Apothecary / Tea Removal Clarification

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

Moderators: Public Relations Department, Players Department

User avatar
SumBum
Posts: 1903
Joined: Fri Jan 05, 2007 10:57 pm

Apothecary / Tea Removal Clarification

Postby SumBum » Mon Jul 19, 2010 2:27 pm

Sorry, I deleted the IG message before this occurred to me. What exactly has been removed? Only effects for tea, only effects for mixtures that reduce tiredness, or effects for all apothecary mixtures?

For what it's worth, I am in favor of removing the ones that reduce tiredness. I'd like to see something useful from the plants etc but it's apparently going to need some major overhauls. :?
I don't know karate, but I know KA-RAZY!! - James Brown
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 2:32 pm

Anything that reduces tiredness, except for resting furniture has been disabled. You can still make everything at the apothecary table.

This may not be for all eternity, but some things have to change before those effects can be allowed again.
User avatar
Arenti
Posts: 2814
Joined: Mon Oct 22, 2007 11:31 am
Location: The Netherlands

Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 2:33 pm

At least a maximum a day.
There is no rule that says I can't post as much I want. I asked my lawyer.
User avatar
Piscator
Administrator Emeritus
Posts: 6843
Joined: Sun Jul 02, 2006 4:06 pm
Location: Known Space

Re: Apothecary / Tea Removal Clarification

Postby Piscator » Mon Jul 19, 2010 2:35 pm

When I last checked (an hour ago?) only tea was disabled, but the other consumables will soon follow. I also hope to restore their values when a better solution is found.
Pretty in pink.
User avatar
Mars
Posts: 852
Joined: Sat Apr 28, 2007 2:44 pm
Location: Poland

Re: Apothecary / Tea Removal Clarification

Postby Mars » Mon Jul 19, 2010 2:35 pm

I have only one question - WHY this was doned without any warning? There are many characters in Polish Zone whose have a realy big supplies of tea. They often doing this supplies for many years whith a realy big work. Now, their tea and coffe are useless. Thanks for this.


Updated:
This may not be for all eternity, but some things have to change before those effects can be allowed again.


OK - so I whish it...
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 2:39 pm

It was disabled because some power-gamers fond out how to exploit this. Well, it haven't been a big secret that tea has unbalanced combat. Instead of seeing more massacres we have temporarily removed the effect of tiredness-reducing consumables.
Cogliostro
Posts: 766
Joined: Mon Jun 01, 2009 8:05 pm

Re: Apothecary / Tea Removal Clarification

Postby Cogliostro » Mon Jul 19, 2010 2:48 pm

So let me get this straight, ProgD are holding the hand on the pulse for established English oldbie characters, to protect them from evildoers in game... And everybody is in COMPLETE agreement that terrorism and massacres are not part of any society's development, and should be absolutely impossible in the game. Thankfully, our team has acted quickly, to disable all tiredness foods (despite them being part of the game for years now), and screw over the baddies, help out the goodies, restore stasis and MINDNUMBING TEDIUM that we all love so much in the Cantr lands.

Next week: English Characters in Danger Again! All Weapons Now Disabled, Healing Food Boosted, Talks Underway To Disable Starvation - Due to Possible Established Character Masscare Threat via Drag'n'Starve!
Last edited by Cogliostro on Mon Jul 19, 2010 2:51 pm, edited 1 time in total.
User avatar
mojomuppet
Posts: 987
Joined: Tue Sep 22, 2009 2:24 am
Location: Florida, USA

Re: Apothecary / Tea Removal Clarification

Postby mojomuppet » Mon Jul 19, 2010 2:50 pm

Im willing to wait until this is sorted.

I have a char that does fighting the fair way, get a pose together and kick some ass like the game was intended. :P You have five jerks, we find fifteen, bored people that will spend days and days hunting you :P I hope someday they catch one that the last person can kill the bad guy with a pillow :P
3005-7.35: You expertly kill a giraffe using a bare fist.

Image
User avatar
Mars
Posts: 852
Joined: Sat Apr 28, 2007 2:44 pm
Location: Poland

Re: Apothecary / Tea Removal Clarification

Postby Mars » Mon Jul 19, 2010 2:56 pm

Cogliostro wrote:And everybody is in COMPLETE agreement that terrorism and massacres are not part of any society's development, and should be absolutely impossible in the game.


But why we have all those wonderfull weapons in Cantr? :wink:

Crimes and wars are a part of our civilization. However, this realy important to create a fair rules and mechanisms to use the force... I trust, that this will be doned in future, and the tea with coffeine will back! :wink:
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 2:58 pm

Cogliostro wrote:So let me get this straight, ProgD are holding the hand on the pulse for established English oldbie characters, to protect them from evildoers in game... And everybody is in COMPLETE agreement that terrorism and massacres are not part of any society's development, and should be absolutely impossible in the game. Thankfully, our team has acted quickly, to disable all tiredness foods (despite them being part of the game for years now), and screw over the baddies, help out the goodies, restore stasis and MINDNUMBING TEDIUM that we all love so much in the Cantr lands.

Next week: English Characters in Danger Again! All Weapons Now Disabled, Healing Food Boosted, Talks Underway To Disable Starvation - Due to Possible Established Character Masscare Threat via Drag'n'Starve!

I think you are overreacting. The game should be well balanced in every aspect. The combat system is (was with tea) right now very unbalanced. And the latest massacre showed everyone exactly how extremely unbalanced it is. Terrorism and massacres is truly a part of any society, but 5 people shouldn't be able to kill 1000 people in a few minutes without any chance for the defenders to defend themselves just because they have a van full of tea. I'm sorry if you are a "power-gamer" and feel like we steal something away from your "society simulator"-game.

Oh, and sarcasm is never good in written form. ;)
Cogliostro
Posts: 766
Joined: Mon Jun 01, 2009 8:05 pm

Re: Apothecary / Tea Removal Clarification

Postby Cogliostro » Mon Jul 19, 2010 3:04 pm

No, YOU! You are overreacting. That much is obvious, dudes.

You can really imagine vividly how this one went down: team checks the evildoers for CRB, looking for any little thing, any excuse to implicate them and suspend those accounts. But none are found!!! Well, shit, then we better disable all means of tiredness reduction, we have to stop them somehow!

Has it ever occured to anyone that the game may lose more credibility and good players if the team went about emergency-nerfing everything, instead of finally looking at the real issue, seriously - the combat is broken and outdated, and does not work, and we cannot pretend it "kinda sorta" works, when what all these kneejerk nerfings really mean is that now there should be no combat in Cantr, period.

Congratulations, you've created an ideal society simulator, where only appointed officials can kill "criminals" in locked prisons with total impunity, and nobody can ever do anything to touch a hair on the head of that privileged established class. You better all get in line, the Department is watching your moves, and will disable major parts of the game if you're SOMEHOW still not being good.

Echo: Tell that (about written sarcasm) to Jonathan Swift. ; )
User avatar
Indigo
Posts: 987
Joined: Sun Jan 03, 2010 8:45 pm
Location: Nowhere

Re: Apothecary / Tea Removal Clarification

Postby Indigo » Mon Jul 19, 2010 3:09 pm

All of you, power-gamers, are basing your attacks so much in tea, that you are not able to find another way to do it? That says little good about you.

I haven't seen -real- terrorists recovering themselves just drinking tea... but, oh, whatever....
Someone wrote:Being dark is an intelligent interpretation of the fabricated world, made up from our heads, there to tempt and play with us
User avatar
SekoETC
Posts: 15525
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Re: Apothecary / Tea Removal Clarification

Postby SekoETC » Mon Jul 19, 2010 3:10 pm

I think this move was a bit exaggerated, but hopefully a solution will be found soon.
Not-so-sad panda
User avatar
CrashBlizz
Posts: 574
Joined: Tue Oct 25, 2005 1:41 am
Location: China

Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 3:12 pm

Cogliostro wrote:Has it ever occured to anyone that the game may lose more credibility and good players if the team went about emergency-nerfing everything,


No good players have been negatively effected by the removal of tea - I'm sure even someone like you can understand that.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 3:14 pm

No, YOU are overreacting and exaggerating. :lol:

I think the game loses more credibility and appeal if a group of five people can wipe out 1000 people instantly, than what it does if we quick-fix things that are broken.

You are also welcome to apply to staff and participate in the daily work as well as figuring out how to create a better combat system, and implement it. It's very easy to stand on your side of the fence and spew out critisizm.

If we wanted there to be no combat in Cantr, it would be removed already.

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest