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Found 11 results

  1. Last time I logged in was Tuesday or Wednesday. After playing about 15 minutes I checked my fatigue and saw I was down to about 8 hours and 45 minutes. That's puzzling because there's no way I could burn through so much fatigue in such a short amount of time. No one else should have access to my account. What I did since I logged in was: 1. Drink some kahvesi 2. Eat my CCFP food 3. Have my priest summon me 4. Begin mining 5. Had my priest cast Wisdom of Vynora on me once. Nothing in that chain explains why I had burnt so much fatigue. I only had 10 power worth of caffeine in me when I checked my fatigue. When I logged out a few days ago, I was a hair under 1 hour of fatigue. I think like 58 minutes? I'm wondering if there's a bug where you can only get 8 hours of fatigue at a time without relogging?
  2. Hi there! I recently got back to my Wurm Unlimited locally hosted Single Player Server and finally had the time to implement a few of my own server mods. I will use this thread to give you all access. None of them have reached a full release version, since they haven't been tested for all scenarios, but if you want to try out some new mods, feel free to use them or to give me feedback, if you find a bug. Please be aware, that the mods are all for Steams current official server version and have not been tested with the current (newer) beta branch. Special thanks to Ago and bdew who inspired me, to create those mods! Mod List: Allow Concrete on Dirt Disable Fatigue Hydrator Mounted Actions Pendulum Coordinates Stop Dirt Flowing Tend on Deed ======================================================================================================= Allow Concrete on Dirt (v0.2) Concrete can now raise corners of dirt tiles and packed dirt tiles. The properties file contains a setting to override maximum slope for the raise corners action. Download and Source: ======================================================================================================= Disable Fatigue (v0.1) Fatigue doesn't make sense, when you play alone anyway. This mod removes fatigue from the game. Download and Source: ======================================================================================================= Hydrator (v0.1) The mod disables the dehydration logic of the game. The players will never be thirsty anymore. If the hydration bar should be reduced on login, the player can simply go to a water source (like a lake) and drink. Once refilled, the bar will permanently stay at the maximum lvl. Download and Source: ======================================================================================================= Mounted Actions (v0.1) Allow all simple actions to be done on mounts. ToDo: Write down all actions, which aren't simple. Download and Source: ======================================================================================================= Pendulum Coordinates (v0.1) Are you also annoyed about the rough explenation of the closest water source, when you use your pendulum? Well, I am! That's why this mod will tell you exactly, how many fields to go west/east/north/south. Therefore instead of a useless message like "The pendulum swings rapidly back and forth! You are close to a water source!", the message will be something like: "You must go 3w,2n to reach the water source. The water source is at 103,107, while you are at 100,105." Download and Source: ======================================================================================================= Stop Dirt Flowing (v0.1) If you drop dirt on a corner with a slope >40, it will still raise the corner, instead of flowing down. Download and Source: ======================================================================================================= Tent on Deed (v0.1) Allow tents on friendly deeds. Download and Source: =======================================================================================================
  3. (Somewhat related to based on a discussion we had in discord a little while ago now, talking about the fact that fatigue never actually got a change despite it being a nuisance to quite a few players over the years, as well as weaknesses of the current global mission system) This suggestion is for an additional, more personalized mission system that is based on both praying and meditating, each with their own purposes. TL,DR at the bottom. First off the part of it that I would like to see oriented towards praying. As most people know, you have a daily limit of 5 pray actions that grants Faith, as long as you have not yet hit your limit of either 30 Faith for Followers, or 100 Faith for priests. As soon as you hit this Faith limit, however, praying becomes a thing of the past and no longer has any real use. So what if we instead take these daily prayers, and rework them to grant personal missions that can be done on a daily basis, with rewards that are useful for most players, similar to what most people know as "dailies" in other games? The rewards I would add to this system are, as most would expect, sleep bonus and karma, as these are also the rewards for the global mission system, and this should be seen as an addition to the current system. Now I am obviously well aware what most people will think "eeww dailies -1". However, I believe that due to Wurm's nature, dailies in this game would be quite different from how people remember them from different games. If we take for example our well-known old friend World of Warcraft, the fact that most people remember dailies with a bad aftertaste is due to how closely they were usually tied into game progression, either by being the best, or even only, source of certain in-game resources (e.g. order hall resources in Legion and Battle for Azeroth), statuses (e.g. reputation for certain factions since basically the beginning of the game) or to progress mandatory core game mechanics (e.g. Legion Artifact Weapons and BfA's Heart of Azeroth). The rewards the global mission system grants, and as such this system would be granting as well, being sleep bonus and karma, are neither of the things mentioned above. They are neither mandatory game mechanics or resources, as you can decide not to use Sleep Bonus or only use it on certain skills, as most people do, and still progress your skills. Neither is the mission system the only available source of sleep bonus and karma. Either can still be gained by different mechanics, such as the still existing global mission system, additionally for sleep bonus sleep powder, logging out in a bed, referrals (don't hit me for mentioning this here, I KNOW no one ever does this) and for karma source crystals. I also mentioned that i would like to see it being more personalized, so how would we go about that? About that, there always were certain things that bothered me about both the old global mission system as well as the reworked one. Those were primarily the available pool of missions. More strictly speaking, tree missions, traitor missions, specific epic structure missions. I still clearly remember several discussions about those things in both IRC as well as private chats with a Dev when the rework of the mission system was announced along with specific things, such as the fact that the amount of missions would be reduced to the template gods, the limit on epic structures would be removed, the fact that some Devs thought it would be a brilliant idea to declare penning epic structures a ban-able offense because the people that actually spent the effort to build those resource intensive, high difficulty items should not be rewarded for it and almost all players that participated in these discussions agreed that these missions should be either reduced in difficulty or changed to be more universal. So this, as far as I am concerned, is something that NEEDS to be done for this additional system to make any sense. More specifically, I believe first off, missions should be split into three different pools: General missions, Crafter missions and Priest missions. General missions include killing certain creatures, such as the existing traitor missions, the normal hunting missions, the epic structure rituals and similar. Moreover, these missions should be made more universal. Traitor missions should be changed into killing a specific creature of a certain age, such as a young pheasant, which by itself can already be difficult enough for a single player. Epic structure rituals should be changed to no longer demand a specific epic structure but instead a structure type. Hunting missions can stay the same as they are generally considered to be fine. Crafter missions are those that include things that can not necessarily be done by priests, such as sacrificing decent items, as this requires improving, or woodcutting as depending on your deity, you may not be able to do it. In this category, tree missions should also be changed to require a specific tree type of a certain age, such as a young lemon tree. Priest missions would be a new category that currently does not exist, and would include activities that can only be done by priests. Obviously due to the currently existing types of missions, these groups seem fairly empty as of right now. So this is where your ideas would come into play. What types of missions would you like to see? General ones, crafter ones or priest ones? Holding a sermon? Enchanting an item past a specific power? Sacrifice a certain amount of favor in a single action? Improve an item past a certain ql? Do a certain amount of specific actions, such as digging or mining? Create a number of specific items without having to sacrifice them? Maybe some of the older achievements could also be incorporated, such as dragging a cart a certain distance, baking bread or pies or planting a certain amount of trees? I really do not see any reason why the current mission system has such a limited amount of missions, so long as they are something your character can actually do. Another aspect I would like to get into after talking about the types of missions is obviously the difficulty, the global mission system is fine requiring several dozens of monsters to be hunted or sacrificing upwards of 200 items. However, these numbers are far too high for something that could be done on a daily basis. What would you consider a more achievable amount? Hunting 10-20 monsters? Cutting down 3-8 trees of a specific age? Hunting 2-5 monsters of a specific age? Sacrificing 10-15 decent items? Next up is meditating, which I also mentioned further up as being incorporable into this system, however in a different way. And that is FATIGUE. Most people are probably somewhat aware that this mechanic exists, some people are bothered by it, others claim that they play 12 hours a day and have never hit the fatigue wall because they are aware that being online and actually clicking buttons are two entirely different things. For those not too well aware of the fatigue system, I've made a post about it here quite some time ago: WARNING VERY BIG WALL OF TEXT;page=5&amp;tab=comments#comment-1572340 This system has existed for a long time and never been touched, with all criticism towards it usually being denied with sentences similar to [17:41:37] <Retrograde> I dont think there are plans to address or change it [17:41:42] <Retrograde> Because it works in its current format [17:42:02] <Retrograde> It achieves the goals it sets out to do, people just disagree on those goals . But during the recent discussion in IRC Sindusk mentioned that "if we give the option for players to break their monotony and do an action to recharge their fatigue then that would potentially be on the table", which led me to the following idea on how it could be changed. Generally speaking, the main idea of fatigue is to set a limit to the amount of strenuous tasks a character can do in a specific time frame. The opposite of this is certainly taking a break. However, I feel that rather than making the game mostly unplayable once you hit the limit, giving players the option to recharge it with in-game mechanics is certainly a great alternative. And with the way it currently works, I consider meditation to be a good fit for this. Currently, meditation grants you 5 daily meditations with 30 minute cooldown before switching over to a 3 hour cooldown between actions. So my idea is to allow the meditation action itself, while done when being eligible for a meditation tick and triggering a 3 hours cooldown, to restore a flat amount of 15 minutes of fatigue as well as granting a small mission that will restore an additional 15 minutes of fatigue, for a total of 8 chances to get 30 minutes and a total of 4 hours, which is half the amount of fatigue naturally restored over the course of a 24 hours day. Other than the fatigue however, these missions would not grant any other rewards. I also think the missions triggered by meditating should be different from the missions affiliated with the epic mission system and should rather be based on systems that generally do not find much use or are things that people would consider something to break the monotony of work, for example giving the toys in the game an actual use. Playing with your puppets or yo-yo could be goals of these missions for example. Maybe going out and catching a fish or grooming an animal. Last off, as these systems are somewhat meant to be done on a daily basis, the missions you are granted should all be cleared with the start of a new /uptime day, just like the systems that grant them are reset, to prevent someone from just stacking up a huge amount of never expiring missions and finishing them only when needed. I also do not expect their rewards to be as big as the global mission system, both sleep bonus and karma wise, however, due to their accessibility having a hard limit I believe it should be easier to find a decent balance here. TL,DR: Make praying give personalized missions with less difficulty but a bigger spectrum than the global mission system. Add more types of missions to be done with this system, possibly being added to the global mission system as well. Split missions into general, crafting and priest categories so you don't end up with missions you can't even do. Make meditating restore fatigue when triggering a 3 hours cooldown. That's it for now, I believe. If i missed something somewhere, please make me aware of it and I'll fix it. Also, if you have any feedback to this suggestion, please let me know how you think about it and maybe your ideas for different types of missions or what you would consider a decent balance regarding their difficulty.
  4. Hi there, I open this thread for a few reasons: * I'm bored after spending a lot of hours waiting for "Fatigue" * I advertise for support on my suggestion "Fatigue Powder" so the poor slave i am is at least able to buy himself free from this system. * I want to uncover what hours of thinking and researching about the fatigue system let me think. So, ok here to the fatigue system, not everyone knows it. Every character gets 1 hour of fatigue every 3 hours. Maximum to collect is 12 hours. Fatigue runs out on fatigue-actions which is as far as i know everything except Fighting, Meditation and Cooking. So most players not run into it, using multiple accounts solves the issue, if your into that kind of playing. But that happens if your minded like me, play single character only and focus on a single goal: Yesterday i ran out of fatigue at 1PM, to continue working on my goal i had to wait 6 hours at all. Nothing to do. Today the same problem. Fatigue out around noon. Currently i'm at hour #5 waiting. I contacted support, a GM showed up, told me he can't help me (as if the Devs implement fatigue without any means to interact with it) and gave me the nice sidenote that this is not a support worthy-ticket. Cause i know the GM's are only doing there jobs, I mimiced being satisified with at least gotten talked on. So, now to all arguments i heard about the Fatigue - System: 1. Against botters. Ok beside the fact that botter can play multi-account too i can't say much against. (My suggestion above is not viable for botters) 2. I hear often that Rolf stated something like "Its against players that have to much time to get advantage over others" Here it's simple, its far more advantage to roll two characters, a regular one and a priest, if you want to get "Advantage" in Wurm, everyone knows that. So if it would be the "Advantage", it would needed to be multi-account-spanning, and honestly, if they would develop that, they would kill there game. 3. The Health Issue: First, its up to everyone on himself to care for our health. We don't need devs or GM that care for that and they can't. Same here, if its the health issue, it needed to be multi-account-spanning, cause no one would care if someone plays 20h a day over multiple accounts for several days (Or, come on honestly, you got such a playtime check in your database, i bet you haven't thought about yet, but surprise me) So, for i had now 15 hours, just to think why my "Freedom to play this game as i want" is limited, here its my guess why the fatigue system is in place. Its here to force players using multi-accounts. Simple: Not only more premium time needed, also more equipment and therefore more silver. But believe me, if thats the reason, on the long run it will turn out more negative than positive. Now thats what i wanna discuss about, am i right bout my guess, i'm i just blindfolded cause currently so angry. I got a whole hour left to discuss. Sorry, i had too much time to think about, i'm sad and angry and this last two days were the worst experience I ever come across is my gaming experience. I really like the game from the concept and somehow i wish spending still a lot of time in it, but restricting the freedom of play is a simple NO-GO for me. I simply don't want to think all time in game: "Oh is the thing i'm doing is against the fascistic-fatigue system. Am I allowed to skill now or not." And if the Devs or GMs are now offended, this is not only a Champion Troll Thread, its also begging for account ban. I could also go and sell to get back some of what I spent the last 5 weeks, but really, no money in this world can replace the sadness i feel cause fatigue ruins this game for me, just cause i want to play dedicated on specific goals. Stage open, beat me, treat me, feed me
  5. Hi there, Before i come to the actual suggestion, i tell why I run into a severe fatigue problem in this game. I got a severe mental disorder (I'm treaded by a doctor) which leads to the simple fact that i can't enjoy reallife like other people. I tried hard for decades, but the only results where desparation and sadness. I had to accept that fact and so Computer games are the only resort I have. For I'm a very dedicated person I usally tend to only play one game at a time, and cause most games can't hold me for long I stumbled over Wurm and i really love this one. For no real-life I play 16 hours a day (98% on keyboard, rest afk), only exceptions are eating and sleeping. So with 8 hours of fatigue every day i run into a severe problem. Today is saturday, weekend, and at 1Pm i got the message: You have 0 seconds left. You don't have to tell me i can fight/meditate/cook or play a alt character. I know. But like said before, I'm very dedicated. So if i want to grind a skill, I only want to grind this skill and nothing else. Games are for me about Freedom of Choice what todo with my playtime and I'm simply not amused when the game tells me: Go do something else. Ok, i heard two reasons for the fatigue system: 1. against botters. (Come on every botter simply makes 3 chars and can bot happily around the clock) 2. to remove the advantage of players that have too much time (Now, simply do a priest alt, if its "advantage" your looking at) For me the fatigue system simply tells me: You are not allowed to play the way you want for the next 2 hours till we give you one hour more. So here would be my idea for a simple solution Add "fatigue powder" that gives 1h fatigue back to the player and add it to the NPC merchant for 5 silver coins. No Botter would ever pruchase 1 bot hour for 5 Euro, simple. I think no one would see "an advantage" when someone purchases 1 hour of fatigue for 5 silver coins. It's just foolish, but i would be the one fool that would purchase one hour of enjoyment of his own playstyle for 5 Euro. Ya, I would do that. Thinking about the 16h i play each day, only I would spent between 10-40 silver coins more every month. Ya, I know I'm a fool. And perhaps I'm not the only one. So, stage is open for anyone Enjoy. Desolate
  6. Browsing the town square, I saw a topic regarding fatigue timer. A couple other people and I were looking into an idea that might not satisfy everyone affected, but could always help anyways. I know that the spell wisdom of vynora can take away some fatigue time in order to add sleep bonus is a thing and so there are people in that area who might be running into fatigue issues. Another understandable complaint is people talking about how long you have to wait in order to get full fatigue time back. I would say a proposed solution should be to implement the option for a rocking chair/recliner chair to allow one to recover fatigue vs sleep bonus or even allow some sort of half and half. I would think since you get 1 hour of fatigue every 3 hours irl, that the rate of recovery should be at x4 for fatigue so that you get 4 hours of fatigue a day vs the 1 hour you get of sleep bonus. In this way, you can have a full 12 hours of fatigue after a day(8 hours after 24 irl hours + 4 hours of fatigue bonus sleeping). This will make furniture useful somewhat. ______ Second idea would to make sitting at a table in a chair while eating also recover roughly 30-45 seconds of fatigue per 1% of food you recover when eating at a table. This would also give some use to these things in the game. ____ I know these suggestions are not perfect and I know not everyone will like them. This is only an attempt to try and give some reasonable solution that can probably be implemented much better than I am stating. Feel free to let me know what you think and even add your own ideas. I would also like to thank Pearjade and Seriphina for helping me with a back and forth on this.
  7. I was running out of fatigue rather fast the last few days so decided to try something out. Once you run out of fatigue, there are a few things that can still drain your fatigue, and this example was target practicing on an Archery Target... [02:07:33] You have -62 seconds left. <--- this is what I started with. If you have several things queued up, you will continue to do them until your queue is over. Didn't test it, but pretty sure you can keep queuing up to avoid getting exhausted... Could be a bug also. [03:19:29] You have -2835 seconds left. <--- Last check before the Rest Message showed up. This is 99% Archery Target Practicing. Some also includes creating a few healing covers and first aiding myself and the guards. [03:22:38] You feel rested. <--- time when rested. [03:22:55] You have 12 minutes left. <--- right after the Rested message. Total time between the the first message to the rest message is 1 hour and 15 minutes. 2835 seconds = 47.25 minutes. 60 - 47.25 = 12.75 minutes which fits up with the 12 minutes left. I did get that hour back for rested, but after subtracting the 2835 seconds off it, I only got 12 minutes to do non exhausting tasks. I assume this can be abused like crazy. Someone can basically keep archery practicing until they are capped at skill 40 without worrying about being restricted. Of course, it would bite them in the butt since they won't have any fatigue and need a long time to recover. But it doesn't stop them from doing other things that uses the timer, such as making healing covers, or healing wounds. These are the only two that I tested, but there may be a few more that will work when you are exhausted.
  8. Is it normal for stamina to wait for 3-4 seconds after you stop doing things to start regenerating? If not, is there a way to fix it? I don't THINK I've changed anything that would cause a delay to regeneration, but I'm not really sure... Anyone have any helpful information on it? Thanks! --Llurendt
  9. Add a captcha to add an hour of fatigue or do something to let us keep playing when we hit fatigue limit. I imagine it stops more real people than bots anyway. Don't judge me.
  10. Apparently I hit a fatigue timer today digging. Which basically then makes it so you can't craft anymore. Asked a GM about it who said my character needed to rest. He didn't know when I get my restedness back or how much of it I get back when I do. He also told me there was no way for them to reset it and that it might be due to the recent down time that my timer hasn't reset itself lately. Which is what probably made me hit the timer. I understand this is in the game to stop people who macro. But maybe it should just alert the GMs when you hit the cap, and make them macro check you personally. Then when you have been cleared they can reset your timer manually? or something like this. In a situation like this, where the down time made it get messed up I think they should be able to fix it. Even if its just Enki with the power to fix it, it should be doable imo. LOL couldn't even ride back to my deed and get into a bed because I can't tame my horse now either
  11. Hello. It's the second time I run into this problem: I run out of fatigue as I play. There are people, who have a lot of time on their hands. Like disabled people or people on vacations with bad weather over their country and having nothing else to do than to play the game. So I can't really call it a nice method of anti-macroing since it limits play time for people. First time I didn't care about it that much since my vacation was at an end, but right now it is really irritating me, because I know that there is a whole week ahead and I won't be able to play the game in full. I really hope you will find a better alternative way of anti-macroing than fatigue.