eating too much - bug?

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

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Elros
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Postby Elros » Tue Nov 28, 2006 1:13 am

Phalynx wrote:And before anyone jumps on me for being provacative, the guy is openly admitting (another) CRB!


I completely agree. As soon as I read what he posted I was like that is way OOC influence. He just openly admitted to taking information off the forums, and using it on his characters in the game. *shrugs* I guess some people still don't understand the rules.
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DylPickle
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Postby DylPickle » Tue Nov 28, 2006 1:22 am

I can't believe you still don't get this game!


Sadly, there's a lot of people that don't. :(


But back on topic, food relly isn't hard to come across nowadays, and as long as you don't sleep a character to death, it's really, REALLY easy to survive. It's hard to build cars, but survival isn't a challenging issue 90% of the english islands nowadays. Unless, maybe, you're playing a complete loner that doesn't cooperate with society at all.

If you're running out of food, get out of the mountains ;)

Point is, I love that there's a new disease, or sickness, and that some of the more interesting characters/players can rp out a challenge and work towards something more than simply trying to get steel weapons and a vehicle. Whoever finds the cure has a potential to make good profit from it, until CRBs ruin the whole thing.
....Am I the only one that enjoys the chance of RPing a challenging lifestyle, and even RPing death when it comes to it?
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Postby Phalynx » Tue Nov 28, 2006 1:24 am

DylPickle wrote:
Point is, I love that there's a new disease, or sickness, and that some of the more interesting characters/players can rp out a challenge and work towards something more than simply trying to get steel weapons and a vehicle. Whoever finds the cure has a potential to make good profit from it, until CRBs ruin the whole thing.
....Am I the only one that enjoys the chance of RPing a challenging lifestyle, and even RPing death when it comes to it?


Nope, I'm with you 100%
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zisked
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Postby zisked » Tue Nov 28, 2006 1:48 am

DylPickle wrote:
I can't believe you still don't get this game!

....Am I the only one that enjoys the chance of RPing a challenging lifestyle, and even RPing death when it comes to it?


Speaking only on the food issue since I myself enjoy the sickness: I don't think that this change fosters good RP. As a player, I am unable to regulate my character's food intake. I control my food intake in my life, why can't my character decide "Hm, you know - I'm on a really, really, really, really long trip. I'm not going to stuff myself like a pig for the next week or so because I'm afraid of running out". Removing control over resources doesn't equate to "RPing a challenging lifestyle" - it just makes the game more cumbersome and less enjoyable. There are other variables that can be implemented to make the "society simulator" - which, by my understanding is the whole point of Cantr - more realistic. This does nothing for realism. It's just a pain in the ass that makes it more difficult, if not impossible, to plan and create societies. Will my character eat 1600g of potatoes today, or only 200? It's not an issue if you're upper crust, but how many in Cantr truly are? Starting up is hard enough as is and the world isn't developed enough to sustain this.

If the Admin is dead set on food variation, then let the players control their intake ala Oregon Trail. You set how much food you eat, but it affects your health and energy. But no control whatsoever?

Baaaaaaaad idea.
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Elros
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Postby Elros » Tue Nov 28, 2006 2:02 am

I completely agree with you Zisked. :wink:
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km17
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Postby km17 » Tue Nov 28, 2006 2:08 am

If the Admin is dead set on food variation, then let the players control their intake ala Oregon Trail. You set how much food you eat, but it affects your health and energy. But no control whatsoever?


Great Idea, i personaly dont eat much a day, but some days i decide to eat more for various task *track meet ect* becuase i need more energy. being able to directly controll your food intake would be great, you could take less for long trips, but you would get very tired, and in a city with plenty of food you could eat alot. (could we include fatness, adding to your weight thus making you slower?)
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wichita
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Postby wichita » Tue Nov 28, 2006 2:28 am

wood plates, small wooden crates, and apothecary kits (and hopefully soon some backpacks or just plain sacks) are available to help maintain the food supplies of travelling characters. I know it doesn't help those travellers who got hit with the new sickness, but it is an option to help at least a little bit.


And I have a character in the mountains that has gotten hit with it too. All he has is mountain goats and a spit to live off of. This has just broken the monotony for me. ;)

And I roleplayed it too.

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the_antisocial_hermit
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Postby the_antisocial_hermit » Tue Nov 28, 2006 2:35 am

Things you have to drop the resources on the ground to be able to get them out of the container? That won't help travellers. How can they pick up the food out of the containers they want to empty to get a little more food out? Those aren't really any kind of solution right now.

For one, it's a hassle to "empty" your container on the ground and have to pick it up, just to get some food you're trying to conserve regardless of travelling or in a stationary spot. Another thing is, if you don't want them eating all of their food randomly, you have to log in every day to get food out and feed them before feeding time or risk them eating a couple of days of food at once.

What if you're gone for a couple of weeks? You need to leave at least enough for them to eat, but now you have to guess what if they eat 5 days of their food while you're gone and calculate that possibility into how much food you want them to have on them while you're gone.
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Elros
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Postby Elros » Tue Nov 28, 2006 2:39 am

I have told I do not know how many people that the transportable storage has been fixed and does not drop stuff on the ground anymore. It puts it straight in your inventory. It also does not show a message to everyone else. It was changed a few weeks back!

Chris Johnson wrote:Several changes have been made


* Storage whilst walking (store or retrieve) is now possible - it was never possible before
* Storage of items in a chars inventory direct to a storage item in the same inventory is no longer visible to others
* Retrieval from a storage item in personal inventory moves the item to the same inventory and is also non visible to other characters
* Storage of items from the ground direct to a storage item in an inventory generates a "take raw resouce" visible event for other chars e.g. "you see a woman in her twenties take some tomatoes"



Other storage retrieval works exactly how it worked before.
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the_antisocial_hermit
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Postby the_antisocial_hermit » Tue Nov 28, 2006 2:44 am

Okay, then you can retract my statement on the storage. Even so, my point still stands on taking lengthy times away from the computer.
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Elros
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Postby Elros » Tue Nov 28, 2006 2:46 am

No, I totally agree with you that this whole food thing is a bad idea as you can see from my previous posts, I was just clarifying the change on storage for you and any others that did not know already.
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the_antisocial_hermit
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Postby the_antisocial_hermit » Tue Nov 28, 2006 2:49 am

I know.. lol But if the storage goes into your inventory now, those are actually one thing to use; even though, you still would have to log in every day to control exactly how much they ate every day. And I do agree with the points you made in this thread.
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DylPickle
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Postby DylPickle » Tue Nov 28, 2006 3:13 am

>zisked

I THINK, and I'm just guessing here, what they're trying to "simulate" with this is that you feel faint, and therefore must eat more to regain that energy.
The fact is, there's only so many ways to implement diseases and sicknesses into the game. The eating thing is a great idea. Very basic, actualy.
My point? Don't complain, because it could be alot worse.

1834 2-34: You feel sick.
1835 3-23: You eat 200 grams of potatoes.
1836 3-23: You eat 200 grams of potatoes.
1837 0-06: You die of cancer.

You know what I mean?
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sanchez
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Postby sanchez » Tue Nov 28, 2006 3:16 am

Randomly killing off our chars is no incentive to spawn new ones.
zisked
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Postby zisked » Tue Nov 28, 2006 3:35 am

DylPickle wrote:My point? Don't complain, because it could be alot worse.

You know what I mean?



Let the player control it. Otherwise, people aren't going to complain. They're going to quit. You know what I mean?

And not just the newcomers who think Cantr is too much of a hassle to invest start up time. You can't change the fundamental expectations people have of "game". Making the game convoluted and needlessly complicated doesn't enhance RP. This new feature does not contribute to the goal of being a society simulator and should, in my opinion, be eliminated or seriously re-designed.

It doesn't matter what lofty intents there are on paper, or how great the theory sounds - if execution fails, then it fails. People have been saying for some time that we're losing players (with a few exceptions) - there's a reason for that. Maybe it's time that we lost the 'deal with it or take a hike' attitude, lost the snobby air of the 'do we really want THOSE kinds of players' mentality and re-examine what this game is meant to accomplish and how that can best be attained while still achieving positive user experience and attracting new players.

I guess I shouldn't say "we" since I'm not a developer nor do I do any coding work etc. for Cantr - who ever is guiding the game.

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