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Downtimes: June 24 - July 2nd

We've got another batch of shutdowns coming in late June and early July, so that the machines can be repaired for the newest bug, the ZombieLoad CPU bug.

In general, the Genesis games (Grendel, TEC, TEC-Test) all have reboots scheduled for the absolute middle of the night, so I'll be taking each down the previous evening at midnight and bringing them back up the next morning at 9am.

The SkotOS games have always been more robust about reboots, so we'll let them reboot on their own, though there's some chance for an ~2 hour data loss. In any case, I'll be checking them after the 2-hour window when I can, though Marrach has a middle-of-the-night reboot, so that'll be the next morning.

The UserDB and Web reboots will cause some downtime for the entire site, but again they will hopefully come up cleanly.

GENESIS:

- Shutdown Grendel (late Sunday 6/23)

- Startup Grendel (early Monday 6/24)

- Shutdown TEC (late Monday 6/24)

- Startup TEC (early Tuesday 6/25)

- Check TEC Client (9pm Tuesday 6/25)

- Shutdown TEC-Test (late Thursday 6/27)

- Startup TEC-Test (Friday 6/28)


SKOTOS:

- Marrach (Monday early morning 6/24)

- Ironclaw (Monday 10pm-midnight 6/24)

- Lovecraft, Lazarus (Monday 8pm-10pm 7/2)


MAIN SITE:

- UserDB (Monday 10pm-midnight 6/24)

- Web (Sunday 9pm-11pm 6/30)
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Minor Changes - teaching drains fatigue, etc.

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  • Elowynn
    started a topic Minor Changes - teaching drains fatigue, etc.

    Minor Changes - teaching drains fatigue, etc.

    Haven't had time to look into this much, but I like the concept of the change.

    However, being weighed with loot + teaching = now drains massive amounts of fatigue in a matter of seconds. This needs fixed, because it was unexpected and extremely fast. A few seconds of inattention now wrecks a hunting trip with friends. :T Given how used to the old system we are, and various other factors I'm too sleepy to write about right now, I think the encumbrance element on fatigue drain from teaching needs removed.

  • ToothlessRebel
    replied
    Originally posted by celticdark View Post

    it automatically would boot you out of the teach sequence before though?
    Right, so if you want the ability to teach for longer but not an unlimited time what do you suggest? Apparently there was some complaint over having to enter "teach skill" several times. The fatigue drain makes sense as a limiting factor. It should, and now that it's corrected sounds like is, a near non-concern for normal usages. Teaching a newbie a few ranks you won't notice. Teaching someone 100 ranks maybe has some impact.

    In short, I don't think using fatigue to limit teaching times is a problem. If it still needs balance, that's different and I can be convinced this is true.

    Leave a comment:


  • celticdark
    replied
    Originally posted by ToothlessRebel View Post

    It's so I don't just park a character in a room type "teach healing" and walk away.
    it automatically would boot you out of the teach sequence before though?

    Leave a comment:


  • ToothlessRebel
    replied
    Originally posted by celticdark View Post
    i really dont see the point in having a fatigue drain for teaching
    It's so I don't just park a character in a room type "teach healing" and walk away.

    Leave a comment:


  • celticdark
    replied
    i really dont see the point in having a fatigue drain for teaching

    Leave a comment:


  • Bruhast
    replied
    This was one of my personal most wanted changes, and I'm really excited the GMs have made it a reality finally. Yes, the fatigue drain was monstrous initially, to the tune of -20% the first tick, and down to around 50% after 60 seconds. I brought it up to the GMs and they asked me to put in an @report, but Sceadu found the error and fixed it the very next day. Now the fatigue drain is about ten times less than that, and not really an impediment at all, similar to the fatigue drain from thinking out loud a handful of times. Hats off to the staff on this one for sure.

    Leave a comment:


  • Elowynn
    replied
    The thing I like about the change is that it frees up spam to RP instead. I haven't tested the current fatigue drain but I agree that discouraging training is not a good thing.

    Leave a comment:


  • L33tSauce
    replied
    What possible reason could there be to implement this change in the first place? As if veteran characters needed another reason not to want to provide training to new characters. The complete overpriced cost of training and now even less ability to get training from vet characters is going to make new accounts opt out of the initial grind.

    Leave a comment:


  • Kered
    replied
    Iím at work and laughed out loud

    Leave a comment:


  • Syden
    replied
    I'm going to name my fourth kid Sceadu,

    Leave a comment:


  • Sceadu
    replied
    The formula for fatigue drain was off by a decimal point. You should notice a significant difference now.

    Leave a comment:


  • Scolve
    replied
    Thanks for the feedback.

    We will review this, and any updates or changes will be posted in the Minor Changes thread.

    Leave a comment:


  • ToothlessRebel
    replied
    I know it was mentioned in another thread, but the face covering thing should have been in there somewhere too. It's the thread to look at for this sort of thing. It shouldn't be buried in some random other thread.

    I know sometimes things are "experimental" like the who changes, and maybe this. Even given the intention that this isn't the final incarnation of a feature, we like updates! It makes the game look active, it keeps us informed, it's a good thing.

    Leave a comment:

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