Game changes - discussion about implemented changes.

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Marian
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Re: Game changes - discussion about implemented changes.

Postby Marian » Thu Feb 20, 2014 7:23 pm

I guess it's possible a longtime player just quit, but if so that makes me sad and I'd prefer to think a few people were just picking off individual characters they were bored with.
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Thu Feb 20, 2014 8:51 pm

No one I've seen die lately was anywhere close to 90.
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Xander
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Re: Game changes - discussion about implemented changes.

Postby Xander » Thu Feb 20, 2014 10:31 pm

I'm planning to use it for a couple of my characters, but that is at least seven Cantryears away yet.
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catwill
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Re: Game changes - discussion about implemented changes.

Postby catwill » Mon Mar 10, 2014 8:04 am

Regarding object descriptions, do you need to have, say for example, a crochet hook made from iron to be able to change the description of a crocheted wool poncho? I'm noticing on several objects I have that don't appear to be able to be changed I have -versions- of tools but not iron or steel.
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Mon Mar 10, 2014 9:14 am

I've just tested it and it worked for me for this tool and poncho.
Tools should be interchangeable in the same way as in normal manufacturing projects.

Which step doesn't work?
1. no button on crochet hook.
2. there is a button, but clicking doesn't show anything.
3. no object on the list while the list says it should be there.
4. it's on the list but error occurs after selecting it. (what error?)
5. there's no error but description change project is not created.
6. there is a project, but it's impossible to work. (what error?)
7. it's possible to finish a project, but nothing happens (I guess it's not this one)
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catwill
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Re: Game changes - discussion about implemented changes.

Postby catwill » Mon Mar 10, 2014 12:21 pm

:oops: :oops: :oops: :oops: :oops: None of those. It's all good, I was going about it backwards, so sorry, I misread the instructions. I was trying to go about it like sign changing, looking for the button next to the object, not clicking on the tool to see what I could change with it.
And when I walk I'm a cyclone
You should see it get rolling
Open my heart and emotions rip out of me
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Bmot
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Re: Game changes - discussion about implemented changes.

Postby Bmot » Wed Mar 12, 2014 11:55 am

A little question... If you label a barrel, for example, will you see the label in the storing-menu, when selecting into which barrel you put something?
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Wed Mar 12, 2014 12:39 pm

Yes, it's visible when you keep a mouse pointer on its name. There's a small asterisk at the end of the name if there is any label.
Sadly it won't work on most of mobile devices.

EDIT: I've also added descriptions for old storing page.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Wed Mar 12, 2014 1:25 pm

omg - I have the urge to put my character's name on EVERYTHING!
Hamsters is nice. ~Kaylee, Firefly
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Bmot
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Re: Game changes - discussion about implemented changes.

Postby Bmot » Wed Mar 12, 2014 1:30 pm

So... When "describing" storages, should I use it as a description (i.e. 'a big round barrel with a label that says "beer"') or as a physical label (i.e. 'beer')? Or am I overthinking things and doesn't it matter at all? :P :P
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Wed Mar 12, 2014 1:47 pm

Well, my personal rule of thumb is, if the item already has a description (like worn items), I modify that description. If it doesn't, like a barrel, it's just assumed that any label on it would be printed in generic Cantr font. If I wanted to describe an item that normally doesn't have a description, I'd use an emote tag.

So:

"Beer" would be fine

*a dusty, old barrel that appears to be barely holding together. the planks are damp from leakage of the contents, and small mushrooms are growing on one side. the word "Beer" is barely recognizable* would also be fine
Hamsters is nice. ~Kaylee, Firefly
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SekoETC
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Re: Game changes - discussion about implemented changes.

Postby SekoETC » Thu Mar 13, 2014 3:37 pm

I'm finding it really challenging to describe clothing within the limited number of characters allowed. It's usually enough for like two details, but usually you can't repeat any of the original description so you just gotta trust people know what it generally looks like. It's a bit surprising why the box is so long because you can only fill half of it.
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Bmot
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Re: Game changes - discussion about implemented changes.

Postby Bmot » Thu Mar 13, 2014 3:43 pm

I wouldn't be against a larger limit, anyway... I mean, even some of the original descriptions are larger.
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
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Tangential
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Re: Game changes - discussion about implemented changes.

Postby Tangential » Thu Mar 13, 2014 4:00 pm

I have also run into the same issue as Seko, specifically for clothing. When generating my initial description, I find myself needing to subtract a full sentence, leaving the final description quite bare (and sometimes even less descriptive than the original description, ironically).
BosBaBe
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Re: Game changes - discussion about implemented changes.

Postby BosBaBe » Thu Mar 13, 2014 5:06 pm

This, so much this. I'm struggling to describe my characters clothing items without it sounding bland and even less descriptive than what it already was. I can't add my own characteristics to what were already good designs; there just isn't any space for it.

Edit: I also just want to say that I love the new feature, it may not be long, but I'm liking it. :) For some of my characters the descriptions of their outfits are longer than the actual character description, so this will help to clear up space for when I want to describe other things like illnesses or sim effects, for example wet clothes. xD Could just do with a higher word cap so I can describe the clothes in more detail.

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