Apathy

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

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Surly
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Re: Apathy

Postby Surly » Wed Mar 02, 2011 9:51 pm

Scenario:
Player A invests months of their time into building up a town. Their activity and dedication attracts other characters and the town actually grows. This town becomes one of the few interesting places to be in Cantr.

This town is then butchered by pirates. Player A quits. Rinse and repeat.

This is why the game is dull.

On another note, "builders" like me get frustrated by the ridiculous amount of time it takes to build anything. I don't mind the introduction of deterioration to furniture and buildings, but it does mean I will be even less inclined to build the useless furniture in the game.
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SumBum
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Re: Apathy

Postby SumBum » Wed Mar 02, 2011 10:25 pm

Surly wrote:...useless furniture in the game.


Totally off topic, and don't shoot me for saying this.... I sorta liked the way FTO used furniture. AND most of it was movable.

I think simply making it possible to move furniture would be a huge improvement to its value. I have chars who would buy furniture from someone else while out on trade runs, but don't want that craftsman to have to come to their town and sit in their house building it.
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Piscator
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Re: Apathy

Postby Piscator » Wed Mar 02, 2011 11:28 pm

Surly wrote:I don't mind the introduction of deterioration to furniture and buildings, but it does mean I will be even less inclined to build the useless furniture in the game.


Even if that means that the build costs and times are reduced to a normal level?
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mojomuppet
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Re: Apathy

Postby mojomuppet » Thu Mar 03, 2011 12:06 am

Piscator wrote:
Surly wrote:I don't mind the introduction of deterioration to furniture and buildings, but it does mean I will be even less inclined to build the useless furniture in the game.


Even if that means that the build costs and times are reduced to a normal level?


I rarely make something that isnt useful....only for my ladies to make the swoon, and then even then its rare. I would rather TRADE for it. :P
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RedQueen.exe
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Re: Apathy

Postby RedQueen.exe » Thu Mar 03, 2011 12:51 am

I can see Surly's point though. It takes ages to build a place up, and only moments to take it at the point of a sword. Looting and pillaging pays off tremendously more than actually doing anything yourself. I wonder if half the sleepers aren't just waiting around for leaders to die and until they get into a spot where they can assume power or nab a vehicle and run with a pile of goods.

Hopefully the combat redress with address this. I'd like to maybe see more action in the game, but not in the sense of more towns getting wiped out necessarily.

And yes, I expect it should get a little easier to get things, I hope, just that it'll be harder to sit on a mountain of things, lazily hoarding wealth.
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Snickie
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Re: Apathy

Postby Snickie » Thu Mar 03, 2011 1:09 am

Based on some IG trends I've noticed....

If it can be built, it will be built in [insert town name that I'm sure everyone who plays in it will know I'm talking about]. ;)
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Re: Apathy

Postby DylPickle » Thu Mar 03, 2011 3:27 am

SumBum wrote:
Surly wrote:...useless furniture in the game.


Totally off topic, and don't shoot me for saying this.... I sorta liked the way FTO used furniture. AND most of it was movable.

I think simply making it possible to move furniture would be a huge improvement to its value. I have chars who would buy furniture from someone else while out on trade runs, but don't want that craftsman to have to come to their town and sit in their house building it.


I totally agree with this!
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Re: Apathy

Postby mojomuppet » Thu Mar 03, 2011 6:08 am

DylPickle wrote:
SumBum wrote:
Surly wrote:...useless furniture in the game.


Totally off topic, and don't shoot me for saying this.... I sorta liked the way FTO used furniture. AND most of it was movable.

I think simply making it possible to move furniture would be a huge improvement to its value. I have chars who would buy furniture from someone else while out on trade runs, but don't want that craftsman to have to come to their town and sit in their house building it.


I totally agree with this!


That might have been the only good about FTO!
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Missy
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Re: Apathy

Postby Missy » Thu Mar 03, 2011 2:00 pm

Surly wrote:Scenario:
Player A invests months of their time into building up a town. Their activity and dedication attracts other characters and the town actually grows. This town becomes one of the few interesting places to be in Cantr.

This town is then butchered by pirates. Player A quits. Rinse and repeat.

This is why the game is dull.

On another note, "builders" like me get frustrated by the ridiculous amount of time it takes to build anything. I don't mind the introduction of deterioration to furniture and buildings, but it does mean I will be even less inclined to build the useless furniture in the game.



This is my thoughts also, mostly. Im personally deterred by fuel. I think what the game is lacking is people who want to build amazing empires and the reason why is A they all quit because of pirates. B they all quit because fuel blows. It's true that you can't build an amazing town without the use of cars and fuel and it takes so much work you have no energy left to devote to bitching about your neighborhood. You can't start wars if you're constantly recovering from pirate attacks or preparing for the next ones to come.

My question is--Why is it so easy for people who want to rape and pillage towns IE it takes nothing to build a boat. It takes nothing to steal a boat. It takes nothing to have a boat with the ropes and the sails. And once you have one you're set. Everyone knows it and so people are more likely to invest in this trend of boating instead of investing in anything to do with land and land vehicles. Now people on land not only have to contend with these assholes on boats, and making fuel for cars, we're not going to have the benefit of having our harvesters run so easily without fuel? That has no effect on those at sea still. I think that this is a product of your own making. When fuel was added to cars I'm pretty sure I said "Pirates already have it easy and something should be done to counter balance" The answer was to add sails. While yes, that adds a difference to those at sea. IE who has the faster boat wins---It does nothing for balance between the two; land & sea. Or what effect it has is so infinitesimally small it makes no difference. Like having to go to land to trade for the cloth to make the sails. Big whoopie. I think boats shouldn't be allowed to have cooking devices on them and I think they should require fuel as well. If you want to see a difference in the game: Either get rid of fuel completely or add what I just mentioned immediately. Sure it would suck for traders lost at sea if they can't cook meat, but tell me when the last time was that you actually saw a career trader on boat that sailed inter island bringing much needed things to towns?

I am biased. I have no interest in sailing. I never have. I hate being on boats. I have always left boats to those that knew them. (Im not even sure I know how to sail anymore. lol) And I will not likely learn. Pirates do nothing for me. I don't feel like they have any reason to exist other than egotistic players looking for a rush. It would be totally different if there was like "ONE" really cool group of pirates that sabotaged towns and left a note behind declaring some sort of holy war on the world------But they don't. To say to me that this pirate has a reason to be a pirate because he seen rich people all around him all his life and he wants to redistribute it---It feels like that's just made up to cover the real reason. The real reason being that you're bored and it interests you the player to cause destruction. What really turned me off was knowing that one player played some of the best pirates (or they probably wouldn't even call them pirates) in cantr, terrorizing town after town after town and making it so difficult for any town to survive because of the fact it was getting hit at least once a month by one or a different one of their pirates--Meanwhile this same player has one character in charge of the only successful town left. Why? Because they don't hit it with their own pirates lol Just bleh...Why do I want to play any game where this is the odds? Where you know, no matter how successful you could make something, no matter how good you are at organizing a town to protect itself, all you're going to be faced with in the future is constantly protecting it from pirates?
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Doug R.
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Re: Apathy

Postby Doug R. » Thu Mar 03, 2011 2:12 pm

Don't build along a coast if you're so upset about it? There's plenty of thriving inland communities. Pirates are limited in that they can only hit the coasts. Move off the coast, and the problem is eliminated. And if you think that's somehow an OOC decision to make, or unreasonable, it's not - I had another character move inland just because of this. Regarding your comment about inter-island traders, they're mostly unnecessary because there's so many motor vehicles around, you can go find nearly anything on your own island cheaply - even using fuel. Shai requires extensive inter-island trade, and there's so many moving ships in my view, it's breathtaking.
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Bowser
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Re: Apathy

Postby Bowser » Thu Mar 03, 2011 3:14 pm

Surly wrote: On another note, "builders" like me get frustrated by the ridiculous amount of time it takes to build anything. I don't mind the introduction of deterioration to furniture and buildings, but it does mean I will be even less inclined to build the useless furniture in the game.


I am a builder as well. I've tried to move more into the realm of interactive RP with others. With this new drill change, my hermit will now have to abandon his goal of building a few drills because he has no fuel around and has no one to help with the drill projects. I guess the last 5 years were a waste. No matter, a pick axe, shovel, and tandem bike will do.

Change is fine. It happens all the time in Cantr and we must adapt. Excuse me, I need to get back to the game, I need to finish building my reamer and ladder.
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Doug R.
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Re: Apathy

Postby Doug R. » Thu Mar 03, 2011 3:46 pm

I honestly like goals that take a long time to achieve, because it keeps me interested longer. When I achieve my goals, my characters go to sleep. I have a handful that have absolutely nothing to do right now.
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Mykey
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Re: Apathy

Postby Mykey » Thu Mar 03, 2011 3:58 pm

Doug R. wrote:I honestly like goals that take a long time to achieve, because it keeps me interested longer. When I achieve my goals, my characters go to sleep. I have a handful that have absolutely nothing to do right now.



I`m just starting to develop goals for my characters right now. If I don`t have any, I find myself looking around trying to help anybody friendly with whatever they are doing.
I wish things moved faster personally.

Missy wrote:

This is my thoughts also, mostly. Im personally deterred by fuel. I think what the game is lacking is people who want to build amazing empires and the reason why is A they all quit because of pirates. B they all quit because fuel blows. It's true that you can't build an amazing town without the use of cars and fuel and it takes so much work you have no energy left to devote to bitching about your neighborhood. You can't start wars if you're constantly recovering from pirate attacks or preparing for the next ones to come.

My question is--Why is it so easy for people who want to rape and pillage towns IE it takes nothing to build a boat. It takes nothing to steal a boat. It takes nothing to have a boat with the ropes and the sails. And once you have one you're set. Everyone knows it and so people are more likely to invest in this trend of boating instead of investing in anything to do with land and land vehicles. Now people on land not only have to contend with these assholes on boats, and making fuel for cars, we're not going to have the benefit of having our harvesters run so easily without fuel? That has no effect on those at sea still. I think that this is a product of your own making. When fuel was added to cars I'm pretty sure I said "Pirates already have it easy and something should be done to counter balance" The answer was to add sails. While yes, that adds a difference to those at sea. IE who has the faster boat wins---It does nothing for balance between the two; land & sea. Or what effect it has is so infinitesimally small it makes no difference. Like having to go to land to trade for the cloth to make the sails. Big whoopie. I think boats shouldn't be allowed to have cooking devices on them and I think they should require fuel as well. If you want to see a difference in the game: Either get rid of fuel completely or add what I just mentioned immediately. Sure it would suck for traders lost at sea if they can't cook meat, but tell me when the last time was that you actually saw a career trader on boat that sailed inter island bringing much needed things to towns?

I am biased. I have no interest in sailing. I never have. I hate being on boats. I have always left boats to those that knew them. (Im not even sure I know how to sail anymore. lol) And I will not likely learn. Pirates do nothing for me. I don't feel like they have any reason to exist other than egotistic players looking for a rush. It would be totally different if there was like "ONE" really cool group of pirates that sabotaged towns and left a note behind declaring some sort of holy war on the world------But they don't. To say to me that this pirate has a reason to be a pirate because he seen rich people all around him all his life and he wants to redistribute it---It feels like that's just made up to cover the real reason. The real reason being that you're bored and it interests you the player to cause destruction. What really turned me off was knowing that one player played some of the best pirates (or they probably wouldn't even call them pirates) in cantr, terrorizing town after town after town and making it so difficult for any town to survive because of the fact it was getting hit at least once a month by one or a different one of their pirates--Meanwhile this same player has one character in charge of the only successful town left. Why? Because they don't hit it with their own pirates lol Just bleh...Why do I want to play any game where this is the odds? Where you know, no matter how successful you could make something, no matter how good you are at organizing a town to protect itself, all you're going to be faced with in the future is constantly protecting it from pirates?


Hey Missy, always a pleasure to hear from you. :D I agree, a way to counter piracy would be great..... mines, airports and dive bombers anyone? :twisted:
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Re: Apathy

Postby SekoETC » Thu Mar 03, 2011 6:39 pm

It would make sense if ships without sails required oars to operate, and the amount of rowers needed depended on the size of the ship. Of course people make ships because it's easy. Even a galleon only takes a stone hammer to construct, no planers or saws or anything. I like sailing and pirating can be fun too, although I don't remember ever killing anyone who wasn't a sleeper or who went inactive after being kidnapped. Of course I might remember wrong.

As for fuel, I think petrol is insanely cheap and easy to produce after you get over the initial cost of building the distillation stack and the oil derrick. I don't see why alcohol is produced in such insanely tiny amounts when you can convert far more oil to petrol in a day and it doesn't even require any wood or coal.
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Surly
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Re: Apathy

Postby Surly » Thu Mar 03, 2011 8:36 pm

Galleons are very much a pet peeve of mine. They should have required timber for a start, let alone planers or saws. Rather frustrating, it's true.

Doug, I just wanted to say that players do react to endless, senseless pirate attacks. But it's not by moving their characters inland, it's by leaving the game.
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