Clothing deterioration

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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catpurr
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Postby catpurr » Wed Dec 16, 2009 11:58 am

Dudel wrote:Cloths are already pointless unless you wish to add to RP. This would just shy certain types of people away from using them.


The whole game is pointless unless you wish to add to RP.
I don't think it shies people away.

The consensus is that as far as I see it:
* make clothes easier to create
* but add detoriation on the other hand.
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Dudel
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Postby Dudel » Wed Dec 16, 2009 7:52 pm

Cantr objects should have a mechanical use and value.

Cloths, as they are now, have no reason to be.... let alone a reason to crumble/tear/etc. You could have characters run around naked their entire lives and only a very few would notice.... and even less would care.

Making clothes deteriorate just seems... stupid and pointless.
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Mack
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Postby Mack » Wed Dec 16, 2009 8:01 pm

Dudel wrote:Cantr objects should have a mechanical use and value.

Cloths, as they are now, have no reason to be.... let alone a reason to crumble/tear/etc. You could have characters run around naked their entire lives and only a very few would notice.... and even less would care.

Making clothes deteriorate just seems... stupid and pointless.


That would be where RP would come in. Why do Chars even bother to care about clothes when there is no mechanical value to them? Because the RP it. It is a RP game after all. You just need a bit of an imagination. That's all. You want to run around naked, trying to kill everyone you meet? Fine. Ruin the game for everyone else. But eventually you will lose. Always do.
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Dudel
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Postby Dudel » Wed Dec 16, 2009 8:24 pm

Mack wrote:That would be where RP would come in. Why do Chars even bother to care about clothes when there is no mechanical value to them? Because the RP it. It is a RP game after all. You just need a bit of an imagination. That's all. You want to run around naked, trying to kill everyone you meet? Fine. Ruin the game for everyone else. But eventually you will lose. Always do.


For 1, I don't play like that. For 2 adding more micromanaging to this game isn't going to help it! It's already bogged down with thousands of worthless and/or ineffective items.

"Oh this will be cool... lets add more tedium to Cantr... good idea."

Seriously? A majority of characters just wear whatever they were given at spawn and move on... adding to this irritation just makes more worthless stuff more irritating then anything.

Things should have less of an RP only appeal with mechanics making them difficult/annoying/etc to use/make/whatever/etc. Give clothes a VALUE before making them worth "repairing".
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SekoETC
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Postby SekoETC » Wed Dec 16, 2009 8:36 pm

I think it would add to the game if there was a separation between dirty and clean and/or light and heavy jobs and clothing could both protect people and restrict them. If clothing visibly wore out, people who can afford it would have a reason to buy new things to look their best, and they would be likely to give away or sell their used clothes to the less fortunate individuals. And people could see the division between the rich and the poor. Also if certain jobs like smelting, forging, refining, mining would require protective gear or workers would risk suffering damage. It would increase the value of metals since people mining and processing them would either have to invest in protective equipment or healing food. But this is drifting away from the deterioration idea.

I've noticed that if people are given a chance to pick something like a bone knife or a needle from a pile of several, and they are ensured that the pile won't go anywhere and they can get a new one every time the old one happens to break, they'll still either pick the one that looks newest or repair an old one. Either they simply cannot trust that such a treasure of bone things wouldn't walk away in the pockets of others or they want their equipment to look brand new even if it had no functional meaning short of telling you it's not about to crumble away. So based on that same logic, if clothes showed deterioration status, people would repair them the best they can and prefer ones that look the newest.
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Dudel
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Postby Dudel » Wed Dec 16, 2009 8:44 pm

Seko, better tools work better then broken/damaged/etc tools.

Clothes don't "work better" cause they don't work. O.O

A brand new bone needle works better then a crumbling one. Why repair it? Cause it's easier/safer then trusting someone who told you something. It's much better just to keep a bone needle forever and keep repairing it then to make more on the grounds of someone else's word. No one in Cantr can be trusted. One person says "Take from this building" and the next person takes "more then he should" ant it's a mess.

Safe then sorry.


OH but otherwise your addition of making clothes "worth something" makes deterioration of clothes not utterly pointless and/or stupid. HOWEVER, it does add a LOT more micromanaging to the game.
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mojomuppet
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Postby mojomuppet » Wed Dec 16, 2009 9:40 pm

I hate this idea. Not one of my chars would spend time repairing clothes. I wouldnt even use prisoner's time to do this.

Not that any of my people would keep prisoners of course. They are all made out of bunny fur and ice cream.
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Postby Piscator » Wed Dec 16, 2009 10:52 pm

Dudel wrote:Seko, better tools work better then broken/damaged/etc tools.


Where did you get this idea?
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Snake_byte
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Postby Snake_byte » Wed Dec 16, 2009 11:03 pm

Piscator wrote:
Dudel wrote:Seko, better tools work better then broken/damaged/etc tools.


Where did you get this idea?


Though that makes sense. I never had that thought either. I thought they just, well, deteriorated.
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Dudel
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Postby Dudel » Wed Dec 16, 2009 11:35 pm

Then what the PUCK is their point for items deteriorating!?

Just to get rid of them? Well that worked great! Wow... just, wow.
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Postby Piscator » Wed Dec 16, 2009 11:56 pm

Yeah, well, you have to repair them or you loose them, but that's it so far.
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chase02
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Postby chase02 » Thu Dec 17, 2009 12:57 am

Unfortunate. By that reasoning, clothes should rot and disappear as well.
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Zisrith
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Postby Zisrith » Thu Dec 17, 2009 12:59 am

I kinda like the idea of clothes rotting off of people :wink:
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chase02
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Postby chase02 » Thu Dec 17, 2009 1:03 am

IMHO, this is best fixed with a complete rewrite from the most basic level. Clothing, tools and even people, are all objects at the end of the day, and should all have a rot property. Just that people don't start rotting until they die.

THIS IS WHY the setup of the world is critical critical critical. This needs flashing red 64pt font.
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Mack
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Postby Mack » Thu Dec 17, 2009 1:59 am

chase02 wrote:IMHO, this is best fixed with a complete rewrite from the most basic level. Clothing, tools and even people, are all objects at the end of the day, and should all have a rot property. Just that people don't start rotting until they die.

THIS IS WHY the setup of the world is critical critical critical. This needs flashing red 64pt font.


How about after the age of 60 a persons chances of just dying of a heart attack increase by 5%....anther 5% after 80....Making 100 year old players rare. And then add a chance factor like when picking locks...is this possible?
I'm not an evil Vindictive genius. I just like to help Karma along some times.

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