man in his twenties says: "im hitting for 12 dmg how much r u doing??"
You see a man in his twenties hurt a deer using a longbow.
You see a man in his twenties hurt a rabbit using a longbow.
You see a man in his twenties hurt a mountain goat using a longbow.
You see a man in his twenties kill a raccoon using a longbow.
You see a man in his twenties hurt a hawk using a longbow.
You see a man in his twenties kill a pigeon using a longbow.
looks damn crude.
A man in his twenties says: "im hitting for 12 dmg how much r u doing??"
You see a man in his twenties hurt a deer using a longbow.
You see a man in his twenties hurt a rabbit using a longbow.
You see a man in his twenties hurt a mountain goat using a longbow.
You see a man in his twenties kill a raccoon using a longbow.
You see a man in his twenties hurt a hawk using a longbow.
You see a man in his twenties kill a pigeon using a longbow.
looks damn crude.
Not-so-sad panda
-
Lumin
- Posts: 745
- Joined: Wed Jan 12, 2005 3:51 pm
I think the system is pretty good the way it is now. I guess I'm with Agar on this one as I'd prefer to see individual animals. I don't know if individual characteristics like 'old' or 'young' or whatever is necessary, but IMHO it would be better to be able to hit each animal instead of only one in a group, because right now they can be nearly impossible to control in places with only a few people. If you could hit them one at a time instead of in a group, hunters would have an even greater chance of killing one, while existing laws wouldn't have to be modified any.
In the example cited, I'm sure if that guy keeps up the indiscriminate hunting he's probably going to get himself killed or arrested anyway so he won't be able to annoy you anymore.
Plus, I can't imagine anyone wanting to join a project where they could be killed or injured...
In the example cited, I'm sure if that guy keeps up the indiscriminate hunting he's probably going to get himself killed or arrested anyway so he won't be able to annoy you anymore.
Plus, I can't imagine anyone wanting to join a project where they could be killed or injured...
- UloDeTero
- Posts: 344
- Joined: Thu Dec 01, 2005 3:03 pm
- Location: Cheshire, England
I was going to suggest a Hunting project myself, which is why I found this thread. Reading the thread, I thought of a few other things.
IRL, animals wouldn't just wander through a town, because animals stay away from humans. Therefore you'd find less (if any) animals in larger towns, and possibly one or two animals in smaller tows. Wild animals would be found mainly on open land, well away from towns. How does this affect Cantr?
Well, one idea is to have extra 'locations' in between the towns where the animals will gravitate to. Then hunters must travel to where the animals are in order to hunt them.
Another idea, which I prefer, is to have a hunting project. This would mean that the number of animals 'in a town' is actually the number of animals in the local area of the town. During a hunting project, the hunter would travel to where the animals are and hunt them (Of course, you the player wouldn't see this, you'd have to use your imagination). Animals wouldn't randomly attack citizens, but the hunter may get injured. It could be done (if we really wanted it) that animals still sometimes wander into towns and attack people, but it definitely shouldn't happen very often.
Hunting projects would work like resource gathering projects, wherein the type of animal is chosen, and the amount of meat to collect (or time to devote to it). There'd also be result deviations based on skill, weapons, chance etc. exactly as there are in resource projects. There could be a built in limit (so that low populations are spared), or an optional limit, or simply local laws stating that projects shouldn't be started on low-populated animals. Kinda like there are now.
As for 'individuality of animals', I really don't see the point unless they're going to be taken as pets or farm stock. If animal farming becomes a reality, it would be best and easiest to simply have an enclosure with x amount of animals in it. If you individualise animals too much, then eventually you'd need to set dynamic names for them all, etc. It would just be too much hassle, IMO. Much simpler to just see how many there are, and perhaps some details (such as healthy, pregnant, old, etc) which would be relevant to a farmer. Of course, as far as data is concerned, I think animals are individual anyway, so that wouldn't change.
On a side-note, I see enclosures working the same as vehicles, in that characters can see who and what are inside, and those inside can see outside, etc.
IRL, animals wouldn't just wander through a town, because animals stay away from humans. Therefore you'd find less (if any) animals in larger towns, and possibly one or two animals in smaller tows. Wild animals would be found mainly on open land, well away from towns. How does this affect Cantr?
Well, one idea is to have extra 'locations' in between the towns where the animals will gravitate to. Then hunters must travel to where the animals are in order to hunt them.
Another idea, which I prefer, is to have a hunting project. This would mean that the number of animals 'in a town' is actually the number of animals in the local area of the town. During a hunting project, the hunter would travel to where the animals are and hunt them (Of course, you the player wouldn't see this, you'd have to use your imagination). Animals wouldn't randomly attack citizens, but the hunter may get injured. It could be done (if we really wanted it) that animals still sometimes wander into towns and attack people, but it definitely shouldn't happen very often.
Hunting projects would work like resource gathering projects, wherein the type of animal is chosen, and the amount of meat to collect (or time to devote to it). There'd also be result deviations based on skill, weapons, chance etc. exactly as there are in resource projects. There could be a built in limit (so that low populations are spared), or an optional limit, or simply local laws stating that projects shouldn't be started on low-populated animals. Kinda like there are now.
As for 'individuality of animals', I really don't see the point unless they're going to be taken as pets or farm stock. If animal farming becomes a reality, it would be best and easiest to simply have an enclosure with x amount of animals in it. If you individualise animals too much, then eventually you'd need to set dynamic names for them all, etc. It would just be too much hassle, IMO. Much simpler to just see how many there are, and perhaps some details (such as healthy, pregnant, old, etc) which would be relevant to a farmer. Of course, as far as data is concerned, I think animals are individual anyway, so that wouldn't change.
On a side-note, I see enclosures working the same as vehicles, in that characters can see who and what are inside, and those inside can see outside, etc.
- Marian
- Posts: 3190
- Joined: Thu Dec 15, 2005 12:16 am
SekoETC wrote:What got me suggest this is that seeing
A man in his twenties says: "im hitting for 12 dmg how much r u doing??"
You see a man in his twenties hurt a deer using a longbow.
You see a man in his twenties hurt a rabbit using a longbow.
You see a man in his twenties hurt a mountain goat using a longbow.
You see a man in his twenties kill a raccoon using a longbow.
You see a man in his twenties hurt a hawk using a longbow.
You see a man in his twenties kill a pigeon using a longbow.
looks damn crude.
A man in his twenties says: "im 12% done how much longr 4 u??"
- Piscator
- Administrator Emeritus
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I think there is no need to change to much. How about that. Define in the hunting menu what animals are to be hunted during the next day. In every following hour there is a chance depending on hunting skill and population of animals to damage one of the chosen types of game. This would be principally not very different, but it would look less stupid.
Due to the reduced chance of hitting the animal at all the damage delivered should be increased perhaps.
If this kind of project should inhibit other projects I don't know. It would be more realistic of course, but as far as I see it many people like it the way it is.
Due to the reduced chance of hitting the animal at all the damage delivered should be increased perhaps.
If this kind of project should inhibit other projects I don't know. It would be more realistic of course, but as far as I see it many people like it the way it is.
- Crosshair
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- Elros
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- Liljum
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I'm with Elros, Crosshair and everyone else that have the same answer to this. We have to have some instant actions left. Making hunting a project will make the Cantr life harder and mayby also repel players from this game.
Aren't we searching for a path to make Cantr more fun to play? By alter the hunting of animals and make it a project isn't one of them. Mayby more realistic, but not fun.
I could come to a yes on this subject that day when we have domestication. When the livstock trader wishes to kill of some of them to sell. Then and not before should "hunting" be a project.
Aren't we searching for a path to make Cantr more fun to play? By alter the hunting of animals and make it a project isn't one of them. Mayby more realistic, but not fun.
I could come to a yes on this subject that day when we have domestication. When the livstock trader wishes to kill of some of them to sell. Then and not before should "hunting" be a project.
- DylPickle
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IF the system were to be changed, weapons could work a lot like tools in other projects, in terms of increasing efficiency. Finaly, bows can have an advantage on swords in terms of hunting. No more newspawns effortlessly stalking and killing a deer with a bone knife. Nope. You have to be reeal talented to pull that off, kid.
- Wilmer Bordonado
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Liljum wrote:I'm with Elros, Crosshair and everyone else that have the same answer to this.
I'm on.
Wilmer B.
SI A LA VIDA, NO A LAS PAPELERAS!
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
- Arlequin
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- Crosshair
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- N-Aldwitch
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Marian wrote:SekoETC wrote:What got me suggest this is that seeing
A man in his twenties says: "im hitting for 12 dmg how much r u doing??"
You see a man in his twenties hurt a deer using a longbow.
You see a man in his twenties hurt a rabbit using a longbow.
You see a man in his twenties hurt a mountain goat using a longbow.
You see a man in his twenties kill a raccoon using a longbow.
You see a man in his twenties hurt a hawk using a longbow.
You see a man in his twenties kill a pigeon using a longbow.
looks damn crude.
A man in his twenties says: "im 12% done how much longr 4 u??"
Exactly.
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
- SekoETC
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Excuse me, everything else is done in projects and how often do you see people stating out how many percents they have completed - especially when it can be seen from the activities page? Ok, be that I haven't fortunately seen people stating hunting numbers aloud either for a good while.
Not-so-sad panda
- Crosshair
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