Massacres
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- Sunni Daez
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- Location: ~A blissful state of mind~
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Talapus
- Posts: 1452
- Joined: Thu Jun 02, 2005 9:05 pm
- Location: Montana
When a simple conversation can take half a year, I don't see why everyone is getting so upset that a whole friggin invasion can take a year or two. These kind of things should take some time because as was stated by some people already, this game is supposed to be playable by people who check in only once a day, and although the changes that have been proposed wouldn't really effect me because I tend to check in more then once per hour, it very well could have devestating effects on people who aren't as dedicated. I would like to see changes to the battle system, but if you are going to do something like this, then please phase it in (first make it so you can attack twice per day, and if that works, then add more from there) so that you can see what sort of negative effects this major change might bring about before you go all the way to an attack per hour.
- wichita
- Administrator Emeritus
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A sensible way to ease the transition Talpus.
And as for Kinvoya's point about roleplaying, I agree completely. It would be nice to have an adjustable response to attacks that the player can customize. I'm borrowing this from something Seko told me (okay stealing it!
) Basically, there could be an offline response setting such that if your character gets attacked while you are offline,like:
If attacked, you:
a. Attack with xx% using [weapon]
b. Shout [customizable phrase]
c. No response
This would give us the freedom to protect our characters, while maintaining their characters. May be a headache to program, but could make things interesting.
And as for Kinvoya's point about roleplaying, I agree completely. It would be nice to have an adjustable response to attacks that the player can customize. I'm borrowing this from something Seko told me (okay stealing it!
If attacked, you:
a. Attack with xx% using [weapon]
b. Shout [customizable phrase]
c. No response
This would give us the freedom to protect our characters, while maintaining their characters. May be a headache to program, but could make things interesting.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- SekoETC
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- Yo_Yo
- Posts: 725
- Joined: Sat Jul 26, 2003 2:32 am
- Location: Hiding in the bush
Call me crazy, but I highly enjoyed the days of 3 men slaughters.
Cantr wasn't so much a game of what you could make, but how quickly you can become friends. And usually the people that died were useless newspawns that were forever sleeping or small people that didn't matter.
I dunno. But i'm off to suggestions!
Cantr wasn't so much a game of what you could make, but how quickly you can become friends. And usually the people that died were useless newspawns that were forever sleeping or small people that didn't matter.
I dunno. But i'm off to suggestions!
Vicki Vale: You're insane!
Joker: I thought I was a Pisces!
Joker: I thought I was a Pisces!
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
Towns would form, and keep their people safe. The reason that people don't get killed should be because of town guards and the will not to die, rather than just the near impossibility to kill caused by game mechanics due to forum complaining.
Defense should be an IC problem, not an OOC one.
edit: This post meant in response to the idea that making it easier to kill would make cantr more like a war game...
Not very hard to kill someone IRL, but people don't just go around killing each other now, do they?
Defense should be an IC problem, not an OOC one.
edit: This post meant in response to the idea that making it easier to kill would make cantr more like a war game...
Not very hard to kill someone IRL, but people don't just go around killing each other now, do they?
- ephiroll
- Posts: 1106
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Nick wrote:Towns would form, and keep their people safe. The reason that people don't get killed should be because of town guards and the will not to die, rather than just the near impossibility to kill caused by game mechanics due to forum complaining.
Defense should be an IC problem, not an OOC one.
That would take too much effort for some people, that's why they always prefer to complain on the forum about it.
Perssonally, I'm about to quit again due to complete boredom. I started a new account because it had seemed that some things had gotten better from what I'd been reading on the forum but alas, I was wrong. Nothing that matters has changed since the day I killed my first account, not to meantion player quality is horrible. I have yet to run across any chars that have any hopes, dreams, goals, an interesting perssonality or are even paying enough attention to catch a name sometime before the 5th time a char introduces itself, other then the ones who I know are played by a select few people and I can count those chars on my fingers.
Newsflash: Blowing kisses back and forth isn't roleplaying. Most people play games to escape for a short time from the hustle and bustle of life, not to have a life.
http://www.ephiroll.com
Jeremiah 'Jerry' Donaldson
Jeremiah 'Jerry' Donaldson
- nitefyre
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First off, if you're only looking for a character simulation game, play the Sims. If you're only looking towards violence, play Grand Theft Auto and all that, and get some therapy. Cantr should never, as long as I'm still playing it, be to either extreme.
In response to making Cantr into a game you have to check upwards of four times a day, like RKL is suggesting, it will be severely damaging to the majority of the player base who have other things in their life to juggle in. I'm not looking forward to that commitment to Cantr, and I know I'm not alone.
Also, the hit-back system which I brought into the discussion is a really poor concept. On one of the Cantr information pages, it says that there are no computer played characters. What you're doing by automating the system is making the characters play themselves, which really defeats the purpose of having the player. We mind as well all leave Cantr to play itself.
Obviously, Cantr is meant for a wide array of players, which makes the game interesting and intriguing. We should moderate any changes to make sure it doesn't too drastically make the game unplayable for one side or the other. Any change that is made, must take this into account, for I am not prepared to play a game I don't enjoy. That's not to say I wouldn't be looking forward to some subtle changes in gameplay. Therefore, I feel really sorry for GAC/Jos who has to walk this tight rope of pleasing the players, whilst still centering it on what [GAC] wants to do with the game.
Tsk tsk: One way to end the complaining is to shut down the forums
It's hypocritical to see that offense is being made into an OOC problem, and not solved ICly.Nick wrote:
Defense should be an IC problem, not an OOC one.
In response to making Cantr into a game you have to check upwards of four times a day, like RKL is suggesting, it will be severely damaging to the majority of the player base who have other things in their life to juggle in. I'm not looking forward to that commitment to Cantr, and I know I'm not alone.
Also, the hit-back system which I brought into the discussion is a really poor concept. On one of the Cantr information pages, it says that there are no computer played characters. What you're doing by automating the system is making the characters play themselves, which really defeats the purpose of having the player. We mind as well all leave Cantr to play itself.
Obviously, Cantr is meant for a wide array of players, which makes the game interesting and intriguing. We should moderate any changes to make sure it doesn't too drastically make the game unplayable for one side or the other. Any change that is made, must take this into account, for I am not prepared to play a game I don't enjoy. That's not to say I wouldn't be looking forward to some subtle changes in gameplay. Therefore, I feel really sorry for GAC/Jos who has to walk this tight rope of pleasing the players, whilst still centering it on what [GAC] wants to do with the game.
Tsk tsk: One way to end the complaining is to shut down the forums
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
ephiroll wrote:Newsflash: Blowing kisses back and forth isn't roleplaying.
*bows*
Finally someone agrees with me. Roleplaying isn't about chatting and making stupid jokes, and emoting excessively. Roleplaying is playing a role. Simply. A character, with a personality. Almost every single person that emotes is the same personality. An overly happy person who gets grumpy towards whoever the town scapegoat is. I'm tired of it.
- wichita
- Administrator Emeritus
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But without emotes Cantr would be populated by Al Gore, Joe Leiberman, Ben Stein, Willy Tanner, the HAL computer from 2001, and many other Chauncey Gardner-esque personalities. Sure they accomplish a lot, but where's the personality? Where's the character? You have to have the always chatty romantic stuff just as much as you have to have the warfare and thievery. Yin-Yang, wax-wane, ebb-flow...it's all about balance. Frankly, I see the balance with all my characters right now. There are happy things going on, relationships starting, businesses forming. There are neutral things going on, potatoes being dug, bone knives being carved. There's bad stuff going on, people being murdered, friends dying, note thieves vandalizing. I think things are just fine.
You guys have seemed to equate *emote* with *blows a kiss*, *bats her eyelashes*, *pouts because he doesn't get his way all the time*. It includes everything, including kicking ass or whatever you people are looking for now. Go ahead and try to eliminate the importance of conversation from the game and see how much character comes from your little uber-productive automatons.
One thing that does bug is the guys that do bother to manage playing pirates or soldiers are incessantly bland and characterless. I mean come on! If you're going to kill stuff, that's great and good for the game. Just give us more than a *sneers evilly* and a bunch of bland dialogue rejected by the writers of a Van Damme film or Rocky 7 - The Last Concussion. Is that too much to ask? Is it?
You guys have seemed to equate *emote* with *blows a kiss*, *bats her eyelashes*, *pouts because he doesn't get his way all the time*. It includes everything, including kicking ass or whatever you people are looking for now. Go ahead and try to eliminate the importance of conversation from the game and see how much character comes from your little uber-productive automatons.
One thing that does bug is the guys that do bother to manage playing pirates or soldiers are incessantly bland and characterless. I mean come on! If you're going to kill stuff, that's great and good for the game. Just give us more than a *sneers evilly* and a bunch of bland dialogue rejected by the writers of a Van Damme film or Rocky 7 - The Last Concussion. Is that too much to ask? Is it?
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- nitefyre
- Posts: 3528
- Joined: Sat Nov 22, 2003 3:29 am
- Location: New York City
- Contact:
The Sociologist wrote:nitefyre wrote:You talk of War as if it should be easy for a bunch of people to get together and obliberate a large town.
I'm afraid this is what is called a "straw man" argument. You have set me up as supposedly saying something that I didn't actually say.
Maybe you didn't say it verbatim, but you did imply it:
The Sociologist wrote:[...(large post about how impossible it is for a large town to muster a sizeable army)...]Probably? Yes, well I'd very much like to see this "probably". <b>Meanwhile, I more or less agree with Yo Yo.</b>[So, let's see what Yo Yo has to say on the issue] With the proviso, however, that the Barons have shown that limited guerilla tactics do work if the circumstances are right and the towns being attacked are really small. Similarly, the few pirates that are operating again are doing so in much the same fashion.
Yo_Yo wrote:<b>Call me crazy, but I highly enjoyed the days of 3 men slaughters.</b>
Cantr wasn't so much a game of what you could make, but how quickly you can become friends. And usually the people that died were useless newspawns that were forever sleeping or small people that didn't matter!
Now that you've wasted my time getting the record straight, let me respond to your second comment.
Sociologist wrote:nitefyre wrote:And you're taking this from a player whose character all but operates a double digit multi-locational organization, who is faced with these challenges through out. But you don't hear me complaining.
Great. Marvellous. And you have witnessed any of these mighty double digit multi-locational organizations making war on each other lately?
No? Hmm, I thought not.
Not direct conflict with another double digit sized organization, but constant activities dealing with smaller factions, as well as having to remain prepared for conflict on a moment's notice, with another organization, which amounts to about the same quantitative force. So, don't put words in my mouth.
I'm not going to quote you, since you've already wasted enough of my time rebuting your truth-twisting comments, but on another topic you asked for "something to happen." I found it funny since I know one of your characters is in a town preparing for a conceivable pirate attack, whereas your character there is doing nothing about it. It's not Cantr's fault if you choose not to be involved, and is really lame on your part, to be complaining about it.
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rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
nitefyre wrote:First off, if you're only looking for a character simulation game, play the Sims. If you're only looking towards violence, play Grand Theft Auto and all that, and get some therapy. Cantr should never, as long as I'm still playing it, be to either extreme.It's hypocritical to see that offense is being made into an OOC problem, and not solved ICly.Nick wrote:
Defense should be an IC problem, not an OOC one.
In response to making Cantr into a game you have to check upwards of four times a day, like RKL is suggesting, it will be severely damaging to the majority of the player base who have other things in their life to juggle in. I'm not looking forward to that commitment to Cantr, and I know I'm not alone.
Also, the hit-back system which I brought into the discussion is a really poor concept. On one of the Cantr information pages, it says that there are no computer played characters. What you're doing by automating the system is making the characters play themselves, which really defeats the purpose of having the player. We mind as well all leave Cantr to play itself.![]()
Obviously, Cantr is meant for a wide array of players, which makes the game interesting and intriguing. We should moderate any changes to make sure it doesn't too drastically make the game unplayable for one side or the other. Any change that is made, must take this into account, for I am not prepared to play a game I don't enjoy. That's not to say I wouldn't be looking forward to some subtle changes in gameplay. Therefore, I feel really sorry for GAC/Jos who has to walk this tight rope of pleasing the players, whilst still centering it on what [GAC] wants to do with the game.
Tsk tsk: One way to end the complaining is to shut down the forums
Now, Nitefyre, you're putting words into my mouth I didn't say. I never said you had to check 4 times a day but am rather offering a solution to the current problem. Cantr has become far to safe. And violence far to impossible. We bring it back to the way it was then we have the problems we solved such as the four person massacres. But now we are to the point where nothing, literally nothing is happening. To fix that we can make a small change. Maybe not make it every Cantr hour. Perhaps only every two Cantr hours. We can start off making small steps and see what happens. We have solved one problem and made the larger the group the more powerful but we have made it so impossible that no one can kill anyone. That has to be fixed with a new solution.
You could always offer another alternative to this problem. We're not going to go back to the way it use to be. So we have to work with what we have.
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rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
wichita wrote:But without emotes Cantr would be populated by Al Gore, Joe Leiberman, Ben Stein, Willy Tanner, the HAL computer from 2001, and many other Chauncey Gardner-esque personalities. Sure they accomplish a lot, but where's the personality? Where's the character? You have to have the always chatty romantic stuff just as much as you have to have the warfare and thievery. Yin-Yang, wax-wane, ebb-flow...it's all about balance. Frankly, I see the balance with all my characters right now. There are happy things going on, relationships starting, businesses forming. There are neutral things going on, potatoes being dug, bone knives being carved. There's bad stuff going on, people being murdered, friends dying, note thieves vandalizing. I think things are just fine.
You guys have seemed to equate *emote* with *blows a kiss*, *bats her eyelashes*, *pouts because he doesn't get his way all the time*. It includes everything, including kicking ass or whatever you people are looking for now. Go ahead and try to eliminate the importance of conversation from the game and see how much character comes from your little uber-productive automatons.
One thing that does bug is the guys that do bother to manage playing pirates or soldiers are incessantly bland and characterless. I mean come on! If you're going to kill stuff, that's great and good for the game. Just give us more than a *sneers evilly* and a bunch of bland dialogue rejected by the writers of a Van Damme film or Rocky 7 - The Last Concussion. Is that too much to ask? Is it?
I think what Nick is getting at is that all the people who emote for the most part are pretty much the same personality. I have to agree with him on that part.
First off, "*pouts because he doesn't get his way all the time*" isn't a good emote to begin with. Emote is showing expression not thoughts. *pouts* is an emote but the rest of it is a character thought that really is a sign of poor role playing because people shouldn't be able to read other's thoughts.
I would prefer an actual emote system to be programmed but that won't be happening.
But the main point is that Nick isn't complaining about the emotes in general but at the fact that every character is the same personality and all get along no matter what and have no greed or evil intentions. That is one reason, besides the unbalanced violence system, that led to a very quiet and far to stable Cantr.
- Black Canyon
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Robert Shmeashter
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