Ethnical differences
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- Jos Elkink
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rklenseth
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- Jos Elkink
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- SCUBA
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Taking up an old thread. :D
I think now when cross language zone contact is made in many places these ideas comes up again. As now, there is no way to see if a character is english, polish, or what ever.
I would like to have something, just something, that could tell that this or that character, dosent belong to the same language as me or a third character.
It could be the way they look.
<You see a green man in his forties.>
It could be something totally new like the number of arms and legs.
<You see a man with three legs and two arms.>
The age could be in the language the character belonges to.
<You see en man i 60-års åldern> (swedish)
This one I like. As when he say... "Hej! Jag heter Karl." You change the dynamic name from "en man i 60-års åldern" to "Karl (Swedish)"
It could be not that visual. In the description instead.
The biggest reason for this, is that it will let you RP all the things about rasism and other stuff mentiond earlier in this thread. And you dont need to listen to their language. Like in cambodia. Just go kill all with glases.
It is a CRB to speak another language than the one the character was spawned as, if it not is so that they learn some of it IG. But there is no way to see if someone actually just dont give a ..., and spawn an character in the language that they whant to be in, but pretend it is the one they like to speak. I dont think this ever happend, but i have been suspecting it right now in the turkish / swedish conflict. Normally you should easy tell that it cant be from another language group, as it needs two from their own to spawn in a place. But in mixed areas you cant tell. But this problem would probably be bigger if you can actually look like the people you would spy on or just spawn in. But they couldnt speak the wrong language then.
I think now when cross language zone contact is made in many places these ideas comes up again. As now, there is no way to see if a character is english, polish, or what ever.
I would like to have something, just something, that could tell that this or that character, dosent belong to the same language as me or a third character.
It could be the way they look.
<You see a green man in his forties.>
It could be something totally new like the number of arms and legs.
<You see a man with three legs and two arms.>
The age could be in the language the character belonges to.
<You see en man i 60-års åldern> (swedish)
This one I like. As when he say... "Hej! Jag heter Karl." You change the dynamic name from "en man i 60-års åldern" to "Karl (Swedish)"
It could be not that visual. In the description instead.
The biggest reason for this, is that it will let you RP all the things about rasism and other stuff mentiond earlier in this thread. And you dont need to listen to their language. Like in cambodia. Just go kill all with glases.
It is a CRB to speak another language than the one the character was spawned as, if it not is so that they learn some of it IG. But there is no way to see if someone actually just dont give a ..., and spawn an character in the language that they whant to be in, but pretend it is the one they like to speak. I dont think this ever happend, but i have been suspecting it right now in the turkish / swedish conflict. Normally you should easy tell that it cant be from another language group, as it needs two from their own to spawn in a place. But in mixed areas you cant tell. But this problem would probably be bigger if you can actually look like the people you would spy on or just spawn in. But they couldnt speak the wrong language then.
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
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<Nick> I have enjoyed some of your forum posts which is rare.
- Wilmer Bordonado
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SCUBA wrote:The biggest reason for this, is that it will let you RP all the things about rasism and other stuff mentiond earlier in this thread. And you dont need to listen to their language. Like in cambodia. Just go kill all with glases.
It's so sad what you're saying here. It's awfully amusing how can a war or a conflict can deteriorate human thoughts, even talking about RP'ing.
Wilmer B.
SI A LA VIDA, NO A LAS PAPELERAS!
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
- SCUBA
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I know. I dont like the consept, but murder is in this game. Why shouldent rasism? It probably already is. But lets take the discussion about the suggestion here and the one about rasism and other stuff in the right place. There you would here me say much other things.
What do you like the suggestion?
What do you like the suggestion?
/SCUBA
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<Nick> I have enjoyed some of your forum posts which is rare.
-------------------------------------------------------
<Nick> I have enjoyed some of your forum posts which is rare.
- Wilmer Bordonado
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SCUBA wrote:I know. I dont like the consept, but murder is in this game. Why shouldent rasism? It probably already is. But lets take the discussion about the suggestion here and the one about rasism and other stuff in the right place. There you would here me say much other things.
What do you like the suggestion?
Sorry, but I do not like it at all. I don't really know the consequences of the Swedish-Turkish zone, but perhaps you both have gone too far... Maybe you're thinking about racism in Cantr with hot thoughts, and I'm looking at it as an impartial.
About the suggestion you have made: There are one million of beatiful and hopefully things to think about in the Real Life World, that can become a suggestion to be developed in Cantr.
Why thinking about racism? Because of turks? I've heard there are a big turk community there at Sweden. They even play in the national football team.
So why judging a turk as an enemy because of himself?
The suggestion is putting the seeds of intolerance and anti-brotherhood that surely will grown in nazi's or fascist's systems inside Cantr.
Reality or Role Playing, I simply hate them.
Sorry but I can't be as objective as you want.
Wilmer B.
SI A LA VIDA, NO A LAS PAPELERAS!
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
http://www.noalapapelera.com.ar
YES TO LIFE, NO TO PULP MILLS!
http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html
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Zanthos
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- Kael
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hard
Well I don't know much about programming and the progress and work needed to start and complete work on the generations idea, but if you go look around and read the boards, most of the programmers here are complaining how difficult it is to implement.
So just buckle down and wait
But don't hold your breathe either.
So just buckle down and wait
But don't hold your breathe either.
- Solfius
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- formerly known as hf
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The language thread reminded me of this... I don't like the idea of 'seeing' a language, but I like the idea of differences in appearance based on genes.
My idea relies on it being possible to initially hand-out attributes based upon location...
It would work something like this:
If it hasn't been done already, locations should have an additional variable added to them (possibly visible and dynamic to characters) which indicates which island/land-mass they are on.
Each island/land-mass is then given one, two, maybe three charactersistics. (Maybe close-together islands would have similar attributes)
These should be pretty loosely termed, only relate to skin colour, facial structure, and other superficial descriptions.
Every character that has a recorded spawn location will be given the characteristics associated with that island/landmass.
When a new character is spawned, the ethnic characteristics they inherit is worked out the same way as skills - they take them from two people currently in that location. If the attributes are different, they take a random selection from the two.
Attributes would then, in-game get known to be linked to language, location of origin and so forth.
Whatever the attributes are, they should not be too limiting. I know people like developing an image of their own characters...
My idea relies on it being possible to initially hand-out attributes based upon location...
It would work something like this:
If it hasn't been done already, locations should have an additional variable added to them (possibly visible and dynamic to characters) which indicates which island/land-mass they are on.
Each island/land-mass is then given one, two, maybe three charactersistics. (Maybe close-together islands would have similar attributes)
These should be pretty loosely termed, only relate to skin colour, facial structure, and other superficial descriptions.
Every character that has a recorded spawn location will be given the characteristics associated with that island/landmass.
When a new character is spawned, the ethnic characteristics they inherit is worked out the same way as skills - they take them from two people currently in that location. If the attributes are different, they take a random selection from the two.
Attributes would then, in-game get known to be linked to language, location of origin and so forth.
Whatever the attributes are, they should not be too limiting. I know people like developing an image of their own characters...
Whoever you vote for.
The government wins.
The government wins.
- wichita
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I want racism in game from a independent, neutral, and scholastic perspective. It is an important sociological variable that is completely lacking from the virtual world. What we have right now is the Star Trek society, which has always bothered me a bit. It would be interesting to see how people could take a step toward defining culture with some physical distinctions.
Of course, the current inability of players on average to pick up on and cooperate in developing local dialects and accents is evidence that it probably wouldn't change anything anyway, letting Utopia prevail.
I have heard that a pure in game dialect is part of of the reason that Moses' tribe is so admired on Burgeo right now, so hopefully it isn't a total loss.
Of course, the current inability of players on average to pick up on and cooperate in developing local dialects and accents is evidence that it probably wouldn't change anything anyway, letting Utopia prevail.
I have heard that a pure in game dialect is part of of the reason that Moses' tribe is so admired on Burgeo right now, so hopefully it isn't a total loss.
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- viktor
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racism? there already is racism in cantr, it may not be wide spread but i can tell you there are forms of racism already in game.
as for genes, that's great hmm as for innitial genes, how bout players already existing select the characteristincs, as in game many characters already rp with certain color hair or eyes, tanned or pale skin, to suddenly give them a random or arbitrairy set of genes that do not match what was already rp'd may cause some ig damage. and aswas mentioned about enthnicity, it would of course develope over generations depending on who breeds the most and who survives to continue breeding.
as for spawning post gene implimentation, at that point newspawns who are not children(if spawning is still an option along with being born) then thier gene selection should be limited to what genes are in location they are being spawned (a sort of subscreen after the car is registered and the server chooses thier spawnpoint they get a gene selection screen with limited or diverse selection dependant upon indigenous genes) or could just make those newspawns a random mix of indigenous genes like we do now for skills and strength.
as for genes, that's great hmm as for innitial genes, how bout players already existing select the characteristincs, as in game many characters already rp with certain color hair or eyes, tanned or pale skin, to suddenly give them a random or arbitrairy set of genes that do not match what was already rp'd may cause some ig damage. and aswas mentioned about enthnicity, it would of course develope over generations depending on who breeds the most and who survives to continue breeding.
as for spawning post gene implimentation, at that point newspawns who are not children(if spawning is still an option along with being born) then thier gene selection should be limited to what genes are in location they are being spawned (a sort of subscreen after the car is registered and the server chooses thier spawnpoint they get a gene selection screen with limited or diverse selection dependant upon indigenous genes) or could just make those newspawns a random mix of indigenous genes like we do now for skills and strength.
- Sicofonte
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SCUBA wrote:I know. I dont like the consept, but murder is in this game. Why shouldent rasism? It probably already is. But lets take the discussion about the suggestion here and the one about rasism and other stuff in the right place. There you would here me say much other things.
What do you like the suggestion?
SCUBA, I like the idea, and I think as you and the most here: racism exists so racism should be able to be RP'ed. And don't pay attention on Wilmer, he is just performing his role of saint puritan. He would like to wipe out every non-argentinian char from Cantr by force of hits.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
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