Item deterioration: Economic saviour or social suicide?

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

Moderators: Players Department, Public Relations Department

User avatar
Surly
Posts: 4087
Joined: Tue Oct 14, 2003 7:33 pm
Location: London, England

Item deterioration: Economic saviour or social suicide?

Postby Surly » Fri May 13, 2005 2:20 am

Swymir wrote:I don't like the idea of items rotting at the rate they are used. The whole point of deterioration is for items to deteriorate just to limit how many of them are. If they only go down when they are used. I would like to see them deteriorate rather quicklys othat repair is essential or you can just buy a new one. Of course people usually don't support anything I have to say because most feel the game is already too hard and I welcome challenges.


I vehemently disagree with this point of view. In fact, I disagree so much… I’ve written out my response and my argument against it in more detail... but it is still quite unrefined. Please excuse that... :oops:

I would appreciate player feedback, a well-thought out response to this article would not only create a more interesting environment for discussion… it will give me something to think about and respond to over the weekend… :wink:

Item deterioration: Economic saviour or social suicide?

My perception of the argument for deterioration: Trade is hampered by the huge backlog of goods manufactured in the past, and the only way to create a working economy in Cantr is to destroy all of that backlog. Deterioration would mean that upkeep would be needed to maintain tools, preventing unrealistic hoarding, limiting the number of tools.

I will try and answer that argument, and try to explain why I think this idea is poorly thought out and highly detrimental to the advancement of in-game society, as well as impairing the enjoyment for players.

First off, the perception that it is huge backlogs hoarded by the powerful organisations that hamper trade. I don’t understand this particularly, because I have a number of very successful merchant characters, which never fail to trade most of their goods. By a simple application of the idea of supply and demand, a successful economy can be established. Hoarding may be a problem, yes. But there really isn’t a huge backlog in most places, and I feel that more consideration needs to be taken for the whole Cantrian world, rather than just the KDS region, which often seems to be the case. If you supply what the economy demands, you will be successful. There is nothing wrong here and I don’t think hoarding is a major problem outside 2 or 3 areas.

The idea that hoarding is detrimental is also slightly biased. The other side to the argument is that hoarding is beneficial; that by removing tools and such from the economy, more production is required, more trade takes place. I feel the view of “destroying their backlog through ooc complaining” is a poorly developed argument. It has turned an interesting element of the in-game economy into a out-of-game issue, which I resent. If this is the way to counter any in-game problems and dilemmas, what is the point in even trying to have merchant characters? This moves the goal posts for aspiring merchants; the stock they’ve built up to allow them to trade will disappear unused and they are left back in the same position as before.

Another aspect of this point is the misguided belief that all Cantrians are equal, and that they should all have the same base. This jars with RL examples, I am unsure how people think the industrialised west exercises dominance over other nations; it is because they have advanced, hoarded and developed. This is vaguely similar to a powerful in-game area such as Siom. They are a power, and should remain so, on the back of machines and tools they have built. By rotting that away, you would make everything ‘fairer’, yes. But that does make for an interesting economy. It is an OOC response to people exercising power in-game.

The way to stimulate the Cantrian economy is not to go crying to programming for a change, it is to create dedicated merchant characters. This is a social class almost entirely absent in the Cantr environment – it is almost exclusively the older, richer, aristocratic class who run things and own machinery and such and the working, peasant class who provide labour. The middle classes, professionals and merchants, are missing. I don’t think this is the result of a deficiency in the game system but rather a deficiency in the player base.

Repairing, or maintaining, tools and equipment is a crucial part of the deterioration argument. I feel this is also detrimental to in-game economic development, as people will have to spend time maintaining what they already have instead of being able to produce new things. Production levels are no where near high enough in most cases to support such a blow, and it will become yet another set back, similar to the hematite change. It is another step to make production harder, with no thought for the repercussions. There needs to be some kind of balance to this and other changes, balances which are sorely lacking in the current situation.

Another argument for deterioration is “realism” – the obsession with some players that Cantr mirror real-life exactly. Well, I do agree that to be realistic, Cantr would need some kind of deterioration. However, I am not convinced that realism is a good enough reason for such a drastic change as this. The Cantr economy will never totally resemble a RL economy, in fact I believe it is a mistake to even think in those terms. I find Cantr interesting in how it develops on the restrictions in place, and I find it interesting in how different it is from RL.

However, I do accept the grounds of the deterioration debate. But I feel the type of deterioration needed to balance out the problem of tools is not item rot. In fact, I don’t think item rot (or age deterioration, whatever you want to call it) solves anything… all it means is there will be a sudden void in the Cantrian economy in a few years time. Suddenly a vast number of tools will disappear, and most people will have to return to making new tools or repairing tools. This will, as previously explained, further hamper the already seriously low level of production and will, far from solving any economic problem, serve to decimate the Cantr economy and cause near world-wide economic crisis. However, deterioration based on use is more reasonable, more realistic and will eventually work off the backlog. By this more gradual erosion of the backlog, trade will be needed from both sides and will help to avert a collapse in the Cantrian economy.

What I feel is really required, instead of deterioration, is greater regional specialisation. Stone from Kwor needs to be differentiated somehow from stone in Kirinn, so trade can occur for other resources – not dictating the requirement for trade, but providing a method for trade where none existed before. For example, changing Kwori stone to marble and Kirinn stone to granite, there is more tradable resources. There is regional differentiation and grounds for more change. By creating positive new economic opportunities, rather than limiting those that are perceived as detrimental, a more supportive attitude to the economy will be created.

On one hand, the argument is that item deterioration will change the Cantr economy, removing certain restrictions and allowing it to flourish. But on the other is the impact the current implementation will have: reduced production, reduced items for trade… a major step back in the Cantr economy. Deterioration may be a good idea but I would argue it is far from necessary. The startlingly complicated implementation of deterioration previously experienced in Cantr is off-putting, unnecessary and harmful to the game. If you want Cantr to be a society simulator, then let it’s societies develop… stop undermining anything positive and interesting in Cantr. And if you want it to be a game, let it be enjoyable. Deterioration may not quite be social suicide and the end of the world as we know it, but it is far from an economic saviour.
Last edited by Surly on Fri May 13, 2005 12:55 pm, edited 1 time in total.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Lumin
Posts: 745
Joined: Wed Jan 12, 2005 3:51 pm

Postby Lumin » Fri May 13, 2005 3:11 am

Great post. Your points seem very well thought out and clearly explained, and I agree with you about most of them.

I do think there should be deterioration, but I'm not happy with the way it's been implemented so far.

There may well be a fine line between kickstarting the economy and crushing it completely, but just like the tiredness issue before, the way deterioration works now seems a little too extreme for the average character to function under it. Ideally item decay would be based on use, but at the very least the effects should be more gradual.

Right now part of me wonders if this will do anything to help the 'lower classes' at all, with bone and wood decaying so quickly. Those who can make iron and steel will not only have more durable, powerful weapons, but since their machines are already set up they'll still be able to produce at the same rate they always have, meaning all the power remains in their hands.

The idea of repairs is promising, but so far it seems to be in the alpha stage and it's hard to tell how viable the final results will be. But I'm assuming that if it takes just as long or longer to perform upkeep for an item as it takes to make a new one, in many cases repairs won't be practical.

The whole 'deterioration based on the amount of use' thing seems to be the system most players would like to see, but I haven't really seen much discussion of that from the people actually doing the programming.
User avatar
kinvoya
Posts: 1396
Joined: Sun Mar 28, 2004 9:31 pm
Location: The Wide, Wide World of Web

Postby kinvoya » Fri May 13, 2005 3:39 am

I'm fine with item deterioration and repair. I think it will eventually get ironed out with feedback from the players.

I think the one thing that would kickstart the economy, though, is to limit the amount of resources available per day in each town. Perhaps it could vary with the towns, also. Town A can grow only 1000g of carrots per day while town B produces 50,000.

Right now there is too much supply and too little demand to make anyone hustle unless they are a type A personality. Everyone else can just be fairly lazy unless they are interested in luxuries.

Item deterioration is trying to produce this supply/demand dynamic but it will be fairly slow and possibly too subtle to make much difference.

I think having different varieties of the same resource, as you suggest, is also a smashing idea. This would really make the resources flow in new and exciting directions. I would love to see a variety of types wood.
<a><img></a>
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Re: Item deterioration: Economic saviour or social suicide?

Postby The Industriallist » Fri May 13, 2005 3:41 am

Awesome! ...all wrong of course, but that just gives me something to write about. :wink:

The Surly Cantrian wrote:First off, the perception that it is huge backlogs hoarded by the powerful organisations that hamper trade. I don’t understand this particularly, because I have a number of very successful merchant characters, which never fail to trade most of their goods. By a simple application of the idea of supply and demand, a successful economy can be established. Hoarding may be a problem, yes. But there really isn’t a huge backlog in most places, and I feel that more consideration needs to be taken for the whole Cantrian world, rather than just the KDS region, which often seems to be the case. If you supply what the economy demands, you will be successful. There is nothing wrong here and I don’t think hoarding is a major problem outside 2 or 3 areas.

The idea that hoarding is detrimental is also slightly biased. The other side to the argument is that hoarding is beneficial; that by removing tools and such from the economy, more production is required, more trade takes place. I feel the view of “destroying their backlog through ooc complaining” is a poorly developed argument. It has turned an interesting element of the in-game economy into a out-of-game issue, which I resent. If this is the way to counter any in-game problems and dilemmas, what is the point in even trying to have merchant characters? This moves the goal posts for aspiring merchants; the stock they’ve built up to allow them to trade will disappear unused and they are left back in the same position as before.

I believe you've somewhat misunderstood the 'hording' issue. The main problem is not that there are heaps of unused items. The issue is two-fold:

Firstly, some people are rich, and their riches would all last forever. They don't need to do anything ever again, and they will die of old age with more resources than many major governments, and enough weapons to arm an entire region. This isn't right, or healthy. If simply left, the manor house and it's treasures fall into disrepair. The rich may be idle, but to maintain your lifestyle you have to burn through some wealth.

Second, hoarded or not, nothing that was made would ever go away. There are a lot of resources and items, in a lot of places, that should not even exist under the current game engine, and they could still be there, tilting the economy, in another 50 years. Worse still...nothing made in cantr ever left. Cantr's population doesn't grow very fast, and shouldn't be assumed to...so as wealth builds up, you eventually have so many sabres in-game that everyone in the entire world could have 2, if they were parceled out. Every item anyone would need already would exist...you could make it again, but you could just as well earn it off someone, and that would be the end of it. Manufacturing dies if every item can only be sold a finite number of times, and then never is needed again.
The Surly Cantrian wrote:Another aspect of this point is the misguided belief that all Cantrians are equal, and that they should all have the same base. This jars with RL examples, I am unsure how people think the industrialised west exercises dominance over other nations; it is because they have advanced, hoarded and developed. This is vaguely similar to a powerful in-game area such as Siom. They are a power, and should remain so, on the back of machines and tools they have built. By rotting that away, you would make everything ‘fairer’, yes. But that does make for an interesting economy. It is an OOC response to people exercising power in-game.

Degredation should make things a bit 'farer' by making the rich and powerful use more labor to maintain their strength. On the other hand, I fully expect to see that labor mostly obtained in the usual exploitive ways all cantrians know and love. The powerful, for the most part, will still stay powerful, and the weak stay weak.

I don't subscribe to the fairness arguement, so I can't address it better than that.
The Surly Cantrian wrote:The way to stimulate the Cantrian economy is not to go crying to programming for a change, it is to create dedicated merchant characters. This is a social class almost entirely absent in the Cantr environment – it is almost exclusively the older, richer, aristocratic class who run things and own machinery and such and the working, peasant class who provide labour. The middle classes, professionals and merchants, are missing. I don’t think this is the result of a deficiency in the game system but rather a deficiency in the player base.

I agree. A number of my characters are or have been in your middle class, but it's lonely there. If there were more merchants, they would be relied on more, and there'd be less of the infuriating work party business that makes it harder to manage as a merchant.

This is a big part of what the economy needs, but it doesn't effect the real problems that degredation does.
The Surly Cantrian wrote:Repairing, or maintaining, tools and equipment is a crucial part of the deterioration argument. I feel this is also detrimental to in-game economic development, as people will have to spend time maintaining what they already have instead of being able to produce new things. Production levels are no where near high enough in most cases to support such a blow, and it will become yet another set back, similar to the hematite change. It is another step to make production harder, with no thought for the repercussions. There needs to be some kind of balance to this and other changes, balances which are sorely lacking in the current situation.

A lot of people have practical problems with too little production. Until degredation, there was a catastrophic theoretical problem with too much production. I don't think we're anywhere near a point of repressive manufacturing mechanics...the lack of sufficient productivity in some places is the fault of players and characters, not the game itself.

The Surly Cantrian wrote:However, I do accept the grounds of the deterioration debate. But I feel the type of deterioration needed to balance out the problem of tools is not item rot. In fact, I don’t think item rot (or age deterioration, whatever you want to call it) solves anything… all it means is there will be a sudden void in the Cantrian economy in a few years time. Suddenly a vast number of tools will disappear, and most people will have to return to making new tools or repairing tools. This will, as previously explained, further hamper the already seriously low level of production and will, far from solving any economic problem, serve to decimate the Cantr economy and cause near world-wide economic crisis. However, deterioration based on use is more reasonable, more realistic and will eventually work off the backlog. By this more gradual erosion of the backlog, trade will be needed from both sides and will help to avert a collapse in the Cantrian economy.

Rot helps dispose of items created under vastly incompatible economic systems (mined steel, or drilling 200g iron per day). Now they have to be payed for, to some extent, at current prices, or fade out of existance. Also, this prevents people who just putter around doing nothing from permanently owning 2 of each portable item in the game.
The Surly Cantrian wrote:What I feel is really required, instead of deterioration, is greater regional specialisation. Stone from Kwor needs to be differentiated somehow from stone in Kirinn, so trade can occur for other resources – not dictating the requirement for trade, but providing a method for trade where none existed before. For example, changing Kwori stone to marble and Kirinn stone to granite, there is more tradable resources. There is regional differentiation and grounds for more change. By creating positive new economic opportunities, rather than limiting those that are perceived as detrimental, a more supportive attitude to the economy will be created.

We have plenty of resources that need to be traded from place to place, in various amounts, already. Creating more would only further overstress the most limited part of the system, which you mentioned earlier...the merchants.

Also, I don't think that the game designers need to fine tune the economics in that kind of way. Fine tuning economics is a job for characters in business and government. Fixing gaping holes in the underlying system is where we need outside support. Degredation isn't a essential as a rebalancing of economic advantages, but it is essential as a fix to the infinite pile-up error.
"If I can be a good crackhead, I can be a good Christian"

-A subway preacher
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri May 13, 2005 3:48 am

if I may add:

I don't think different *types* of stone or reosurces would work, but varying quality certiainly, which is what you were getting at I think

@Lumin, staff discussion is done in private, normally. You won't hear the programmers discussing this on the open boards. It's why they've got private mailing lists and forums ;)
User avatar
Jur Schagen
Administrator Emeritus
Posts: 507
Joined: Wed Apr 21, 2004 11:25 pm
Location: Amsterdam, Netherlands

Postby Jur Schagen » Fri May 13, 2005 12:40 pm

Lumin, it is indeed true that a lot of staff discussion takes place behind closed doors. However, all of us also follow the board discussions to a varying extent, and we ususally try to listen to any suggestions posted here - if we (or, more specific, Jos) like them and think them viable. It is not a democracy though, and we all follow the general outline for the game as Jos envisions it, though he gives us some liberties to make decisions in sub-fields.

On the issue at hand, let me start by saying I am on Industrialist's side of the argument, that's why it was implemented in the first place. Noone wants a world where there are two sabres for every char; *that* will be the death of the economy; it already is to some extent. Industrialist pointed out the problems as I percieved them when I started implementing them; I won't repeat them all. Powerfull organizations and their leaders will remain powerfull if they keep up their manpower to maintain their tool arsenal; however, if they dwindle by not recruiting they'll be out of business real soon. Yes that's a social issue: if you already "have it all", you'll *still* need people to work for you to maintain your wealth; this is currently not so.

Then there's the point about the deter-per-use. I support it, even planned it, and I would say about half of the deter should come from use, and half from time. But please, consider the programming complexity of this. Time rot is simple, really - run a daily deter script that adds the deter for all items. But then consider usage rot. A weapon is used in the hit-person and hit-animal script. A shield is used in the hit-person and animal-hit-person script. A trowel or screwdriver is used in construction scripts. An axe or shovel is used in digging scripts. For programming, all these places in the code would have to be maintained - obviously resulting in bugs again, which makes us impopular again. For resources, all these different uses would have to be evaluated and balanced against eachother - and they would get their share of the complaints as well, if slingshots don't have the right values straight away.

So yes, deter-per-use is planned, but not exaclty an easy job; it may take months before you see any of it. Same goes for deter of other items - clothes, machines, buildings, vehicles, etc. All have their specific problems in implementation.

I do not agree that balancing trade is an in-game job only. As it is, there is only a few resources that comprise 90% of the importance of trade - hematite, limestone, and coal or other fuels. That's because there is iron or steel in almost all important items. Bronze may help this a bit later on, but as I understand it this will be little more then an inferior type of iron - which won't help it much. Personally, I feel that a lot of items should be built with different resources then iron - why not require copper to build a screwdriver instead of iron? True, it's not very realistic... but it would mean one heck of a boost for trade.

I thought about different digging rates at different towns as well, again as a boost for trade. If you can chop wood in some forest at 200g a day, but you can chop it at 600g two locs away, there's bound to be incoming trade if the travel time makes this more efficient.

Jur.
User avatar
colonel
Posts: 1354
Joined: Fri Sep 24, 2004 6:16 am

Postby colonel » Fri May 13, 2005 1:05 pm

Those are very good points.
Lumin
Posts: 745
Joined: Wed Jan 12, 2005 3:51 pm

Postby Lumin » Fri May 13, 2005 1:20 pm

Yes, those are all interesting points, and they explain a lot. Communication is always a good thing. :)

I know that you guys of course can't discuss everything with the players, but when it comes to issues that are so this important to our characters and societies in general, I'm not sure you understand how frustrating it is to be completely in the dark, with no explanation given of why things are done the way they are and no evidence your suggestions or complaints are being taken seriously.

This way, even if we don't agree with the way a change is implemented/is planned on being implemented, we can at least understand things more from your point of view when you let us know what the reasoning behind it is.
User avatar
Black Canyon
Posts: 1378
Joined: Tue Jun 22, 2004 1:25 am
Location: the desert

Postby Black Canyon » Fri May 13, 2005 4:39 pm

I agree with item deterioration..... however at a rate of 25% based on age.... and 75% based on use. Even better, 100% based on use..... but I'll settle. :wink:

The problem with a high rate of deterioration based on age is that merchants and traders will be shafted in the process. They will not be able to build up stores of items to trade, because those items will be continually deteriorating until they are crumbling and of no value, ultimately lost.

Come to think of it.... larger manufacturers will not be able to build up inventory for larger or impromptu trades. Instead it will be more of a situation where large amounts of iron and steel and wood will be maintained in storage.... and items will be made as they are needed or requested.

It is true that the door will be opened for repair stations or shops..... however, my guess is that many will be reticent to turn over their valuable weapons to a shop full of strangers and will instead frequently opt to do the repairs themselves.

Anyway.... these are my thoughts, for whatever they're worth. :roll:
User avatar
creepyguyinblack
Posts: 680
Joined: Mon Jul 14, 2003 9:05 pm
Location: Seattle, WA
Contact:

Postby creepyguyinblack » Fri May 13, 2005 6:45 pm

I think people misunderstand the rates of decay, it takes many game YEARS for any item to completely fall apart, and now with repair, this will only happen if it is not maintained at all. Anything that you can keep your eye on will give you warnings as it breaks down so you'll have time to fix things. This mainly will effect lost treasure troves of weapons and such, locked away for decades, those you would assume to not be in the best of condition, and if left alone long enough, will become useless. Merchants, if they aren't spending all of their time gathering (which they shouldn't be, they should be trading) will have plenty of time to maintain their goods in a good state of repair, as opposed to those actually using the goods, those will be the ones who should find others to repair their goods, such as while they rest or do a different task.
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Fri May 13, 2005 8:32 pm

creepyguyinblack wrote:I think people misunderstand the rates of decay, it takes many game YEARS for any item to completely fall apart, and now with repair, this will only happen if it is not maintained at all. Anything that you can keep your eye on will give you warnings as it breaks down so you'll have time to fix things. This mainly will effect lost treasure troves of weapons and such, locked away for decades, those you would assume to not be in the best of condition, and if left alone long enough, will become useless. Merchants, if they aren't spending all of their time gathering (which they shouldn't be, they should be trading) will have plenty of time to maintain their goods in a good state of repair, as opposed to those actually using the goods, those will be the ones who should find others to repair their goods, such as while they rest or do a different task.

Um, traders fixing their wares are still using up time that could be used to generate valuable resources. On the other hand, if you can't sell something before you need to fix it, you probably shouldn't be trying to sell it.
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
julie2
Posts: 338
Joined: Thu Jan 06, 2005 9:10 pm

Postby julie2 » Sat May 14, 2005 10:26 am

Black Canyon wrote:
Come to think of it.... larger manufacturers will not be able to build up inventory for larger or impromptu trades. Instead it will be more of a situation where large amounts of iron and steel and wood will be maintained in storage.... and items will be made as they are needed or requested.

Not WILL be. That's how it is already. And travelling traders only deal in non-decayable resources if they're sensible.

creepyguyinblack wrote:I think people misunderstand the rates of decay, it takes many game YEARS for any item to completely fall apart, .

I think people misuderstand that a year in Cantr is only twenty days, and also forget what a slow-paced game Cantr is- in many respects. Some things which only take hours IRL might take many days (or the equivalelt of six months, translated into Cantr years ) in Cantr. Decay is out-of-synch with this pace of life. It's not unusual for somebody to take a brand-new tool ou on a journey t, and find its noticably decayed before they can trade it or use it, even though they worked at maximum efficiency within the game parameters.

IRL, it won't take you a whole year's wages to pay for a simple tool, will it? In Cantr it might well take that long- and an equally long time to walk to the nearest shop and buy it. You can't make Cantrian decay rates similar to IRL decay rates on top of that. But that's what's been done.
swymir
Posts: 1173
Joined: Thu Jul 17, 2003 5:07 pm
Location: Cape May, New Jersey

Postby swymir » Sat May 14, 2005 2:05 pm

I don't see a problem with less production. I think that was the point of adding the degradation and is what I was saying before. You need items to rot so that people have to spend time by repairing their things. Spending is what makes an economy not how much each person accumulates.
"My mind works like lightning, one brilliant flash and it's gone."
User avatar
Black Canyon
Posts: 1378
Joined: Tue Jun 22, 2004 1:25 am
Location: the desert

Postby Black Canyon » Mon May 16, 2005 3:00 pm

Swymir wrote:I don't see a problem with less production. I think that was the point of adding the degradation and is what I was saying before. You need items to rot so that people have to spend time by repairing their things. Spending is what makes an economy not how much each person accumulates.


I don't understand this statement. And since no one else commented on it, I guess I'll ask for clarification. I would think that the point of adding degradation was to increase production, not reduce it. And yes, more spending does make the economy..... and more demand results in more supply (production). The economy is not going to improve if everyone is sitting around repairing their tools and weapons. It will improve through the degradation of their tools and weapons and the option to trade for new ones if they so choose, rather than spend their time repairing. (You know... time is money and all that). Please understand that I'm not suggesting that we shouldn't be able to repair our items. I'm suggesting that we ideally should have the choice to purchase a new hammer rather than spend the time or money repairing an old one.

These are my thoughts. I'm certainly no expert in this area, so please tell me the error of my thinking. :P
wulf
Posts: 111
Joined: Wed Dec 29, 2004 8:23 am
Location: London, UK

Postby wulf » Mon May 16, 2005 3:18 pm

Black Canyon wrote:... I'm suggesting that we ideally should have the choice to purchase a new hammer rather than spend the time or money repairing an old one.

That's certainly the basis of our modern economy. If my hammer breaks it would be prohibitively costly both in terms of time, and also acquiring the necessary tools and expertise, to build a new one myself. In fact, once it starts to degrade I might hang onto it for a while but it's much more efficient for me to buy a new one than to repair the old one.

I'm not sure, however, whether the small scale but techologically varied society that is Cantr (from primitive bows to motor cars!) will ever support or develop anything close to a modern western economic model. I think the "richest" situation will be if the game attracts and keeps a large number of people who roleplay to a high standard, not getting driven away in frustration because they spend all their time trying to maintain a favourite tool, which keeps on degrading when it has hardly been used.

Wulf

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest