1:25:4

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

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Ruby
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1:25:4

Postby Ruby » Thu Jan 07, 2010 6:46 am

I know of a few seconds in my life that I wish lasted this long.
MartialAngel

Postby MartialAngel » Thu Jan 07, 2010 6:58 am

Lol! Agreed..
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Dudel
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Postby Dudel » Thu Jan 07, 2010 9:26 am

Something in Cantr is broken? :O *is honestly shocked..... NOT*

This has happened the past month, or so, with time sticking. I think someone keeps manually adjusting it but as long as the ticks happen correctly the "actual Cantr time" isn't all that relevant.
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Ruby
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Postby Ruby » Thu Jan 07, 2010 9:35 am

Oh, I know. I was just making a stupid joke.

I do like to use the time to know how much time I've been wasting though. :oops:

Especially when I continually refresh a particular character's page hoping someone will say something back to what I say.
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Dudel
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Postby Dudel » Thu Jan 07, 2010 9:46 am

We've all been guilty of that.

I don't notice time stamps anymore, however. It's always brought to my attention by someone else and at that point I check character events and YUP so it is. :lol:
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Arenti
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Location: The Netherlands

Postby Arenti » Thu Jan 07, 2010 9:54 am

Dudel wrote:We've all been guilty of that.

I don't notice time stamps anymore, however. It's always brought to my attention by someone else and at that point I check character events and YUP so it is. :lol:


lol I don't notice it as well. I just read the thread and had to check if it was true. :lol:
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Wolf
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Postby Wolf » Thu Jan 07, 2010 3:08 pm

Dudel wrote:... the "actual Cantr time" isn't all that relevant.

Don't have any sailors who are sailing to other islands, with specific instructions about how long to keep what direction then, eh... lol... two of mine are in such positions; one sailing a route based on memories of how long to sail in some directions, when (in Cantr time) to make turns... the other sailing purely on instructions given to him before he left.
The first one has the benefit that he could still roughly know when to see lighthouses or abandoned ships, so that one might actually make it... the second one, though, is in unknown waters, has been sailing a while already and still has a while to go... being unable to really stick to the instructions, and unable to get supplies unless he runs into another ship or an island, that one'll be buggered up the bum unless some exploit or new feature allows him to feed on his own limbs :lol: OR... unless people can play mermaids... heheh... "Ahoy! Glad I made it, it almost wern't gunna be that way. But luckily I met some charmin' mermaids. Them's pointed me the nearest land, an' tasted quite well after a while on the deckgrill" lol...
hmmmmm beer.... pizza.... computers.... women... stir-fried furry little critters...
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EchoMan
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Postby EchoMan » Thu Jan 07, 2010 4:22 pm

Every three RL hours is still one Cantr hour, so just do the math :)
Voltenion
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Postby Voltenion » Thu Jan 07, 2010 6:15 pm

Attack, mates, attack. One character already survived my psycho because of this. He attacked her at one hour and, one day gone, I came home again ready to continue the massacre and there it was, clock stuck at 6.04. I could have slowed her down there, but now she just managed to get away. Beh, guess it might be better that she survived. Might come back with an army one day and make things interesting.
"Delete Fu Island" activist.
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Ruby
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Postby Ruby » Thu Jan 07, 2010 8:35 pm

Projects were still completing, and turns were still ticking. It was just the clock that was stuck and all my chat logs have several hours of the same time stamped all over them.

I wasn't complaining or anything. It was just funny.
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Wolf
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Postby Wolf » Thu Jan 07, 2010 8:49 pm

EchoMan wrote:Every three RL hours is still one Cantr hour, so just do the math :)


Yeah, as soon as I remember what the R/L time was all those days ago when the Cantr-clock first got stuck, calculate how it getting unstuck affected the times at which lighthouses and locations were supposed to show up for sea-travel then, and then manage the same for the more recent cantr-clock-stuckiness....

Needless to say, even if do-able, it'd be a major headache... and it's not just a matter of figuring the r/l to Cantr timedifference, after two times having Cantr's clock go bonkers, it's impossible to tell if my sailors sailed even a minute too far in direction X before turning to direction Y.
It takes just a moment to have the difference between "you see a lighthouse to the east, it is very far away" and seeing nothing but blue, so counting back, then converting to cantr-time... then re-counting to find the correct point at which the ticks of the cantr-clock matter to sailing events... it's easier for me to count the molecules in a moving jellyfish, I'm thinking.
hmmmmm beer.... pizza.... computers.... women... stir-fried furry little critters...
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Ruby
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Postby Ruby » Thu Jan 07, 2010 8:58 pm

I imagine you have to turn at a point where there is nothing that you can see, right? Because even while the clock was stuck if there was something to see it was reported in the log. I'm pretty sure you can estimate the time close enough that you'll be fine. The clock was broken for maybe a day, tops.

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