After the recent discussion of dragging and self-dragging, I became (yet again) aware of how many little idiosyncracies the Cantr code has, and how knowledge of them (and 'exploitation' of them) can lead to various in game advantages.
I agree with the view that these things shouldn't necessarily be removed from the game, as they often add strategic dimensions to game playing that, whilst not very 'realistic', work to provide strategic gameplay where there often isn't much. (I'm particularly thinking of the various travelling tips such as passing between vehicles and walkers etc. also some tips about setting the length of projects etc. which add to those looking to maximise efficiency of their time use)
To be honest, I can only remember a few of these, and am not sure which have been worked out of the code or not. I've rarely bothered too much with these sorts of things, it's just not the way I approach and play the game.
But I know they are out there, and people use them - and I really think they should be made public and shared.
So, I added:
http://www.cantr.net/mwiki/index.php/Tips_and_Tricks
This is just a post to ask any players out there to start filling it in, or posting here, any useful suggestions they have for strategic gameplay which is a result of not-very-obvious parts of the Cantr code and mechanics, as well as tips for efficient time use, and anything other tips which respond to the game's mechanics.
'Tips and Tricks' - Cantr Wiki
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- SekoETC
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The dragging trick should certainly be added. Even if they were going to eliminate it, you never know how long that would take.
I can think of one thing that would be possible, but maybe against the rules. Since pictures uploaded to Cantr server get the real life date added to the name, they could be used as proof for when the picture was drawn. The same picture can be used in multiple notes, some created later on, but if the picture includes some important data then you could use it as a proof that the data was known in the past and not made up just a moment ago.
I can think of one thing that would be possible, but maybe against the rules. Since pictures uploaded to Cantr server get the real life date added to the name, they could be used as proof for when the picture was drawn. The same picture can be used in multiple notes, some created later on, but if the picture includes some important data then you could use it as a proof that the data was known in the past and not made up just a moment ago.
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marginoferror
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I know that passing between vehicles and those walking allows you to weight down others, or something. I was never sure of the details, and it may have been 'fixed'. But if anyone knows about it, please add it.
I've also heard people talk about setting projects at hourly repeats, or something, which apparently increases efficiency slightly?
There's, of course, the opening and envelope and using the back page button to keep it selaed trick. I think that's still the case?
I haven't added anything myself, as, like I said, I've never paid too much attention to these things. I hardly play enough for most of them to be worth it. So I'm gonna have to ask others to populate it. If anyone posts here, I'd be happy to copy across though.
I've also heard people talk about setting projects at hourly repeats, or something, which apparently increases efficiency slightly?
There's, of course, the opening and envelope and using the back page button to keep it selaed trick. I think that's still the case?
I haven't added anything myself, as, like I said, I've never paid too much attention to these things. I hardly play enough for most of them to be worth it. So I'm gonna have to ask others to populate it. If anyone posts here, I'd be happy to copy across though.
- SekoETC
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It used to be that the +/- 10% difference in resource gathering rates was only calculated once, so if you had a project with multiple repeats, after one repeat you could look at your inventory to see what you got and if it was less than the average amount, cancel the project, or keep it if it gave more than average. You would then get the same amount from every repeat. But now the variation is calculated for each repeat separately, so this no longer works.
If you drive after a walking person with 15 kilos of sand, and hand as much to them as they can carry, they won't be able to drop it or hand it away until they reach the end of the road, so they will be traveling the slowest speed possible. But the difference isn't all that great.
If you drive after a walking person with 15 kilos of sand, and hand as much to them as they can carry, they won't be able to drop it or hand it away until they reach the end of the road, so they will be traveling the slowest speed possible. But the difference isn't all that great.
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girlygirl
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It used to be possible to attack several people in a row without loading the People list (or events) by writing down people's character id's, which were visible in php post string as "ocharid", and your own character id, and the structure of the link to access the hit page, and your current session id. You could copypaste the hit link to Notepad, replace session id with the current session id and make several rows with different ocharids. Wait for the proper timing, then copypaste the links to the address bar one by one, hit the person if they're present (it would give an error if the person was not present) and move on to the next one without having to load Events or People lists in between. This has now been made obsolete by apparent decrypting of post strings.
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