Page 1 of 1

Tiredness

Posted: Thu May 05, 2005 10:15 pm
by Nick
Okay, the tiredness used to accumulate RIDICULOUSLY fast, and after much complaining it was fixed.
However, this is too much, I think. Furniture is now practically pointless.
I don't ever have characters resting anymore, unless they're training for combat.

Posted: Thu May 05, 2005 10:16 pm
by nitefyre
Leave fixed things be.

Posted: Thu May 05, 2005 10:17 pm
by formerly known as hf
I've been thinking the same for a while, I haven't seen any cots being used, and not many being built, since tiredness was reduced

I liked the addition, I thought it was a bit much, but it should be there and have some function...

Posted: Thu May 05, 2005 10:35 pm
by Where are all the monkeys
The main idea of tiredness was to cut down on one or two man massacres, which it has. It still has an effect on working too, characters do slow down, and have to rest every year or so. Any more that this would be simply too much for anything to be done efficently, espectally for solitery characters who don't work as aprt of a group(hmm...obvious) :?

Posted: Thu May 05, 2005 10:36 pm
by Lumin
Well, maybe resting on them could be an alternative to healing food?

Posted: Thu May 05, 2005 10:39 pm
by Black Canyon
I would definitely like to see cots have a purpose.

Posted: Thu May 05, 2005 11:10 pm
by swymir
Yeah, another point of tiredness was to give furniture a purpose. I had no problem with how tiredness was before but now you might as well as take it out alltogether and just put a cap on the amount of people you can attack per day. It would be a whole lot less confusing. It owuld be nice it cots at least allowed you to heal damage a little bit. I don't want to see anything drastic as that would just result in thieves using a bed and massacuring the whole town. 2-3% a day would be more than enough.

Posted: Thu May 05, 2005 11:36 pm
by The Industriallist
I thought accumulating a non-negligible amount of tiredness per day when working was a good thing...it opened up a place for professional guards, and made a reason fro the powerrful to seek leisure.

Cots still have a good use, I'd note...you can use them to recover fast from hitting people. That'd be powerful in a siege, for instance.

Posted: Thu May 05, 2005 11:47 pm
by nitefyre
The Industriallist wrote:I thought accumulating a non-negligible amount of tiredness per day when working was a good thing...it opened up a place for professional guards, and made a reason fro the powerrful to seek leisure.

Cots still have a good use, I'd note...you can use them to recover fast from hitting people. That'd be powerful in a siege, for instance.
Yes, using cots for natural healing would be great!

As for the siege thing, I find it kinda humorous that most towns build their cots outdoors, so when something does happen, they'll be locked indoors as the assailants have access to their cots.

Posted: Fri May 06, 2005 12:09 am
by swymir
But what if they want to lock the assailiants indoors. You wouldn't want to put them in a room with a cot.

Posted: Fri May 06, 2005 12:14 am
by Nick
Swymir wrote:But what if they want to lock the assailiants indoors. You wouldn't want to put them in a room with a cot.


Most towns have more than one building. :P

Posted: Fri May 06, 2005 1:22 am
by The Sociologist
nitefyre wrote:Leave fixed things be.

I agree. Shush now, children.

Let's go back to discussing skills. :P

Posted: Fri May 06, 2005 6:50 am
by Solfius
my characters rested whilst working when tiredness first came in, but since it being reduced, I've had no need at all. The daily recovery rate far exceeds the rate you acumalate tiredness at.

Posted: Fri May 06, 2005 6:55 am
by The Industriallist
Well, not quite...it does build up, but I'd estimate (no, I haven't been checking) less than 5% per day for typical labor. That means you're likely to keep your tiredness bar good and empty purely by accident.

Posted: Fri May 06, 2005 7:03 am
by Solfius
I think 5% increase over the recovery rate per day for normal labour would be enough, the same as hunger.