The Minor Tidbits in Cantr

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

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shapukas
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Postby shapukas » Tue May 29, 2007 1:12 pm

Well, maby not shops, but sertantly can buy clothes, food, tools, protection or eaven some weapons. Later on maby there will be some other stuf :) So actualy it is posible. It only depends on player's whish.
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Piscator
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Postby Piscator » Tue May 29, 2007 5:42 pm

N-Aldwitch wrote:OMG!


Imagine this:


A green, simple, basic floorplan!!!
Need I explain more? (this is based off Seko's claim that no one notices furniture anyway)

Where does this go, this image?

It replaces the map in Location.. (because you GENERALLY can't see outside of a building that has no windows. :D )
Maybe I should suggest this.. but we should discuss it first maybe..


Sounds like a really great idea to me. But I think there are some really serious promblems when you start to think about the details.
First of all, the number of machinery and additional rooms is unlimited and the space on the floorplan is not. So you have either to limit the number of buildable items in a room or to make the room expanding with its contents or to don't display the items (or just a selection) wich would be rather pointless.

As for clothing: My major problem with clothing is that I simply forget them most of the times. If you meet a person in RL, clothing is usually the first thing that catches the eye. In Cantr you have to access the character description page first before you can see clothing at all.
I would like to see a tooltip containg a short information about clothing, best weapon and shield and health of a character.
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Doug R.
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Postby Doug R. » Tue May 29, 2007 8:18 pm

Sicofonte wrote:About the resting furniture:

In order to build up a bed, you must be rich and crazy.


It has no sense to spend a year of your real life "playing" a game for getting those useless items and to see your character murdered by another more practicar character, that spent his time making weapons and other usefull things. It has no kind of funny.


First, weapons and protection always come first, so if a charrie is amassing wealth without the means of protecting it, that -is- foolish.

HOWEVER

Building a cottage and completely furnishing it was one of the most enjoyable and rewarding experiences I've had in Cantr. Yes, I had a bed. I had a table. And Seko, I even had people over for dinner to admire it all. I did it because it was fun to do. Was it practical? No, but it was tons of fun. I play Cantr to have fun, and I don't need to be practical to have it.
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Postby tiddy ogg » Tue May 29, 2007 8:40 pm

Yes Seko, those are the facts of Cantrian life. A crossbow is a standard crossbow no matter who made it, as is every other item.
As for the shopping thing, yes. Even if money takes off, you'll have to wait for ever to be served anyswhere. And present goings on in the bank at least in one town render that monetary system cracking up before it starts.
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sanchez
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Postby sanchez » Tue May 29, 2007 8:51 pm

We have slowly been introducing more luxury and rp-oriented items in game. This includes decorative furniture and ceramics, as well as blankets and pillows (which have function as sparring objects). And, there now exists less useful equipment like the skateboard (objections to which have already been raised elsewhere, please don't report them here), and foods that do not have nutritional advantage but provide variety. Also, we've been trying to give new use to things which previously had little, such as flowers, which can now be grown in portable pots and eventually turned into healing honey using the beehive. Sails are another example, as they are a great benefit to people who use them but were designed to give more interest as well.

All Suggestions are welcome.
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Pie
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Postby Pie » Tue May 29, 2007 9:09 pm

(psst, the sail thing was my idea. :mrgreen:
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CantrFreak
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Postby CantrFreak » Wed May 30, 2007 2:08 am

I noticed the flower thing. One of my character is gonna make the town he is "working on" a superior place, ey' The Manifesto Writer? The more powerful people like my character might live with furniture and the like.

Also, this is the rise of PREJUDICE IN CANTR! :roll:

Have my own room decorated with beds, fine china set, the like.

We could have a description like clothes in every room:

You have an elegant bed in the corner of the room with a table in the middle.

[Some furniture could be put next to each other or a corner of a room or center.]
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notsure
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Postby notsure » Wed May 30, 2007 2:39 am

One of my charries has a bed, and someone to share it with. They only have one pillow, though. True luxury will be when they can have two pillows.
:?
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SekoETC
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Postby SekoETC » Wed May 30, 2007 9:57 am

It would be cool if you would see a description of the furniture (and machinery) in a room, but if it was shown every time then it would get annoying. Maybe you would only see it on first time you enter and it would get repeated if there has been a change.

The furniture a person has seen would not have to be recorded, there would just be a date variable for each room and it would be updated when a new piece of furniture (or machinery) is built. When a person enters the room, the game checks if the person's stored view date for that room is smaller than the date of previous change, if yes then fetch the names (descriptions) of items in the room. And store a new date of entering.

Table for when a person last visited a room/location:
char_id loc_id date

For when a piece of furniture was last added (or destroyed when that comes possible) :
loc_id last_change
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Sicofonte
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Postby Sicofonte » Wed May 30, 2007 10:44 am

Doug R. wrote:It has no sense to spend a year of your real life "playing" a game for getting those useless items and to see your character murdered by another more practical character


First, weapons and protection always come first, so if a charrie is amassing wealth without the means of protecting it, that -is- foolish.[/quote]
Of course.
But 6 young pirates with full equipment will kill you anyways, because they spent the resources needed for the bed, in more shields, weapons and crowbars.

I do want to build a bed in all of my boats/buildings.
But, bed would be the last in the queue whilst other more usefull aims are waiting: sails, motorized vehicles, quarries...

What was saying is that beds and other furnitures require more advantages, not only the "I have one, you not, so I am rich".

For the beds: more resting (2% for the bed is ridiculous, only a 16% resting a day, do not worth its cost)

For storing furnitures: more storing capacity.

Or, reduce their cost.

Something that has no practical purpose but has a cost will always be a luxury, even if it is "cheap".
costs / purposes = infinite
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SekoETC
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Postby SekoETC » Wed May 30, 2007 10:56 am

If you're planning to build a bed on a ship, don't put it in a small cabin. One of my characters did that and now the cabin can be easily blocked by a single person if they're carrying enough stuff. Try inviting someone to your bed if you'd have to include "But uh, would you leave most of your resources here on the deck before stepping in? No, I'm not going to steal them, it's just thaaat... I'm too fat to fit in with you and all that stuff."

I agree storage items should have bigger capacity. The sacks are ridiculous. They were made BOTH expensive (scissors, string, long production time) AND poor for storage since otherwise people wouldn't be building the more expensive stuff. But when it's about a town storage, a silo should hold hundreds of kilos, a big crate could hold at least 20, a sack could hold 10 to 15, now that's more like it. If it's cheaper to make A BUILDING than a container then there's something seriously screwed up.

It would be good if furniture was balanced just like ships and buildings are balanced. Though making them require less resources would screw up the people who worked so hard in gathering or buying said resources. I'd rather see cotton gathering rate increased to match what ever it is in real life, and axes should boost wood gathering far more than what they do now. Or more like include making planks from timber and allow faster building of furniture and ships by using the weird-ass log making equipment. There's not much sense in building three tools and a shaving horse just to make a mast for one or a few ships. There ought to be more stuff, stuff that makes sense.
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psymann
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Postby psymann » Wed May 30, 2007 1:25 pm

I do agree with much of the sentiment of this thread. I know one town where the leaders have so many riches that they are building vehicles they neither need nor want just to use up iron (or so it seems) but have absolutely no interest in buying luxurious (or any!) clothes.

I'd like to see things have more of a purpose and I expect that will gradually happen...
I've said elsewhere I'd like to see old characters (over thirty, or over forty) start to feel the cold and need clothing of some sort to stay alive - giving established characters something to aim for, while not slowing down the ambitions of the young.
I'd like to see storage furniture actually store a decent amount and be lockable - at the moment, it's generally better to build a new room. It should be possible to build a small chest with a 50g lock on it (or a non-iron lock on it) that is quicker to break with a crowbar but still keeps things locked from casual thieves, and is much quicker to make/source than a new room.
I'd like to see some clothing with pockets that allow you to increase your inventory if you wear them - some hemp trousers ought to come with a sturdy pair of pockets allowing you to store an extra 500g of materials in each pocket or something.
Resting furniture could give you a little boost - say that your natural energy level is 100%. If you're been attacking animals etc, then it might go down to 50%. If you've been resting for a couple of hours, it might go up to 150% - you now have rested, and got more than your average amount of energy, which would make you work faster or walk faster than usual, or do more damage to animals when you hunt - something like that.
Some clothing could help protect you against attacks - reducing (slightly) the damage done by weapons. Shoes could help you walk quicker, gloves could make you work quicker - most clothes in RL were originally designed for a reason other than fashion, and some of those reasons would work in Cantr.

I have a feeling that it shouldn't be hard to give a few little in-game bonuses to these more obscure items like clothes and furniture - that way, those who just want riches/wars will continue to make iron and steel and swords, but those who want to do some more rounded RP at least get a little gaming benefit from their rocking chair, jacket, work gloves and locked chest. I know in real life, those four objects would make me (1) rested and ready for work, (2) warmer, (3) quicker to do the gardening and (4) able to store things safely. In Cantr currently they just look nice and use up resources. Maybe one day more things in Cantr will have a use... :)

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CantrFreak
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Postby CantrFreak » Wed May 30, 2007 10:41 pm

I suggest fixing the entire thing- but don't add on items after the lag is finished.
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