Game changes - discussion about implemented changes.

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

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Friar Briar
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Re: Game changes - discussion about implemented changes.

Postby Friar Briar » Thu Apr 23, 2015 11:57 pm

Marian wrote:
*Wiro wrote:
Marian wrote:Could whatever programming that limits who can control the horse be applied to other things, like cars and harvesters?

(and radios?)


Unfortunately taming cars and harvesters isn't scheduled until robot fighting is implemented.


As wonderful a mental image as that is, you know what I mean. Is a horse checking if it's loyal to the person trying to control it really that different, programming-wise, as a car checking if the driver is holding a key?

Now I really need a *beep beep* remote control for my horse! :wink:

BosBaBe wrote:
Friar Briar wrote:PS. What does vodka have to do with horseback riding?


Everything.

Image

Dang, look at that low-rider strut. Total gangsta! :lol: :mrgreen:
BosBaBe
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Re: Game changes - discussion about implemented changes.

Postby BosBaBe » Fri Apr 24, 2015 1:02 am

Friar Briar wrote:
BosBaBe wrote:
Friar Briar wrote:PS. What does vodka have to do with horseback riding?


Everything.

Image

Dang, look at that low-rider strut. Total gangsta! :lol: :mrgreen:


I know right? So much swag. And when you get REALLY drunk on vodka, you go for the next best thing. Image Rawr!
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Friar Briar
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Re: Game changes - discussion about implemented changes.

Postby Friar Briar » Fri Apr 24, 2015 3:45 am

BosBaBe wrote:I know right? So much swag. And when you get REALLY drunk on vodka, you go for the next best thing.
Image Rawr!

And that's why Russian vodka is BEST vodka.

We also won't need ships no more when RD lets us domesticate bear-sharks next, right? Right? *Nudges RD*

(They also need to have frickin' laser beams on their heads.)
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Marian
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Re: Game changes - discussion about implemented changes.

Postby Marian » Fri Apr 24, 2015 6:07 am

Bear-sharks are already in the game. I saw one fighting a kraken once.

It wasn't tameable but that will probably change in a couple days with the horse-riding update.

P.S. dire wolves as sled dogs please! :P
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Friar Briar
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Re: Game changes - discussion about implemented changes.

Postby Friar Briar » Fri Apr 24, 2015 8:31 am

Marian wrote:P.S. dire wolves as sled dogs please! :P

They implement this, and we won't even need to make a suggestion for car alarms for animals.

Friar Briar tries to steal Marian's sled. Attempt failed!
Dire wolf bites Friar Briar for 62 damage. Stunned!!
Dire wolves begin barking in a perfectly synchronized rhythm, waking the entire neighborhood!
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destinysWalrus
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Re: Game changes - discussion about implemented changes.

Postby destinysWalrus » Fri Apr 24, 2015 8:35 am

Friar Briar wrote:
Marian wrote:P.S. dire wolves as sled dogs please! :P

They implement this, and we won't even need to make a suggestion for car alarms for animals.

Friar Briar tries to steal Marian's sled. Attempt failed!
Dire wolf bites Friar Briar for 62 damage. Stunned!!
Dire wolves begin barking in a perfectly synchronized rhythm, waking the entire neighborhood!

I'd really really love to see dire wolves tameable - if only because one of my characters has already decided she'd like one as a pet if she could get one.

I like the sled dog idea, it seems at least amusing.
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Naranjita
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Re: Game changes - discussion about implemented changes.

Postby Naranjita » Fri Apr 24, 2015 10:02 am

The day they make dire wolves tameable, I have the feeling that every player in Cantr will have a solitary, tough char with scars, a hoarse voice and a leather outfit, full of cinism, that only relies in his/her tough pet. I'll found the first Tough Pet Owners Club! With meetings on sunny days! And I'll make TPOC pins!

Being serious, thanks for the big effort your put into horse riding! :D The best thing since customizing -almost- everything.

:roll: And talking about it... Would it be possible someday to "customize" (describe) loyal pets? (or at least horses, as they act like objects/vehicles) Would it be too hard to implement?

(I ask from the depth of my programming ignorance, for me it is sort of a dark magic, reserved for advanced wizards).
"What we've got here is failure to communicate"
BosBaBe
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Re: Game changes - discussion about implemented changes.

Postby BosBaBe » Fri Apr 24, 2015 12:52 pm

Naranjita wrote: :roll: And talking about it... Would it be possible someday to "customize" (describe) loyal pets? (or at least horses, as they act like objects/vehicles) Would it be too hard to implement?

(I ask from the depth of my programming ignorance, for me it is sort of a dark magic, reserved for advanced wizards).


I would also like that, being able to write the description one time so I don't have to keep writing the description in the emotes xD.
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Re: Game changes - discussion about implemented changes.

Postby BosBaBe » Fri Apr 24, 2015 3:04 pm

If I may ask, what does it take to make a lasso, reigns and saddle bag? To know if it's going to be a long shot to get those things.
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*Wiro
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Re: Game changes - discussion about implemented changes.

Postby *Wiro » Fri Apr 24, 2015 3:55 pm

Leather, string, metal. Most towns should have access to these materials with some planning and preparation. One of the many features of horseback riding is providing a primitive vehicle.
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computaertist
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Re: Game changes - discussion about implemented changes.

Postby computaertist » Fri Apr 24, 2015 9:39 pm

For my character most interested in this, leather and metal would have been the disappointing "oh well, maybe one day", except they recently got a gift from a sailor that should make it feasible. My -second- most interested character might get stuck on the metal depending on how much is required, and again the leather was a gift. I think my third most can handle it; they've got friends with cars who can help get pretty much anything that isn't rare to the whole island, and my interested characters only get less primitive from there.

EDIT: Actually, I have an interested character well into the age of machines (just not automotive yet) who deserved to be listed as second most interested if not first. Not that that really matters, but I can't stand to leave something I posted inaccurate if I can help it.

All that's just an observation. I'd have been tempted to complain if I had an interested character unable to get metal/leather at all without walking for years, but I would have refrained and chalked it up to being a new really-long-term goal rather than an actual thing for primitives.
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w.w.g.d.w
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Re: Game changes - discussion about implemented changes.

Postby w.w.g.d.w » Sat Apr 25, 2015 12:21 am

Image
Dire wolves you say?
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Sat Apr 25, 2015 12:34 am

Marian wrote:
*Wiro wrote:
Marian wrote:Could whatever programming that limits who can control the horse be applied to other things, like cars and harvesters?

(and radios?)


Unfortunately taming cars and harvesters isn't scheduled until robot fighting is implemented.


As wonderful a mental image as that is, you know what I mean. Is a horse checking if it's loyal to the person trying to control it really that different, programming-wise, as a car checking if the driver is holding a key?

If it goes just to checking if somebody is allowed to drive a car, then it's technically really similar, but for cars it'd have much more severe consequences.
For cars (if you don't have a key) it's currently impossible to enter/leave the vehicle, but it's possible to control it. For horses, it will be impossible to control an animal, but it'll be possible to enter/leave it.
Limiting control over vehicle would mean the kidnapped person can do nothing except trying to pick the lock (for at least a day). It'd make the car a mobile cage - much similar to raker's cargo hold. It could be very exploitable considering the broken dragging mechanics, which makes it possible to drag somebody to a car and successfully run away in the matter of seconds.
It's not nice to keep strange limitations in a hope to balance a completely different thing, but considering how hard is to decide about anything regarding combat - there might be no other choice for now.

Limiting access to radios and harvesters is completely different from driving - it needs to be implemented separately for every kind of objects. I don't remember, but there might be suggestions about that worth reviving.

In general, magically restricting actions based on car key ownership is nothing exotic - I think currently accessing engine (and fuel) is allowed only for people with a vehicle key. But it's more like an exception than a general rule - I don't like this mechanism, as the nice standard way in Cantr is to have an inner lock (aka container lock) for an object whose accessibility should be limited to keyholders.
It's currently uncomfortable to keep many keys - it's going to be changed at some point, but the idea of single key for many locks is sleeping quietly on dev forum.

EDIT: Zebras will be able to be saddled too. I noticed they are missing when I was reviewing Polish translation, but I forgot to correct the original announcement :?
‘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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Snowdrop
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Re: Game changes - discussion about implemented changes.

Postby Snowdrop » Sat Apr 25, 2015 2:35 am

Greek wrote:EDIT: Zebras will be able to be saddled too. I noticed they are missing when I was reviewing Polish translation, but I forgot to correct the original announcement :?


:mrgreen:
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Marian
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Re: Game changes - discussion about implemented changes.

Postby Marian » Sat Apr 25, 2015 5:03 am

Greek wrote:Limiting control over vehicle would mean the kidnapped person can do nothing except trying to pick the lock (for at least a day). It'd make the car a mobile cage - much similar to raker's cargo hold. It could be very exploitable considering the broken dragging mechanics, which makes it possible to drag somebody to a car and successfully run away in the matter of seconds.


Darn, dragging system always means we can't have nice things. :(

At first I was thinking it wouldn't be as severe a risk for cars because any theoretical prisoners still have options like talking to people in towns they pass or using the radio or taking fuel out of the tank, but I guess cars move so fast there's no realistic way a town could put together a rescue attempt before they were long gone.

And I guess it could be RPed as them just leaning over and yanking on the steering wheel. :D

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