I don't mind the tiredness in general, having to take a break now and then to complete your work and if you have something to rest in the break will be shorter. Actually, making use of furniture I think is a good improvement to the game.
However, I do have, or my characters i.e., a problem with the fact that investing in tools for harvesting does not give a descent advantage as far as I've experienced.
We're sooooooo tired..
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- Nick
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julie2 wrote:I was thinking of 10g for a full day's resources, which several of my characters have come across in different locations. If you think about it, It can't go an awful lot higher than that, considering all the work that goes into producing just 50g of the stuff, and considering there has to be plenty of slack to allow for thievery, tiredness, acts of Jos, workers falling asleep on the job,and considering that the producer usually wants to make a profit.
It all depends how far away a town is from essential resources, and how developped technologically they are. For instance, I bet in the Alenz region, iron is much cheaper than in the Quillanoi region.
- The Sociologist
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Swymir wrote:Currently I see no problem in the tiredness system.
I've been asking and asking for an account of how the tiredness system is supposed to work and all I get is replies like the above.
Now I've been watching someone who started a long gathering project and went on leave--which didn't work as he dropped dead today. But before then he seemed to be gradually approaching a level of 60% tiredness after many days but not going beyond that.
Two possiblities. Either tiredness from a project is suddenly capped, or else--and more likely--it works that the more tired you get, the less you harvest, but the less you harvest each day, the less tired you get. So that you approach a sort of limit. Is that how it works?
But then what about the following? What if you are more skilled (though in truth I've never been able to detect this very well) or are using a tool? Do you incur double tiredness because you started off harvesting double? That would surely be foolishness, yes?
Yet that is what seems to be happening. Some of my prime charries rapidly approach near 50% tiredness in a matter of two days or so. Others do not. What are the former supposed to do? Hop into bed every third day?
<i>Does anyone in programming seriously believe such a game is at all interesting or worthwhile to play?</i>
Unless we can understand what you <i>intend</i> the tiredness system to be like, we cannot report on the bugs, yes?
- Nixit
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The Sociologist wrote:Swymir wrote:Currently I see no problem in the tiredness system.
I've been asking and asking for an account of how the tiredness system is supposed to work and all I get is replies like the above.
Uh... actually they are only a few people that actually have no problem with tiredness, I'm afraid that would be a minority comment.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
- kroner
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- The Sociologist
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julie2
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There are definitely problems with tools. My characters that are using are using dungforks and shovels are getting 50% tired within a couple of days,
then having to rest for a couple of days because they don't have acess to beds. I said I thought that these tools still confer a slight advantage, but I now believe I was wrong.
It would appear, as the Socologist pointed out, that tiredness is proportional to production, not to work. That's a serious bug, worse than all the other tirednes-related bugs put together, for all the reasons he gave. I know a lot of people don't understand the mathematics well enough to forsee what a disaster this is, but we'll all be feeling the effects of it eventually.
I'd like to remind people out that this game is about more than just role-playing, It's a society simulator. It might still be fun, if you can't have a feasible economy which utilises these tools, but it really blows that important aspect of the game.
then having to rest for a couple of days because they don't have acess to beds. I said I thought that these tools still confer a slight advantage, but I now believe I was wrong.
It would appear, as the Socologist pointed out, that tiredness is proportional to production, not to work. That's a serious bug, worse than all the other tirednes-related bugs put together, for all the reasons he gave. I know a lot of people don't understand the mathematics well enough to forsee what a disaster this is, but we'll all be feeling the effects of it eventually.
I'd like to remind people out that this game is about more than just role-playing, It's a society simulator. It might still be fun, if you can't have a feasible economy which utilises these tools, but it really blows that important aspect of the game.
- Nixit
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- Nick
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You know, I really don't think this topic needed 7 pages to get the point across.
I'm sure the right people get the point by now, and are working on it.
But I agree with Sociologist... we're going to have to know how it was intended to work for us to be able to properly report how it is not working as intended.
I'm sure the right people get the point by now, and are working on it.
But I agree with Sociologist... we're going to have to know how it was intended to work for us to be able to properly report how it is not working as intended.
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