Does Cantr II count?

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

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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 11:31 am

Thanks for telling me. I tend to be a bit too easily satisfied.
I edited the first post, please check it out and tell me if it's better.

I asked some friends on MSN what they thought of Cantr when they looked on the homepage, and they said a logo wouldn't hurt. So one of them made this:

Image

:roll: ?
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SekoETC
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Postby SekoETC » Sat Nov 08, 2008 12:43 pm

Like Wiro said, there's no pickpocketing. The inventory of a character is untouchable, no one can take things from you unless they kill you first, and the game is designed so that a single person can't kill a perfectly healthy target in less than a day, no matter what.

In fact, it usually takes at least three days to kill someone alone. This is supposed to give people time to react, but if your character has friends whose players are online at the same time or soon after you hit someone, with team effort you may be able to kill someone before the player logs in and has time to fight back or escape.

It's unfortunate for the victim when this happens, so people should be aware that telling your friends outside the game to log in and hit someone is considered breaching the one rule, as it gives you an unfair advantage. If you plan to rob someone, you need to plan it ingame because the mods can check your event history and if your characters didn't communicate ingame before the attack, it's going to look very suspicious.

People's inventories are limited to 15000 grams and they also need to carry food to survive, so when someone gets wealthy, they won't be able to carry all their possessions on their person. Then they need to drop something and usually if you drop something outdoors, it's likely to get stolen by a newspawn thief so people need to build buildings and vehicles with locks to protect their possessions. Blatant thieves are usually chased and killed by mobs, so it's usually newbies who try to take everything and make a run for it. People who have been around for longer are more careful. You'll have better chance in getting away if you are subtle about it or able to steal a vehicle.

One way of stealing without getting caught is claiming that the results of your project ended up on the ground (this happens if the project was started by someone else who's no longer present, or if your inventory is too full to hold the results) and pick up more than the project actually yielded (or maybe there was no project in the first place). Also you might pick things up and then drop only some of it - a chance is people won't remember what was lying around. If this is accompanied by roleplaying of examining or sniffing the resources curiously, people might be less likely to suspect anything.

As for stealing vehicles, if you try to enter a vehicle (or a building), the game will give an error message if the target is locked but no one can see that you tried to enter. So it's quite safe just "tugging at the doors to see if they're locked". It only gets dangerous after you finally manage to find one that's unlocked. Then you need to act quite fast since if someone happens to be online in your location, they're likely to attack you. If you're planning to rob a place with this strategy, you should take a look at the resources and items lying around before examining the vehicles and decide in advance what's worth grabbing once you've found your getaway vehicle. Also observing the people to take note of their online times and which ones have access to motored vehicles or fast ships might be a life saver.

Buildings are more likely to be found unlocked than vehicles since all vehicles come with a built-in lock, with buildings you need to make one separately. So there's a pretty high chance of finding several buildings that are unlocked. The problem is, you can't use a building as an escape vehicle so after you've stumbled into one of them, you might have some explaining to do as to why you went there. If you just go around entering all the people, everyone's going to figure out you're looking for loot and are likely to charge at you like wolves. But if you rp it like "Hi, I was just looking around." or "Oops, sorry, I was leaning on that door and I totally didn't know it was open." people will most likely be less suspicious.

Wiro, I'd appreciate it if you quoted this in your topic since I wouldn't want to register on some forums just because of one topic.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 12:53 pm

Also you might pick things up and then drop only some of it

Hehe, by doing this I got a good amount of apples and traded it for quite some steel. Which I then traded for a water vehicle and some tools.

I'll add the quote to the topic, thanks.
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SekoETC
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Postby SekoETC » Sat Nov 08, 2008 1:05 pm

Actually the wiki should contain tips as to how to play a thief, how to play a pirate, how to play a town guard to help people get started. I'd welcome more intelligent sneaky thieves to replace all the suicidal, brainless ones.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 1:13 pm

That wouldn't be a bad idea at all.

http://www.cantr.net/mwiki/index.php/Ho ... y_a_pirate
http://www.cantr.net/mwiki/index.php/Ho ... ay_a_thief
http://www.cantr.net/mwiki/index.php/Ho ... own_leader
http://www.cantr.net/mwiki/index.php/Ho ... town_guard

Obviously it shouldn't completely explain how to play your character step-by-step, as even the most intelligent thieves make mistakes. (Any character should, unless your character is so focussed on having everything perfect, of course. :P)

I'm adding basic stuff to the pages now. After that real explanations/tips and tricks can be added. I have some nice ideas for the thief and pirate page allready.
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notsure
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Postby notsure » Sat Nov 08, 2008 1:30 pm

I just think these things should be learned IG.

notsure :?
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 1:32 pm

Most of it should, but it wouldn't hurt giving some tips to improve the roles characters play, now would it? It only gives extra roleplaying fun to others.
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Dudel
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Postby Dudel » Sat Nov 08, 2008 2:05 pm

*Wiro wrote:Most of it should, but it wouldn't hurt giving some tips to improve the roles characters play, now would it? It only gives extra roleplaying fun to others.


Excellent Wiro and Seko but Wiro's post was shorter and easier to quote for my comp. We do need to 'dumb down' the elitism of this game and make it a little easier on new players. That being said, nothing should be 'given' to them in the sence of a character build. I'm going to check the pages you posted Wiro and then comment in a little bit. But so far I think this is going to help a whoal lot!

We might end up with a bunch of loose thievs but at least people will be joining and staying. Please warn against 'NPC' killing if you haven't all ready.

Edit: Wow if I had known they were that short I would have read them right away. Thats a good start...I guess. I couldn't do any better.

Dudel's notes on Thievs from other games he's played but the idea's still work in Cantr:

I was going to post a list on how to play a good thief in Cantr but I changed my mind. Its MINE NOW!

But I will say this, a 'thief' is not always a 'murderer' but a 'murderer' can be a 'thief'.

Thats my basic guid line for 'thief' characters. So no CRB or giving anything away for future chars that may or may not exist.
Last edited by Dudel on Sat Nov 08, 2008 2:16 pm, edited 1 time in total.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 2:14 pm

Glad you like the idea. But full credit to Seko. :P

I think an article explaining that "bad guys" aren't bad wouldn't hurt either.
Seriously, it just ticks me off hearing people go "It's not good to have bad guys".
But this is all because of the things people learnt in real life, and therefore in my opinion a CRB. (But it would be a little ridiculous to ban people for having only good characters)

Encouraging new people to have one or two 'bad guys' would be nice. :)

I'm not sure what you mean with 'NPC' killing, though?
You mean the killing without roleplaying?
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SekoETC
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Postby SekoETC » Sat Nov 08, 2008 3:39 pm

I think he meant killing people as if they weren't played by real people.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 4:13 pm

Just checked the edits you made, Seko. Looking good!

I'll add a bit about tricking people and gaining trust soon. And also another way to steal boats that requires you to be trusted.
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Dudel
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Postby Dudel » Sat Nov 08, 2008 4:14 pm

SekoETC wrote:I think he meant killing people as if they weren't played by real people.


Exactally! Sorry for the out of Cantr refrence. I've played councole games my whoal life you see. And an NPC (None player character) kill is killing based on the thought that they will 'respawn' or arn't real people.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 5:56 pm

So basically a kill without roleplaying? Lock up in building, go in once a day to stab them without saying a thing etc. Ok.

Good work so far, Seko! I'm currently reading the town leader article. I learnt a new thing or two of the things you wrote so far allready! :) Thanks.
And I just added a bit about trust to the thief article.

I see if I can add something about a dictator to the town leader article. Not all town leaders are nice, after all. ;)
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SekoETC
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Postby SekoETC » Sat Nov 08, 2008 6:08 pm

Yeah. I felt like writing "you need to know your people in order to know which strings to pull" but that sounded a bit harsh.
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*Wiro
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Postby *Wiro » Sat Nov 08, 2008 6:18 pm

But it is true. Just look at america. :roll:
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