Dirtiness, perfumes, and baths

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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deadboy
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Dirtiness, perfumes, and baths

Postby deadboy » Sun Nov 12, 2006 10:13 pm

This is purely a superficial, roleplay based suggestion, but how about we actually implement dirtyness, as it's been lying around as one of those things to implement for awile now I think, and it would work like this

Work/travelling/movement (Between buildings vehicles etc)/picking things up = dirtyness increases.

Bathing/dips in water holes (A new thing to put in towns I think, it would also be useful for a source of water for plenty of towns, as water is a must for the game to have put back into it)/Mud baths (A new machinesc thing)/Saunaing = Decrease in dirtyness

Now, you could not see dirtyness when you look at a character. Instead you would get "She is a woman in her twenties working on blah blah blah blah. She smells heavily of sweat and grime. (80% +, and it would be very easy to increase, say one hours work is 5%, and one hours bathing takes off 20%)

Or She smells nice ( 10% -)

Or She smells mildly of sweat (10% - 50%)

Or She smells quite badly of sweat (50% - 80%)

Well, this is just the first idea, as a way of implementing dirtyness, which needs doing, here is the very original, I think unless it had been suggested ages ago, using things that didn't exist then but do now in the suggestion, and therefore unlikely

We should have perfumes. These should consist of whatever herbs a character wants, and should be ground down with a mortle and pestor and then mixed with water, say a perfume that makes you

She smells of lavender, x, and y

should take 50g of water, 10g of ground lavender, 10g of ground x, and 10g of ground y. A perfume should last for 5 days, and should take 10g to apply, making it reasonably easy, cheap, and quick to make. This would mean that together the dirtyness and perfumes would allow for more character distinction, by smells and whether or not they tend to have good hygiene or not, without being too much of a hassle
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Postby formerly known as hf » Sun Nov 12, 2006 11:11 pm

I'm tired.

In the morning I will rip-apart your post, and deride it as a flagrant by-product of oppressive social gender biases.

Until then, consider this a firm and conclusive tut.
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deadboy
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Postby deadboy » Sun Nov 12, 2006 11:18 pm

formerly known as hf wrote:I'm tired.

In the morning I will rip-apart your post, and deride it as a flagrant by-product of oppressive social gender biases.

Until then, consider this a firm and conclusive tut.


Heh, it's called "cologne" HF, I never said this was just for women, I just happened to use one in the example
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Postby the_antisocial_hermit » Mon Nov 13, 2006 12:23 am

I think this has been suggested multiple times. I'm just not really up to finding the thread(s).

And no, I don't want dirtiness added in. Just one more minute thing that would take away fun. One more little thing that has to be monitored and remembered by the player unless they have a char they're playing as a pig.

[sarcasm]While we're at it, let's add having to brush your chars hair 100 strokes a day too, just to keep it ultimately soft and shiny so the boys (or girls) will want to run their fingers through it.[/sarcasm]

If you want your char to be dirty or clean, then rp it. I don't want to look at a dirty bar to see if the guy one of my chars is gonna kiss stinks or not. Because if it says he does, then she'll need to wrinkle her nose or seem to be holding her breath and that's dictating my rp, and I don't like that. Or she doesn't have to do either of those and can say, ooh, I like a stinky man. Or I can ignore it and pretend that he isn't stinky, therefore making the bar a moot point.

Adding things to use as pure rp value in this matter would be fine. Just don't make it a necessity to use them or a bar to dictate whether they're clean or not in other chars eyes.
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Marian
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Postby Marian » Mon Nov 13, 2006 2:11 am

I don't really like it either. In fact I wish they're get rid of that 'dirtyness' bar enitirely, I don't EVER want to see it added, it'd be too much micromanagement.

I wouldn't mind things like perfumes and brushes and other grooming things just for RP though, but they shouldn't have any real effect.
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BlueNine
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Postby BlueNine » Mon Nov 13, 2006 4:13 am

I like the idea of perfume/cologne...would give more use to flowers etc and opportunity to rp (that man smells like my best friend who died etc). Not so keen on the dirtyness though
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Postby SekoETC » Mon Nov 13, 2006 8:52 am

I think it would bring a new dimension to Cantr if there were smells included. But I think if everyone in a village smells of sweat, people should eventually get immune to it and stop paying attention. It was quite common in the Middle Ages for people to stink, in fact, they considered water dangerous (and it often was, due to poor sanitary conditions).

The success or failure of an idea like this relies heavily on the implementation. Deadboy, 20% an hour is WAY too slow. People wouldn't go through the trouble. Something like washing yourself should be a fast task, and be possible in it's simplest form in sea and lakeside locations. It would also be possible to wash with sand.

In inland locations you would need to take water from a well and put it in a bathtub. But you couldn't reach 100% cleanliness without soap, or then it would take more time and effort.

A sauna would be nice. Basically you could bring a pile of stones to any room or building, heat it up and add water to create moisture. But the problem is if there's any machinery in the room, it would rust or otherwise be damaged. Also we could have sweat tents like the American Natives have. But we don't even have regular tents...

Anyway, I'm sad that so many people are against this since I'm for everything that adds diversity and realism. I repeat, it's all about how you implement it.

And I think people might be affected by their OOC neatfreakinesh - in their regular lives they have become so accustomed to washing every day, that they couldn't tolerate the idea of their characters being smelly savages. Well here's some news for you, they are! Those loincloths are made of raw hide, of course they smell! And even your town-dwellers are primitive compared to modern people. Cantr is far too clean. Dirt adds realism. Just gotta make sure that there are means of cleaning before dirtiness gets released, so that it won't turn out like repairs.
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Postby Rusalka » Mon Nov 13, 2006 9:51 am

Yes! I totally agree with your viewpoint Seko. Although the dirtyness can not be a big deal for chars. It should take no more then 1 hour for 10 days or more to keep your char clean. If we give them even a year, I am sure there would be a lot of dirty stinkers :)
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Postby SekoETC » Mon Nov 13, 2006 10:11 am

It should rely heavily on what you're doing. Sleepers could go for years without smelling much but all sorts of physical activities would lead in sweating, smelting and primitive food-making would create soot, farming would create dirt and mining would create dust. Dust and soot wouldn't smell, they would only be visual flaws.

He's in his twenties and covered in coal/stone/limestone dust.

Most mining dusts would be marked as stone dust even though it was hematite dust, but coal and limestone dust would be distinct by their colour.

For smells, the strongest odour would come first.
He smells heavily of smoke, mildly of sweat and there's a faint trace of roses.

If two smells are approximately equal then the adverb would come first and the nouns would follow, separated by "and".

He smells noticeably of sweat and lavender.

Or maybe "mixed with".

Too complicated again?

No one would be forced to wash, it wouldn't affect health. There would only be the social aspect.

Things like tailoring, picking flowers and other clean jobs would create no dirtiness nor sweat. We might even be getting an upper class that tries to avoid heavy labour to stay clean.
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Postby Sicofonte » Mon Nov 13, 2006 10:46 pm

IMO, a "bath" project with fixed duration (one hour?) should clean up all your dirtiness despite of the amount.

And... long full dirtiness states should produce slightly health reductions... maybe, after 40 days being 100% dirty, the char starts loosing one health point each day, never under 80% health.
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deadboy
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Postby deadboy » Mon Nov 13, 2006 10:50 pm

SekoETC wrote:It should rely heavily on what you're doing. Sleepers could go for years without smelling much but all sorts of physical activities would lead in sweating, smelting and primitive food-making would create soot, farming would create dirt and mining would create dust. Dust and soot wouldn't smell, they would only be visual flaws.

He's in his twenties and covered in coal/stone/limestone dust.

Most mining dusts would be marked as stone dust even though it was hematite dust, but coal and limestone dust would be distinct by their colour.

For smells, the strongest odour would come first.
He smells heavily of smoke, mildly of sweat and there's a faint trace of roses.

If two smells are approximately equal then the adverb would come first and the nouns would follow, separated by "and".

He smells noticeably of sweat and lavender.

Or maybe "mixed with".

Too complicated again?

No one would be forced to wash, it wouldn't affect health. There would only be the social aspect.

Things like tailoring, picking flowers and other clean jobs would create no dirtiness nor sweat. We might even be getting an upper class that tries to avoid heavy labour to stay clean.


I like this whole idea, and am also against health loss from dirtyness, as I said, it should be purely superficial (Although it could increase your chance of contracting sneezing sickness and other diseases ;))
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Sicofonte
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Postby Sicofonte » Mon Nov 13, 2006 11:05 pm

deadboy wrote:I am against health loss from dirtyness, as I said, it should be purely superficial (Although it could increase your chance of contracting sneezing sickness and other diseases ;))


I like it!
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Postby Wilmer Bordonado » Tue Nov 14, 2006 2:07 pm

I like the idea, but IMO there's some important points to care about.

Dirtyness would add new disavantages in game, such the loss of health, the higher chance to get sicknesses, even the loss of time.
Which would be the advantages of being clean? Just the nice smelling and the negative form for the new incorporated disavantages?
If so, I don't want dirtyness. It's just another way of having it complicated.

Perharps a warm bath could restore health, since dirtyness would quit it?

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Postby Sicofonte » Tue Nov 14, 2006 2:42 pm

As have been discussed, it seems dirtiness won't take off health.

And this won't be so complicated. Not much than the tireness and the resting proyects.
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Postby wichita » Tue Nov 14, 2006 3:45 pm

I don't want to have dirtiness become too complicated or add too mnay technical complications, messages, etc. I have always viewed an increase in dirtiness as increasing the chance to contract disease like the sneezes. First we would need more diseases like the sneezes. ;)

Soap or perfume should be implemented either like healing food, with a button to click that would consume the item. We could also create the wash tub as a machine that would house bathing projects, similar to resting projects, but would require the addition of soap as a resource before the dirtiness could be restored.
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