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Hi all!

I use Google translate!

I would like to raise an issue bonus from sleep. The fact is that now sleep bonus is a nominal function, which in this game as the Wurm can not fully meet the needs of the modern player. It is ridiculous to say, but sleep bonus, as is well known, activates the command chatting through "/"))) He even from the standpoint of ordinary logic is questionable.In this regard, I would like to offer a very complicated in some cases, the calculation system of the permanent sleep bonus.

Firstly, in Wurm has a quality system, to offer the same quality of sleep, and add (1 to 100).

Quality of sleep in real life depends on hundreds or even thousands of factors. No one will argue that sleep is an essential human need, after breathing.

I would like to propose the following system of bonuses from sleep in Wurm.

Please note that all values are given as an example!

Generally awake in Wurm can not live as cease to grow skills, stamina builds up as in 10% of water or other negative factors working .. These factors included after the continuous stay of the character in the game within 12 hours of real time. To get rid of the negative effects of a character must log out or use an object such as a bed, a tent or sleeping bag or other intended for sleeping. The character must be in a state of not less than four hours of real time, offered to enter status in connection with the stay of the character in the sleep mode or offline:

4 hours - wants to sleep (sleep bonus 0.5)

8 hours - not enough sleep (sleep bonus 1)

12 hours - a good sleep (sleep bonus 1.5)

16 hours or more - full of enthusiasm (sleep bonus 2)

We know that most of the players come temporarily, and the more intense and monotonous they play, the faster they will go out of the project, so innovation is linked to the real-time impact on this class of players more than anyone else, and in general it is a radical impact on the social sphere . Most of the players are young people, schoolchildren or students, it is a small part of the adults working people. The first is largely spending more time on the game than the latter, so their opportunities in the game are different, a little innovation will equalize the opportunities of these people. And will reduce the possibility of using bots. In any case I think that it is necessary to introduce a factor of fatigue character:

0-2 hours in the game - the maximum bonus of sleep

2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5

4-6 hours in the game - the multiplier gain skills !!! It is set to 1

6+ hours in the game - skill gain factor is set to 0.5

12+ hours in the game - set the conditions under which, the continuation of the game pointless

In this case, you can enter the promotion rest of the game with continued online, for example, after the first 4 hours of play a character fit to sleep for 2 hours (siesta) and then the cycle is as follows:

0-2 hours in the game - the maximum bonus of sleep

2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5

2:00 sleep

4-6 hours - the maximum bonus of sleep

6-8 hours - sleep bonus 0.5

8+ hours - multiplier gain skills 0.5

12 hours per game - sets out the conditions under which the continuation of the game pointlessOr promotion linked to the client time (as it will be implemented not know) For example, if a player leaves the game at 12 pm his time, then add a + to sleep bonus "because he just went to sleep!" It does not matter that he had gone to play another game, it will distract him from the 4 hour digging in the mine, that will eventually extend his interest in Wurm.))

At the second level of detail proposed to add statuses comfort or quality. Just compare how you are going to sleep on the bare ground, or in a luxurious warm bed and how you sleep enough, and at the same time will set to work. So:

Under the terms logoff:

0 logoff in adverse conditions, with rain, wind, snow, water

1 to logoff in normal conditions, in a cave in a forest in dry weather

2 logoff indoors

As things:

0 without sleeping items

1 when using lower grade and quality items (the litter made of branches)

2 by using items of the middle class (sleeping bag)

3 using high-end items (bed or tent)

On the premises:

0 in a wooden house

1 in a stone building

2 in a building of frame

3 in the combined building (Roof + floors)By heating:

0 Without fire

1 Bonfire

2 In a building with a fireplace or oven.

Other criteria may be added, deriving from one another: seasons, the presence and number of windows in the room, interior articles.

For example, when sleepover in a combined building with a fireplace on the bed we get the quality of sleep in 10 cu (for example sleep bonus multiplier 2). Plus 16 hours of sleep 2. In the two hours of the game set in the sleep bonus 4. Then 2 hours 4 * multiplier 0.5. Then break in 2 h. 2 hours of sleep bonus 4. Follow 2 hours 4 * 0.5. Then skill gain is set to 1 * 0.5.

All this approximate framework.

Thank you for attention!

Edited by AgentXyX
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I can see that you put some thought into this.  Unfortunately, you have devoted more time than the developers would be willing to, sorry.

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It's a neat idea, but don't hold your breath.   On top of what Wargasm said the "power levelers" would throw a fit over anything that would threaten their 20 hr a day grinds.

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Great idea. A bit complicated system, but it is perfect for Wurm)

I hope the theme will be noticed by developers. And i'm keeping my fingers crossed that this will happen))

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As someone that can mostly play on the weekends and sporadically during the day during the weekday, I don't like this idea.

 

The idea of being penalized in game for my work/life schedule sounds pretty awful.

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On 04.02.2017 at 9:29 PM, AgentXyX said:

Generally awake in Wurm can not live as cease to grow skills, stamina builds up as in 10% of water or other negative factors working .. These factors included after the continuous stay of the character in the game within 12 hours of real time. To get rid of the negative effects of a character must log out or use an object such as a bed, a tent or sleeping bag or other intended for sleeping. The character must be in a state of not less than four hours of real time, offered to enter status in connection with the stay of the character in the sleep mode or offline:

No. This whole suggestion is terrible. Don't try to govern my time, I am paying for this game and will play it as much as i please.

 

Other than that, as opposed to the current fatigue system, this suggestion doesn't take into account: travelling and especially sailing, hunting, sermons, meditation, casual half-afk chatting with friends and allies and running around while doing something IRL, people who can only play a couple days a week and try to use all the time during these days, ...

Edited by zigozag

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It is not necessary that the developers have established just such a framework, as I wrote. And even in this case, carefully look at the concept. 12 hours in a game without the negative effects of it is very much remember when you were in the game for so long without a break, in the active state, without using third-party hardware?

Weekend, when using the concept, you also get a 8:00 maximum bonus of sleep on Saturday and Sunday in total and 8 hours of sleep a bonus * 0.5, and is also free to choose when and how much you play. In fact, these restrictions are challenging you and not regulating your schedule. Think about how you could use it?

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