Less observant cantrians
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km17
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Less observant cantrians
I find it hard to belive that these people are so observant as to be able to see everything, lets face it in real life most people cant find thier car keys in the morning. I know some poeple would hate this to the core but its more realistic and ads to the gameplay. currently its almost impossible to get away with anything unless you kill everyone in that area, so heres my proposal.
Make it a percentage chance to see things happen in an area, like someone hunting, hitting someone (that isnt you), picking things up, ect:
At a certain number of poeple things get crowed and you are less likely to see someone pick up some stone that isnt right next to you, expeasially if your working on a project like building, or smelting. we could use the resource locations for that number becuase i personally consider a town crowded if not everyone can gather a resource.
then make it so if you are hunting less animals/smaller animals and picking up less resources its more likely that you will not be seen by everyone, there is a good chance someone will see you but if that person doesnt speak up then thats not a problem for you.
just my little bit, go ahead and tear it up, let me hear your ideas but just dont go saying this is horrible becuase it wouldnt benifit you, its not supposed to, it supposed to allow thievery a better chance.
Make it a percentage chance to see things happen in an area, like someone hunting, hitting someone (that isnt you), picking things up, ect:
At a certain number of poeple things get crowed and you are less likely to see someone pick up some stone that isnt right next to you, expeasially if your working on a project like building, or smelting. we could use the resource locations for that number becuase i personally consider a town crowded if not everyone can gather a resource.
then make it so if you are hunting less animals/smaller animals and picking up less resources its more likely that you will not be seen by everyone, there is a good chance someone will see you but if that person doesnt speak up then thats not a problem for you.
just my little bit, go ahead and tear it up, let me hear your ideas but just dont go saying this is horrible becuase it wouldnt benifit you, its not supposed to, it supposed to allow thievery a better chance.
- wichita
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- SekoETC
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I think this is a very good suggestion. If the less you picked, the less likely you'd be caught redhanded might actually lead into people using stealth instead of just grabbing everything they can hold and running for their lives. The only witness might just be one of the sleepers who never logs into their account. More people in a town equals more chances of being spotted, but the point about crowdedness reducing visibility is true. In a location with just two people, 99% of actions should be visible, but quickly reducing from that.
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tiddy ogg
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- Sicofonte
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Implementing that implies a lot of small calculations in the server each time an action is done: calculating the chance of any char in the place of seeing it.
Maybe a project "trying to take something inconspicuously" could be the answer.
When you try to steal something with stealth, you need to spend time planning the action, monitoring the potential wachtful people, waiting to the best momment to take the object...
It would be needed another button besides the normal "take". When pushed, the interface would ask for the ammount of the resource to be seized (if not an item) and the time to spend planning the action.
Concluded that time, the action is resolved, depending the chance of success on the ammount of people in the place, the weight being seized, and the stealth skill of the character.
If not success, all the people see that char taking the item or resource.
Further on, that project could accept more than one char (stealth thieves working in group), giving more chance of being unnoticed.
Maybe a project "trying to take something inconspicuously" could be the answer.
When you try to steal something with stealth, you need to spend time planning the action, monitoring the potential wachtful people, waiting to the best momment to take the object...
It would be needed another button besides the normal "take". When pushed, the interface would ask for the ammount of the resource to be seized (if not an item) and the time to spend planning the action.
Concluded that time, the action is resolved, depending the chance of success on the ammount of people in the place, the weight being seized, and the stealth skill of the character.
If not success, all the people see that char taking the item or resource.
Further on, that project could accept more than one char (stealth thieves working in group), giving more chance of being unnoticed.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
- Marian
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I don't like it...running a town is hard enough as it is, and I think noticing every little detaiol is balanced out by the fact that characters sleep most of the time and it's unlikely you'll be able to to react to a crime at the time it happens, let alone get other people to help you. Having to wait for some random person to report a crime and hoping they care enough/are paying enough attention to do it in the first place would make things even worse. (Plus seeing as in most towns over half the population is busy sleeping to death it would be way too easy to commit crimes.)
And it actually is pretty easy to get away with a stealing already. All you do is wait for someone to die and drop five kilos of wood on the ground, then pick it up and go "Oh that poor man. Now who should I give this 500 grams of wood to?"
The way containers work is ridiculously easy to exploit, too.
And it actually is pretty easy to get away with a stealing already. All you do is wait for someone to die and drop five kilos of wood on the ground, then pick it up and go "Oh that poor man. Now who should I give this 500 grams of wood to?"
The way containers work is ridiculously easy to exploit, too.
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km17
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- Marian
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km17 wrote:see this is exactly what i did want on here, somone posting that it wouldnt benifit them, its supposed to hurt. To balance this out the town leader could pay people who report crimes and the such. think outside the box but inside the circle.
Paying people isn't going to help much if those people are asleep. And while I like playing thieves and definitely have characters this would benefit, it would cause disruption and make enforcing the rules impossible in every single town in existence, with no in game way to do anything about it, so IMHO the cons outweigh the pros.
And anyway, if you were really so committed to 'thinking outside the box' you'd see that stealing is easy for a character that's creative enough, without major changes to the programming being necesary to help them. And before long you would be in charge of a town yourself and not have to steal anymore...
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tiddy ogg
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km17
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yes but thievery isnt the point as a whole, i serisouly doubt you notice everything in your whole life, im pretty sure you miss things that happen right in front of you, as we all do. This whole feature make the game more realistic, poaching would happen more often aswell, and the person may not get caught. the point is that most towns have atleast 3 active poeple and that between those people nearly every action should be able to be seen. This could add alot of things to the game that i couldnt think up just on a whim but for instance if a towns leader has trusted officals who conspire against him the leader may all the the sudden not see everything that happens in an area and his officals may not report the crimes and then incite rebellion in the town becuase the leader wasnt doing his job. just as an idea, its not all on thievery, just a point that cantirians knowing EVERYTHING that happens around them is not realistic in any way shape or form.
- Jos Elkink
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The game can already be boring because you miss 99% of what happens in Cantr as a player. So even though there are really cool developments all the time in Cantr, in most of the places where you happen to be nothing much is happening. Now, would reducing even more the extent to which you see things increase or decrease the fun of playing? 
- the_antisocial_hermit
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km17 wrote:i serisouly doubt you notice everything in your whole life, im pretty sure you miss things that happen right in front of you, as we all do.
My characters don't notice everything that's done. As you point out, I don't notice everything, and so my characters don't notice things for lack of my ability to notice everything. I just skim long event lists, and don't always see everything that's going on. Some things aren't worth my characters noticing, even if it's stealing. Those things are there for you as a player to see and use, imo, not really there for your character to necessarily notice. It gives you the option to choose whether your character notices or not and does something about it. They're only observant to the extent of the player.
- SekoETC
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No way of getting around it? If we combined this suggestion with the much-discussed AWARENESS feature, then we might actually have a reason for having guards that won't spend most of their time farming for potatoes.
If you were engaged on no project at all, you would see pretty much everything going on.
Plus, you could choose to keep an eye on suspicious people, or ships. If you were keeping an eye on a ship, you would automatically start keeping an eye on people who come out of it or go into it. But concentrating on one target might make you ignore the others. In addition to keeping an eye on certain buildings, ships and people, there should also be an option for keeping an eye on newcomers - travellers and newspawns. If someone arrives while your project is running, you will pick them as your target.
There would be a limited lenght on the list of targets, maybe 10, 20, 25 or so. New entries would go to the beginning. If you autopick targets while offline then when the list gets full, you will start forgetting the people in the bottom of the list. But this would take a while.
People being observed would randomly get a notice of "You feel as if someone was staring at you." (unknown watcher) or "You spot the town guard looking at you." (identity revealed).
If you were engaged on no project at all, you would see pretty much everything going on.
Plus, you could choose to keep an eye on suspicious people, or ships. If you were keeping an eye on a ship, you would automatically start keeping an eye on people who come out of it or go into it. But concentrating on one target might make you ignore the others. In addition to keeping an eye on certain buildings, ships and people, there should also be an option for keeping an eye on newcomers - travellers and newspawns. If someone arrives while your project is running, you will pick them as your target.
There would be a limited lenght on the list of targets, maybe 10, 20, 25 or so. New entries would go to the beginning. If you autopick targets while offline then when the list gets full, you will start forgetting the people in the bottom of the list. But this would take a while.
People being observed would randomly get a notice of "You feel as if someone was staring at you." (unknown watcher) or "You spot the town guard looking at you." (identity revealed).
Not-so-sad panda
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