Change in tiredness

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SumBum
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Re: Change in tiredness

Postby SumBum » Tue Jan 31, 2012 5:47 pm

This is going to make life even more difficult for the casual gamer who can't check the game throughout the day. Isn't that one of Cantr's biggest selling points?

Not to mention it will make working efficiently near-impossible, among other issues... There are still plenty of places where chars have to spend 80% or more of their time gathering food. The excuse of "then move to where life is easier - this will promote bigger communities" doesn't work because I'm referring to an entire language zone on an isolated island that barely had small fire pits the last time my char was there.

I just don't see it as bringing anything positive. The realism factor doesn't fly in this scenario. Instead of spending time RPing, I'll be micromanaging my chars' ability to work. I suppose they could RP while resting but then that defeats the purpose of saying that it's realistic for them to need actual sleep.
I don't know karate, but I know KA-RAZY!! - James Brown
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EchoMan
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Re: Change in tiredness

Postby EchoMan » Tue Jan 31, 2012 8:40 pm

Yup! All great! We really need Yogo ppl to be nerfed!
curious

Re: Change in tiredness

Postby curious » Tue Jan 31, 2012 10:01 pm

Okay... everything after "All great!" has me at a total loss.
What's a Yogo, and what's nerfed?
Yang
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Re: Change in tiredness

Postby Yang » Tue Jan 31, 2012 10:18 pm

Changing work tiredness to 1-2% would make even more time of work, and make you less need for resting, but it still ok. I have one char that is still getting tired to 50%, i put him to bed, where he gains 12.5% from resting and 5% from every hour. In total he gains 17.5% every hour. So when i go to bed i need make him tired to 50% everyday before going to bed in RL.
So resting in resting furniture is very easy.
1% per hour make you work 50 hours till your production is halved. Its almost a week of constant working. And you need only 3 hours of resting to work again whole week. But still it would be better, because even going to bed and going to work is a part of RP. You dont need to say anything, your char can be a man not many words. But when you see he is resting and working it means he just dont die from heart attack.

Also 50% barrier is a good value. 50% means half production. Enough to make need for resting, not enough to make killing your character. Living in some places are harder then in others? True. But if you have some food resource, and animals and some stone, you have enough to build tools and get food in decent level. So survive is not a big problem, just be smart
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Chroma Key
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Re: Change in tiredness

Postby Chroma Key » Wed Feb 01, 2012 7:40 am

I do not appreciate the insinuation that I lost chars due to adverse conditions because I was not smart.
You are talking about quite a few "if"s there.
The negatives outweigh the positives far more here, as raised by various players.
I have made my position is very clear, although there is one last thing I want to add: Curious' example did happen and explains a lot when it comes to the dismal statistics in certain areas.
"She could make something sound stupid just by hearing it.”
"For a short moment there, you almost sounded human."
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Addicted
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Re: Change in tiredness

Postby Addicted » Wed Feb 01, 2012 8:01 am

curious wrote:Okay... everything after "All great!" has me at a total loss.
What's a Yogo, and what's nerfed?

Yogo is a brand of Yoghurty stuff you buy in a super markrt and nerfed is when my son jumps out of hiding and pelts me with a foam bullet.

I agree with SumBum. I don't want to click more buttons, but less. I don't see how it will help roleplay either. I see all the disadvantages will apply to my characters in primitive areas also. I don't see any advantage.
curious

Re: Change in tiredness

Postby curious » Wed Feb 01, 2012 10:09 am

Thank you, Addicted... I appreciate that.
Both sound ghastly. *nods*


Sorry for pulling us off topic
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RedQueen.exe
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Re: Change in tiredness

Postby RedQueen.exe » Thu Feb 02, 2012 7:05 pm

I don't believe this was mentioned, but it also further encourages power-gaming, since the ideal work plan is to work until you are tired to the EXACT amount that you can recover based on your healing furniture available, rest one tick, and then get back to it.
"What I really don't understand is what kind of recipe do you want because you talked about porn, phones and cooking and I became lost" - Vega
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Yang
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Re: Change in tiredness

Postby Yang » Wed Mar 21, 2012 9:30 pm

Its already accepted and implemented? I just noticed that all characters that are working on project have 11-12% of tiredness. Those that are not working have 0%. It would be good to know what rule is implemended and how much tiredness per hour and if there is any limit to it.
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Greek
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Re: Change in tiredness

Postby Greek » Wed Mar 21, 2012 9:32 pm

No.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
Yang
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Re: Change in tiredness

Postby Yang » Wed Mar 21, 2012 9:36 pm

So check all characters that are working in your cities. All are tired a little bit. My wonded and not too good in harversting character is tired at 8% only, but not sure as its from wounded or skill, because other wounded character is 11% tired, and i dont see any other character this bad in work as mine :D
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Chroma Key
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Re: Change in tiredness

Postby Chroma Key » Wed Mar 21, 2012 9:38 pm

You have worried me there for a moment.
It would have been very bad form had this been accepted despite so many perfectly valid objections.
As for your query, I just checked my char and her crew - 2 of them started working an hour before the others joined in. Those two are 9% tired. The others are 6% tired. Non-workers are not tired at all. Maybe this is a general support issue?
"She could make something sound stupid just by hearing it.”
"For a short moment there, you almost sounded human."
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Greek
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Re: Change in tiredness

Postby Greek » Wed Mar 21, 2012 9:48 pm

I already said it's a bug, isn't it?
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
Yang
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Re: Change in tiredness

Postby Yang » Wed Mar 21, 2012 10:01 pm

Greek wrote:I already said it's a bug, isn't it?

Nope you didnt. You just say it wasnt implemented. Its strange bug, let see how it will go.
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SumBum
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Re: Change in tiredness

Postby SumBum » Wed Mar 21, 2012 10:22 pm

There does seem to be an issue that probably isn't at all related to this suggestion. I'm guessing processes are hung. Many of my chars are gaining increasing amounts of tiredness simply from working and it isn't being refreshed when it should. I can't say if it's all of my chars since some have been sparring. Also, the ability to attack isn't clearing out after 24 hours either. One of my chars has gone a full day plus 3 cantr hours and isn't able to attack again.

This should have been reported under support, not in this suggestion thread.
I don't know karate, but I know KA-RAZY!! - James Brown

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