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Un-Develop Fatigue

George

Willard Networks Whistleblower
Joined
Nov 19, 2021
Messages
1,550

Fatigue fucking sucks!!!!!!!!!!!!!!!!!




Okay, but on a real note. This system is problematic and sucks for roleplay.
Why would we develop a system which forces players to AFK?
I see the point of getting them to sit in certain areas and RP there, but realistically forcing people to do these things will just make them grow a resentment for it all together.
If I wanted to go and RP in a bar, I'd go and do that. I don't need a negative stat boost to tell me it's time to do so.
Nobody wants to RP sitting down for 40 minutes because they used some body armour. Sure it's not ultra realistic but I mean you don't see every slummer get forced to RP dental hygiene and force them to floss to avoid rotting.

It's not fun, it encourages people to afk (a big problem at peak times when edict count is low) and overall negatively impacts RP. Th
anks
 
We have food, we have water debuffs, we don't need something that forces us to do campfire rp.
 
replace fatigue with escape from tarkov medical system pls
 
I dont like it, it forces people to sit around doing nothing... Please change it N O W
 
Extremely poor conduct. Do not antagonise people because they disagree with you.
maaaaaybe stop running when you don't have to run?
do-nothing player who had 15 seconds of fame and doesnt understand that us psycho jungle warriors shouldnt be forced to sit around a respite campfire for 9 hours to recover.
 
what's wrong with ~30 odd minutes of downtime?
For people who don't sit in the plaza, like BOL's? They have to sit in a campfire, risk being killed in a sweep or sit alone in a base. You only play one side of the server you don't understand how annoying it is for rebels + cops. Imagine having to sit in the nexus on your unit because you're tired while interesting things happen.
 
I just don’t see who or what the fatigue system is punishing. I can understand garbage pile loot timers but people are still doing things while wearing armor and out and about.
 

Fatigue fucking sucks!!!!!!!!!!!!!!!!!




Okay, but on a real note. This system is problematic and sucks for roleplay.
Why would we develop a system which forces players to AFK?
I see the point of getting them to sit in certain areas and RP there, but realistically forcing people to do these things will just make them grow a resentment for it all together.
If I wanted to go and RP in a bar, I'd go and do that. I don't need a negative stat boost to tell me it's time to do so.
Nobody wants to RP sitting down for 40 minutes because they used some body armour. Sure it's not ultra realistic but I mean you don't see every slummer get forced to RP dental hygiene and force them to floss to avoid rotting.

It's not fun, it encourages people to afk (a big problem at peak times when edict count is low) and overall negatively impacts RP. Th
anks
I understand that. The only issue is that Neonity's suggestion had quite a bit of positive feedback, and fatigue was implemented based on the design in this thread. Loxy worked on it for quite some time, and ended up delivering exactly what you guys asked for. The code works exactly as intended, but its original design appears to be poorly guided.

So, instead of outright deleting it. Let's consider some things we can change to make it better.
  1. I think one of the current issues is that it doesn't really communicate well to the player:
    1. Their current fatigue status
    2. If what they're doing is increasing fatigue (and by how much)
    3. If what they're doing is decreasing fatigue (and by how much)
  2. It should probably track time between login and logout, as thats when most people consider their character to be resting. That way, when you come back to tomorrow, your character is well rested.
  3. Perhaps more food items and other such things to recover fatigue faster.
  4. Changing the configuration so that fatigue is less intense.
Any of the above options are on the table. All of you are free to discuss what we should change. I still consider it to be a mistake to totally remove it though. Instead, lets consider what about it isn't working, and have Loxy work to work to fulfil it's original design goal.
 
Rebels when options are on the table.

Kristen Wiig No GIF by Ghostbusters
 
I understand that. The only issue is that Neonity's suggestion had quite a bit of positive feedback, and fatigue was implemented based on the design in this thread. Loxy worked on it for quite some time, and ended up delivering exactly what you guys asked for. The code works exactly as intended, but its original design appears to be poorly guided.

So, instead of outright deleting it. Let's consider some things we can change to make it better.
  1. I think one of the current issues is that it doesn't really communicate well to the player:
    1. Their current fatigue status
    2. If what they're doing is increasing fatigue (and by how much)
    3. If what they're doing is decreasing fatigue (and by how much)
  2. It should probably track time between login and logout, as thats when most people consider their character to be resting. That way, when you come back to tomorrow, your character is well rested.
  3. Perhaps more food items and other such things to recover fatigue faster.
  4. Changing the configuration so that fatigue is less intense.
Any of the above options are on the table. All of you are free to discuss what we should change. I still consider it to be a mistake to totally remove it though. Instead, lets consider what about it isn't working, and have Loxy work to work to fulfil it's original design goal.
How about simply transforming it into a system where the debuff only applies when you're wearing a certain type of armor and let's say for 5ish minutes after you take it off? This of course wouldn't apply to standard cop uniforms and factions like OTA but could apply to riot gear/medium kevlar and above. That way people would stop walking around flashing their scripts and instead strategize when they should actually gear up for an action. Alternatively lighter gear would make more sense to carry around rather than just be a 'downgrade' of anything 'better' you got.

Or if that doesn't work make the fatigue system apply after certain threshold of items sit around in your inventory so trash-people will suddenly become unable to carry around 10 PC monitors up their asses.
 
Bring in ammunition chest rigs so rebels can carry gear and look tacticool but they have no body armour.
+no fatigue penatly
+cheap to manufacture.
+easy to get a hold of

-No armour.
 
Now I've never worn the heavy sorts of armour in game before so I wouldn't know, but why not just make it so they have less inventory space or have less stamina so they can'r run as far as one with less heavy armour?
 
I understand that. The only issue is that Neonity's suggestion had quite a bit of positive feedback, and fatigue was implemented based on the design in this thread. Loxy worked on it for quite some time, and ended up delivering exactly what you guys asked for. The code works exactly as intended, but its original design appears to be poorly guided.

So, instead of outright deleting it. Let's consider some things we can change to make it better.
  1. I think one of the current issues is that it doesn't really communicate well to the player:
    1. Their current fatigue status
    2. If what they're doing is increasing fatigue (and by how much)
    3. If what they're doing is decreasing fatigue (and by how much)
  2. It should probably track time between login and logout, as thats when most people consider their character to be resting. That way, when you come back to tomorrow, your character is well rested.
  3. Perhaps more food items and other such things to recover fatigue faster.
  4. Changing the configuration so that fatigue is less intense.
Any of the above options are on the table. All of you are free to discuss what we should change. I still consider it to be a mistake to totally remove it though. Instead, lets consider what about it isn't working, and have Loxy work to work to fulfil it's original design goal.

Fatigue is a negative and positive punishment for players. It forces players to be beholden to a stat that has significant threshold on gameplay; by ignoring it they open themselves up to things that aren't necessarily enjoyable to take in and on limited time can adversely effect their enjoyment of the server by being unable to do certain actions without serious drawback. It is on a level worse than hunger or thirst because hunger and thirst (imho, could be wrong) doesn't reduce the stamina bar of someone to 50%.

Most of the complaints are something that want it to be utterly removed, but an alternative could be to transform the system and turn it into a positive reinforcement and ultimately enjoyable scenario for players. A system could work like this:


• Turning the malus into a bonus, with 0 fatigue being baseline (0 bonuses) and 100 fatigue being full bonuses.
• Changing the bonus from guns, melee and speed to instead be Smuggling, Medicine and Crafting. So that it would incentivize players and encourage them to go above their level if they actually wish to craft something.
• The bonuses could be 0-10+, going down by -1 every 10th interval until it reaches 0. (No bonuses).

Similarly there could be items as you've proposed, sold by Shopkeepers or crafted, both at a considerable cost that could be given to players too. As well as be supplied to Civil Protection on the average ration intake to ensure they aren't as fatigued. This would support and encourage players to come together and ask one another if they have something for their fatigue, push shops to sell something that some may actually go to, and just in general facilitate roleplay instead of currently hampering it.
 
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