Modification to ship sailing orders.

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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Dapre
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Postby Dapre » Mon Feb 25, 2008 4:47 pm

Chris wrote:So you want to make players miserable? I'm going to guess that's not good for the game. Cantr will attract more anti-social griefers and lose players who enjoy doing a little bit every day and watching their characters grow over time. Read Bartle's article on the dynamics of different player types.


Do you have anything to say that is related to the suggestion, instead of just posting a message about how you are reading my mind through one forum post and assume that you are interpreting me correctly.
I gave you an example, and you try to make me look bad and try to win more people over to your side so this would never get implemented, or did you just have the urge to show everyone how good you are at posting links and categorizing people by... (drumroll) Forum post(s)!

To say it again, I gave you an example, which I said had nothing to do with my characters, or anything else revolving around me. I can repeat once more if you want to, but I'd rather not.
(Sorry for going 23.3 metres off-topic)
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Dapre
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Postby Dapre » Mon Feb 25, 2008 5:01 pm

Piscator wrote:If you want to have a prisoner, the player of the prisoner has to cooperate in any case. If a prisoner wants to stay alive, he will most likely respond to the threat of killing him and stop manipulating the rudder. If he doesn't, he will be dead soon anyway, by starving or getting a heart attack. In this case there would be no difference if you kill him for not following your orders or not, because you won't get him alive anyway.


That is exactly why you would want to think before you do anything. (To make sure that Chris understands, this is still an example) Choose someone of importance, someone who wants to stay alive.. Some newspawn who no-one cares about isn't a good hostage anyways, you'll be paid more for a person who the town cares about. Get a good crew: a crew with more than 2 members, so the person being as your hostage would feel intimidated and wouldn't want to die because he/she started meddling with the rudder. The crew should be able to think by themselves, so when the hostage starts doing something stupid, they can act (without killing the hostage) even before you wake up and tell them what to do.

I can't think of anything else right now, but those things help out, a lot. Especially the fact that the someone wants to stay alive. That person is easy to find on your first pirating trip when no one knows you, you just walk into the town and observe. Easy to roleplay also, sends a crewmember in, or then do it yourself. The captain of a ship should be able to do some observing without slashing everyone on sight. If you need the feel to grab a random guy, going for someone over their fourties is a good bet.

(No, I have never played a pirate, could be interesting though. And admins/PD/everyone who can, feel free to modify this post if you think it gives a way far too much tips for pirates etc.)
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Songthrush
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Postby Songthrush » Mon Feb 25, 2008 6:10 pm

This is a special broadcast going out to Alf and all those who are in the same special boat as Alf.

I said it at least three times already, and will say it a hundred more times: what we're proposing in no way affects sailors sailing with the default 0 turn mode specified!

That means there is:
- no limitation of normal ship maneuvering
- no complication of any kind for casual players
- no special advantage given to anyone (we merely remove an unfair advantage that only Player B previously could exploit)

It's a matter of the game treating players equally, regardless of which side they're on. I feel the game must make efforts to be fair, regardless of who (which IC characters) it may or may not make miserable in the process.

And fair does not mean a balance of advantages such that nothing regrettable can ever happen to your character. For the context of this suggestion, it means simply treating everyone the same.

Thanks, Songthrush.
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Chris
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Postby Chris » Mon Feb 25, 2008 6:51 pm

If you're concerned about fairness, how about letting darters and dinghies be docked to by something? Undockability is a huge advantage for the sociopath.

I have never been on a sea chase, but it sounds almost impossible. The pirates can keep sailing as long as their food holds out. Town guards must either return to town or risk leaving it unguarded. The odds seem wildly stacked in the aggressor's favor. You can already build cabins. Whining about having to be rich is just as valid/invalid as whining about how hard it is to make iron or how hard it is to get a fast vehicle.

There are certain risks to a life of crime. If you don't have the guts to take those risks, then you don't have the courage to be a pirate.
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Postby Songthrush » Mon Feb 25, 2008 6:57 pm

Darters are undockable by design. While the possibility of unstoppable docking, no matter how much you've grown to like it, is an accident that must be corrected.

I concur with your point about guts and risks, Chris.

Only those risks you mention should not include being mysteriously unable to move your ship, while another player exploits a bug by continuously docking it back to the city of origin.
Last edited by Songthrush on Mon Feb 25, 2008 7:10 pm, edited 1 time in total.
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Chris
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Postby Chris » Mon Feb 25, 2008 7:08 pm

Dapre, I don't care whether it's you or someone else who wants to make other players miserable. It definitely is a motivation of some people who play MMO games. Catering to those who want to make others miserable is a bad idea.
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Postby Songthrush » Mon Feb 25, 2008 7:25 pm

Chris, you are obviously not following the evolution of the suggestion itself, but are concerned with some questionable MMO typology you currently find appealing. I'm sure you'd readily agree with me that it's not for you to decide what kind of players should or should not play Cantr. Even when armed with articles and typologies.
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Doug R.
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Postby Doug R. » Mon Feb 25, 2008 8:03 pm

Problem: Players can continually uncancellably dock a ship to shore. This annoys Songthrush because he claims it is biased and unrealistic.

Proposed Solution: To make time-limited movement uncancellable for 3 turns.

My Problem: Making time-limited movement uncancellable does not make any sense outside the context of the problem it's trying to solve, i.e. if the stated problem did not exist, there is absolutely no reason why a ship should somehow be magically unsteerable for up to 3 turns.

My Analysis:

- The proposed solution is just as unrealistic and biased as the problem.

1) It is unrealistic, because it is seemingly magical, i.e., there is no mechanistic explanation for it (such as needing a wheel key, or making steering a project, etc).

2) It is biased, because 99% of the time, it will be taken advantage of by the attacker, since the attacker is awake. The proposed solution simply shifts the bias from the captive to the captor, and no balance is achieved.

- The problem is actually the symptom of a larger problem, that being the inability to restrain characters (locking them in doesn't count, since they can break out or still have free action inside).

My Conclusion:

Given that the proposed solution is as dubious as the stated problem, and given the impact this will have on the game as a whole (almost none, except in these very few specific circumstances), and given that the problem it is trying to solve is only a symptom of a greater problem, I suggest that this suggestion be rejected, and Songthrush spend his energy on trying to implement a restraint system, which would solve this very specific problem and also stand on its own merit.
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Chris
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Postby Chris » Mon Feb 25, 2008 8:14 pm

Songthrush, I don't have the power to dictate anything about this game. Some facts about human nature are evident, however. Cantr is a very slow game. It takes a long time to build things and accomplish things. The possibility exists for criminal characters to destroy years of others' "work" in the game in a few seconds. If this criminal activity is at a low level, it provides an element of excitement. If it gets to a high level, people say, "Screw this. Why should I work for years to get a house, a car, build relationships, etc., when it's likely that it will be taken away from me in an instant, with almost no chance for me to affect the outcome?" And they quit the game.
Dapre
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Postby Dapre » Mon Feb 25, 2008 9:46 pm

Chris wrote:Dapre, I don't care whether it's you or someone else who wants to make other players miserable. It definitely is a motivation of some people who play MMO games. Catering to those who want to make others miserable is a bad idea.


Oh, oh.. I'm sorry. My bad. I thought "So you want to make...." and "Read someone's article on something" was directed to me and not just generally to everyone who in your opinion want to make other people miserable. I must study English a bit more, it seems.
And, if you can get a car, a house, a relationship... What kind of life is it if you can't be miserable? If you are bitter.. Someone screwed you over, destroyed your life and you decided to be a pirate.. Why shouldn't you be allowed to make his/her life miserable? THAT IS LIFE. Sometimes life kicks you in the head, sometimes it rains, sometimes you get presents the other day someone's parents get blown up in Iraq.
I ask again, is the option to attack in the game only so you can kill thieves, or is there some other purpose.

I must've misread the text on the front page that says:
Playing always from the perspective of each individual character, you can try to play the worlds most famous politician, most feared criminal, most cunning military commander, most wealthy entrepreneur, or most beloved village idiot. Any role you can imagine you can play in this game and the challenge is in playing it consistently, and in achieving the goals you set for your characters individually.


Doesn't that also mean that you can be the biggest a**hole in the game and try to make everyone's lives miserable? If not, I seriously need to take up some more courses for English, or then you need to specify that (p.s. you can't be any kind of a**hole, pirate or other villain, this game is a chatroom with only good people in it and all we do is gather resources and dance in circles.) I'm making bad examples, but I have no intention of making up any better examples.
I see you.

Now I don't.

Or do I?

Maybe I do,

maybe I don't..

Well, I guess I just don't.
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Doug R.
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Postby Doug R. » Mon Feb 25, 2008 9:58 pm

Can we get this thread back on topic please? If it descends into a flame war, I will lock it.
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Dapre
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Postby Dapre » Mon Feb 25, 2008 10:20 pm

I think flame is the wrong word to use here. More like insulting-others-by-hiding-the-insults-(badly)-in-the-post -topic. But that is another thing I've been wondering..
Why can't people have a good old fashion argue on these forums?
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Chris
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Postby Chris » Mon Feb 25, 2008 10:41 pm

Dapre, you (or anyone else) can be a pirate or any other kind of criminal. Nothing is stopping you. The game mechanic being protested affects a tiny percentage of criminal situations. As is, it offers a small opportunity for victims to fight back, but only if they are awake at the right time. I like that. The victim is still at an overwhelming disadvantage because the pirates choose when they are going to strike and can prepare as much as they like (including building cabins). So pirates and other criminals can operate and succeed in this game. But they aren't everywhere, hurting people all the time. A little criminality goes a long way. The game balance is good as it is.
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sanchez
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Postby sanchez » Mon Feb 25, 2008 11:21 pm

The short term tactical advantage in combat for pirate aggressors is mitigated largely now by sails, radio repeaters, telescopes and other viewing apparatus available to a town's defenses which make it nearly impossible to get away. The last pirate attack on land I witnessed, the pirates kidnappped someone form a town, made demands, and attempted to flee at sea. But within just a few cantr hours of the initial attack two fully sailed rakers were mobilised with crews and managed to catch up to them and slaughter the lot of them at a nearby town almost immediately. With the radio network on this small island, ground defenses were mobilised as well. These pirates had no chance, short of better rp in negotiation of their demands. It's true the kidnap victim died, and had little chance himself, but this doesn't seem a great imbalance to me. Unless your target is a really remote area, or all you intend is mischief, piracy is suicide. And if you haven't a cabin with a lock, you don't deserve more than luck.
Songthrush
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Postby Songthrush » Tue Feb 26, 2008 2:55 am

Many people contributed interesting tactical observations in this thread, regarding the advantages and disadvantages that pirates have or don't have vs. city dwellers. While these are interesting on their own, I'd like to again point out to everyone that the balancing of advantages has nothing to do with the topic of this particular suggestion. It is strictly about removing an existing bias, easily exploitable but only by one side, and occuring in a special case, which we feel is important.

I would ask everyone to consider the post added above by Doug. R.

Look at what he is saying - basically that it would be more realistic to just remove the docking issue, instead of adding the ability of fixed movement to ships.

This is Doug's view, mine however is different.

I suspect that first, it would be more complicated to do implementation-wise.

Second, on the objective level, Doug's solution would cause fierce ship-reset battles (which are for now an overarching fact of our characters' lives, I am not trying to say they should not be there). The difference is that without my suggestion, these battles will occur hourly - at ship processing times every hour. One of the positive things I see in our suggestion, is that such battles can be made 3-hourly, and therefore much more player-friendly, less punishing for players who do not dedicate themselves to Cantr 24/7. I've always felt that such players also deserve a chance to play "feared pirates", renegades and so on. But that's quite impossible the way things are now.

Doug rightly points out that Player A (who is trying, remember, to undock the ship and steer it away) would have an advantage because the initiative is with him: he could "set it and forget" essentially - for the next three hours there would be nothing Player B could do about it. BUT, if you consider Doug's alternative carefully, you will see plainly that in this case too, Player A gets exactly the same advantage. Only now, Player A is forced to track server update times, to undock and steer the vessel exactly before the server updates ships. I feel this should NOT be an hourly part of the game, and that's why our suggestion has better thinking behind it. We do not eliminate the fact that the active player has a massive advantage over the inactive, but with our suggestion things are more smoothly spread out in time and less strictly dependent on server mechanics which are obscure to many players. It is much more natural to set a ship on a failsafe course for 1-3 turns, from the player's perspective, than to fight with another player every 1 hour to do the same thing in a roundabout way.

Besides, many people have grown to like the unstoppable docking feature of the current implementation. It is a very reasonable feature, when it is not being unfairly exploited by only one side - so I suggest we should not remove it.

Thirdly, and purely subjectively, having the ability to move your ship on a fixed course for 1, 2, or 3 turns at a time seems completely natural to me; it is understood as a kind of special, emergency steering mode. Which players activate only when they specifically select 1, 2, or 3 turn movement. While it does not correspond to any kind of "rudder lock" (I never liked this idea, though I feel something of the sort is mechanically necessary), the possibility of an emergency movement mode like this would fit naturally into the gameplay as it is, in the sense of being immediately understood by players and utilized in many different ways.

I think we are all agreed, by now, that something must be done about the issues discussed in this thread.
What are everyone's else's thoughts on the issue of Doug's suggestion (remove the possibility of unstoppable docking, instead of adding anything) versus mine, adding a possibility of an emergency unstoppable 1,2, or 3 turn movement mode for ships?
Last edited by Songthrush on Tue Feb 26, 2008 3:00 am, edited 1 time in total.

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