I have briefly perused the forum and haven't found a topic on this, although I am sure it has been raised.
I propose that the tiredness bar be hidden from view from others.
It's only purpose that I can discern at this time is that other people can see that, despite the fact you may have done it behind closed doors, you have hit somebody.
To use this information in game seems vaguely CRB to me. From reading the forum it seems there was a time when tiredness indicated other things as well but since it seems now to indicate only one thing I think it should be hidden to others.
Tiredness Hidden?
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Tiredness Hidden?
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Currently tiredness is not just the results of combat, but there are planned changes which will make tiredness more dynamic - at the moment therefore we don't plan on making changes to the visibility of tiredness.
That can be done in-game already - not totally straight forward if you don't have a safe building or boat to put your food on the floor. It can be done using the Apothecary table which currently is the only carriable storage item - pop you food in there and you won't eat it. RD are planning more carriable storage items such as bags etc
Mykey wrote:And since someone, way more qualified will respond to this suggestion, I have an off topic question. Has De-automating food consumption been discussed? I`d really prefer my character to eat as a response to that hunger bar, when I choose, instead of being force-fed daily...It would seem logical to make it more like healing foods imo. Of course since it`s a slow game. They could still take a year to starve or whatever.
That can be done in-game already - not totally straight forward if you don't have a safe building or boat to put your food on the floor. It can be done using the Apothecary table which currently is the only carriable storage item - pop you food in there and you won't eat it. RD are planning more carriable storage items such as bags etc
- wichita
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Use an Apothecary kit, it is easier to carry.
RD is working to get some more portable storage devices added so that characters can better manage their food supplies in the absence of having a building for storage - especially useful for those long desert roads.
As for the invisible tiredness, I don't see much reason that it needs to be invisible. When I start to get a bit tired in real life I breathe heavier, yawn, get red in the face, break out into a sweat, slouch, yada yada yada. I would expect Cantrians to do the same, and making that observation therefore to me is not a CRB in any way shape or form.
As for the invisible tiredness, I don't see much reason that it needs to be invisible. When I start to get a bit tired in real life I breathe heavier, yawn, get red in the face, break out into a sweat, slouch, yada yada yada. I would expect Cantrians to do the same, and making that observation therefore to me is not a CRB in any way shape or form.
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- SuperSonicScientist
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wichita wrote:
As for the invisible tiredness, I don't see much reason that it needs to be invisible. When I start to get a bit tired in real life I breathe heavier, yawn, get red in the face, break out into a sweat, slouch, yada yada yada. I would expect Cantrians to do the same, and making that observation therefore to me is not a CRB in any way shape or form.
As for the reason it won't change I accept that fully... as for that load of tosh I don't accept that....
A character's tiredness radically increases after he hits one or more people or drags them. In real life if you did either of those things you would remain hidden for a few minutes, catch your breath and leave a building or enter town completely unruffled, unless you are a really fat b*****d and totally unhealthy. IG the tiredness effect is obvious for the entire day. Probably there are some sneaky people who have worked out when tiredness resets (or whatever) and use that by striking just before or something. It's just another abuse of game mechanics that older players can use.
My first character hit someone on the road, arrived in a new town was arrested and executed because the other characters knew he had been violent on the road. Someone explain to me how that can be fair?
Good job I was hooked on my other character!
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- the_antisocial_hermit
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Other things like working do affect tiredness as well. I think close to the time tiredness resets, if you look and the char has been working all day, it will be about 7-10% tired, maybe a little more or less. But, if you hit a person with a weapon, it's a significant amount of tiredness, so yea, people pretty much know you hit someone or if it was just work.
No... It might be a slow game, but I don't want to be hampered with checking the hunger bar all the time to see if my char needs to eat, let alone 14 other characters. They'd all be dying in 20 days because I wouldn't think to check on them. Maybe if there were still some way of saying, "You're hungry" at certain intervals of hunger though... maybe.. I don't know. I prefer knowing that most of the time they're getting the nourishment they need though without having to think about it much.
Mykey wrote:And since someone, way more qualified will respond to this suggestion, I have an off topic question. Has De-automating food consumption been discussed? I`d really prefer my character to eat as a response to that hunger bar, when I choose, instead of being force-fed daily...It would seem logical to make it more like healing foods imo. Of course since it`s a slow game. They could still take a year to starve or whatever.
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No... It might be a slow game, but I don't want to be hampered with checking the hunger bar all the time to see if my char needs to eat, let alone 14 other characters. They'd all be dying in 20 days because I wouldn't think to check on them. Maybe if there were still some way of saying, "You're hungry" at certain intervals of hunger though... maybe.. I don't know. I prefer knowing that most of the time they're getting the nourishment they need though without having to think about it much.
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