Tiredness and Repeats

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Agar
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Tiredness and Repeats

Postby Agar » Mon Nov 29, 2004 9:44 am

In the further exploration of our new world, it has been noticed that there is a difference in how tired you get with the different manners repeats are done.

For example, someone said to start hourly projects, it was the smart thing to do. Maybe in the past...

It seems that your character getting tired is applied at the end of a project. That might explain why some characters are working and not getting tired, and some characters are at 100% tired. I have one, I know it's possible.

If you're working at a project with a large amount, You will work and work, but get tired when your done, and then start on the next large amount...

If you're doing 80 hourly repeats, you do a small bit, then get tired, take longer to do the next small bit, get tired again, and so on, racking up tiredness with each repeat.

This is only from my observations, what have you guys seen happening?
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Pirog
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Postby Pirog » Mon Nov 29, 2004 10:08 am

I think "skills" in the harvesting areas seems to have a big impact on how tired you get. Some of my characters seems to get a lot more tired than others while working on similar projects.

By the way...it is allowed to discuss these things or are they considered a CR breach?
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Anthony Roberts
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Postby Anthony Roberts » Mon Nov 29, 2004 1:50 pm

You're all gonna talk about it anyway :P
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Jos Elkink
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Postby Jos Elkink » Mon Nov 29, 2004 10:57 pm

I moved this one to general support, as it is a bug ...
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Pirog
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Postby Pirog » Tue Nov 30, 2004 12:52 pm

Anthony Roberts>

Yes. I just wanted to know if I should label myself a criminal while doing it :wink:
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kinvoya
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Postby kinvoya » Wed Dec 01, 2004 12:33 am

I am so frustrated with the game right now. I can deal with all of the changes except one...the tiredness.

Almost all of my 15 chars have been completely inactive for more than a rl week. No building, no hunting, no killing thieves, no dragging and no making things. Basically, no nothing except some rp (and I'm not that strong on the rp aspect) because they are too tired.

At the glacial pace in which their tiredness is passing it seems they won't be accomplishing much in the near future either. Is it possible that all of my chars have chronic fatigue syndrome?

It's hard to understand how paralyzing and almost incurable fatigue simulates any viable society.

I'm trying to hang in there and reassure, ic, the newcomers who are also confused and frustrated by this but…please…just help! I really liked the working hard and achieving things aspect of Cantr and I feel that has been yanked away.

Jos, are you saying that the extreme tiredness and slow recovery rate is a bug? Please say it's going to change. Please, please, please.
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joshua johnson
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Postby joshua johnson » Wed Dec 01, 2004 1:10 am

Hmmm, that is strange.
The only characters of mine that get extraordinarily tired were the ones doing hourly or frequent repeats.
Other than that, no problems at all.
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Agar
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Postby Agar » Wed Dec 01, 2004 1:56 am

Maybe we're all anemic?

How much iron do we need to eat a day? :lol:

I think that the bug is in how the tiredness is being applied at the end of each project, rather than based on how much work is being done. So, a character digging 1g of stone with 8 repeats gets 8 times at tired as another character digging 750g of stone in 1 day.

Can we get all of our tiredness reset to zero, and tiredness suspended untill this gets working right?
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kinvoya
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Postby kinvoya » Wed Dec 01, 2004 2:28 am

So my one char who built a stone house for 15 days got just as tired as another who carved a stick for 1/2 day. In fact the stick carver got much, much more tired because she had several one day tasks to accomplish.

Another big problem for me is that hitting someone one time seems to cause about 30% tiredness and this takes most of one Cantr year to recover from. For chars who are in charge of keeping order in town by chasing and killing criminals, this is crippling. They don’t dare cook food or make something to wear because they will never recover enough strength to hit the bad guys. Thus, with the standing around doing nothing. I have seen newspawn and suicide thefts increasing and going unpunished as other chars in town shrug and say, “Meh, it’s not worth it.”

I realize this feature was introduced to keep chars from massacring entire towns but I think it's a tad more drastic than necessary. I kind of miss the drama of the occasional attack by insane criminals.

Rather than tiredness going away at 2%(?) per day as it does now, I think it should go away at 2% per hour. This would allow a little mayhem as well as giving the law enforcers some ammunition.
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Black Canyon
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Postby Black Canyon » Wed Dec 01, 2004 2:32 am

I agree that tiredness should diminish much faster than it does.
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Pirog
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Postby Pirog » Wed Dec 01, 2004 8:32 am

Yes, even I have problems with the energy now. My character who trained combat (or at least I hope she did) haven't done anything for a long time now and has also stayed indoors...but she seems to regain her energy at a dreadfully low pace.

It seems like the energy recovery goes slower the more tired you are..but I hope I'm wrong there.
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Agar
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Postby Agar » Wed Dec 01, 2004 9:26 am

It's been pretty consistent for my characters that I've been tracking to recover 4% a day, 2% twice a day. That's for standing around twiddling thumbs.

On the flip side, I have seen a rare intelligent criminal realise that when he's 100% tired, his shield is useless, and the people chasing him are at least somewhat rested, and can hurt him a lot. The criminal gave up and turned around.

I don't know if combat tiredness needs to be changed any, but the production and labor tiredness is just evil right now. It's having a massive impact on economy, trade and, as mentioned above, law enforcement. Aside from brothels, what more is there to cantr? :lol:
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Pirog
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Postby Pirog » Wed Dec 01, 2004 10:26 am

No, the amount of tiredness that combat produces seems fine...but I would like a much faster process of recovery if it is as slow as it seems to me.
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Anthony Roberts
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Postby Anthony Roberts » Wed Dec 01, 2004 2:19 pm

I personally like the tiredness factor. My characters have, for the most part, had no problem with it. One character in particular is EXTREMELY tired from battles, dragging, and constant workload - so he's the only problem character at the moment. But, I like it because of that, you can actually have more RP than before, although, a bit bottle-necked. Before, you could RP that your character was tired running down the path, or something, but now it would seem out of place... "You're not tired" "Sure I am *Pant*"... Yeah. Well, now people can SEE that you're tired, and if you RP it too, that kind of adds to the effect. Although I do agree, it really should be reset, and frozen until it's all ironed out. Unless it already is...?
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Postby The Industriallist » Fri Dec 03, 2004 8:25 pm

You can produce pretty well still if you realize that short cycles aren't the way to go. You get tired after each (as Agar said), so the later ones take longer. This messes up your planning, and it all gets nasty.

I also suspect, but don't know, that you recieve much, much more tiredness for 8 cycles a day than for 1 cycle a day, even if you make the same amount of goods. I got up to 60% in maybe 3 days producing in the old way.

Incidentally. The 4% a day recovery (I've seen it too, it's consistent) is evil for people who didn't get the shift fast...cut wood the wrong way and you're exhausted for 10 days.
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