new health system ect...

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

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Sparkle
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Postby Sparkle » Sat Nov 13, 2004 7:44 pm

I kinda agree with you Pixie, but I love this game to much to quit because of adjustments. When I join this game I knew adjustments would occure cause it says the game is still being improved or somthing or somthing like that in the description.

I didn't quit when they added this 200 time limit thing, when we couldn't dig for iron anymore, when you didn't know everybody as soon as you seen them anymore, and when they made weapons harder to make and I won't quit now. This is indeed a minor set back that I will get used to just like everything else. There are still to many other reasons I love this game and adding these meter thingys will not change that. :)

My cents...
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griogal
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Postby griogal » Sat Nov 13, 2004 7:50 pm

I like the recent evolutions, but I agree with some others that things like thirst and dirtyness (hygiene?) shouldn't have any in game effect but after countermeasures are available as well.
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Nick
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Postby Nick » Sat Nov 13, 2004 7:52 pm

And the weapons changes. You lose soooo much fatigue when you attack, and do hardly any damage. Check it out.
The Industriallist
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Postby The Industriallist » Sat Nov 13, 2004 7:55 pm

Sooo...characters now have to spend some time not-working?

I'm a bit concerned about which of these effect work speed...It would make a huge mess of things if you couldn't tell how much work to expect yourself to do in an hour.
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Anthony Roberts
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Postby Anthony Roberts » Sat Nov 13, 2004 8:13 pm

Err. Well, I'm all for change, getting to be able to SEE what the other persons status is good. You can imagine that, if they have some damage, then there's a few open wounds or something.

But, if you have to STOP working on projects to regain energy, I am seriuosly going to go nuts. Characters age at a pretty fast rate, and if they're not doing something to remain productive, there goes half a year of their life doing nothing but sitting on their bum! I must have my characters working on something, to at least give them purpose, especially if they're not yet involved in their community or in a relationship of any sort.
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The Sociologist
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Postby The Sociologist » Sat Nov 13, 2004 8:44 pm

The Industriallist wrote:I'm a bit concerned about which of these effect work speed...It would make a huge mess of things if you couldn't tell how much work to expect yourself to do in an hour.

That is a problem and it's already affecting me. I cannot calculate what work to do, especially in shortish repeating projects. Also, the change may be affecting my forest characters much much more than my town ones. In other words, chopping wood without an axe and hitting animals has produced my most tired charrie so far, whereas harvesting carrots with a dungfork or making things seems to produce no tiredness seen so far.

EDIT: I need to correct what I said there. It seems possible that tiredness may only be calculated at the end of total projects, not at the end of individual repeats? If at all? Uh... :? Forgive me, I don't actually have a clue what I'm talking about... :(

I'm not anti the changes though. I'd say, however, that hitting animals should not produce exhaustion, at least not in a bad sense. Heck, hunting is a recreation in many countries. So can someone please confirm about this? Because if confirmed I would object strongly to such an effect.
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Last edited by The Sociologist on Sun Nov 14, 2004 1:52 am, edited 1 time in total.
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ephiroll
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Postby ephiroll » Sat Nov 13, 2004 8:54 pm

I won't give too many details (I've had the new system pretty much figured out 10 mins after I noticed the weapon damage change when one of my chars was attacking hostile animals) but the rate of fatigue seems to be on par with fatigue levels in RL (assuming a 1-100 scale on the bar). And hunting should cause fatigue just like anything else, just because it's a sport in many countries doesn't mean that it doesn't require any effort. One thing that is badly needed, however, is a way to "rest" faster, I don't know how much is automatically replaced each day (obviously no one does since it hasn't been a day yet, I'll know tomorrow) but I figure it can't be much and if it affects production, traveling, etc then a way to rest quicker is even more imperative.
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viktor
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Postby viktor » Sat Nov 13, 2004 8:56 pm

thank you Jos, i know all i need untill Dirtyness, thirst, and drunkenness are fully effective :)
i wonder, since the average person only needs 6-8 hours sleep to recover all thier tiredness, would something similar be in effect in cantr *an experiemnt comes to mind* would sitting idle for 2-3 cantr hours do the same thing as a full nights sleep in rl? guess i'll hafta find that out experimenting.
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1959 Apache
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Postby 1959 Apache » Sat Nov 13, 2004 8:57 pm

So far I can see that any character that hunts for a living is as good as dead.
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Pürkel
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Postby Pürkel » Sat Nov 13, 2004 9:55 pm

I think the problem is not the increassing complexity, but the fact that the changes are not documented. This always leads to a lot of confusion, especially with the new players. Questions like "Where is my hunting bow ?", "What's with this longbow ?", "Which one is better from all these bows ?" were common after the weapons changes.
Maybe the changes effects should be found IC, but my characters often find this a frustrating experience.
The game should be a social experiment, not a 'figure-out-how-the-game-works' type.
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Agar
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Postby Agar » Sat Nov 13, 2004 11:19 pm

Pürkel wrote:I think the problem is not the increassing complexity, but the fact that the changes are not documented.


Nothing that is possible to find out through experimentation in game is documented out of game. A one or two word name should be enough for anyone to know everything they need to know about anything they should want to make.

All these recent changes have made the game more complex, harder to play and understand, because of the Capital Rule. It's becomeing less and less about trading, and much more about figuring out you built something you don't want and can't use. People have been confused by Cooking Stones, Curing tubs and Glass ovens, now, places like forests and mountains and some deserts are screwed.

Screwed by progress!

The game does need challenges to make getting things worthwhile, but finding resources, traveling, trading and exploring are good challenges. Having to build 4 boats before you give up and just take the newest one is not a challenge, its a frustration.

So, are the changes being made to make the game challenging or frustrating?
Reality was never my strong point.
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T.L.H.E.
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Postby T.L.H.E. » Sat Nov 13, 2004 11:20 pm

1959 Apache wrote:So far I can see that any character that hunts for a living is as good as dead.
Hmm... that's odd... so far, the characters I hunted with didn't take a big hit on the tiredness bar. Unless you mean hunting other characters.
hEarty
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Postby hEarty » Sat Nov 13, 2004 11:56 pm

What about characters that are travelling? Will they be exhausted when they arrive? Some of my charries are starving and are hoping that there is food at the end of the trail... Will I not be able to gather the food as soon as I arrive because I have to rest?
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Nixit
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Postby Nixit » Sun Nov 14, 2004 12:05 am

I'm not going to take a stand on this until I know its full effects, but...
I can't even SEE the bars :!: I won't know if I'm tired or not. :?
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NetherSpawn
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Postby NetherSpawn » Sun Nov 14, 2004 1:01 am

1-hour projects are normally a better plan, because with them you don't throw away resources by leaving a town. Now, all production plans are inefficient except for ones that involve logging in every hour. Great.
All of these productivity decreases work to cement the power of those in power by making their resources more valuable, which is, if nothing else, rather boring. Also, Cantr characters are not very productive already, with iron and steel's stifling prices. Unless overall productivity (and damage) is increased, fatigue will just make Cantr an even slower game than it is.

More information is also always good. Numbers and formulai come in handy.
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