i think many of the elements he said are how it was supposed to work. obvious exceptions are the actively resting and the not taking any damage to productivity until a set level of tiredness.
i would find it hard to believe that the general funkiness of tiredness at the moment was intentional. hopefully they're still working on it.
How would you have implemented it?
Moderators: Players Department, Public Relations Department
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
- Bowser
- Posts: 1201
- Joined: Thu Dec 04, 2003 8:55 pm
- Location: Washington, D.C.
Hitting the same perosn once a day keeps a character from hacking over and over at a person until they are dead, allowing players not online 24/7 to survive. Attacking everyone in town once a day would be possible, which causes an uprise on the forums when a sabre weilding singleton takes on a town of unarmed/defended peasants.
Tiredness put an end to that, now someone can attack a few people before his level of tiredness becomes so low that he does not more damage... and then when he is allowed to attack again the next day, he will more than likely not be rested enough.
Tiredness causing people to work on projects for extended periods of time is very annoying and counter productive. Why keep adding more and more things to the game to make things take longer and longer to accomplish. Things become more and more difficult to make and then deterioration is added to rot away the things finally did make. This does not affect those people that think small and collect this and that to make a hammer, but those large projects that used to take 100's of hours of manpower will now not be done in the same 100's of hours.
If the idea behind tiredness was to make things harder and have the length of time to manufacture things become longer, then it is working just fine. If tiredness was put in to balance off combat, then I would have just program in a total of 3 attack a day on three different people and tossed out tiredness all together.
I would not have tiredness effect projects or building things. I would have tiredness effct your combat skills if it must be included in the game, but leave the projects alone. Lets not stunt progress.
I always imagined that you can collect X amont of wood a day, and that included rest time. I don't know what your characters do when eating their daily carrots, but mine sit down and have a relaxing lunch.
Tiredness put an end to that, now someone can attack a few people before his level of tiredness becomes so low that he does not more damage... and then when he is allowed to attack again the next day, he will more than likely not be rested enough.
Tiredness causing people to work on projects for extended periods of time is very annoying and counter productive. Why keep adding more and more things to the game to make things take longer and longer to accomplish. Things become more and more difficult to make and then deterioration is added to rot away the things finally did make. This does not affect those people that think small and collect this and that to make a hammer, but those large projects that used to take 100's of hours of manpower will now not be done in the same 100's of hours.
If the idea behind tiredness was to make things harder and have the length of time to manufacture things become longer, then it is working just fine. If tiredness was put in to balance off combat, then I would have just program in a total of 3 attack a day on three different people and tossed out tiredness all together.
I would not have tiredness effect projects or building things. I would have tiredness effct your combat skills if it must be included in the game, but leave the projects alone. Lets not stunt progress.
I always imagined that you can collect X amont of wood a day, and that included rest time. I don't know what your characters do when eating their daily carrots, but mine sit down and have a relaxing lunch.
- Where are all the monkeys
- Posts: 96
- Joined: Sat Nov 27, 2004 9:47 pm
- Location: Glasgow
- Contact:
I havn't thought this through much, but one way it could have been is to have a set level of tiredness at which you would do projects at normal speed, above that level you would be slower, and below that level you would actually work faster(this would require a much lower level of tiredness).Attacking people would add tiredness dependant on how strongly you attacked the person(as I think it does anyway). This would have added the tiredness factor without slowing the game so much, as a sensible player would be able to balance work and rest to provide maximum efficent output,while still deterring people from murdering whole towns.
A twisted existance is the fate of a twisted mind
-
julie2
- Posts: 338
- Joined: Thu Jan 06, 2005 9:10 pm
On the quick-fix front:
Surely they MUST put deterioration on hold until they've fixed this tiredness bug? One of my characters just carried a new shovel on a marathon resource -gathering trip. She's figured it's not worth bringing back, what with the rapid deterioration, and the once-in-a -lifetime she ever got to use it, it only made her more tired and slowed her down. So she'll rtry and trade it on maybe, or more likely just abandon it to save weight, 'cause what other fool is going to want it?
Too late for my character, even if they do it right now. I mean, she won't know that item deterioration has been halted, so it wouldn't alter her actions, nor her chances of trading. HecK, she doesn't even know that using the shovel is slowing her down bcause she never tried digging without it. But I do, and I'd hate to the see the same thing go on happening to everybody else.
Surely they MUST put deterioration on hold until they've fixed this tiredness bug? One of my characters just carried a new shovel on a marathon resource -gathering trip. She's figured it's not worth bringing back, what with the rapid deterioration, and the once-in-a -lifetime she ever got to use it, it only made her more tired and slowed her down. So she'll rtry and trade it on maybe, or more likely just abandon it to save weight, 'cause what other fool is going to want it?
Too late for my character, even if they do it right now. I mean, she won't know that item deterioration has been halted, so it wouldn't alter her actions, nor her chances of trading. HecK, she doesn't even know that using the shovel is slowing her down bcause she never tried digging without it. But I do, and I'd hate to the see the same thing go on happening to everybody else.
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
I was thinking... if the tiredness is now based on the amount that you are getting... would you get less tired if you did a large repeat with small increments? Sort of like a vice versa from the original tiredness.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
-
julie2
- Posts: 338
- Joined: Thu Jan 06, 2005 9:10 pm
Hmmm. Bet it won't. Worth a try perhaps. Btw, I suppose the rule about finding this kind of stuff out in-game is relaxed now, or ought to be, My characters have all discovered in-game that Cantrian Gods are a fickle bunch when it comes to tiredness, so perhaps a glimmer or two of unaccountable intuition to compensate for that fickleness is OK?
And by the way, Thanks
And by the way, Thanks
Nixit wrote:I'll do my best while you're away, Julie.
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
julie2 wrote:Surely they MUST put deterioration on hold until they've fixed this tiredness bug?
By the way, I've confirmed that "crumbling" is the last category before an item disappears. You get a message. Francesca was carrying a primitive bow for just that reason and it's now ceased to exist. Next up will be longbows.
Nixit wrote:I was thinking... if the tiredness is now based on the amount that you are getting... would you get less tired if you did a large repeat with small increments? Sort of like a vice versa from the original tiredness.
I'm afraid I've no idea. I spent some time this weekend trying to figure out how tiredness was working. I identified increase points and more than one decrease point.
One decrease point seems to be the old system which knocks off about 2-4% when you're not working. Must have run between 1089-7 and 1090-0, and again between 1090-7 and 1091-0. The other ran sometime between 1090-0 and 1090-3, and knocked off between 10% and 20% irrespective of whether characters were working or not.
I presume this last is the tiredness reduction "fix"--likely daily--but what's really weird is the way it affects everyone...even when they're working.
The increase points account for plus 3 or so. I still haven't figured out their frequency yet and how they tie in with the weird "fix". The only way to find out for sure would be to take a day off and monitor things 24/24. I'm not up for that.
I really do now believe that until this duct-tape and chewing-gum tiredness system can be properly fixed, all tiredness increments should be stopped immediately. Give people a break so that they can actually play the game awhile.
None of my characters are progressing; neither am I having fun run now. Were it not for Francesca Foscari and her responsibilities to others, I really do think I would have pressed the "X" this past weekend.
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
The Sociologist wrote:By the way, I've confirmed that "crumbling" is the last category before an item disappears. You get a message. Francesca was carrying a primitive bow for just that reason and it's now ceased to exist. Next up will be longbows.
Jos told us that item fixing would be added before things started to break.
Return to “General Discussion”
Who is online
Users browsing this forum: No registered users and 1 guest

