Page 1 of 1

Tiredness question

Posted: Sun Feb 27, 2005 1:14 am
by Where are all the monkeys
This might not be the right area for this, but, I have a question, and I thought I would see if anyone had the answer to it.

It a set amount of tiredness added per day per project, or is a different system used.Beacuse if it is, then that would mean the more tired you are, the more tired you get, due to the fact that you would be working slower, and thus getting more tiredness added on in total.

So, anybody know? :?:

Posted: Sun Feb 27, 2005 1:18 am
by Sunni Daez
Well, I don't know if it is ok to say this, but I noticed one of my charries becomes much more tired collecting one item than another, and the one that increases it faster.... would be easier IRL

Posted: Sun Feb 27, 2005 1:20 am
by Nick
Us knowing wouldnt be stressful enough. It's more funny for the Programming Department to watch us suffer. :wink:

Kidding.

Posted: Sun Feb 27, 2005 1:21 am
by Sunni Daez
Nick...cool frog!!!!

Posted: Sun Feb 27, 2005 1:22 am
by Nick
:lol: Thanks

Posted: Sun Feb 27, 2005 1:34 am
by Lumin
Yeah, it's cute. And hey, I remember that cartoon... :)

Posted: Sun Feb 27, 2005 1:36 am
by julie2
Tiredness does vary according to what job you're doing.. It's been said on another thread, but it bears repeating- when you're gathering stuff, tiredness appears to be proportional to productivity . i.e. the more you get the faster you get tired.Much faster. This makes tools such as shovels and dungforks useless, in effect, at present

The way tiredness is implemented has already been changed at least once, and it's still not working the way the programmers intended. But at least they seem a pretty reasonable bunch of people.. A lot of us have found out in-game how tiredness used to work, then found out-in game how it works now- which is very different but equally cock-eyed. .Presumably (given that they're reasonable) they won't expect us to keep on finding out in-game. It's bug-ridden, basically, and we're allowed to discuss bugs on this forum - which includes just about all the details of tiredness, unfortunately!

Posted: Sun Feb 27, 2005 1:36 am
by Nick
Yes, good ol' racist frog.

Posted: Sun Feb 27, 2005 3:53 am
by The Sociologist
Did I start this thread? No. Can you blame me for it? No. Just so long as you all remember that. :wink:

Now, on the subject of finding out in-game versus discussions on the forum, let's be clear. When you harvest something it doesn't say "Note that in one day one person can only farm an indeterminate amount...If you have an unknown tool, you can farm a larger indeterminate amount a day." And then leave you to spend hours fussing with spreadsheets and wondering whether you need to haul out your College calculus textbook. No, instead the program gives you the necessary details.

The same thing should apply to tiredness. You should understand your own basic physiology, else you cannot value the product of your labor or make any rational decisions whatsoever. And without rational agency there cannot be a market, and without a market there cannot be an economy, and without an economy there cannot be a society. So let the Forum Gestapo please pause a moment before doing any editing to this post. The game has suffered enough damage as it is.

So here goes. This is how I think tiredness works. And I'd welcome other people adding corrections and comments.

1) There is an hourly process which adds 3% tiredness per hour, meaning that at the end of the day you would be 24% more tired.

2) There is a daily process which runs after hour 7 and which deducts 2% tiredness, irrespective of whether you're working or not.

3) There is another daily process which runs sometime around hour 2 and before hour 3 and which deducts 20% tiredness, again irrespective of whether you're working or not.

Therefore in theory you should end up 2% more tired after 1 day. But bear in mind that at any given hour you could have an additional amount of anywhere from 0% to 24% tiredness that's just part of the daily cycle and will go away again. This means that unless you're clued up about all this and can judge what time of day it is, you could easily mistake your "true" tiredness. You may not need to go rest on that cot after all! :D

Furthermore, in theory beds and cots are now a futile waste of time and resources. According to the above model, all you need do is work 10 days until your daily cycle ranges from 20% to 44% tired, and then stand around for a day and you will recover from that baseline 20% tiredness anyway. Meanwhile, we have all these poor sods rushing to build worthless beds and cots! :lol:

Please note, however, the words "in theory" above. Very important words. :P There are anomalies which I simply can't account for.

1) It seems there may sometimes be 9 or more hours in a day! It's as if the hourly and daily processes use two different clocks and these may get out of sync. That was particularly noticable a few days back when the game "froze". But I'm not 100% sure of this, or how and why it happens.

2) The above model is based on operations like building, manufacturing and cooking. With harvesting you get all manner of weird additional "decimal places" of tiredness added. This can easily be noticed, because instead of being "=0.24" tired, your charrie will be "=0.2586" tired. In general, it seems that the less tired you are, the more additional "decimal damage" you get hit with, but as you keep getting more tired, it reduces and eventually switches off altogether. Obviously, this additional tiredness can quickly add up to a quantity which will swamp the 2% daily increase from the above model.

It also makes it somewhat likely that when using tools, you should stop for a rest more often. I don't yet know how much more often. Using tools may very well be pointless or entirely counterproductive. I'm not sure... I'm still working on finding out.

Finally we don't know how much of this was intended versus how much of it is simply a mass of bugs and fixes. We also don't know how many people worked on it and what they were smoking at the time. :roll:

So what you're seeing now is quite likely not what the system was intended to be like at all. Certainly, it makes no rational sense that I can see. In the circumstances, it would be very nice if someone from Programming would come along and give us some answers. :D