Overall rebalancing of daily results and item weights

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Do you think this would be impossible?

Yes
1
9%
No
4
36%
How should I know, I'm not a programmer!
6
55%
 
Total votes: 11
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SekoETC
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Overall rebalancing of daily results and item weights

Postby SekoETC » Sat May 14, 2005 9:06 pm

Solfius wrote:Did someone say the file takes more steel than a sabre?

why exactly would a file be larger than a sabre? That doesn't sound like solving an IC problem OOC, that sounds like fixing something which is currently out of scale with the rest of the game.

(This quite from the File hurts topic.)

How about setting up an agreement on how much things should weight compared to the capacity of carriage, then fixing EVERYTHING, the material requirements, harvest and mining rates, etc... I think programmers should be aware of the average speed of gaining for example iron even if affected by tiredness and wounds. Many things have turned slower with the changes and should be increased. I think it might be even possible to drastically increase many collection rates because people will still have to carry the things around. And with collection rates increased there would be more sense in making tools of more reasonable weight. Maybe buildings too.
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Yo_Yo
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Postby Yo_Yo » Sat May 14, 2005 9:12 pm

Lol... I read your post and only one word came to mind. Huh?

Lol, I put option three. Cause I have no idea what you're asking x.x
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Postby SekoETC » Sat May 14, 2005 9:24 pm

People with access checking the database for all the items, seeing the illogical stuff like... well I don't have any examples at the moment but I'm pretty sure there are plenty.
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nitefyre
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Postby nitefyre » Sat May 14, 2005 9:27 pm

We have to keep in mind that re-balancing items in terms of logic/IRl reasoning might seem good to us, but in terms of what is already in cantr, greatly unbalance and disrupt current values.
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Peanut
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Postby Peanut » Sat May 14, 2005 9:43 pm

What i still am amazed at is that the food gathering rate and eating rate are way of balance.

Take potatoes and carrots for example

you gather potatoes slower then carrots and need more of them

and carrots are more commen then potatoes in many places anyway.

Harvesting carrots also makes less fatigue due to needing less of them.
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Postby Yo_Yo » Sat May 14, 2005 9:45 pm

Don't you programmers touch my carrots! I'll kill you all!!!!
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Postby Peanut » Sat May 14, 2005 9:47 pm

Yo_Yo wrote:Don't you programmers touch my carrots! I'll kill you all!!!!


They are unbalanced.

And as you stated earlier that you have no idea what we are talking about.
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Postby The Industriallist » Sat May 14, 2005 9:49 pm

I'm not actually on the inside, but it sounds like you're talking about mostly resources stuff...they set the actual numbers that feed into (almost?) everything.
Programming lets there be items that you can hit people with.
Resources makes the titanium sabre do an average of 80 damage. :wink:
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Postby Peanut » Sat May 14, 2005 9:53 pm

true.


*points in the direction of all the people*

*shouts*
It's their fault! Not Mine!


*grins*
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Agar
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Postby Agar » Sat May 14, 2005 10:45 pm

Peanut wrote:What i still am amazed at is that the food gathering rate and eating rate are way of balance.

Take potatoes and carrots for example

you gather potatoes slower then carrots and need more of them

and carrots are more commen then potatoes in many places anyway.

Harvesting carrots also makes less fatigue due to needing less of them.


Not true. One of the main large old land masses doesn't have ANY carrots on it that I know of, and I have some VERY good maps.

If you think thats off, try the oft forgotten spinage. You only eat a little more than carrots each day, and gather more days for each day gathered.

What Seko is asking is an overall scale of things to be established. That way, we won't have carving knives and files that are larger than sabers and such. There are many inconsistances in how much resources a thing uses versus what it is.
Reality was never my strong point.
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Peanut
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Postby Peanut » Sat May 14, 2005 10:50 pm

Ah i see.
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Postby Solfius » Sun May 15, 2005 10:01 am

I'm not concerned with BALANCE, as this is a simulation with real life as it's basis (with tweaks for playability)

Real life isn't balanced, some things in real life are hideously ineffecient, and anyone trying to do something that way will be terribly ripped off.

I think the best way to ensure consistency is to SCALE DOWN from real life by a set scale factor.

The file and the sabre are an example where the scale is not the same, a sabre and file don't weigh the same in real life.

Moreover, I disagree totally with inflating or deflating IC values to try and steer progress within the game. That, in my opinion, is similar to hardcoding social roles and governments in the game.
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Postby Solfius » Sun May 15, 2005 10:03 am

Agar wrote:
Peanut wrote:What i still am amazed at is that the food gathering rate and eating rate are way of balance.

Take potatoes and carrots for example

you gather potatoes slower then carrots and need more of them

and carrots are more commen then potatoes in many places anyway.

Harvesting carrots also makes less fatigue due to needing less of them.


Not true. One of the main large old land masses doesn't have ANY carrots on it that I know of, and I have some VERY good maps.

If you think thats off, try the oft forgotten spinage. You only eat a little more than carrots each day, and gather more days for each day gathered.

What Seko is asking is an overall scale of things to be established. That way, we won't have carving knives and files that are larger than sabers and such. There are many inconsistances in how much resources a thing uses versus what it is.


umm, I don't know why I didn't see your post until after I posted, but I agree with that.

A consistent scale factor based on Real Life rather than abitary values thrown in
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Postby SekoETC » Sun May 15, 2005 1:57 pm

So, if this is more a resource thing than programming then how are the values fed into the database? Don't they need to be given in code format or do you have forms where you just set the resources and amounts and days and tools and it puts them in the right places?
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Postby Peanut » Sun May 15, 2005 2:05 pm

Solfius wrote:
Agar wrote:
Peanut wrote:What i still am amazed at is that the food gathering rate and eating rate are way of balance.

Take potatoes and carrots for example

you gather potatoes slower then carrots and need more of them

and carrots are more commen then potatoes in many places anyway.

Harvesting carrots also makes less fatigue due to needing less of them.


Not true. One of the main large old land masses doesn't have ANY carrots on it that I know of, and I have some VERY good maps.

If you think thats off, try the oft forgotten spinage. You only eat a little more than carrots each day, and gather more days for each day gathered.

What Seko is asking is an overall scale of things to be established. That way, we won't have carving knives and files that are larger than sabers and such. There are many inconsistances in how much resources a thing uses versus what it is.


umm, I don't know why I didn't see your post until after I posted, but I agree with that.

A consistent scale factor based on Real Life rather than abitary values thrown in


Do note that i was meaning in game.

Shouldn't everything have a purpose?

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