I Kinda Wanna Help

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

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Doug R.
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Postby Doug R. » Fri Jul 10, 2009 7:42 pm

Genevieve wrote:Well, I've only had two accounts -- the first one I tried searching for and can't find in the DB at all under my name (and I didn't use a fake name for it so *shrugs*) but I do have the same account now as I did last time


Old accounts were deleted from the system before the current retention system was put into place.
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Doug R.
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Postby Doug R. » Fri Jul 10, 2009 7:43 pm

SekoETC wrote:At least no one has been working on it ever since I left.


Slowness_Incarnate wrote:Really? I used to be tailoring, and I considered applying for it again :] I miss making clothes.


I think you should both rejoin the department as tailors.
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 7:50 pm

SekoETC wrote:Well if you were actually allowed to implement anything instead of having to argue about whether something lowers the value of existing items or if it's necessary in the first place... I could think of several items we don't have yet but I got tired of having to negotiate about minor wording issues.


Yeah, I agree. I would love to see some more clothes. And it would be awesome if clothing materials could be made more realistic. No one wants to spend a year gathering cotton, then spending another ten days to turn them into cloth to make a dress and a hat. :S
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Doug R.
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Postby Doug R. » Fri Jul 10, 2009 7:54 pm

*Wiro wrote:Yeah, I agree. I would love to see some more clothes. And it would be awesome if clothing materials could be made more realistic. No one wants to spend a year gathering cotton, then spending another ten days to turn them into cloth to make a dress and a hat. :S


If cotton wasn't hard to gather and process, they wouldn't have needed slaves...

I feel the current cloth balance should be kept, until clothing becomes degradable.
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 8:03 pm

Well really, I think 100 grams a day is way too low. Barely anything is left after processing it, too.
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Postby Piscator » Fri Jul 10, 2009 8:08 pm

Is this the right thread to discuss that?
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 8:31 pm

Dunno, it'd be a bit annoying going through a bunch of pages to look for the topic. :S And anything to get some RD members who give a damn about roleplay. It seemed for quite a while RD was there just to make things balanced, and stuff was rejected because it'd make something else useless. :S
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Postby Piscator » Fri Jul 10, 2009 8:46 pm

Ah, found it.

http://forum.cantr.org/viewtopic.php?t=10570

(I've got way to much time on my hands ;) )
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 8:49 pm

Well here a typical RD statement that just pisses me off.

Balancing items against each other (vehicles, tools) is necessary, else the less efficient ones would not be built at all.


And there was another topic, by me, it was a bit more broad.
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Postby Piscator » Fri Jul 10, 2009 8:56 pm

What's your problem with the quoted statement? It makes perfect sense to me. I don't see though what that's got to do with cotton.
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 10:00 pm

That it is no longer about roleplay. Stuff like why adding a pink flower that can be gathered for 100 grams a day is not accepted, because the purple flower would then no longer be gathered. Stuff like that happens normally, too.

For example, just because you can use a steel knife of type A because it is faster, you might want the steel knife of type B because it looks different.
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Postby Piscator » Fri Jul 10, 2009 10:13 pm

If a flower is gathered or not depends on whether it is available to gather or not. It's the same with cloth production. Cotton and hemp don't have to be balanced because both are rarely avaible in a location at the same time.

As for the knives, I'm not quite sure what you mean. If it is only a matter of shape, you can roleplay your knife to be whatever you want. I do think it's a good idea not to clutter the manufacturing list with near-identical items. (Although a customizations sub-menu would be neat.)
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Postby snm2001 » Fri Jul 10, 2009 10:17 pm

*silently watches the cantr debate team while eating jalapeno cheetos*
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*Wiro
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Postby *Wiro » Fri Jul 10, 2009 10:49 pm

Piscator wrote:If a flower is gathered or not depends on whether it is available to gather or not. It's the same with cloth production. Cotton and hemp don't have to be balanced because both are rarely avaible in a location at the same time.


Well apparently they are balanced, in such a way that the clothes and products made out of them will differ in rarity. Cotton and silk rarer than hemp. And although that makes sense, it is too much. 100 grams compared to 850, or 75 g of silk compared to 850 g of hemp... that's just not right. :S And that just to make sure people don't make too many cotton and silk clothing. It's a pain having to clothe some people. With two or three people it still takes years. If that's balance then surely I must refresh my definitions of that word, as I had another definition for balance in mind.
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SekoETC
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Postby SekoETC » Sat Jul 11, 2009 10:07 am

Here's an idea, the cotton we have now could be considered wild cotton that's found in the nature. You could make a cotton field that takes fertilizer and water but would produce much more in a day. It could be balanced so that with inefficient water gathering methods, it wouldn't be much better than gathering cotton by hand, but with a water pump or a well the increase would be significant. Also we could implement an electric water pump that consumes fuel and would be able to produce more water than a well. In fact it could even be automatic. In that case only the production time of the fuel would matter.

Oh and the cotton field could maybe be built on regions that don't naturally have cotton, if you used some for seeds. Although there should be terrain restrictions... too bad we can't have temperature restrictions.
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