Tiredness
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The Industriallist
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I didn't make any effort to use math on it until I found that I didn't seem to be getting better fast enough. I'll probably stop, at least as a regular thing, if I find it fast enough that I can afford not to be mathmatical...But unlike you, I haven't yet had any clear positive experiences with recovering from tiredness.
It looks like my character's gotten another 2% back, so it's at least 4% recovery per day...which is much more OK.
Still makes for a very lengthy process, if that's all there is to it. I'm going to peer in on some of my more hopelessly tired characters to see if they recover faster if they're more tired. Any idea how long your 80% character took to recover?
I dunno why people are whining about combat, though. unless energy used is related to attack strength. That would be nasty. Have to check that...
It looks like my character's gotten another 2% back, so it's at least 4% recovery per day...which is much more OK.
Still makes for a very lengthy process, if that's all there is to it. I'm going to peer in on some of my more hopelessly tired characters to see if they recover faster if they're more tired. Any idea how long your 80% character took to recover?
I dunno why people are whining about combat, though. unless energy used is related to attack strength. That would be nasty. Have to check that...
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The Industriallist
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The Industriallist
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I'd like to reinforce my 4% theory, since I'm getting te same recovery from a character around 30% as from one at nearly no tiredness. Considering the rate at which chopping wood in short cycles builds up tiredness, I guess it's time to work out what I have to do to get that down...
I can't imagine how you get from 80% to 0% in 2 days. You're sure it wasn't, say, 8%?
I can't imagine how you get from 80% to 0% in 2 days. You're sure it wasn't, say, 8%?
"If I can be a good crackhead, I can be a good Christian"
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- Pirog
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- Agar
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I now have a character with about 60% tiredness who is just sitting around, another character with about 80% tiredness and falling, and a character chasing a thief with 100% tiredness!
I've already found a difference in recovery rates, but I don't know if that's on an individual basis as in a character attribute, a function of how tired they are when they start resting, based on the method they aren't working, or some skill that's invisble.
Regardless, this is not benifical to gameplay at this point.
I've already found a difference in recovery rates, but I don't know if that's on an individual basis as in a character attribute, a function of how tired they are when they start resting, based on the method they aren't working, or some skill that's invisble.
Regardless, this is not benifical to gameplay at this point.
Reality was never my strong point.
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NetherSpawn
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I've also found the recharge rate to be very erratic. One character recharged, over a 24 real hour cycle, about 4%. Another has been walking and is empty, so I'm guessing that takes no effort.
Another character just dragged 2 people without any noticeable change in tiredness.
Another character just dragged 2 people without any noticeable change in tiredness.
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NetherSpawn
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swymir
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I agree. I can't seem to figure out any mathmatics behind this. So I assume it is individualy based. I have one character who has not stopped working (at all) on projects her entire life and I have another who is almost on his 10th day of rest and is still at 70% tiredness. I don't even remember him doing much of anything before he stopped workig altogether. I think the last thing he did was build a hammer which took about 4 days.
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- Agar
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Well, with a little more research, we'll be able to determine if it is an individual trait, which will be good to know. Then, we can just kill off our characters that start with crappy tiredness. Creativly of course, no spawn and run thieves, but deaded none the less.
How ever is actually is set up, I'd rather see it be a skill, one that can be trained. Add a couple counters to track how long before it changes and then when people work more often and get tired more and rest well before getting tired again, they don't get as tired or rest faster.
How ever is actually is set up, I'd rather see it be a skill, one that can be trained. Add a couple counters to track how long before it changes and then when people work more often and get tired more and rest well before getting tired again, they don't get as tired or rest faster.
Reality was never my strong point.
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