We're sooooooo tired..

General out-of-character discussion among players of Cantr II.

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Junesun
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Postby Junesun » Tue Feb 01, 2005 8:51 am

Read Jos' message in-game: this huge increase in tiredness is a bug that hasn't been solved yet. Tiredness was reset just to maintain the game playable while the programmers are looking for the bug.
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The Sociologist
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Postby The Sociologist » Mon Feb 14, 2005 4:21 am

Junesun wrote:Read Jos' message in-game: this huge increase in tiredness is a bug that hasn't been solved yet. Tiredness was reset just to maintain the game playable while the programmers are looking for the bug.

Could we have an update please? In other words, is the current situation more or less how things are intended to be?
Bear
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Postby Bear » Mon Feb 14, 2005 8:09 am

I would also like that, I have a feeling that using tools for harvesting is no advantage any more as they wear you out much faster. It would be interesting to know if anyone else made the same experience.
julie2
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Postby julie2 » Mon Feb 14, 2005 2:47 pm

Yep, i noticed the same thing. It still adds up to a slight advantage, but considering the resources and work that go into making the tools, its not worth it. I'm not at all sure it's worth it anyway, now that tools decay really quickl. Consider: it takes a whole year (neglecting tiredness, which makes it longer) to earn enough iron to make a dung-fork, as the usual exchang-rates, then you still need wood, and you still need to put time into making the darned thing- say, two years in all? Then, four or five years later it crumbles away. Sheesh. I think we're heading for a Cantrian dark age, at this rate.
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Nick
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Postby Nick » Mon Feb 14, 2005 5:11 pm

julie2 wrote: Consider: it takes a whole year (neglecting tiredness, which makes it longer) to earn enough iron to make a dung-fork, as the usual exchang-rates, then you still need wood, and you still need to put time into making the darned thing- say, two years in all?


*considers*

I don't know what the "usual exchange rate" you're talking about is. It all depends on where your character is in Cantr.
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Postby julie2 » Mon Feb 14, 2005 6:04 pm

I was thinking of 10g for a full day's resources, which several of my characters have come across in different locations. If you think about it, It can't go an awful lot higher than that, considering all the work that goes into producing just 50g of the stuff, and considering there has to be plenty of slack to allow for thievery, tiredness, acts of Jos, workers falling asleep on the job,and considering that the producer usually wants to make a profit.
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The Sociologist
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Postby The Sociologist » Mon Feb 14, 2005 10:14 pm

Bear wrote:I would also like that, I have a feeling that using tools for harvesting is no advantage any more as they wear you out much faster. It would be interesting to know if anyone else made the same experience.

You know, you could well be right. One of my charries who was zero tired dragged a body outside, buried it, and began harvesting carrots with a dungfork. Within just one day he became more than 50% tired.

You know, I've been trying so very hard to keep going, but... :cry:

Could we please please have an update as to what the intention is, what the identified bugs are, and what is being done to fix them.

And does anyone one the programming side support the idea of completely backing out of the tiredness system on the grounds that it's actually utterly destroying the game?
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nitefyre
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Postby nitefyre » Mon Feb 14, 2005 11:11 pm

julie2 wrote:I was thinking of 10g for a full day's resources, which several of my characters have come across in different locations. If you think about it, It can't go an awful lot higher than that, considering all the work that goes into producing just 50g of the stuff, and considering there has to be plenty of slack to allow for thievery, tiredness, acts of Jos, workers falling asleep on the job,and considering that the producer usually wants to make a profit.


I have to beg to differ, I've seen a rate on the forum saying it was 32G Iron a day, as well as in character, I've seen 25G Iron a day, and mine recently traded for it at a comfortable 30G a day (although the resource I had was pretty valuable in itself).
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Anthony Roberts
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Postby Anthony Roberts » Tue Feb 15, 2005 2:18 am

I agree that the tiredness system is doing more harm than anything. But I surely don't want to see it removed. A LOT of work went into the system (Although, yes, it doesn't really show...), plus we've just implemented uses for furniture... and... now you want us to remove it?

Honestly, I think we should just make tiredness super unrealistic. 1% of tiredness for every 1 days work, no matter what you're doing. But you don't rest automatically, so you GOTTA use a bed. I'd like that. An inconvience for a convienence. Make sense?
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Nixit
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Postby Nixit » Tue Feb 15, 2005 2:29 am

As far as I know (I haven't used a tool for a project recently) the tiredness is working just fine, it's just the deterioration that is out of proportion.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
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The Sociologist
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Postby The Sociologist » Tue Feb 15, 2005 2:55 am

Anthony Roberts wrote:I agree that the tiredness system is doing more harm than anything.

And I'm glad you do agree.

Anthony Roberts wrote:But I surely don't want to see it removed. A LOT of work went into the system (Although, yes, it doesn't really show...)

I agree it doesn't really show. Also it seems to penalize characters with better skills or using tools. At least that seems to be the conclusion we're reaching here.

Anthony Roberts wrote:But you don't rest automatically, so you GOTTA use a bed. [...] Make sense?

I'm afraid it doesn't make any sense whatsoever.

Nixit wrote:As far as I know (I haven't used a tool for a project recently) the tiredness is working just fine...

No it isn't.

I'm sorry, but tool use seems to be out. Valid economic calculations seem to be out. Anything resembling economics is ruled out. There are no conflicts, no wars, no sense of motion, no excitement, no interest. Playing this evening simply left me in a foul mood and that was all.

These days I actually have to physically restrain myself from pressing the "X" button and having done with it.
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Agar
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Postby Agar » Tue Feb 15, 2005 3:53 am

I was going to post a big thread, but it'd surely be split into a new topic, so ... I'll just do it myself...
Reality was never my strong point.
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Nixit
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Postby Nixit » Tue Feb 15, 2005 4:13 am

Hmm... Socialist, maybe I'm just lucky, but I'm actually enjoying myself more than I have...
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
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AoM
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Postby AoM » Tue Feb 15, 2005 4:38 am

I think Anthony's idea makes more sense than opting to scrap the tiredness system altogether.

~AoM
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Postby swymir » Tue Feb 15, 2005 5:45 am

I think forcing characters to use a bed is asking for bad words to fly around the forums. Currently I see no problem in the tiredness system. The beds are working perfectly and make recovery much easier. Even cities which are overrun with the "plague" are starting to recovery. Now let's see if we can work on getting the repair system up and running so that once again people will have nothing to bitch about. At least nothing that they can blame on the programmers.
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