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Post by xdesperado on Mar 14, 2013 20:31:18 GMT -5
Is there any way to change the fatigue so it doesn't take effect during completion of a job or middle of an encounter? Really annoying to arrive at a destination for a delivery not yet exhausted yet after completing the delivery not getting XP because it says your exhausted. Same for starting an encounter only to get no XP at conclusion because your fatigue kicked over to exhausted during it without notification.
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Post by johndramey on Mar 14, 2013 21:05:38 GMT -5
Or, alternatively, could we have some on HUD indicator? Rather than simply nothing to "[Exhausted]" maybe include graduated steps. That way if we see "Dog-tired" we know that we shouldn't accept any jobs at the moment.
This is something that I've meant to request, so thanks for reminding me xdesperado!
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Post by grävling on Mar 14, 2013 21:20:37 GMT -5
Since the due date is part of the acceptance screen, I think a 'do not accept jobs when dog tired' seems a little harsh. Or ... interesting thought .... has longer sleeps after prolonged stim and crammer use gone into the game and are you guys so crammed out that you have no idea how long you will rest when you do, and it could be days?
I'm stimmed up more or less all of the time but rarely crammed out -- mostly I get this way to finish off those jobs that cannot wait another 12 hours you mention. So I think that having exhaustion hit all at once when the stims wear off is rather appropriate for my play style. If you guys aren't stimming or cramming much, I can see that getting very tired without noticing it could be annoying. Putting exhaustion level in the HUD is part of the new design for the HUD that fallen's sock puppets are working on now.
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Post by johndramey on Mar 14, 2013 21:26:19 GMT -5
grävling awesome to hear that sticking it on the HUD is in the works. That's an excellent idea.
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Post by xdesperado on Mar 14, 2013 21:34:28 GMT -5
I almost never use cram unless for some reason I've got a job that will be lost if I rest. As for stims I take my crew to 10-11MP and then never use them again unless I somehow take MP damage so it can be days or even weeks between their use. Without an active on screen fatigue monitor you have to check before completing a job what your fatigue level is and even then depending on location etc. you could complete several at Dog-Tired no problem or suddenly find yourself exhausted after handing over a package/message. Also this doesn't change the fact that moving when Dog-Tired you run the risk of an encounter that could result in no XP because you become exhausted during that encounter. Having to rest at tired instead of Dog-Tired can severely impact the number of jobs you can complete without risking loss of XP. Add in a DV that may cost you XP as well and the situation can get frustrating.
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Post by grävling on Mar 14, 2013 21:36:52 GMT -5
Definitely fatigue level on the combat screen would be a good idea, but are you watching your ATT and DEF numbers? When they go to hell in the middle of combat, it is a fine idea to take a crammer.
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Post by fallen on Mar 15, 2013 15:46:21 GMT -5
Good suggestion, #CK-961.
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Post by Cory Trese on Mar 21, 2013 21:37:42 GMT -5
Good suggestion, #CK-961. It's an interesting one but Exhausted is a calculated state, buried deep down in the saved game saved format. I don't really dig the idea of caching it during combat. Partially because that is part of the fun of Exhaustion (for me) and partially because I know it won't work very consistently in the game's code. I'll take another look at 961 in a few weeks and see if I have any other ideas.
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Post by fallen on Mar 21, 2013 21:56:41 GMT -5
Sorry - #CK-961 just says "Show a Exhausted status in the combat UI for active character."
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