Encouraging new players

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

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SumBum
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Postby SumBum » Sun May 06, 2007 11:36 pm

Sekar wrote: This person spawned, and then would make tons of projects that couldn't possibly be completed, or that were against the rules.


Depending on the situation, you can report activity like this. If they just create projects and don't add resources, it's annoying, but harmless. If it's considered sabotage (making huge projects and adding 1g of a resource, etc), PD might take action against them.

http://www.cantr.net/forum/viewtopic.php?t=4788
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Valsum
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Postby Valsum » Wed May 09, 2007 3:57 pm

Yes, so there is no need to disprove it, but to prove it.
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Chris
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Re: Encouraging new players

Postby Chris » Fri May 11, 2007 3:20 pm

Getting back to the original post....

Black Canyon wrote:I am interested in ideas that might result in changes that can help retain players who leave not because they aren't a good fit.... but because they are not having fun.


I'm going to bring up the whole "fun factor" issue again. Is there enough in cantr for the new player who is totally unaware of any historical or sentimental value that the game holds for some of us older players? How do you have "fun" when you first get started? Especially when you start with two characters who may or may not end up in a community with active characters.


1. My impression, from playing three characters for a few weeks, is that Cantr is a very work-oriented game. In order to accomplish most goals, you have to make and finish a project — many of which have prerequisite tools, materials, machines, etc. The thing is, I have little idea of what goals my characters should pursue. They need food, but beyond that, the game imposes little in the way of universal motivations. From looking at what other characters are holding, security from attack is a concern. What else should a newbie be thinking about? I have looked at the Wiki and read the notes on the ground, but there seems to be little guidance about a basic list of things that newbies might at least consider working toward.

2. Black Canyon mentions inactivity as a problem. I have been lucky that all my characters spawned in places with at least a few active characters. If anything, too much activity is a hinderance for new players because their characters are less likely to get attention and guidance.

3. The 200 minute time limit isn't well-explained. (The Wiki doesn't have any mention of it, and I had to search this forum to find out what was going on.) The game says that we have X minutes to complete our turn. I thought that was a countdown to when the server was going to generate new events, not a limit on how much time I could spend playing the game. On the first day espcecially, there is a lot of information to process. Since I learned about when to log off, the time limit hasn't been a problem. I understand the need to limit bandwidth use, but the time limit seems an ass-backwards way of doing it.

4. Also, lag is a problem in conjunction with the time limit, though it seems to have improved recently. The game message about updating once per day is inaccurate, isn't it? Aren't turns processed (with resulting server downtime) several times per day?
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the_antisocial_hermit
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Postby the_antisocial_hermit » Fri May 11, 2007 3:56 pm

1. The game is only work oriented if you choose for it to be, really.. though it is heavily pushed in that direction, I feel. You only have to have food. You can spend the rest of your time rp-ing with anyone if they're awake, or you can choose simple projects. As far as choosing goals, it's easiest for me to just focus on some basics, like food, maybe clothing and simple tools/weapons/shields. At least until other chars come along and give mine a reason to envision something large, or my char's been living long enough to start forming some larger ideas of things to do with their life. Some chars have simple goals, like simply finding a companion to spend their time with, some choose to do something like trading, others end up wanting to start complex businesses or lead an industrious town.

3. The time limit helped with the bandwidth problem, so I don't see how it was a bad way to do it. It should be mentioned more clearly though.. I just thought the wiki would have covered that decently.

4. There've been a lot of server problems lately, that's why that message is inaccurate when it's down. It just automatically posts that page when the game goes down, whether it was planned or not. It used to only go down once a day to back up the whole game at a certain time. Processes for land travel, boat travel and projects occur once a Cantr hour (every three rl hours), but the game is not supposed to go down when they process. If it does go down, half the time they won't even get processed...
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