Battle dynamic , Evil and Nice.

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Caesar
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Postby Caesar » Sat Jul 25, 2009 2:09 pm

Miri wrote:I don't like healings and energy replenishers as well. they make me think of that cartoon Popeye sailor geting all pumped up after eating spinach :?
I don't feel comfortable about RPing them as well. Reason - just as above :?
I'd be for removing food-healings, or leaving them just as a boosters of natural regeneration... and maybe implementing some kind od 1st-aid kit equipment for (minor) instant healing.
-> more common sence and realism
-> HOSPITALS! already some people are trying to make some kinds of healing centers, but with the implementation they would have a real reason of existance

Also a small chance for critical would make fight more serious thing, and make game more.. lively :twisted:
But if the critical hits were implemented, I'd also like to see 'guarding' in game. Guarding would be a project similar to draging, but with predefined lenght (like repairs) and visible to everyone on the guarding character page (I think draging should be visible here as well, but..). There would be a significant (50-75%) chance of the guardian taking the hit if the guarded person was atacked. It would allow the rich and well being characters (that poor town leader every newspawn would want to kill after the implementations of criticals, for example) to be almost 100% safe... if they decide that such safety of theirs is worth the expense 8)


I love it. Both of the things you suggest. (Although the first thing had already been suggested, hadn't it?)

About the guardians..? It would work like some sort of a bodyguard staying around the guarded like a living shield?
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Postby Piscator » Sat Jul 25, 2009 2:22 pm

I'm all for making the combat system more interesting, but killing people in just one strike is not the way to do it. This is supposed to be a slow paced game and being able to kill a person in one strike would make hit and run tactics even more fatal. That's not exactly what we need more of.

If you could heal only 5% or 10% damage per day you would consider wounds much more serious than you do now. If it would take you up to a year to recover from your wounds (seriously impairing you and leaving you vulnerable) you wouldn't take a combat lightly, too.
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Postby Caesar » Sat Jul 25, 2009 2:31 pm

Piscator wrote:I'm all for making the combat system more interesting, but killing people in just one strike is not the way to do it. This is supposed to be a slow paced game and being able to kill a person in one strike would make hit and run tactics even more fatal. That's not exactly what we need more of.

If you could heal only 5% or 10% damage per day you would consider wounds much more serious than you do now. If it would take you up to a year to recover from your wounds (seriously impairing you and leaving you vulnerable) you wouldn't take a combat lightly, too.


True. This alone would actually make the other suggestions useless. Nerfing the healing would make the combat dangerous enough. As for now you might need two days to kill a person off when on your own.
And that only if they do not heal. This is the problem, right? A loner being unable to pose any threat to anyone.

If we'd nerve the healing he'd have quite the wounds for quite some time. It would be dangerous the next day, the day after, and so on.
A wound would be fatal, as you might not be able to get lucky and survive the next attack.
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Postby Miri » Sat Jul 25, 2009 2:53 pm

Caesar wrote:About the guardians..? It would work like some sort of a bodyguard staying around the guarded like a living shield?

Yes, exactly. But if you're hiting a person who's weak and totaly not a fighter who's guarded by cantrian equivalent of terminator, then if the 'guarding' ticks in all the further chances and the damage are calculated for that terminator-bodyguard, not the filthy-rich weakling :wink:
The guardian wouldn't be able to work on anything else though, so he'd expect the guarded person to pay him in some way - in cases of empleyed guardians. But giving such option would open the door for some nice RPs - friends/lovers shielding each other in danger and such...
...maybe some weapon-related modificator for propability of block? It's easier to take on a swing of an axe than a swifty crossbow bolt.

Anyway, I think it was suggested somewhere before... :P
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Postby Caesar » Sat Jul 25, 2009 2:57 pm

Miri wrote:
Caesar wrote:About the guardians..? It would work like some sort of a bodyguard staying around the guarded like a living shield?

Yes, exactly. But if you're hiting a person who's weak and totaly not a fighter who's guarded by cantrian equivalent of terminator, then if the 'guarding' ticks in all the further chances and the damage are calculated for that terminator-bodyguard, not the filthy-rich weakling :wink:
The guardian wouldn't be able to work on anything else though, so he'd expect the guarded person to pay him in some way - in cases of empleyed guardians. But giving such option would open the door for some nice RPs - friends/lovers shielding each other in danger and such...
...maybe some weapon-related modificator for propability of block? It's easier to take on a swing of an axe than a swifty crossbow bolt.

Anyway, I think it was suggested somewhere before... :P


You know what is funny? I actually RPed protecting someone with one of my chars once. It ended up with him being shot in the shoulder instead with a crossbow.
It was quite nice. But then the one he tried to protect was taking away anyways, while he was left in the dirt to bleed.
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Postby Miri » Sat Jul 25, 2009 3:14 pm

Caesar wrote:You know what is funny? I actually RPed protecting someone with one of my chars once. It ended up with him being shot in the shoulder instead with a crossbow.
It was quite nice. But then the one he tried to protect was taking away anyways, while he was left in the dirt to bleed.


But this required some cooperation from the atackers side. You were damndamndamndamn...damn lucky. Not all atackers as so nice to play along with RP... :roll:
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Postby Caesar » Sat Jul 25, 2009 3:19 pm

Miri wrote:
Caesar wrote:You know what is funny? I actually RPed protecting someone with one of my chars once. It ended up with him being shot in the shoulder instead with a crossbow.
It was quite nice. But then the one he tried to protect was taking away anyways, while he was left in the dirt to bleed.


But this required some cooperation from the atackers side. You were damndamndamndamn...damn lucky. Not all atackers as so nice to play along with RP... :roll:


I know.
It was just once in about... Many more times that one of my chars were attacked.
Even then I stay RPing. Even when one of my chars has been imprisoned I stay trying to talk into the ones they were imprisoned by. Otherwise it'd really ruin my chars for me. (I even started talking while nobody was around once. My char talked a lot with himself.)
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Postby Rebma » Sat Jul 25, 2009 4:22 pm

Piscator wrote:I'm all for making the combat system more interesting, but killing people in just one strike is not the way to do it. This is supposed to be a slow paced game and being able to kill a person in one strike would make hit and run tactics even more fatal. That's not exactly what we need more of.

If you could heal only 5% or 10% damage per day you would consider wounds much more serious than you do now. If it would take you up to a year to recover from your wounds (seriously impairing you and leaving you vulnerable) you wouldn't take a combat lightly, too.

This is one of those times where I have to agree with Pisc. We don't need the ability to critical hit, like he said, it's not the way to go about making combat more interesting.

The reason it helps evil charris more is the fact that evil charris use violence more, and are the first to attack, provoke, etc. So yes in theory it helps both sides, but given what is common in cantr, it's unbalanced. If my good charri were to hit everyone who came into his town, then it might be even, but the fact is, good don't do that. I've also been in Arenti's place, hitting someone, or seeing someone hit with a great weapon rather than a waster. Also, a lot of good RP'ers like to hit with all their strength, then hit with small damage to torture a person, and allow the other time to RP in response. You're taking away RP as soon as you make it possible to end it first hit. You're also looking at changing characters RP oocly, as a lot of people would stop hitting with full force were you to ever implement this(because they want to wait for RP). So we'd see very strong expert fighters doing 12 damage, out of fear of a kill and that's ooc influence dear, and a breach of CR, not to menton would be a manipulation of game mechanics, even if they were doing it do someone DIDNT die.

Anyways, (this paragraph will be shorter lol) I like the healing food cap, mainly for the fact that I have now RP'd with two separate characters who's players RP'd them eating a few onions, or a few tomatoes, here and there. And literally only healed themselves a couple percent a day. When this was happening I thought it absolutely amazing to see someone actually do that, as it brought a sense of realism to the character(even if cantrreality deems you can heal in seconds). So I'm all for a daily cap to make combat more interesting.

But not for auto-healing at all. I had a chickenshit charri who would walk inside, hit himself, then walk outside, trying to kill himself. He carried healing food, so that if anyone noticed, he could be all "Oh I don't know what happened" and eat some to keep them less suspicious (yes it took years to kill him lol) And if you're trying to die and someone hands you healing food to force you to eat, and you have to just because you didn't have 15000 kg of sand or whatever to pick up.

Or if you have characters who are prone to self-injury. (like RL cutting) where they'll injure themselves, then slowly heal once back in general population. Auto-healing would ruin this.
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Postby Gran » Sun Jul 26, 2009 6:41 am

Caesar wrote:
Miri wrote:I don't like healings and energy replenishers as well. they make me think of that cartoon Popeye sailor geting all pumped up after eating spinach :?
I don't feel comfortable about RPing them as well. Reason - just as above :?
I'd be for removing food-healings, or leaving them just as a boosters of natural regeneration... and maybe implementing some kind od 1st-aid kit equipment for (minor) instant healing.
-> more common sence and realism
-> HOSPITALS! already some people are trying to make some kinds of healing centers, but with the implementation they would have a real reason of existance

Also a small chance for critical would make fight more serious thing, and make game more.. lively :twisted:
But if the critical hits were implemented, I'd also like to see 'guarding' in game. Guarding would be a project similar to draging, but with predefined lenght (like repairs) and visible to everyone on the guarding character page (I think draging should be visible here as well, but..). There would be a significant (50-75%) chance of the guardian taking the hit if the guarded person was atacked. It would allow the rich and well being characters (that poor town leader every newspawn would want to kill after the implementations of criticals, for example) to be almost 100% safe... if they decide that such safety of theirs is worth the expense 8)


I love it. Both of the things you suggest. (Although the first thing had already been suggested, hadn't it?)


Some weeks ago I myself said something about healing equipment and real medicine in the healing foods topic, although the idea is much older. Guarding was also suggested but it doesn't matter: both suggestions are awesome. The continuous ocurrence of this suggestion, along with suggestions to introduction of near-death state or moribundancy, are simply a proof that those suggestions should be take into consideration by the staff.

On what concerns critical hit and auto-eating of healing foods, it would only encourage two things that secretly we all know that shouldn't be encouraged: Solo gameplay and inactivity.

Cantr is based around the building of societies, by introducing critical hit we would be introduce it in detriment to the societal development - It would give reasons to work alone, rather than walk in groups. No matter what tiredness is given, or how small the chance of happening is.

Putting auto-eating of healing foods would work the same, it would encourage people to stay less active, since they don't have to worry about their characters, reducing the amount of potential roleplay which could be extracted from it. Simply consider this: by logging on to check a character, there is achance that the player also checks other characters and put them into movement. Taking this off, this chance vanishes.
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Postby Cogliostro » Sun Jul 26, 2009 7:16 am

Gran, you crack me up man.

Surely Cantr isn't secretly a torture device used for extracting roleplaying out of people BY FORCE. :D :D :D And you say that forcing players into staying up nights for the exclusive reason of clicking that "EAT" button on healing food is the right way to treat human beings with lives etc. etc.? No, it's obvious that "eat" button being manual does nothing to improve or increase roleplaying. It just means the more episodic players are disadvantaged and their characters will be unfairly a lot more likely to die in combat.

Similarly, I can't say I see your point with the "critical hits encourage solo gameplay" line of reasoning. First of all, all players in Cantr are solo players, let's just recognize that. The society-building comes when many people come together for a reason. There's absolutely no shortage of such reasons or places for people to come together in the game. There's no problem at all with the society building; the problem is with combat being so nerfed that it's a clockwork-like safe and utterly predictable mechanism! Where's the danger of skirmishes and extended battles? Where's the unexpected tragedy and unexpected success in it? It's gone. Ever since the damage was capped - but note, I agree with the damage cap. I am just suggesting a small chance (depending on battle skill) should be in there that would stop the cap from saving a person on the odd occasion. To make us players not be so cheap and willing to enter combat situations feeling, pretty much, invincible.

I sure would like to know how exactly you figured that a small chance of things going wrong in combat, suddenly will make (or "encourage) every second man or woman in Cantr to become a solo-oldbie-character-hitter.
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Postby SekoETC » Sun Jul 26, 2009 7:48 am

There could be a poll or polls on this matter. My suggestion for a poll:

How should healing foods be changed, if at all?

- Leave them unchanged
- Daily cap in grams
- Daily cap that includes nourishing food
- Auto-eating of healing food after being hit, no cap
- Auto-eating + daily cap
- Remove instant healing, boost daily healing rate instead

If there was a daily cap, that would allow some instant healing but it would be limited. It would also make light compact foods more efficient since you would get more healing per gram.

If nourishing food counted towards the daily limit, that would make the eating sickness more dangerous since people would be able to heal less when they have it (unless they refrained from eating daily food or limited it to a small amount). Also people who eat compact foods would have a slight advantage.

If auto-eating of healing food was implemented, it should be possible to toggle it off.

Additional poll:

Should combat be made more dangerous, if yes then how?

- No, don't change it
- Yes, by allowing critical hits (2-3x normal damage)
- Yes, by allowing wider range of damage (esp. from weaker weapons) but still disallowing one hit kills
- Yes, by limiting daily healing
- Yes, by making wounded people able to deal considerable damage
- Yes, by enabling automatic retaliation

That one would be better if people were allowed to pick several.
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Postby Cogliostro » Sun Jul 26, 2009 7:57 am

The idea with "toggle-able" auto-eating of healing food might be really good if it took the form of a simple checkbox next to the healing food in inventory. So you could designate which healing food will be eaten in case of being hit, and uncheck some others you might want to save for some reason (for friends, or it's a rare herb and you want to grow it, you need the tomatos for pizza, etc.).

Then the code would simply loop through all the checked items, sort by efficiency and auto-eat the bulkiest first, as usual with normal food. The checkbox might be a green "faded" graphical one, so it doesn't look too ugly with many of them in a column in the inventory screen. Come to think of it, the same checkboxes for ordinary food would also be very useful.

PS: I also hate the situation where you're hit by somebody just before you hit them and so your attack is now useless. Nothing could be more clickfesty than that situation. Because of it, I sometimes had to pop out, hit one person, then pop back inside again, just to check "did they hit me? no? ok, here I go again." and it's ridiculous because due to my laggy connection each step would take a while to carry out. While there are some other players with the opposite situation, for them it's extremely fast and responsive, so they can literally pick up objects in "mid-flight" as someone drops them and so on. I don't get why the nice connection some players enjoy should give them these clickfesty advantages, and I don't get why so many folks think Cantr is a giant doll-house where combat is really only for town leaders to be able to kill annoying people who don't fit in with the local society building effort, and in no way something that could be used to kill the same leaders back, not even when it's only a miniscule risk of it happening. I know the suggestion here doesn't magically solve all of that, but it's a step in the right direction IMHO.

I would also love to have hospitals and all, but rememebr how limited ProgD resources are. They just can't do things that involved at the moment. Small adjustments like some voiced here, they can do right now, and that might mean more exicting playing for everyone.
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Postby Gran » Sun Jul 26, 2009 9:07 am

Cogliostro wrote:Surely Cantr isn't secretly a torture device used for extracting roleplaying out of people BY FORCE. Very Happy Very Happy Very Happy And you say that forcing players into staying up nights for the exclusive reason of clicking that "EAT" button on healing food is the right way to treat human beings with lives etc. etc.? No, it's obvious that "eat" button being manual does nothing to improve or increase roleplaying. It just means the more episodic players are disadvantaged and their characters will be unfairly a lot more likely to die in combat.


Although I personally think of rather strange to stay awake exclusively to click the "EAT" button constinously (and I should know after the amount of night attacks my chars suffered from the period of 1740-1940), since there is no such thing as continuous combat to require such efforts and all attacks after a first agression can be predicted as one day plus "x" (day+x). No need to pull this out of course, or so I expect.

Still, that means that except if you are attacked in the middle of the night, there is no need to enter in the middle of the night next day to check if you were attacked. And more, the button will stay functional all day, and not solely after midnight.

If this is based off anything, I would say that this argument was based off a particular situation lived a by a particular player, something that you have alredy said to not be worthy of being brought to the discussions here. Then this should be none of the business of the game development, it should be worked out by the player and his character solely.

Cogliostro wrote:I also hate the situation where you're hit by somebody just before you hit them and so your attack is now useless. Nothing could be more clickfesty than that situation.


Again this implementation is part of the game mechanics and has worked so far without any problems.

Cogliostro wrote:Similarly, I can't say I see your point with the "critical hits encourage solo gameplay" line of reasoning. First of all, all players in Cantr are solo players, let's just recognize that. The society-building comes when many people come together for a reason. There's absolutely no shortage of such reasons or places for people to come together in the game. There's no problem at all with the society building; the problem is with combat being so nerfed that it's a clockwork-like safe and utterly predictable mechanism! Where's the danger of skirmishes and extended battles? Where's the unexpected tragedy and unexpected success in it? It's gone. Ever since the damage was capped - but note, I agree with the damage cap. I am just suggesting a small chance (depending on battle skill) should be in there that would stop the cap from saving a person on the odd occasion. To make us players not be so cheap and willing to enter combat situations feeling, pretty much, invincible.


Yes, indeed, all players are solo players, both in the sense that humans are uncapable of developing hivemind and also in the sense that under the current individualistic society players tend to build their characters under a individualistic set of objectives, rather than engaging on more profound group actions which should be and are encouraged, at least nominally, by staff members. Critical hit is on the opposing way of this process.

There are a number of reasons of why combat is rather too shallow under current conditions, but I far as I believe and understand, none of it has to do with the combat pace (or also understood as "damage cap"), which is the only possible discussible variable (without entering scrutinist dialogue) that would be affected by the introduction of critical hit. The current system of combat suffers from a lack of both possibilities (game mechanics) and creativity (player action), relying in two primary tatics:

Raid Groups (Fast combat which relies on mobility and on medium-large groups of active soldiers to attack defenders at the same time, thus ignoring combat pace restrictions. Does not necessarily relies on large medicine stockpiles, as the enhanced mobility seeks to reduce effects of attrition and the possibility of enemy response, thus the potential damage made to troops)
Drag n' Hide (Counter-offensive actions relying on the avoidance of contact with the enemy force, trying to weaken the enemies enough to take them as prisioners and usually relying on stockpiled medicines to reduce effects of ocasional damage to troops).

However, it should be noticed that combat pace and the modifications to it are irrelevant in this scenario. Raid Groups is alredy a functional strategy built to work over the combat pace restrictions, thus critical hit would be completely ignored. It would hardly influence the outcome of a battle since it is only a slight possibility against the alredy massive bonuses of ganking tatics.

Drag n' Hide wouldn't be largely affected in the same way because it is neutral to the restrictions: The target is being held prisioner, thus he will likely be killed no matter what happens.

Of course, there is special situations that will be proposed here, as "what if every attacker fires a critical hit?" or "what if all prisioners are killed by critical?", but let me remind that these are special situations. On the big picture, such introduction wouldn't affect largely battles between groups: The only relevant change to my mind is that iniciative would be more valued in both sides to avoid any possible lucky strike and trying to harvest some for your side.

The idea of improving combat experience is valuable indeed, but I can't see how this would reduce clockwork. After all, combat isn't a complex thing in itself. It is all about striking the opponent and mantaining yourself supplied. What makes it complex are the variables (I.e. weather, terrain, disposition of forces, sunlight, humidity) that can affect both combat and logistics and adding ramdomness to the outcome: Low humidity can make your forces too tired, weakening them. Sudden rain may delay transports with medicine.

Cantr lacks these variables. What we have is combat almost in it's pure form, almost ramdomless, and with only some effective possible tactics based around other game features (I.e. combat restrictions and the inviolability of buildings). We wouldn't need then something based on alredy present features, we need brand new variables.

Cogliostro wrote:I sure would like to know how exactly you figured that a small chance of things going wrong in combat, suddenly will make (or "encourage) every second man or woman in Cantr to become a solo-oldbie-character-hitter.


Cogliostro, I fear that you are ignoring the subtleness of these measures and worse, ignoring my whole point. I'm not worried in any way by the fairly unrealistic scenario in which every single newspawn would become a killing machine. Because, enough said, it is unrealistic. And it's the last of my concerns on the matter. The problem of the implementation of critical hit is the emotional impact that it could have on players, far from the actual effects on the real status of the game reality. Simply, even though it is unlikely to happen, critical hit would be interesting for soloers? Undeniably! As it can be understood in your own "Redbeard" examples. And the simple existance of the possibility may affect players to become more open to become soloers due, something that could not be desired. This isn't about the rational possibility and statistic, about the actual effects of it's introduction in the game. It is about "man's unfailing capacity to believe what he prefers to be true, rather than what evidence proves to be likely and possible. We long for a caring universe which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts." It is about the irrationality of men.
Last edited by Gran on Sun Jul 26, 2009 1:39 pm, edited 1 time in total.
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Postby Cogliostro » Sun Jul 26, 2009 10:24 am

Gran says:
We long for a caring universe which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts. It is about the irrationality of men.


As I keep saying, the "Suggestions" forum is just the best forum since sliced bread forum. :D
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Postby Cogliostro » Sun Jul 26, 2009 10:49 am

Good point about the fact that the "eat" button is always available, not just at some specific time. But in that scenario you're hidden from continued attacks and so have the luxury to eat your healfood whenever you prefer. What if you are not? Simple, then by the time you (a hypothetical episodic player) login, your character is already going to be dead, and you don't get a chance to use the healing food you prepared.

Why did that happen? Only because you didn't login at 3am to see how that battle is going and to eat your healing foods. It's not correct to call this situation an intended game mechanic just because it's there and works this way now. It's not as if the original Cantr blueprint included this as a key design feature: "and players SHALL die in battles, unless they login at 3am. And we shall do this, and we shall see that it is good, because it forces players to roleplay more." We know there wasn't anything like that there. It was just what we arrived at after a long series of attempts to make something that worked kind of okay.

So it isn't really a holy of holies that can't be touched up to make it work a bit better, you know? With small tweaks like the critical suggestion.

Clickfesty aspects of the current combat system are problems if you see clickfestiness in general as a problem. I do! Maybe you don't, thinking instead that these are just acceptable and/or cute parts of the game that make Cantr what it is. I mean that's a valid point of view, that nothing should change about the combat since we're well used to it. But I don't share that view at all. Though I must at the same time recognize that it can't all be fixed all at once with some shiny new totally "asynchronous" combat system (just too much work for ProgD to handle). One of the worst "clickfesty" aspects is the ganking tactic, that many players think is actually a feature ("look, we're a group, so we're building a society too...kinda") but it isn't. As Seko explained, when the ability to single-hit-kill with powerweapons was nerfed because we rightly wanted to protect our peaceful players from losing their time investment in their characters too easily, same thing should have happened to ganking. But it didn't, since nothing was figured out to really help with it at the time. But wait! Auto-eating of heal-foods eliminates ganking; as long as you are prepared, those strikesquards (which most of the time are coordinated through MSN/aim and thus are CRB) will not make you lose your character while you were away from your computer. You see why I'm suggesting those two (critical and auto-healfood) together almost as a single idea now?

I'm glad we see eye to eye on the limited combat options. It's always either hit and hide, or hit and drag. That's about it! All we have. It's not as if adding critical hits to this (just a spice-up, really) would in any way change the pie's nutrional value. But it might (I hope) change the "taste" it leaves with players - a psychological tweak, making combat "feel" risky, even if it actually isn't. You're calling this riskiness an advertisement for bad players, but how can that be? How can that be, man? Are you actually telling me that bad, loner characters should not have even the slightest glimmer of a hope in front of them in their pathetic and short Cantr-lives as sporting distractions for oldbie town leader characters? Come on. That's really not up to you, is it? I mean look at the pages and pages that have been written by people who want to play: suiciders, self-mutilators, transvestites from space allergic to onion, and people from the hunger strike union. All of those people got to insert their 2c and make sure their character is not inconvenienced, but you're telling me that it's a BAD IDEA to have anything in the game that might, under rare conditions, let a little antisocial loner have a tiny chance to do something against that wonderful society you're building up??? :D :D :D

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