Okay, I'm curious now. Does anyone read the little messages that Jos or whoever puts up when you log in? Items *do* disappear completely, and right now a way to repair things is in the process of being programmed...hopefully before everyone's tools and weapons rot away to nothing. Because now everyone just has to hope the programming doesn't turn out to be trickier than Jos thought, and that whoever's working on it doesn't get distracted by RL issues, and that when the repair ability *does* go into effect, it doesn't take up so much time and extra materials that people don't have time to fix their stuff before it's too late.
Regardless, I've decided to go ahead and play a couple of characters anyway, since it not like I have much to lose.
I still have a little experimenting to do, but the main thing I'm wondering about tiredness is how balanced it is in proportion to the amount of work you do, and particularly to the amount of food gathered. The return should be *much* greater than the penalty; obviously if takes longer or an equal amount of time to recover from gathering the food than it does to eat the food, something's very wrong there. (It may not be *that* bad, but even if the ratios are close it discourages people from doing anything else but gather food, unless they've got a stockpile already built up.)
And if it's true that a one day project takes up more tiredness than a larger one, that seems a little unfair to newspawns, who already had to go hungry a little while before getting food; now they've might have to go even longer, or put themselves at a disadvatages by ramping up their tiredness. (assuming they even know how tiredness works; I could imagine brand new players getting confused or frustrated over this.)
Also, when you couple the inability to gather food due to tiredness with the healing problem, I'm betting regular foods will become virtually obsolete soon when compared to the more versatile healing foods. (It's interesting from an observer's standpoint, as that'll mean shifts in what kinds of places are good for towns, but I'm not sure if that's what the programmers meant to happen...) Clothing industry and anything else superfluous like that will probably be the next to go.
Than again, taken purely from an observer's standpoint, this whole thing is pretty interesting. Say everyone's weapons and tools rot away and the whole of Cantr is thrust into a pre-medieval technology level (or post-apocalyptic, take your pick). People are dropping dead right and left, starving, huddled together in buildings to protect them from the wild animals, too tired and sick to gather food for healing or make anything better than wood and bone tools to help them, trade and innovation dries up as everyone must struggle to help their community survive instead of wasting time making long trips across the continent (trips that will require a ridiculous amount of food with no way to produce anymore on the road.) It's be pretty fascinating to see what kind of society develops, as long as you don't care too much about most of your characters.
I imagine thievery will see a huge increase, too, but that's realism for you. Why wear yourself out working for food or tools when you can just let someone else do all the work and then just take their stuff when they're too tired to stop you?
I still love the idea of item deterioration, but like I said, only if it makes sense. Before it was okay to take years and years of travel and tedious work to make a single weapon or tool, because you knew once you had it you'd be set for life. But with the changes now there has to be some kind of balance struck; if items don't last very long, than they shouldn't take so long to make, simple as that. And that's not even bringing travel times into the equation...
Still, if one good thing comes out of this, it'll be that all the unbalancing stockpiles of weapons the older characters have been sitting on since the iron change will rust away, and their players will find out how tough life really is now that they can't rely on them or on the players who have them to keep them in power...
