Unindividulize animals

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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SCUBA
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Unindividulize animals

Postby SCUBA » Wed Nov 21, 2007 5:47 pm

Take back the old system.

No hunting lag.
Much less lag added due to animal movement, attacking and reproduction.
Less lag means more players.
More players means more RP.
More RP means a more fun Cantr.
A more fun Cantr means more playes.
...
...
:D
/SCUBA

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Piscator
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Postby Piscator » Wed Nov 21, 2007 6:01 pm

Well, that seems principally like a good idea. On the other hand it would be bloody stupid to remove a working system (with considerable effort) only to reimplement it again when animal husbandry is added. (If individualized animals are really necessary for that)
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SCUBA
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Postby SCUBA » Wed Nov 21, 2007 6:08 pm

Piscator wrote:Well, that seems principally like a good idea. On the other hand it would be bloody stupid to remove a working system (with considerable effort) only to reimplement it again when animal husbandry is added. (If individualized animals are really necessary for that)


It is possible without. But probably much work has been done to make husbandry the individualization way. Possibly husbandry also looks nicer with individualization, but I don't think it is worth the downside of the problem. Mostly lag.
/SCUBA



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sanchez
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Postby sanchez » Wed Nov 21, 2007 6:12 pm

There have been reasonable proposals to generate domesticated animal resources via machines, like 'milking machine' or 'chicken coop'. The only advantage to individualised animals now is hunting and migration. There are likely very interesting things to do with individualised animals that probably will never be done.
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Postby Antichrist_Online » Wed Nov 21, 2007 6:19 pm

I'm for reversion to the old system. Less memory in keeping lists of numbers and moving then about that keeping arrays of lists of numbers...
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Sicofonte
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Postby Sicofonte » Wed Nov 21, 2007 7:39 pm

Ah! My favorite topic! Cantr lag and animals!

:D :D :D :D :D :D :D :D :D



The only advantage to individualised animals now is hunting and migration.

This is not true, AFAIK.
There was hunting and migration before there was individualized animals.
The difference is that before the migration was in packs instead of one by one.

Ejample:
We have 100 individuals of a particular specie in a place, and we want that 15% of those animals migrate toward other places.
We can go one by one throwing a dice and deciding if the particular individual migrates or not (100 dices), and in which direction (another 100 dices). Or we can throw one dice per directions and decide how many individuals migrate towards each direction, so that around 15% of the individuals migrate.


There are likely very interesting things to do with individualised animals that probably will never be done.

I think most of this interesting things are related only to domesticated animals, those that can/should be iddentified by characters (your horse, your dog, your herd or flock).

We currently have ALL the animals individualized. I mean: even the last lemming, in the last herd of a hundred lemmings, in the last uninhabited island, has its own entry in the DB.

Do we need that any particular grain of the beach has its own identity?

NO.



The only reason to have the current system is, from my POV, that:

1. We didn't know the real size that the Cantr DB was going to reach, and the real workload that the server was going to suffer.
2. So the idea of having any and all the animals with its own identity didn't appeared a bad idea, even if less that 1% of those animals will really need that identity.
3. Human beings are not willing to accept and correct our errors when there is another alternative.


As I have stated many times before, this and the past year, I think that having two different kind of animals would allow us to have all the benefits of the husbandry, without any of the inconveniences of the all-animals-individualized system:
- Wild animals: one pack-of-animals object per each specie and location, containing the health and age state of the herd, number of individuals in the herd, etcetera.
- Individual animals (domesticated or not): a new kind of object, one object in the DB per each one, as with vehicles, items and characters, containing its name, its state, and its type (like "tamed horse", "dairy cow", "tamed dog", "tracker dog" (one with special abilities), "wild dog" (maybe it was tamed or not, but now is a fierce dog), "pet lemming"...

And all those individual animals would come from wild animals thorough particular taming projects. For example, in a place with horses (animal-pack) you could start a project for cathing a horse with a lace, and if succesful, you will get an "untamed horse". Later you will start a tamming project, and the "untamed horse" would disapear and a new "tamed horse" would take up his place. If eventually the tamed or untamed horse gets lost, it could disapear definitively becoming again part of another horse animals-pack.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
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sanchez
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Postby sanchez » Wed Nov 21, 2007 8:03 pm

It's possible to make domesticated animals without making anything new if we allow them to be objects and machines like other objects and machines. I agree with Sico as far as there is no need to make all animals the same.
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jexter
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Postby jexter » Wed Nov 21, 2007 8:50 pm

Actually I don't have any lag. Maybe what you need is a good (and fast) internet provider? :)
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sanchez
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Postby sanchez » Wed Nov 21, 2007 8:59 pm

My service in san francisco is pretty reliable, and I don't experience this with any other sites. Are you really able to view this forum today with no trouble?!
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Postby shapukas » Thu Nov 22, 2007 7:33 am

There was som lags. At evry updates there are some minor lags, but thats ok. The mane problem when lag coms out of nowere. When there ar no updates or something. Maby jexter wasnt there then :) My internet works prety good. When other sites works good, cantr just lags.
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Postby DylPickle » Thu Nov 22, 2007 8:41 am

It's unhealthy to get so obsessed with lag.
I congratulate you all on your exceedingly successful lives, if a little lag here and there is the biggest thing you have to worry about in your lives.

*claps* I'm actually thoroughly impressed. And jealous. I wish I had your lives.
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Postby Trezker » Thu Nov 22, 2007 11:42 am

DylPickle wrote:It's unhealthy to get so obsessed with lag.
I congratulate you all on your exceedingly successful lives, if a little lag here and there is the biggest thing you have to worry about in your lives.

*claps* I'm actually thoroughly impressed. And jealous. I wish I had your lives.


Well, commenting on how good our lives have to be since we have time to complain about lag is an even more useless waste of time. I envy YOU for having so much time on your hands.
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Postby marol » Thu Nov 22, 2007 2:47 pm

Animals processing takes half an hour 4 times a day.
(SRVPRC)
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Postby formerly known as hf » Thu Nov 22, 2007 8:48 pm

Meh.

I did just write a post asking how difficult it would be to temporarily return, how much difference etc.

But, to be honest, those complaining should just suck it. If you hit lag, come back later.

- The game's free.

- The staff are dedicated, hard working and don't recieve the praise they deserve.

- The forums and chat are always available if you're desperate for some kind of interaction, but the lag is bad...

- Like everything in life, it's not perfect, and never will be. But all things considered, we've all got it pretty cushty if the worst we have to moan about is lag...
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sanchez
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Postby sanchez » Thu Nov 22, 2007 9:53 pm

I do volunteer more than my share of time here, but lately I'm unable to work because of lag.

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