Tiredness while Travelling
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Lumin
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Lumin
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Glad to hear about the increase in walking speed, though it'd be nice if that was just a stand alone trade-friendly change instead of a way to balance out a not-so-friendly one. Does this mean vehicles are going to have less of an advantage though?
Though I'm still against tiredness for walking. Who said walking makes you tired, anyway? I mean, as long as you're reasonably in shape and not trying to run a marathon... (And really hot days and a need for sleeping and keeping hydrated haven't been implemented yet.) When tiredness was originally added it was supposed to balance out...something, then it was all but scrapped except for combat, and now we're seriously talking about making it important in day-to-day life again?
I just don't see what it adds to the game, and since the main reasoning for so many of the recent not-so-popular changes was to promote trade, IMHO it doesn't make much sense to turn around and add something that'll make it more difficult. Unless the plan is for the tiredness gained every day to be so negligible it hardly matters...in which case I again don't see the purpose for taking up valuable programming time adding something that's not intended to have any effect on the game.
But if this is definitely going to happen no matter what, can the walking stick at least make you get tired at a slower rate?
Though I'm still against tiredness for walking. Who said walking makes you tired, anyway? I mean, as long as you're reasonably in shape and not trying to run a marathon... (And really hot days and a need for sleeping and keeping hydrated haven't been implemented yet.) When tiredness was originally added it was supposed to balance out...something, then it was all but scrapped except for combat, and now we're seriously talking about making it important in day-to-day life again?
I just don't see what it adds to the game, and since the main reasoning for so many of the recent not-so-popular changes was to promote trade, IMHO it doesn't make much sense to turn around and add something that'll make it more difficult. Unless the plan is for the tiredness gained every day to be so negligible it hardly matters...in which case I again don't see the purpose for taking up valuable programming time adding something that's not intended to have any effect on the game.
But if this is definitely going to happen no matter what, can the walking stick at least make you get tired at a slower rate?
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julie2
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I'm worried that this would be implemented in a really heavy-handed fashion, which would screw the game up for weeks on end (which might just turn into forever). As usual. I hope it doesn't get implemented soon.
Some more constructive comments:
I definitly like T-shirt's idea too, but maybe a compromise would be better all things considerered Increase travel speed by a factorof 2-3and throw in extra settlements on extra long roads. In quite anumber of places, settlements are 6-10 days apart.
Of course charactes WILL be carryingbig weights by-and -large because most chars have nowhere to park their belongings. And 'cause we're all suposed to be traders nowadays. And 'cause you can't rely on being able to gather food at the next town (and you could never rely on being able to trade for it ) , so any sensible char will carry loads of food, if they possibly can. I think the extra slowness we already have s the maximum penalty you can reasonably put on chars for that extra weight. If tiredness from travelis going to be proportional to weight, it should replace the slowness, and be calculated carefully so as not to cause a greater disparity than we already have ; and it should replace the present slowness factor, of course.
Tiredness due to travel (or anything else come to that ) should only be updated once-a-day. It's just mad, and wasteful of server timeto have stuff like that updating hourly, since Cantrianscan't repond on an hour-by-hour basis like we do IRL. They have something more like a weekly cycle, where we have adiurnal one. They're never goingto work six hours then rest two hours, or anything like that- more like work for five days, then rest for two.
Also tiredness should NOT be proprtional to speed, at least not if you're travellingat 100% speed (as most do). The guy who's going faster than you s doing so because he has more stamina, or he can use his energy more efficiently (e.g. cause he's cycling, while you're walking) It's crazy to suggest he should get more tired(and therefore slow down) on account of that. That would be just like the fiasco where tiredness was made proprtional to gathering rate , whicheffectively made tools useless
Actually this re-opens the whole tiredness issue doesn't it? I don't really think you can have tiredness increasing with time spent travelling, whenit no longer increases with time spent working(at least not on any sensible scale) Much as I like the ideaof way-side inns etcetra, I really think we have to treat this with great caution. It could easily complicate Cantrian life to a grater extent than it's worth. And while it would be nice to have more use for such places, you still have to consider that the majorty ofCantrians will have to get by without them , so you have to come up with effective solutions for those travellers who can't find an inn or can't afford one anyway (cause they're travelling by foot, and it would use up too many of the trade goods they've lumped along with all all their personal possessions )
You also have to consider that the time it takesto barter with the owner of the inn wll just not be worthwhile unless you're resting for several days at a time. Cantr is slow, remember, and the need to barter (or co-operate in anyway) slows it down all the more. Unless a deal is substantial, it justisn't worth making. Paying for just afew hours rest would become a major waste of time.
Hmmm. I'm finding it very hard indeed to visualise this working in practice, in fact. I'm thinking as I write, and the more I think about it, the more difficulties I can see. The above post is just the tip of the iceberg
[edit: desperately attempted to correct all errors due to erratic space bar. Probably missed loads. Sorry]
Some more constructive comments:
I definitly like T-shirt's idea too, but maybe a compromise would be better all things considerered Increase travel speed by a factorof 2-3and throw in extra settlements on extra long roads. In quite anumber of places, settlements are 6-10 days apart.
Of course charactes WILL be carryingbig weights by-and -large because most chars have nowhere to park their belongings. And 'cause we're all suposed to be traders nowadays. And 'cause you can't rely on being able to gather food at the next town (and you could never rely on being able to trade for it ) , so any sensible char will carry loads of food, if they possibly can. I think the extra slowness we already have s the maximum penalty you can reasonably put on chars for that extra weight. If tiredness from travelis going to be proportional to weight, it should replace the slowness, and be calculated carefully so as not to cause a greater disparity than we already have ; and it should replace the present slowness factor, of course.
Tiredness due to travel (or anything else come to that ) should only be updated once-a-day. It's just mad, and wasteful of server timeto have stuff like that updating hourly, since Cantrianscan't repond on an hour-by-hour basis like we do IRL. They have something more like a weekly cycle, where we have adiurnal one. They're never goingto work six hours then rest two hours, or anything like that- more like work for five days, then rest for two.
Also tiredness should NOT be proprtional to speed, at least not if you're travellingat 100% speed (as most do). The guy who's going faster than you s doing so because he has more stamina, or he can use his energy more efficiently (e.g. cause he's cycling, while you're walking) It's crazy to suggest he should get more tired(and therefore slow down) on account of that. That would be just like the fiasco where tiredness was made proprtional to gathering rate , whicheffectively made tools useless
Actually this re-opens the whole tiredness issue doesn't it? I don't really think you can have tiredness increasing with time spent travelling, whenit no longer increases with time spent working(at least not on any sensible scale) Much as I like the ideaof way-side inns etcetra, I really think we have to treat this with great caution. It could easily complicate Cantrian life to a grater extent than it's worth. And while it would be nice to have more use for such places, you still have to consider that the majorty ofCantrians will have to get by without them , so you have to come up with effective solutions for those travellers who can't find an inn or can't afford one anyway (cause they're travelling by foot, and it would use up too many of the trade goods they've lumped along with all all their personal possessions )
You also have to consider that the time it takesto barter with the owner of the inn wll just not be worthwhile unless you're resting for several days at a time. Cantr is slow, remember, and the need to barter (or co-operate in anyway) slows it down all the more. Unless a deal is substantial, it justisn't worth making. Paying for just afew hours rest would become a major waste of time.
Hmmm. I'm finding it very hard indeed to visualise this working in practice, in fact. I'm thinking as I write, and the more I think about it, the more difficulties I can see. The above post is just the tip of the iceberg
[edit: desperately attempted to correct all errors due to erratic space bar. Probably missed loads. Sorry]
Last edited by julie2 on Sun Oct 02, 2005 11:39 pm, edited 2 times in total.
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