Tiredness

General out-of-character discussion among players of Cantr II.

Moderators: Public Relations Department, Players Department

The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Sun Nov 21, 2004 12:26 am

2% daily fatigue recovery would explain why my characters don't seem to be getting any better...that is rather slow.

If you've determined the correct number, I would consider that a pretty bad problem. With those numbers it looks like you get more than 5 days recovery time for a day of woodcutting, for example.
"If I can be a good crackhead, I can be a good Christian"

-A subway preacher
User avatar
Spider
Posts: 923
Joined: Thu Dec 04, 2003 8:15 am
Location: Cali

Postby Spider » Sun Nov 21, 2004 12:29 am

I've had the same problem...with a repeat project that was suppose to end every hour, i soon found my character with half his energy gone...i hate repeats now :evil:
User avatar
Pirog
Posts: 2046
Joined: Wed Jul 23, 2003 8:36 am
Location: Gothenburg, Sweden

Postby Pirog » Sun Nov 21, 2004 2:54 am

The pace gets slower for everyone, so you are not missing out on anything. I think it is good if the amount of resources, tools and buildings is slowed down a bit...otherwise we will pretty much have everything soon.
Eat the invisible food, Industrialist...it's delicious!
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Sun Nov 21, 2004 3:21 am

Well, slowing down the resource-death of the universe isn't really a significant purpose...need to stop it entirely (with item deterioration, which is coming!)

I don't mind 'slowing down'. But...if, in fact, you gain tiredness as fast as appears to be the case, and you lose it at the 2% a day that I referred to, sustainable productivity has been cut to near nothing.

If you examine what I wrote...simplifying slightly, that leads to 100g of wood daily as the maximum sustainable production. With an axe. If that's correct, I think (I hope) you would agree that it's not right.

Also, assuming that recovery rate, a person can only really fight once every 2.5 years.
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
User avatar
Pirog
Posts: 2046
Joined: Wed Jul 23, 2003 8:36 am
Location: Gothenburg, Sweden

Postby Pirog » Sun Nov 21, 2004 3:33 am

I think you are blowing it out of proportion...do you have to be involved in combat every day?

I have characters doing everything from gathering stone to rice, smelting iron, buildings ships, making clothes etc. and their bars haven't even moved.

I have 2 out of 15 characters that are not at full energy.

One is training combat (attacking others) combined with hunting. She is the most tired, and her bars seems to be at least 7/10 full.
She has stopped working for a while to regain her energy...as you should if you spend your days hunting and training combat.

The other one is combining food gathering with hunting 2-3 animal types every day...I would say her bar is at least 8/10 full.

That isn't much fatigue at all. I don't even understand how you can deplete your energy as much as you seem to do...
Eat the invisible food, Industrialist...it's delicious!
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Sun Nov 21, 2004 4:33 am

Every day? No. Every 10 days? I should say so. Every 20 certainly. 50 days is an incredible amount of time.

But the questions is how long it takes the bars to empty, not how long they take to fill. I don't know how long that is. But if you need 2 years to get back to full function with your 80% tired character...wouldn't you see that as a problem?

I actually think that I've got evidence that it's a lot faster than the 2%, though. So it's probably non-problematic, really.

I have characters doing everything from gathering stone to rice, smelting iron, buildings ships, making clothes etc. and their bars haven't even moved.

Now that's interesting. I had a character who more or less filled his bar in a few days of collecting wood. I think tiredness may be a 'per project' thing...which is a bit of a glitch if true. Are your non-tiring people working on short (hourly or so) projects, or long ones?
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
User avatar
Pirog
Posts: 2046
Joined: Wed Jul 23, 2003 8:36 am
Location: Gothenburg, Sweden

Postby Pirog » Sun Nov 21, 2004 4:48 am

But the questions is how long it takes the bars to empty, not how long they take to fill. I don't know how long that is. But if you need 2 years to get back to full function with your 80% tired character...wouldn't you see that as a problem?


Yes, a huge problem. But I know it doesn't work like that since I have had characters with 80 % energy that are now back at full strength.

Now that's interesting. I had a character who more or less filled his bar in a few days of collecting wood. I think tiredness may be a 'per project' thing...which is a bit of a glitch if true. Are your non-tiring people working on short (hourly or so) projects, or long ones?


Usually I organize projects per day with repeats...but the ship builder and the tailor obviously have projects that takes more time.
Eat the invisible food, Industrialist...it's delicious!
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Sun Nov 21, 2004 11:00 am

The experiences of Pirog sound like how I (intended to) program(med) it - the experiences of the Industrialist don't ;) ...
Pürkel
Posts: 14
Joined: Tue Sep 21, 2004 6:29 pm

Postby Pürkel » Sun Nov 21, 2004 2:36 pm

My character worked on digging mud on an hourly project for 3 days and had about 90% :shock: tiredness on the day 1001. Since then, he hasn't done anything and the current tiredness is at 76%. Should I report this as a bug, or is this the way is suposed to work ? The previous posts are confusing me about this.

Another character of mine worked on farming potatoes for 5 days on an daily project and has only 5% tiredness.

I mean, the difference between these two characters is surely not realistic or resonable.
:cry:
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Sun Nov 21, 2004 4:55 pm

Between hour 4 and right now, I had one character recover exactly 2% (from 7.5 to 5.5) tiredness. Does have a few (must have been less than 5...didn't eat the day before) % hunger, which could have something to do with it, but...unless recovery is twice a day, I'm concerned. I've already laid out the reasons above.

I'll be watching over a few days to see if the recovery increases on days without any tiring action, or things like that...
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
User avatar
Pirog
Posts: 2046
Joined: Wed Jul 23, 2003 8:36 am
Location: Gothenburg, Sweden

Postby Pirog » Sun Nov 21, 2004 6:55 pm

The Industriallist>

Between hour 4 and right now, I had one character recover exactly 2% (from 7.5 to 5.5) tiredness.


Is that when standing around idle or is he working at the same time?
Eat the invisible food, Industrialist...it's delicious!
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Sun Nov 21, 2004 7:08 pm

Idle...I do have a reasonable understanding of experimental technique...

The last action taken was to hit himself (at 50%), mainly for practice...that's also what put him up to 7.5% from no tiredness.

That might not be true...he may have steered a ship in between...I don't think that causes tiredness, but it's concievable...
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher
User avatar
The Sociologist
Posts: 878
Joined: Mon Sep 06, 2004 11:54 pm

Postby The Sociologist » Sun Nov 21, 2004 9:56 pm

Pirog wrote:One is training combat (attacking others) combined with hunting. She is the most tired, and her bars seems to be at least 7/10 full.
She has stopped working for a while to regain her energy...as you should if you spend your days hunting and training combat.

Why? Surely if she helped out on someone else's very long project and then stopped before the end of it, she should be allright. The current system appears to penalize short repeats and fighting humans. Most of my characters have by now cured themselves altogether of any major tiredness.

My biggest gripe is the extreme variation in their hunting skills, ranging from 27 with a bone spear to 6 with the same weapon (neither being tired or damaged). And the low-end results simply aren't improving. This is excessive and absurd.

This has in effect ruined several of my backwoods types, including Zaro. Just because he was spawned in Kriff does that have to mean he's doomed to be a wimpish little carrot farmer for life? :cry:

Several of them are close to suicidal, in fact.
.
User avatar
Bran-Muffin
Posts: 2016
Joined: Mon Feb 09, 2004 5:51 pm
Location: California

Postby Bran-Muffin » Sun Nov 21, 2004 10:00 pm

One of my characters dragged about three people into some buildings back on day 1000, he hasnt worked since, his tiredness shot up over 50%

Lets say his tiredness bar was at about 59 out of 100... its its now day 1005 and his tiredness bar is at about 51. With how i have it figured it will take over an irl month before my character is ready to do anything again.
User avatar
Pirog
Posts: 2046
Joined: Wed Jul 23, 2003 8:36 am
Location: Gothenburg, Sweden

Postby Pirog » Sun Nov 21, 2004 11:06 pm

It is interesting that I, who hates the idea of trying to figure out the mathematics behind game structures just to maximize your playing experience, seems to cope better than the people who does.
Eat the invisible food, Industrialist...it's delicious!

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest