The Sociologist wrote:I'm still getting the impression that you guys in Programming have charries who've already invested heavily in cotton and so you want cotton to "win". Insider trading!
I denounce that, Sociologist. True, if we wanted, we could make life easier for all our chars by changing the rules to comfort our char's particular circumstances. Hey, we could even get rid of the chars that we dislike or oppose by simply deleting them from the database. We could give any of our chars an unlimited amount of steel, a building with then rooms, two vans, a bus, and a galleon. However, if we did that, the game would soon be dead, for obvious reasons: you wouldn't want to play poker with a guy that just drew aces, right?
It is true that we view the game mechanics from the perspective of our chars - this is inevitable, this is how we "see" Cantr. Being actually involved in a situation that was "wrong" in our opinion, will incline us to find a solution to it in some way. But, to be honest, I think that's only a good thing because we have a feeling for the in-game problems through our chars. In fact, one might argue that the erroneous tiredness implementation was allowed to linger on for so long because Jos didn't have a char with this problem...
Lastly, this is NOT a ProgD issue, it is an RD one. To put it bluntly: ProgD (with help from several places) thinks up generic new rules and implements them (in this case "chars could use furniture to decrease fatigue"), while RD gives it actual values (in this case "one piece of furniture is called a bed and requires x cotton and y wood" or something like that).
Jur.
