Project times

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Where are all the monkeys
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Project times

Postby Where are all the monkeys » Wed Mar 30, 2005 9:20 pm

I would suggest that the figures stated when starting a project are changed to make them more accurate now that tiredness has to be factored in.Right now it is impossible to complete a project in the alloted time.While this might not be very eveident with small projects, with larger projects it is painfully obvoius, as shown by may character who has been building a boat several days longer than was stated-and is not even 4/5 of the way there. I think this would be a good idea simply to aviod confusion, say changing it to the build time at 25 or 50% tiredness?
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Postby mortaine » Wed Mar 30, 2005 11:33 pm

I have a character who has spent his whole life on one long-term cotton project (started when tiredness only happened at the end of a project). He periodically takes a break from it to go do something else for a while, but I gotta say, it's taking him forever to finish!

The "in one day you can get XXX grams of resource" line is very much useless now; it doesn't represent how much anyone can get out of that resource anymore.
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Postby Agar » Wed Mar 30, 2005 11:34 pm

Unless there is a difference in how individual characters get tired, that could be done. I'd suggest a slightly more flexible description though. A range of time. Say a project, I don't care what, currently says it takes 8 days. Change it to say something like 8-12 days, or what ever is reasonable with tiredness and whatnot going on.

I'd give people a better idea how long things can take, and somehting more for people to research.
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Postby SekoETC » Thu Mar 31, 2005 5:42 am

I suggested before that the lenght of a project should be measured in hours rather than a goal set for resources. But that would be too big of a change. It would be rational though, too bad they didn't make it so from the start. In this way, you'd be working just as long as you thought you would, even if the gains were not so big you planned.
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Postby Where are all the monkeys » Thu Mar 31, 2005 3:53 pm

That can't apply to things like shipbulding though
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Postby wietse » Thu Mar 31, 2005 3:53 pm

As tiredness changes with time, so does the gathering speed of resources. So it would be impossible to give an exact time in advance.

Also i wouldnt like to see that the amount i can collect in 1 day is different for different characters.

The reason for this is that at the moment is is kind of an maximum you can gather a day. This is ok, because anyone can now figure out that if they are not tired they should gathner near this maximum each day and if they are really tired somewhat slower.

My characters use this maximum gathering rate to compare the different gathering rates and thus value of different resources. These values are used again to calculate the value of products along with other variables such as rareness and traveling distance.

Now before tiredness affected production rate this things were although time consuming relatively easy to calculate. Tiredness has made it a lot more difficult to calculated wages and such for a buissness. This is one of the reasons i dont like the way tiredness affects production speed.

If the production rate for each character is no longer shown the same in the game but varies for each character, this again makes these types of calculation more difficult. They wouldnt be impossible, but more difficult and more difficult to compare. I dont see this as an improvement, but only a way to make the game more complex for no reason.

As it is, it is very time consuming to run a buisness with prizes based on production rates and labour because of all the bookkeeping. Now i need an excel spreadsheet to help with the calculations. Tiredness is part to blame for this and i think making things more compex will be the death of this type of buissness roleplay for any player who spends time in his life at other things then playing cantr.
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Postby The Industriallist » Thu Mar 31, 2005 4:00 pm

...drifting off topic here, but couldn't you simply write down the amount og production each employee turns in?

I like the suggestion made somewhere else of starting projects with a duration (in person-days of person-hours, probably) which end and pay out however much you produce in that time.
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Postby Where are all the monkeys » Thu Mar 31, 2005 4:38 pm

Off topic, but does anyone know if the effects of tiredness increase exponentially? The above char has <50% but already only works at a spees of ~1.5% a day, so It would seem that way, as at small levels of tiredness the difference is not notible.

That gives me an Idea actually, the times could be changed to show the minimum and maximum production rates, and people could roughly work it out from there)as long as tiredness is not exponential)
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Postby The Industriallist » Thu Mar 31, 2005 4:56 pm

Where are all the monkeys wrote:Off topic, but does anyone know if the effects of tiredness increase exponentially? The above char has <50% but already only works at a spees of ~1.5% a day, so It would seem that way, as at small levels of tiredness the difference is not notible.

Um...unless something is truely odd in the world, either the character is hurt or hungry, or that project you're working on is for rather more than 20 ideal days (you never said what kind of boat, so I don't know how long it is). I've never noticed a huge non-linearity like that...
Where are all the monkeys wrote:That gives me an Idea actually, the times could be changed to show the minimum and maximum production rates, and people could roughly work it out from there)as long as tiredness is not exponential)

It is my belief that the minimum production rate is no productivity at all, obtainable by reaching 100% tiredness. Maximum rate data is already given. At least, I think you can't beat the numbers given by the game.
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Postby SekoETC » Thu Mar 31, 2005 5:19 pm

I was talking about resource gathering projects. Anyway, when you're working in real life, you're likely to keep going until you get tired, then you keep a break rather than keep dragging on until you're exhausted. If you set yourself impossible goals, you can always lower the fence later.
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Postby Where are all the monkeys » Thu Mar 31, 2005 5:36 pm

Sorry, a longboat
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Postby wietse » Thu Mar 31, 2005 7:40 pm

you can pay people by the amount of resources they turn in.
Problems come with big projects with multiple persons working on it. You dont know who did what even when you know when they started....

like melting iron or making houses and such...

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