Ultimate Player Goals
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- DylPickle
- Posts: 1228
- Joined: Sun Aug 15, 2004 6:01 pm
- Location: Canada
Ultimate Player Goals
There are topics on what your characters are doing, who pisses them off, who they love, and who they miss.
But I'm a little curious to see what the players behind the game's characters would like to see accomplished within the game world at some point in time.
Personally, I've been setting some time apart to try to promote at least a little bit more culture differentiation within the English language group through different means with a few different characters.
Another thing I've been trying to do behind the scenes is stir up a little economic activity by making some sacrifices in how I play my characters, especially the more business oriented ones. For instance, one of mine could very easily make everything on his own, but he's chosen his specialty and is sticking to it, bartering off his product for the other things he needs.
How about you guys?
But I'm a little curious to see what the players behind the game's characters would like to see accomplished within the game world at some point in time.
Personally, I've been setting some time apart to try to promote at least a little bit more culture differentiation within the English language group through different means with a few different characters.
Another thing I've been trying to do behind the scenes is stir up a little economic activity by making some sacrifices in how I play my characters, especially the more business oriented ones. For instance, one of mine could very easily make everything on his own, but he's chosen his specialty and is sticking to it, bartering off his product for the other things he needs.
How about you guys?
- Tiamo
- Posts: 1262
- Joined: Fri Feb 01, 2008 2:22 pm
What i would like to see happen in game is local differentiation in how things are done. Local eating habits, different ways of making the same (kind of) tools, local specialities, different ways of organizing local life.
Unfortunately this is very hard to accomplish in Cantr with the current set of rules, resources and production. The necessary incentives are absent.
There is no alternative to steel, getting resources yourself (on behalf of the town) is way easier than setting up some trading network, the main resources can be found all over the world, most food types are hopelessly ineffective compared to the few 'standard' types of food everyone probably uses. There is a clear economic 'optimum' everyone pursues.
So i have given up trying to change the Cantr type of life. Change is what we need
, but it will have to come from the outside.
Unfortunately this is very hard to accomplish in Cantr with the current set of rules, resources and production. The necessary incentives are absent.
There is no alternative to steel, getting resources yourself (on behalf of the town) is way easier than setting up some trading network, the main resources can be found all over the world, most food types are hopelessly ineffective compared to the few 'standard' types of food everyone probably uses. There is a clear economic 'optimum' everyone pursues.
So i have given up trying to change the Cantr type of life. Change is what we need
- Arlequin
- Posts: 495
- Joined: Wed Sep 20, 2006 2:32 pm
- Location: Valencia
- Contact:
I would like to embellish cities like one of my characters did with his home town, using secondary signs to describe the architecture.
Also I hope someday I can RP a "crazy ruler" with a great amount of crazy followers.
Also I hope someday I can RP a "crazy ruler" with a great amount of crazy followers.
Last edited by Arlequin on Mon Oct 20, 2008 4:45 pm, edited 3 times in total.
♫ bling! ♫
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Idriveayugo
- Posts: 667
- Joined: Sun Dec 23, 2007 8:25 am
- Location: Yugoslavia
- psymann
- Posts: 270
- Joined: Thu Oct 12, 2006 4:53 pm
- Location: Yorkshire, UK
"For instance, one of mine could very easily make everything on his own, but he's chosen his specialty and is sticking to it, bartering off his product for the other things he needs."
That's something i've always done with my business ones, apart from one. It's much easier to have a corporation than makes everything from motorbikes to shoes to pies, but tends to be that you just get the longest-standing characters with the biggest corporation able to make everything themselves and unwilling to trade for anything other than raw materials.
I try to make my characters specialists.
At the moment, I have one who is a tailor, and apart from making a bit of iron herself out of the raw materials she gets from selling clothes (and even then, she tends to delegate that dirty work to people who need to give some work as payment for clothing, and makes use of smelting furnaces elsewhere rather than building her own). This works tolerably well.
I have one who is a trader, and tries to trade for as much as possible rather than just building things himself. This works very badly because trading takes So Long to do that the wasted time more than compensates for any profit made.
I have one in a group who generally sticks to cooking, and if any clothing/metals/etc is being made, suggests that someone else do it as she's best at cooking, even though she's perfectly capable of making things herself.
I think that keeping them separate like this helps the game because newspawns are more likely to find a niche to fit into, and older characters continue to have a reason to talk to all sorts of others in the town to trade with them, rather than just compete against them to get the most raw materials.
---
But otherwise, my player goal is just to keep my characters going and supporting their town, and keep them entertaining both to me and to others. Over recent months, I've been failing in that, partly due to the lag and the poor interface, and partly due to my own apathy and lack of commitment. So I'm gradually killing them off as I realise that I'm now putting too little time into them for them to be a benefit to the game.
That's something i've always done with my business ones, apart from one. It's much easier to have a corporation than makes everything from motorbikes to shoes to pies, but tends to be that you just get the longest-standing characters with the biggest corporation able to make everything themselves and unwilling to trade for anything other than raw materials.
I try to make my characters specialists.
At the moment, I have one who is a tailor, and apart from making a bit of iron herself out of the raw materials she gets from selling clothes (and even then, she tends to delegate that dirty work to people who need to give some work as payment for clothing, and makes use of smelting furnaces elsewhere rather than building her own). This works tolerably well.
I have one who is a trader, and tries to trade for as much as possible rather than just building things himself. This works very badly because trading takes So Long to do that the wasted time more than compensates for any profit made.
I have one in a group who generally sticks to cooking, and if any clothing/metals/etc is being made, suggests that someone else do it as she's best at cooking, even though she's perfectly capable of making things herself.
I think that keeping them separate like this helps the game because newspawns are more likely to find a niche to fit into, and older characters continue to have a reason to talk to all sorts of others in the town to trade with them, rather than just compete against them to get the most raw materials.
---
But otherwise, my player goal is just to keep my characters going and supporting their town, and keep them entertaining both to me and to others. Over recent months, I've been failing in that, partly due to the lag and the poor interface, and partly due to my own apathy and lack of commitment. So I'm gradually killing them off as I realise that I'm now putting too little time into them for them to be a benefit to the game.
Retired from www.warofempires.com
(psymann, psydkik, psyborg, psyanide on chronicles of the ages v2-v6) and now seeking a peaceful life in Cantr.
Run out of Cantr minutes? Try www.battlemaster.org for more roleplaying fun.
(psymann, psydkik, psyborg, psyanide on chronicles of the ages v2-v6) and now seeking a peaceful life in Cantr.
Run out of Cantr minutes? Try www.battlemaster.org for more roleplaying fun.
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
I'm trying to prove that communism can function within a society and people can be happy without personal possessions. So far it looks like only a dedicated central figure can keep it working and it's all going to hell afterwards unless a suitable replacement can be found.
I would like to see more diversity in Cantr. There aren't enough unique communities.
One of my goals is to play characters through all hardships but in fact it's more difficult playing when everything is going fine and there are no conflicts. That's a bigger challenge, staying active when there are no obstacles.
I would like to see more diversity in Cantr. There aren't enough unique communities.
One of my goals is to play characters through all hardships but in fact it's more difficult playing when everything is going fine and there are no conflicts. That's a bigger challenge, staying active when there are no obstacles.
Not-so-sad panda
- *Wiro
- Posts: 5855
- Joined: Mon Sep 29, 2008 1:24 pm
I'm trying to bring racism and harassment here and there. 
Read about my characters by following this link.
- Dudel
- Posts: 3302
- Joined: Wed Oct 01, 2008 5:21 am
SekoETC wrote:One of my goals is to play characters through all hardships but in fact it's more difficult playing when everything is going fine and there are no conflicts. That's a bigger challenge, staying active when there are no obstacles.
Agreed Seko. I have goals similar to that. I almost need to have a quirk or a conflict to keep me intrested in the char. To many people are carbon copies. I try to lift that up with at least a diffrent behavior or speach pattern from my char. All be it they tend to be stereotypes or generally irritating to others. (Reason I'm afraid to start this one char)
But my main OOC goal IC is too have them reach their personal goals. No matter what they be.
- NaruShadow
- Posts: 551
- Joined: Wed Dec 12, 2007 7:15 pm
- Location: A hamster wheel somewhere in my mind :D
- Contact:
I have three main characters right now. One is trying to create a union of all the surrounding towns, he wants to unite them under a common goal which is to work together to protect their towns and waters. A few of you might recognize this one.
The second is trying to do something big in his town.
The third is trying to create a religion that worships a water god and is dedicated to creating a small floating city and hunting down every pirate in existence.
although he's been accused and convicted of piracy due to my own stupidity 
The second is trying to do something big in his town.
The third is trying to create a religion that worships a water god and is dedicated to creating a small floating city and hunting down every pirate in existence.
- viktor
- Posts: 938
- Joined: Sat Apr 03, 2004 8:36 pm
- Location: winnipeg, manitoba, canada
some of my chars as i play then i have game goals to make a permanent mark, i'm not talking about having the most infamous pirate but rather
something my char creates to have a lasting almost immortan existance, the long term survival of an organisation beyond the involvement of any char of mine, the long term existance of a country founded or catalised by a char of my own lasting through multiple administrations, a micro society in the game who's distinction lasts for ages.
sometimes creating a char that ends up living in or around one of these and seeing it from another angle and seeing it's survival
i am experienceing this and am still building in other places hoping it lasts long term
something my char creates to have a lasting almost immortan existance, the long term survival of an organisation beyond the involvement of any char of mine, the long term existance of a country founded or catalised by a char of my own lasting through multiple administrations, a micro society in the game who's distinction lasts for ages.
sometimes creating a char that ends up living in or around one of these and seeing it from another angle and seeing it's survival
i am experienceing this and am still building in other places hoping it lasts long term
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playerslayer666
- Posts: 717
- Joined: Thu May 01, 2008 4:27 pm
i want to see more baddies in cantr. i have a character who was about to work for this " sailor " and before they even left town the guy was thrown in jail when he made his pirate like intentions known to one certain person.
how can cantr remain interesting when people get thrown in jail before they get to even think about doing something wrong ?
i don't agree with senseless random killing so perhaps that is why people don't like pirates. i wouldn't want my character to get killed before i get to log in just because he was there and the opportunity presented itself. honestly when it comes to killing people there needs to be rules. one rule being it can't be random and unexplained. otherwise a lot of players will get pissed when they log in and see that one of there oldest and favorite characters is now dead and they don't understand why.
so far the solution to this problem has been simple. SCREW PIRATES! but of course that makes the game boring.
how can cantr remain interesting when people get thrown in jail before they get to even think about doing something wrong ?
i don't agree with senseless random killing so perhaps that is why people don't like pirates. i wouldn't want my character to get killed before i get to log in just because he was there and the opportunity presented itself. honestly when it comes to killing people there needs to be rules. one rule being it can't be random and unexplained. otherwise a lot of players will get pissed when they log in and see that one of there oldest and favorite characters is now dead and they don't understand why.
so far the solution to this problem has been simple. SCREW PIRATES! but of course that makes the game boring.
- Tiamo
- Posts: 1262
- Joined: Fri Feb 01, 2008 2:22 pm
Playerslayer,
the solution would be to take away the necessity of killing people to obtain your goals. If you could rob someone without killing him then why bother finishing him off? If you could punish someone other than jailing him or killing him this would probably lower mortality rates either.
If (random) killing has some kind of repercussions on the player (not only the character), the player would have a reason to avoid doing this too often. I don't know how to realise this, though.
Bad and evil characters should always be the exception, not the norm, otherwise no kind of society can evolve and/or persist. I agree more interesting things should happen within Cantr, but being destructive isn't the only option!
the solution would be to take away the necessity of killing people to obtain your goals. If you could rob someone without killing him then why bother finishing him off? If you could punish someone other than jailing him or killing him this would probably lower mortality rates either.
If (random) killing has some kind of repercussions on the player (not only the character), the player would have a reason to avoid doing this too often. I don't know how to realise this, though.
Bad and evil characters should always be the exception, not the norm, otherwise no kind of society can evolve and/or persist. I agree more interesting things should happen within Cantr, but being destructive isn't the only option!
I think ...
- *Wiro
- Posts: 5855
- Joined: Mon Sep 29, 2008 1:24 pm
I vote for TORTURING EQUIPMENT and RESTRAINING people.
Serious torture equipment might leave a scar.
If it's a scar on your chest, and you're not wearing something that could cover it, you see it on your character page.
If you wear a shirt, no one will see that.
No more simple jailing. Basements with torture equipment and crazy old women who order their granddaughters to torture their twin sisters because they loved the wrong person.
Serious torture equipment might leave a scar.
If it's a scar on your chest, and you're not wearing something that could cover it, you see it on your character page.
If you wear a shirt, no one will see that.
No more simple jailing. Basements with torture equipment and crazy old women who order their granddaughters to torture their twin sisters because they loved the wrong person.
Read about my characters by following this link.
- Rebma
- Posts: 2899
- Joined: Tue Aug 12, 2008 6:47 am
- Location: Kitchener, ON
Wiro, I agree! Leaving scars would also make sure that you could PROVE someone torture you and not as much of that "he said she said" business.
My goals are to make sure that the players whose characters I interact with will remember that character, maybe learn from them, and always be able to say "Man, what a personality!"
I also strive to make sure that my characters good points balance out their bad so they're well rounded out people. Like having a very quiet character who is timid, but has a hell of a temper(see:throwing things and cursing) if you hurt someone close to them. The more well-rounded your characters, the more interactive people are with you, and it helps to develop the societies very well, henceforth leaving a mark.
My goals are to make sure that the players whose characters I interact with will remember that character, maybe learn from them, and always be able to say "Man, what a personality!"
I also strive to make sure that my characters good points balance out their bad so they're well rounded out people. Like having a very quiet character who is timid, but has a hell of a temper(see:throwing things and cursing) if you hurt someone close to them. The more well-rounded your characters, the more interactive people are with you, and it helps to develop the societies very well, henceforth leaving a mark.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
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