Cantr III
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- Bziur
- Posts: 212
- Joined: Sat Oct 22, 2005 9:59 am
Cantr III
Well. Let's be honest. Cantr in fact is dying.
It is because society earnet what they could. Even if not, everything is lying on the streets and even if not - just asking someone for it is enough.
There are lots of "ghost cities", that were once lively, but now without people, they died. [Every thing is dead.]
Its also because of missing attractive rpg elements, such as thieving or so.
Resources are unbalanced (or rather overbalanced) on every island it's possible to find any resource you want - because of what, there is no need for interaction between islands or nations.
And a lot more.
What I think could make cantr more playable
1. RPG elements - i think it really is a miss.
2. Balanced resources - for example: On English islands there is quite much of Iron, but they miss coal, so they buy coal from Polish nation. It may add such things as politics and so on. That could even be reason of war. I know, that it may be problemating specyfying a regions then, but... Have they really to be THAT big, and resource-filled?
3. More active programists - I'm not saying, that they're doing nothing, but after returning to cantr after 1;2 years of not playing, I haven't found much new.
4. Knowing, that characters will die, make something with items they leave after death... For excamle make faster falling apart of tools, and buldings.
5. General Cantr World Reset or brand new one named Cantr III. Not much can be done if It's not gonna happen.
It's my opinion...
//sorry for my english, that porabably may be hard for understand...
It is because society earnet what they could. Even if not, everything is lying on the streets and even if not - just asking someone for it is enough.
There are lots of "ghost cities", that were once lively, but now without people, they died. [Every thing is dead.]
Its also because of missing attractive rpg elements, such as thieving or so.
Resources are unbalanced (or rather overbalanced) on every island it's possible to find any resource you want - because of what, there is no need for interaction between islands or nations.
And a lot more.
What I think could make cantr more playable
1. RPG elements - i think it really is a miss.
2. Balanced resources - for example: On English islands there is quite much of Iron, but they miss coal, so they buy coal from Polish nation. It may add such things as politics and so on. That could even be reason of war. I know, that it may be problemating specyfying a regions then, but... Have they really to be THAT big, and resource-filled?
3. More active programists - I'm not saying, that they're doing nothing, but after returning to cantr after 1;2 years of not playing, I haven't found much new.
4. Knowing, that characters will die, make something with items they leave after death... For excamle make faster falling apart of tools, and buldings.
5. General Cantr World Reset or brand new one named Cantr III. Not much can be done if It's not gonna happen.
It's my opinion...
//sorry for my english, that porabably may be hard for understand...
- Doug R.
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- Joined: Wed Mar 23, 2005 6:56 pm
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Re: Cantr III
Bziur wrote:3. More active programists - I'm not saying, that they're doing nothing, but after returning to cantr after 1;2 years of not playing, I haven't found much new.
Well, when you rustle up a handful of trustworthy programmers willing to work long hours for free, send them our way and we'll hire them.
Hamsters is nice. ~Kaylee, Firefly
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
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First of all, I doubt there will ever be a Cantr III since it would take so much work, but maybe we can discuss the "what if" scenario and reasons that would make a new world worth creating.
If there were two Cantrs, one could be PG-13 and the other one adults only - that one could also include giving birth to babies instead of or in addition to spawning.
If there was a new Cantr, the resource allocation should make more sense. Organic resources shouldn't exist on several islands far away from each other unless it's something like a coconut that can float, or something that could have been assumed to have been transported by birds. It would be neat if characters could gather seeds from one island and plant them on another, but if the fields are left untended then the introduced species could eventually die out since it hasn't adjusted to the new environment. It's enough that every island has one harvestable daily food and one healing food, the rest are just icing on the cake. Also food ingredients should be located within reasonable distance from each other so that the food recipes can be used.
Having coal on one island, hematite on another and limestone on a third MIGHT encourage people to trade, but most likely people would just end up going into each other's territories and harvesting things themselves. There would also most likely be CRBs involving the knowledge of where the resources are found, and if they were spread on the regions of different language groups, some people would likely use OOC information in creating dictionaries.
Hematite is likely to be found on hills and mountains and those are unlikely to be dockable, so if there were no sources by the coast, people might be more likely to trade with natives rather than venturing to inland locations since they would have to leave their boats unguarded. Limestone is more likely to be found on coasts so it wouldn't make sense to restrict it to inland locations just to encourage trade.
In Cantr there are at least two islands that have no wood, most likely more than that. Places like that would be quite awful for a spawning location since it would be impossible to make basic tools like hammers. It might be interesting to have an island with no wood but all the resources for making iron, as long as it was made possible to produce hammers and such with a metal handle instead of a wooden one. Since there are no iron and steel ships, the civilization would be isolated from the rest of the world until other people with boats come by.
It might also be nice to have driftwood and brushwood that could be used for cooking but not for construction. That way locations could have fire even if they couldn't build ships.
I would also make it so that big ships would need to be built on a dry dock and they would require masts and sails to move. All vehicles would need to have a power source, whether that be sails or pedals or oars or an engine. Ships would require a crew in order to be sailed efficiently, but just in case your crew catches the sleeping sickness and dies during the trip, it would be possible to sail any ship with just one person. But inefficient sailing could involve speed being limited to 10-50% and hourly random changes in course due to winds and currents. Also it would be nice if sailing conditions got more difficult far away from the coast, so that people would think twice before starting to explore the great unknown. Exploring should be dangerous and the conditions should encourage people to team up.
If there were two Cantrs, one could be PG-13 and the other one adults only - that one could also include giving birth to babies instead of or in addition to spawning.
If there was a new Cantr, the resource allocation should make more sense. Organic resources shouldn't exist on several islands far away from each other unless it's something like a coconut that can float, or something that could have been assumed to have been transported by birds. It would be neat if characters could gather seeds from one island and plant them on another, but if the fields are left untended then the introduced species could eventually die out since it hasn't adjusted to the new environment. It's enough that every island has one harvestable daily food and one healing food, the rest are just icing on the cake. Also food ingredients should be located within reasonable distance from each other so that the food recipes can be used.
Having coal on one island, hematite on another and limestone on a third MIGHT encourage people to trade, but most likely people would just end up going into each other's territories and harvesting things themselves. There would also most likely be CRBs involving the knowledge of where the resources are found, and if they were spread on the regions of different language groups, some people would likely use OOC information in creating dictionaries.
Hematite is likely to be found on hills and mountains and those are unlikely to be dockable, so if there were no sources by the coast, people might be more likely to trade with natives rather than venturing to inland locations since they would have to leave their boats unguarded. Limestone is more likely to be found on coasts so it wouldn't make sense to restrict it to inland locations just to encourage trade.
In Cantr there are at least two islands that have no wood, most likely more than that. Places like that would be quite awful for a spawning location since it would be impossible to make basic tools like hammers. It might be interesting to have an island with no wood but all the resources for making iron, as long as it was made possible to produce hammers and such with a metal handle instead of a wooden one. Since there are no iron and steel ships, the civilization would be isolated from the rest of the world until other people with boats come by.
It might also be nice to have driftwood and brushwood that could be used for cooking but not for construction. That way locations could have fire even if they couldn't build ships.
I would also make it so that big ships would need to be built on a dry dock and they would require masts and sails to move. All vehicles would need to have a power source, whether that be sails or pedals or oars or an engine. Ships would require a crew in order to be sailed efficiently, but just in case your crew catches the sleeping sickness and dies during the trip, it would be possible to sail any ship with just one person. But inefficient sailing could involve speed being limited to 10-50% and hourly random changes in course due to winds and currents. Also it would be nice if sailing conditions got more difficult far away from the coast, so that people would think twice before starting to explore the great unknown. Exploring should be dangerous and the conditions should encourage people to team up.
Not-so-sad panda
- joo
- Posts: 5021
- Joined: Fri Jun 17, 2005 2:26 pm
- Location: London, UK
SekoETC wrote:Organic resources shouldn't exist on several islands far away from each other unless it's something like a coconut that can float, or something that could have been assumed to have been transported by birds.
Don't you mean:
Organic resources shouldn't exist on several islands far away from each other unless it's something like a coconut that can float, or something else that could have been assumed to have been transported by birds.
>:3
- SekoETC
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- chase02
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Re: Cantr III
Bziur wrote:5. General Cantr World Reset or brand new one named Cantr III. Not much can be done if It's not gonna happen.
Only one comment to make, because I know how pointless -having- this thread is.
This one suggestion would be the final nail in the cantr coffin. It would make the player base leave en masse, I know I certainly would. We play persistent worlds for a REASON. I can't see one positive to resetting, so I'm curious as to why you suggest it?
- kronos
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lordcooper
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- w.w.g.d.w
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- BarbaricAvatar
- Posts: 3489
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Re: Cantr III
Bziur wrote:Well. Let's be honest. Cantr in fact is dying.
With more players active at particular times of the day than there were before the downtime, i assure you it's not.
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- Cantryjczyk
- Posts: 1610
- Joined: Fri Sep 09, 2005 9:52 am
- Location: Poland
Anything what I can think now what is just a little realistic for these who want fresh beggining in new land to explore, builid all from nothing etc is...
Is adding one new isle or very small archipelag, isolated from rest od cantr world, where every player will be allowed to have one ond only one char and only players that have, lets say, 50 days spend in cantr.
That woud have some interesting consequences. From good ones: that woudn't have big negative effect on rest of cantr world, it shoud be fine. It woud be new place for new history etc to write, new maps to make, new ideas, but without many problems about CR. Preparing this place people who will be doing so coud have on mind all these years of experience and make it interesting, with right resources and animals in right places etc. Just one char per player will make them to still play normal cantr. And having only one point of viev in new place is good, becose place like that woudn't be very big, to make people more together. Shorter distances between places etc. And no newspawn who have no experience or are suicidal. Every player just with one char and once carieer to make, one side of any conflict, one way of life.
Bad things about such idea?
First, much work from people who woud be preparing that. Second? Propably not so many chars there anyway after all troubles to open it. (just one char and only for some of players) What more? Many details, question if this region shoud be connected to rest of cantr or not, question what after someone char will die, can player have another? And many many more problems. Anyone who woud take part in creating it or plaing will have other vision how this place shoud look with no compromise trully possible, so most will be dissapointing no matter how final version will looks like.
Something like that woud be a big project and much of work, propably people who coud do this and rest of players are anyway not so much interested to make it alive.
Is adding one new isle or very small archipelag, isolated from rest od cantr world, where every player will be allowed to have one ond only one char and only players that have, lets say, 50 days spend in cantr.
That woud have some interesting consequences. From good ones: that woudn't have big negative effect on rest of cantr world, it shoud be fine. It woud be new place for new history etc to write, new maps to make, new ideas, but without many problems about CR. Preparing this place people who will be doing so coud have on mind all these years of experience and make it interesting, with right resources and animals in right places etc. Just one char per player will make them to still play normal cantr. And having only one point of viev in new place is good, becose place like that woudn't be very big, to make people more together. Shorter distances between places etc. And no newspawn who have no experience or are suicidal. Every player just with one char and once carieer to make, one side of any conflict, one way of life.
Bad things about such idea?
First, much work from people who woud be preparing that. Second? Propably not so many chars there anyway after all troubles to open it. (just one char and only for some of players) What more? Many details, question if this region shoud be connected to rest of cantr or not, question what after someone char will die, can player have another? And many many more problems. Anyone who woud take part in creating it or plaing will have other vision how this place shoud look with no compromise trully possible, so most will be dissapointing no matter how final version will looks like.
Something like that woud be a big project and much of work, propably people who coud do this and rest of players are anyway not so much interested to make it alive.
Last edited by Cantryjczyk on Fri Mar 27, 2009 1:07 am, edited 1 time in total.
Każdy ma swój punkt widzenia, ale nie każdy z niego coś widzi.
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Dust Puppy
- Posts: 512
- Joined: Tue Jun 20, 2006 5:35 pm
Cantryjczyk wrote:Anything what I can think now what is just a little realistic for these who want fresh beggining in new land to explore, builid all from nothing etc is...
... build a ship.
Sail.
Be surprised how many completely uninhabited towns still exist, just waiting for a fresh beginning.
???.
Profit.
What doesn´t kill you prolongs the agony.
- Dudel
- Posts: 3302
- Joined: Wed Oct 01, 2008 5:21 am
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