Sex assignment
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Antichrist_Online
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Snake_byte
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- the_antisocial_hermit
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Well.. regardless of how well I can play either (and I've had no problems with both), I just prefer having the choice.
I mean.. your character is what you envision, what you build, not something you'd have assigned to you. The sex of a character is something that should remain unique to ideals of the player behind the character. You can always choose to take up the challenge of playing the opposite sex if you want, but other players shouldn't be forced to if they don't want to.
I mean.. your character is what you envision, what you build, not something you'd have assigned to you. The sex of a character is something that should remain unique to ideals of the player behind the character. You can always choose to take up the challenge of playing the opposite sex if you want, but other players shouldn't be forced to if they don't want to.
Last edited by the_antisocial_hermit on Thu Jun 30, 2005 7:57 pm, edited 1 time in total.
- mortaine
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Snake_byte
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the_antisocial_hermit wrote: You can always choose to take up the challenge of playing the opposite sex if you want, but other players shouldn't be forced to if they don't want to.
No one is being forced. That's why it would be called an OPTION.
If you know what you want you charrie to be by all means pick that! Calm down.
Sometimes I start a charrie and I have no clue what their name will be let alone their sex.
- the_antisocial_hermit
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- the_antisocial_hermit
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- formerly known as hf
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ooh... interesting dig...
I foirst thought yes - if only to even out the numbers, and with the option to name after the gender is revealed. But then realised that some people feel awkward playing the other gender, so there'd be more characters just left to die by those wanting another character ofa different gender
I foirst thought yes - if only to even out the numbers, and with the option to name after the gender is revealed. But then realised that some people feel awkward playing the other gender, so there'd be more characters just left to die by those wanting another character ofa different gender
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- Pie
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- Surly
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No.
This is a bad idea. A bad idea.
Skills already prevent you from playing any character you wish to. "Any role you can imagine you can play in this game" is no longer true... it should be "Any role you can imagine you can play in this game, as long as you successfully get a character with the skills you need".
Assigning gender is another step along the road to taking the fun from this game. Stop implementing things that dictate to the player how they play the game. It ruins it for everyone.
This is a bad idea. A bad idea.
Skills already prevent you from playing any character you wish to. "Any role you can imagine you can play in this game" is no longer true... it should be "Any role you can imagine you can play in this game, as long as you successfully get a character with the skills you need".
Assigning gender is another step along the road to taking the fun from this game. Stop implementing things that dictate to the player how they play the game. It ruins it for everyone.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
- Pie
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well, you know what they should really do? they should stop the spawning skill things. like when you spawn, you have skills, but there all the same, but you can increes the skills by practasing, and if we do get babies( however we will) then there will be skills. so there you go. but how will we have babies?
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west
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No, Pie, cantr is not an RPG.
I personally am against skills for several reasons.
First, as Surly mentioned, the "your imagination is your limit" tagline no longer applies. Until skills were implemented (which was a direct descent from randomizing combat), all characters were created equal, and whether you succeeded or not at what you chose to do was a product of your skill, drive, and ambition, and of course your surroundings.
Second, introducing skills changed cantr from a resource-based game to a blind RPG...blind in the sense that except for some combat and hunting indicators, players have no obvious way of telling what they're good at in the first place, and no obvious way of telling whether or not practicing skills they want to have or to make better actually does anything.
Third, and related, there's no indication that practicing actually makes you better at something.
Fourth, it seems to me that the vast majority of older characters, ones that were already born when the skills thing (at least so far as it influences hunting and combat values) seem to be nerfed, or made far less effective. For example, very few of my older characters hit for more than 30 with sabres or crossbows, and most of my characters that WERE guards/soldiers/hunters/killers now hit for around 17, whereas I've heard of younger characters hitting for 60 with a crossbow.
Without a transparent skill system, it's impossible to rule out the possibility that this was intentional (making young characters disproportionately more skilful than their elders).
If we have skills, we need to do two things. First, stop claiming that "your imagination is your limit." Second, provide general information (as far as what sorts of things are affected by skills) and at least a little bit of information about specific characters and skills, whether by saying "You hit an aardvark with a longbow, which loses 30 strength. You're pretty good with that thing" or something similar, or just having in the character description something like "Farming: above average". "Attacking: average" and the like.
As far as people who say, "Well, just try everything and you'll soon find out what you're good at": It doesn't work that way.
Right now, for example, I'm twenty years old. I know I'm bad at basketball, bad at hunting, terrible at singing, good at writing, and decent at frisbee and cooking over an open fire. I have found this out in the course of my normal life. I didn't try everything once to see whether I was good at it.
Now, take my character Ra's Al Ghul. (not a real character). He spawns at twenty in a society that doesn't LET him try everything. He can be a tailor, a guard, or a farmer, and he doesn't really have any way of telling whether he's any good at any of them. Furthermore, even if he DID live in a city where he was free to do whatever he wanted, some activities would not be available to him due to location and others due to the level of sophistication at the town.
Further-furthermore, a year is twenty days long. In that time he can do MAYBE ten different types of projects, assuming there's the resources and infrastructure to do that. And poof, he's 21 and one step closer to the grave. Of course, that's assuming he does dedicate entire years to figuring out what he's good at.
And in cantr now with repair such a necessity, if you're alternating between farming, using your tools and repairing them, what sort of time do you have to figure out what else you may be good at.
So.
Skills.
I don't like the way they're implemented.
I am not attacking staff. I love this game and I appreciate all they do for us. But that doesn't mean I can't give feedback when they do something I don't like and think is bad for the game.
I personally am against skills for several reasons.
First, as Surly mentioned, the "your imagination is your limit" tagline no longer applies. Until skills were implemented (which was a direct descent from randomizing combat), all characters were created equal, and whether you succeeded or not at what you chose to do was a product of your skill, drive, and ambition, and of course your surroundings.
Second, introducing skills changed cantr from a resource-based game to a blind RPG...blind in the sense that except for some combat and hunting indicators, players have no obvious way of telling what they're good at in the first place, and no obvious way of telling whether or not practicing skills they want to have or to make better actually does anything.
Third, and related, there's no indication that practicing actually makes you better at something.
Fourth, it seems to me that the vast majority of older characters, ones that were already born when the skills thing (at least so far as it influences hunting and combat values) seem to be nerfed, or made far less effective. For example, very few of my older characters hit for more than 30 with sabres or crossbows, and most of my characters that WERE guards/soldiers/hunters/killers now hit for around 17, whereas I've heard of younger characters hitting for 60 with a crossbow.
Without a transparent skill system, it's impossible to rule out the possibility that this was intentional (making young characters disproportionately more skilful than their elders).
If we have skills, we need to do two things. First, stop claiming that "your imagination is your limit." Second, provide general information (as far as what sorts of things are affected by skills) and at least a little bit of information about specific characters and skills, whether by saying "You hit an aardvark with a longbow, which loses 30 strength. You're pretty good with that thing" or something similar, or just having in the character description something like "Farming: above average". "Attacking: average" and the like.
As far as people who say, "Well, just try everything and you'll soon find out what you're good at": It doesn't work that way.
Right now, for example, I'm twenty years old. I know I'm bad at basketball, bad at hunting, terrible at singing, good at writing, and decent at frisbee and cooking over an open fire. I have found this out in the course of my normal life. I didn't try everything once to see whether I was good at it.
Now, take my character Ra's Al Ghul. (not a real character). He spawns at twenty in a society that doesn't LET him try everything. He can be a tailor, a guard, or a farmer, and he doesn't really have any way of telling whether he's any good at any of them. Furthermore, even if he DID live in a city where he was free to do whatever he wanted, some activities would not be available to him due to location and others due to the level of sophistication at the town.
Further-furthermore, a year is twenty days long. In that time he can do MAYBE ten different types of projects, assuming there's the resources and infrastructure to do that. And poof, he's 21 and one step closer to the grave. Of course, that's assuming he does dedicate entire years to figuring out what he's good at.
And in cantr now with repair such a necessity, if you're alternating between farming, using your tools and repairing them, what sort of time do you have to figure out what else you may be good at.
So.
Skills.
I don't like the way they're implemented.
I am not attacking staff. I love this game and I appreciate all they do for us. But that doesn't mean I can't give feedback when they do something I don't like and think is bad for the game.
I'm not dead; I'm dormant.
- Pie
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you know, i think your cind of looking at this with the rong vew. skills arn't a hinderence, there a doorway. having no skills means everyone is as good as everyone els. that would mean that i would be as good as you at spelling(witch clearly isn't true). and also" your emagination is your limit" only really applies with games that have no basas of reality. like, you can only do stuff like post in forums(like you make stuff up like* i jump on a 500 story building* that is imagination.)then your imagination is your limit. in cantr, how much you try to be that person is your limit. if you try to fly, you can't fly. if you try to fly once helicopters are introduced, THEN you can fly. if you really want your "imagination" instead of "how much you try" to be your limit, go somwere els, or rearange cantr.
although you would really need to practice farming to get a better skill at farming.
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although you would really need to practice farming to get a better skill at farming.
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- Surly
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I preferred Cantr the way it was.
The Cantr that caused me to become hopelessly addicted. I never thought that addiction would fade... but seriously, the game isn't as good as it seems. In my opinion:
Skills - poorly thought out, detrimental to the game
Deterioration and repair - poorly thought out and detrimental to the game
Hematite - Never balanced. Threw the game completely out of balance, and nobody seems to care.
Modular production - see above.
Aside from tiredness... did I miss anything?
I really miss Cantr as it was when I joined. Although I do like tiredness...
The Cantr that caused me to become hopelessly addicted. I never thought that addiction would fade... but seriously, the game isn't as good as it seems. In my opinion:
Skills - poorly thought out, detrimental to the game
Deterioration and repair - poorly thought out and detrimental to the game
Hematite - Never balanced. Threw the game completely out of balance, and nobody seems to care.
Modular production - see above.
Aside from tiredness... did I miss anything?
I really miss Cantr as it was when I joined. Although I do like tiredness...
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
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