Cantr Is Dying. What Then Shall We Do?

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

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N-Aldwitch
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Postby N-Aldwitch » Thu Jan 10, 2008 7:14 am

Idriveayugo wrote:I just deleted my account cuz I was fed up with the lag, sorry.


Sunjoo?
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."


http://www.sylorn.com - Free MMORPG in development.. need help.
Idriveayugo
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Postby Idriveayugo » Thu Jan 10, 2008 9:23 am

N-Aldwitch wrote:Sunjoo?


Yeah I was Sunjoo. I'll play again when the lag is fixed, but I really couldn't take it anymore.
Frits
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Postby Frits » Fri Jan 11, 2008 9:14 am

Just a few points that i think are related to the dwindling playerbase.
For a RP game, which i would think revolves around language and imagination, the game has become quite technical. Mathskills shoud not become over-important. At one point developped chars had little to do except maybe building roads, over the past 365 days many things were added and the staff should be applauded for their efforts! But i feel it's also time to look back and see what's happened.

An important side-effect of the amount of dead chars is many buildings and resources become available. If a young char comes into wealth this way it can have an uninspiring effect.

The sense of community is fading, chars look out for themselves mainly. I feel the introduction of automatic meatdrying projects is to blame mainly! It could also be caused by the new players the game now attracts, it's obvious they differ from when i started playing almost 600 days ago. Food is a good way to keep everybody involved. It leads to labor which in itself is a way to get to know another better.

If chars weren't so self-centered the fightingskill might become less important to them but anyway, reading the essays on skills i thought
as a child i remember trying things i was awkward at and i often failed pulling it off altogether. Like reassembling a radio or building a treecabin. Then after a day of hard work i would end up with less than i started out with. Instead of a set of nails, some wood and undamaged health the results would be some broken branches and too few planks to restart, some of them still nailed to the tree or each other, a grazed knee and several minor fleshwounds. So what do you mean awkward skills in cantr, it might take 13 hours to do a day's work but i still get to finish my treecabin, and remain undamaged in the process on top. When it could be like a lockpicking project where there is a percentage chance it fails.
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N-Aldwitch
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Postby N-Aldwitch » Fri Jan 11, 2008 9:24 am

Idriveayugo wrote:
N-Aldwitch wrote:Sunjoo?


Yeah I was Sunjoo. I'll play again when the lag is fixed, but I really couldn't take it anymore.


Lol I should PM you some of the responses you had to your death.. actually kinda funny.
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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Doug R.
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Postby Doug R. » Fri Jan 11, 2008 2:36 pm

Frits wrote:It leads to labor which in itself is a way to get to know another better.


Not in my experience. I've worked on countless projects with large groups where no one speaks. There simply isn't anything really interesting to talk about with other characters in the game that can't be found in common notes or the wiki. Odds are, if something needed to be said, an announcement was made at some point, and everyone went back to working. If it's not romantic or dramatic, there isn't much room for discussion or RP.

Frits wrote:but anyway, reading the essays on skills i thought
as a child i remember trying things i was awkward at and i often failed pulling it off altogether. Like reassembling a radio or building a treecabin. Then after a day of hard work i would end up with less than i started out with. Instead of a set of nails, some wood and undamaged health the results would be some broken branches and too few planks to restart, some of them still nailed to the tree or each other, a grazed knee and several minor fleshwounds. So what do you mean awkward skills in cantr, it might take 13 hours to do a day's work but i still get to finish my treecabin, and remain undamaged in the process on top. When it could be like a lockpicking project where there is a percentage chance it fails.


You enjoyed the experience. In Cantr, there is no working "experience" to enjoy. You start a project, you finish the project. If the project fails, most likely newbies will say "eff this" and quit.
Hamsters is nice. ~Kaylee, Firefly
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Arlequin
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Postby Arlequin » Fri Jan 11, 2008 2:40 pm

Frits wrote:I feel the introduction of automatic meatdrying projects is to blame mainly!


I said it. Food harvesters were bad but too expensive to be everywhere, smokers too but they needed fuel, now food driers are everywhere, so there is no drama in living away of civilization. :P
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Doug R.
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Postby Doug R. » Fri Jan 11, 2008 2:52 pm

Arlequin wrote:so there is no drama in living away of civilization. :P


Um...

2137-2.30: You get attacked by a mountain goat, and you lose 0 percent strength. You saved 26 percent using your chitin shield.

2136-6.31: You get attacked by a wolf, and you lose 2 percent strength. You saved 27 percent using your chitin shield.

Not to mention that drying racks require string, which isn't simple to make, especially in the middle of nowhere.
Hamsters is nice. ~Kaylee, Firefly
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Arlequin
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Postby Arlequin » Fri Jan 11, 2008 3:02 pm

I don't think the bulk of Cantrian characters are living away of a drier or a harvester...

PS. I don't understand either why life challenges are bad in a RP enviroment, unless we have lots of doppleganger munchkins hidden between us. Now, there's some drama when you suggest "less", but no complains when everybody gets "more".
♫ bling! ♫
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Slyder_Glyder_Ryder_etc
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Postby Slyder_Glyder_Ryder_etc » Fri Jan 11, 2008 5:36 pm

N-Aldwitch wrote:
Idriveayugo wrote:
N-Aldwitch wrote:Sunjoo?


Yeah I was Sunjoo. I'll play again when the lag is fixed, but I really couldn't take it anymore.


Lol I should PM you some of the responses you had to your death.. actually kinda funny.


That had to be the wierdest set of events... here I am just arriving in town to get some poatoes... strange town..
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SekoETC
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Postby SekoETC » Fri Jan 11, 2008 6:12 pm

Can I see them too? I didn't know this person so events related to them shouldn't affect any of my characters.
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Idriveayugo
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Postby Idriveayugo » Fri Jan 11, 2008 9:25 pm

N-Aldwitch wrote:Lol I should PM you some of the responses you had to your death.. actually kinda funny.


?
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notsure
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Postby notsure » Sat Jan 12, 2008 12:09 am

There are other language areas where there isn't string for drying racks and no harvestors. Don't assume the English experience is true for everyone else.

notsure :?
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DylPickle
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Postby DylPickle » Sat Jan 12, 2008 1:07 am

Food is too free. Not only because of better machinery, but because of a lack of ownership.

If I built a combine to harvest my fields with, I wouldn't let anyone else use it for free, that's for sure. I wouldn't give my grain away for free either. Other farmers can rent my combine from me when I'm done, but only if they'll pay me reasonably or have done me a previous service.
Or, I can hoard the combine all to myself and the non-farmers can buy the grain off me for a cheaper price.

We "sort of" see this with the hematite, coal, limestone trio, but rarely ever with anything else, it seems. Really, all it comes down to is roleplaying economics in the game. I don't get why that never happens.
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SekoETC
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Postby SekoETC » Sat Jan 12, 2008 1:41 am

notsure wrote:There are other language areas where there isn't string for drying racks and no harvestors. Don't assume the English experience is true for everyone else.

notsure :?


But now you can make string from sinew. Although not all areas have animals or ones big enough to have sinew, but that's a minority. I don't know of other groups with this problem than the Chinese.
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sem
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Postby sem » Sat Jan 12, 2008 1:52 am

DylPickle wrote:Food is too free. Not only because of better machinery, but because of a lack of ownership.

If I built a combine to harvest my fields with, I wouldn't let anyone else use it for free, that's for sure. I wouldn't give my grain away for free either. Other farmers can rent my combine from me when I'm done, but only if they'll pay me reasonably or have done me a previous service.
Or, I can hoard the combine all to myself and the non-farmers can buy the grain off me for a cheaper price.

We "sort of" see this with the hematite, coal, limestone trio, but rarely ever with anything else, it seems. Really, all it comes down to is roleplaying economics in the game. I don't get why that never happens.


At the risk of sounding like the Sociologist: It's mainly because you can't easily lock up machinery and gathering slots. If the harvesters and quarries occupied a couple of slots each, whether or not they were in use, and were lockable you could restrict the supply, and drive up the price.

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