Alcoholic beverage changes.

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miirkaelisaar
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Re: Alcoholic beverage changes.

Postby miirkaelisaar » Fri Sep 30, 2011 9:39 pm

I don't think it should be changed. We have resting furniture to get rest with and decrease tiredness, a logical implement. We did have tea and coffee to give energy, which is also logical, but you wanted to get rid of that, right? So if you want to decrease tiredness why not just bring back tea and coffee and things like that? Don't make alcohol, which is actually a healing food in real life, and that makes sense, into an energy drink, which it is really the opposite of, believe me, I drank one beer last night and passed out, this has no logical reason to it, and would inconvenience so many people, who would probably have to discover a new healing food to make, and also would have no use for the cots/rugs/etc. they worked to build.

Simply put, it doesn't make much sense and it would make more sense to just bring back tea and coffee, if you really want to bring something like that back, rather than change a big part of the game to something virtually useless to most people. Besides, if you ever want to implement drunkenness, this will have been a wasted effort because you'll have to switch it to something that impedes you and it won't be a cure for tiredness anymore.
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Re: Alcoholic beverage changes.

Postby Piscator » Fri Sep 30, 2011 10:27 pm

Ronja Rotschopf wrote:If it gets implemented (without compensation) nevertheless I would rather grasp it as an attempt to destroy the value of already produced stuff in order to solve the problem of overproduction.


This has, for a change, nothing to do with overproduction. I think I mentioned it before, but the simple problem is that we will have to assign an intoxication value to intoxicants (and in a manner that allows getting drunk for RP purposes reasonably cheap). Since this will make alcoholic beverages necessarily less attractive by limiting the amount that can be consumed per day, we need to compensate somehow.

Making them (additionally) restore tiredness would be my favoured solution since it would kill two birds with one stone, but if this is entirely unacceptable we can just up their healing capacity a bit. This would nevertheless mean that the daily healing capacity will be severely reduced, unless we scrap drunkenness entirely.
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Ronja Rotschopf
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Re: Alcoholic beverage changes.

Postby Ronja Rotschopf » Sat Oct 01, 2011 9:23 am

I think there is a huge difference between
Piscator wrote:Making them (additionally) restore tiredness would be my favoured solution since it would kill two birds with one stone, but if this is entirely unacceptable we can just up their healing capacity a bit.

and
Doug R. wrote:So, it seems in the new scheme, alcoholic beverages will lose their healing ability, and instead restore energy. Since characters will pass out after a certain point of consumption, it's a natural check on how much energy can be restored.
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Addicted
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Re: Alcoholic beverage changes.

Postby Addicted » Sat Oct 01, 2011 9:50 am

Yes, Ronja has a point. And lots of discussion was bandied about regarding drunkenness. What efects are you referring to? Or am I opening another can of worms?
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Re: Alcoholic beverage changes.

Postby SekoETC » Sat Oct 01, 2011 9:54 am

I don't see why they couldn't be dual action and heal in addition to giving energy.
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Ronja Rotschopf
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Re: Alcoholic beverage changes.

Postby Ronja Rotschopf » Sat Oct 01, 2011 10:03 am

It wouldn't make much sense in my opinion. When my characters have to drag a lot of stuff, or do some sparring, they aren't hurt, so they don't need healing function. When they get attacked, they heal themselves before they attack back and aren't tired at that moment.

The suggestion (even if this whole topic isn't considered as a suggestion-thread) to compensate the disadvantage of limited alcolhol comsume caused by drunkeness with increased healing ability is the one I like most.
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Re: Alcoholic beverage changes.

Postby Scratch » Sat Oct 15, 2011 10:58 pm

Personally I think there is a third option....no energy, no health...just drunkeness! Sorry but a few beers in I -may- feel like dancing, and -may- ignore the pain in my leg...but either way, I'm only drinking it to get drunk :)

Make it a pure RP item. If people don't like that then maybe they're playing the wrong game.
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Re: Alcoholic beverage changes.

Postby Fingersmith » Sun Oct 16, 2011 2:07 am

Scratch wrote:Personally I think there is a third option....no energy, no health...just drunkeness! Sorry but a few beers in I -may- feel like dancing, and -may- ignore the pain in my leg...but either way, I'm only drinking it to get drunk :)

Make it a pure RP item. If people don't like that then maybe they're playing the wrong game.


I totally agree.

And since in rl alcohol can also lead to violence if you want to give a second attribute to alcoholic beverages it could maybe make you
stronger temporarily or add your chances for a critical fighting hit. So people would drink more to win a fight then get drunk and loose their conciousness for a couple of hours . :roll:
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madfish
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Re: Alcoholic beverage changes.

Postby madfish » Sun Oct 16, 2011 3:06 am

I don't think this is the right way to implement intoxication. Why not treat healing mixtures as types of drugs and use them instead for this thing. Drugs which restore energy yet have negative side effects are more realistic than alcohol, which does the opposite of restoring energy.

Scratch wrote:Make it a pure RP item.


+1 but not "pure". Let them keep their current healing qualities.
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Re: Alcoholic beverage changes.

Postby Piscator » Sun Oct 16, 2011 12:43 pm

Okay, so the consensus seems to be that alcohol should keep it's healing qualities (perhaps with a small bonus) and intoxicate you. Additionally, some healing liquids should intoxicate you and restore energy. Does this sound about right?
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Alladinsane
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Re: Alcoholic beverage changes.

Postby Alladinsane » Sun Oct 16, 2011 4:43 pm

Why not dilute the energy restorative power of the tea? With stomach capacity being what it is, that should limit the number of swings you can restore. It can help a little, but not be powerful enough for the massacres of old. The only potential problem is the purge option...you could restore the energy, purge....rinse and repeat.

Or, you could add tea as one of the ingredients to the healing elixirs...another ingredient making it less valuable and less powerful.
----
The thing I worry that some of us are getting hung up on is realism. There is very little real-life about this game, sorry to say. Resources are not unlimited, boats don't travel with no form of propulsion, you can't put an engine on a boat, you should be able to shoot more than one arrow and swing your sword more than a few times (sure it should be tiring). That game works within the game system, I have run and worked businesses and I wish it were this simple. So its humorous at times when speculation occurs that we are trying to do things like "RL"...it just doesn't happen this way. Within the game system, I love it, love this game...but I have no illusions that I could run a smithing business in RL right now, or that I could rig a ship, dig in a coal mine, harvest the healing powers of onions or popcorn or any of the other ridiculous propositions that are put forth. But darn it -is- fun!

Those massacres may not be completely responsible anymore, but It seems to me that the English speaking portion of the game is in some trouble...cantr and treefeather are dying islands except for a few isolated cities. The scary thing may be that teregotha is the most active hub of cities in the english speaking area. But there are actually a good number of spanish speaking spawning on that island also. I have been in favor of a reset for a while but some have said (including our most prominent staff members) that they would unsub should rebuilding be needed, I would miss some of my chars too. Some would definitely -not- miss my chars, lol. But I think we are watching a slow starvation of chars and eventually this whole world will be Polish, more power to them if that occurs. But for those who want to keep some of the English in place:

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I fully expect to get flamed for this. Fire it up. There are so many of you that I love playing with and it hurts every time one of you disappears, but it keeps happening. I know some of us grow up (I choose not to do this) and RL will leak in and take the place of netgames. I wish you all happy and successful lives. I plan to stick around as I have no life anyways.

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SekoETC
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Re: Alcoholic beverage changes.

Postby SekoETC » Sun Oct 16, 2011 4:58 pm

Purge gives you 50 % tiredness, so as long as consuming 8000 g of tea gave less than 50 % energy, it wouldn't be worth it. In fact, it wouldn't even be worth it in that situation. It would have to restore at least 65% to give an extra hit.
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Re: Alcoholic beverage changes.

Postby Piscator » Mon Oct 17, 2011 1:17 pm

I'd rather not limit energy restoration by stomach size for the moment. The current value is still a bit on the large size and will likely be changed at some point in time. I wouldn't like to double (triple etc.) the efficiency of tea after everyone used up their storage while it was still highly ineffective.
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Doug R.
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Re: Alcoholic beverage changes.

Postby Doug R. » Mon Oct 17, 2011 4:44 pm

Piscator wrote:Okay, so the consensus seems to be that alcohol should keep it's healing qualities (perhaps with a small bonus) and intoxicate you. Additionally, some healing liquids should intoxicate you and restore energy. Does this sound about right?

Sounds about right to me. Then again, at this point, I'd kiss a pig if it got this implemented.
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gejyspa
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Re: Alcoholic beverage changes.

Postby gejyspa » Mon Oct 17, 2011 6:07 pm

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