Make all actions give some tiredness
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- SekoETC
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Make all actions give some tiredness
This might sound radical but if the values were set low enough (the smallest possibility is 0.01%) they would only cause an inconvenience for people who are pretty much abusing the system, such as note bombers, people who knock a million times, people who run in and out of buildings to either looking for stuff to steal or sniping at others and so forth. Tiredness is under-used at the moment (except for attacking people, which I think is exaggerated). Some sort of a time delay would be even better, but since there is no mechanic to support that, tiredness should be enough to discourage excessive use of certain actions or at least make it easier to drag away or damage the characters who overuse them.
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Re: Make all actions give some tiredness
I like this.
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
- SekoETC
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Re: Make all actions give some tiredness
I gathered some stats from the database to show what a small portion of characters would be affected.
The most knockings by one person within the observation period (about a week) was 60. That makes 8.6 times a day. The average times in a week (not counting people who didn't knock at all) was 2.27. Most people were knocking less than once a day. There were only seven characters who knocked at least 7 times this week.
The most times of moving locally was 427 within a week, which makes 61.0 times a day on average. The numbers were spread more evenly here. Ten characters moved over 200 times within a week, while 46 moved over 100 times a week, 145 characters moved at least 50 times a week, 334 moved at least 25 times a week, while 2474 moved at least once.
Most objects picked up in a week was 890, which makes 127.1 pickings a day by average (wow). There was also another character who picked up 643 objects in a week, 91.9 a day by average. In total there were 6 characters who picked up over 200 objects in a week, 23 characters who picked up at least 100 objects in a week, 64 characters who picked up at least 50 objects in a week, 163 characters who picked up at least 25 objects a week and 2180 characters who picked up at least one thing in a week. The average was 9.2 pickings a week, and the median was 3, which only goes to prove that most characters are pretty idle.
Most objects dropped in a week was 252, which makes 36.0 drops a day. 15 characters dropped at least 100 times a week, 39 characters dropped at least 50 times a week, 126 characters dropped at least 25 times a week and 1659 characters dropped at least one thing a week. The average was 9.3 drops a week.
These objects include raws but disinclude coins and potential other things that might count as stackables.
The most knockings by one person within the observation period (about a week) was 60. That makes 8.6 times a day. The average times in a week (not counting people who didn't knock at all) was 2.27. Most people were knocking less than once a day. There were only seven characters who knocked at least 7 times this week.
The most times of moving locally was 427 within a week, which makes 61.0 times a day on average. The numbers were spread more evenly here. Ten characters moved over 200 times within a week, while 46 moved over 100 times a week, 145 characters moved at least 50 times a week, 334 moved at least 25 times a week, while 2474 moved at least once.
Most objects picked up in a week was 890, which makes 127.1 pickings a day by average (wow). There was also another character who picked up 643 objects in a week, 91.9 a day by average. In total there were 6 characters who picked up over 200 objects in a week, 23 characters who picked up at least 100 objects in a week, 64 characters who picked up at least 50 objects in a week, 163 characters who picked up at least 25 objects a week and 2180 characters who picked up at least one thing in a week. The average was 9.2 pickings a week, and the median was 3, which only goes to prove that most characters are pretty idle.
Most objects dropped in a week was 252, which makes 36.0 drops a day. 15 characters dropped at least 100 times a week, 39 characters dropped at least 50 times a week, 126 characters dropped at least 25 times a week and 1659 characters dropped at least one thing a week. The average was 9.3 drops a week.
These objects include raws but disinclude coins and potential other things that might count as stackables.
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- Arenti
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Re: Make all actions give some tiredness
One of my chars might be included in that as he had to move many resources and tools and weapons. And many notes if they are included as objects.
There is no rule that says I can't post as much I want. I asked my lawyer.
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Re: Make all actions give some tiredness
And I have two chars that had to have been included in that.. It was time to get reorganized
- Addicted
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Re: Make all actions give some tiredness
I might be wrong, but it seems the down side is that it would penalise town leaders or those who help out and make it hard to clean up after someone dies. The penalty to theives might make it easier to kill them (upside?).
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Can you tell me what it means?
Explain these motions and metaphors
Unlock these secrets in me
Describe the vision, the meaning is missing
Won't anybody listen?
- Arenti
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Re: Make all actions give some tiredness
Well I take it that the getting tired part of picking a few things up isn't that big?
There is no rule that says I can't post as much I want. I asked my lawyer.
- SekoETC
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Re: Make all actions give some tiredness
It might make life tougher for town leaders but they could either hire someone to clear away the unimportant items and resources which would increase delegating tasks, or start drinking tea regularly, which would increase consumption. It seems that if tiredness per action was 1%, it would still be minor to most people, but it might be necessary to count together all the actions and see how much it makes per person then.
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- Arenti
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Re: Make all actions give some tiredness
I understand it can't be less than 1% but it does sound much for just picking up one thing. A bone needle or a bone knife. If this gets implemented I want also dragging someone making you more tired.
There is no rule that says I can't post as much I want. I asked my lawyer.
- CrashBlizz
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Re: Make all actions give some tiredness
I don't like purely on the fact it'll negatively effect a few of my charries, who regularly move a lot of things.
Therefore my opinion on this doesn't count.
One thought though: Isn't this going to encourage people to do less???
Therefore my opinion on this doesn't count.
One thought though: Isn't this going to encourage people to do less???
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Re: Make all actions give some tiredness
Why not make the tiredness proportional to the weight of the object picked? I think a character should get a little tired if he/she moves in and out of the buildings more than 5 times in a cantr hour.
- SekoETC
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Re: Make all actions give some tiredness
At least I wouldn't stop picking up what's necessary, but I might think twice about cleaning up the mess hunters leave behind. I'd tell them to pick up their own garbage.
Technically the number could be less than 1%, I said accuracy up to the 1/100 of a percent are possible, but if it goes much lower than 1%, it might become insignificant, like the current tiredness from working on projects. And indeed, the tiredness could be made proportional to the weight of an object, but zero-weight objects such as notes and clothes would require some sort of an artificial weight.
Technically the number could be less than 1%, I said accuracy up to the 1/100 of a percent are possible, but if it goes much lower than 1%, it might become insignificant, like the current tiredness from working on projects. And indeed, the tiredness could be made proportional to the weight of an object, but zero-weight objects such as notes and clothes would require some sort of an artificial weight.
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- CrashBlizz
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Re: Make all actions give some tiredness
The way I see it is it's discouraging to people who play more.
People who log in once or twice a day this is unlikely to effect at all.
People who log in a lot more (I only log in once but stay logged in all day
) will get hit by it.
Why should we get punished because we play more?
People who log in once or twice a day this is unlikely to effect at all.
People who log in a lot more (I only log in once but stay logged in all day

Why should we get punished because we play more?
- SekoETC
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Re: Make all actions give some tiredness
Well, talking most likely wouldn't give tiredness so not like people would be completely paralyzed.
Here are the numbers this week for my most likely busiest character:
Drop raws: 12
Take raws: 38
Leave central location: 28
Leave room/building/vehicle: 68
Drop object: 43
Take object: 48
That makes an average of 33.8 actions a day. If one action gave 1% of tiredness, it would generate about 34% of tiredness in a day, which might sound like a large amount but currently people rest 5% per hour, so apparently that 34% would get rested away during the day without any need to use furniture. Working on projects currently gives 3% tiredness an hour, and since you apparently rest 5% even while working on a project, that has been effectively nerfed...
Here are the numbers this week for my most likely busiest character:
Drop raws: 12
Take raws: 38
Leave central location: 28
Leave room/building/vehicle: 68
Drop object: 43
Take object: 48
That makes an average of 33.8 actions a day. If one action gave 1% of tiredness, it would generate about 34% of tiredness in a day, which might sound like a large amount but currently people rest 5% per hour, so apparently that 34% would get rested away during the day without any need to use furniture. Working on projects currently gives 3% tiredness an hour, and since you apparently rest 5% even while working on a project, that has been effectively nerfed...
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- CrashBlizz
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Re: Make all actions give some tiredness
So what you're saying is all someone will have to do is not do anything for about 2 hours a day and everything will be ok?
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