My suggestion, if anything, would have to be a less vicious cool down time on crafting fatigue. 24 IRL hours per point doesn't seem right to me. 1 point per in game day (2 hours) would still be a viable pace in the end, wouldn't it? I see it like this...
First, every IC day is 2 hours, correct? So every IRL day is 12 days to the characters. So i'm to believe that if a dwarf digs too much he could be tired for upwards of several months with no relief? I think the people here who have rough jobs IRL will tell you that a hard days work can fade in a few hours, or at most over a long weekend.
Second, i've spoken to a few people about this, and almost all of them have told me that the cool down system is the reason they don't have crafting/merchant themed characters. That seems really weird to me that the system would be limiting an aspect of RP and leaving you with two options: Combat build or social build. Not with all aspects of crafting, obviously, since not all things incur fatigue. But there doesn't seem to be much value in investing skill points in armor and weapons, or feats because of that.
Third, it reduces player on player dependency, and through proxy, interaction. If the cool down were changed to 1 point per in game day (2 hours) it would still put the breaks on crafting at a point! But at this point, many people don't seem to want to craft some things, preferring instead to point the other person to NPC shop keepers, who in their own right do not contribute ICly to the story. They're just an OOC concept. Why ask around and find a quality craftsman and then go and RP with that person for several hours when you can derp into the weapon shop in Sundren and spend 10 minutes comparing stock before going back to questing? Is isn't like the shop keep is going to talk back.
Not that the NPC shop keeps should be taken out or anything, but most of the faction characters appear to be combat builds. I hadn't seen any dedicated craftsmen serving as quarter master or supplier for any of the groups. They all just buy from the same shops. Enemies at the same shop counter. Elves and dwarves hesitant to swing a hammer at a forge or to enchant weapons and armor- things they are otherwise known for.
I guess that'd be my full argument for the suggestion. This hasn't been a complaint post at all, but a full explanation of why I feel the change would benefit the community. If I don't fully convey my thought process, the gesture of making the suggestion becomes empty- just a comment made in passing with no backing.
What do you guys think? Is the 24 hour system better, or would the 2 hour system open things up? Would it make things worse?
First, every IC day is 2 hours, correct? So every IRL day is 12 days to the characters. So i'm to believe that if a dwarf digs too much he could be tired for upwards of several months with no relief? I think the people here who have rough jobs IRL will tell you that a hard days work can fade in a few hours, or at most over a long weekend.
Second, i've spoken to a few people about this, and almost all of them have told me that the cool down system is the reason they don't have crafting/merchant themed characters. That seems really weird to me that the system would be limiting an aspect of RP and leaving you with two options: Combat build or social build. Not with all aspects of crafting, obviously, since not all things incur fatigue. But there doesn't seem to be much value in investing skill points in armor and weapons, or feats because of that.
Third, it reduces player on player dependency, and through proxy, interaction. If the cool down were changed to 1 point per in game day (2 hours) it would still put the breaks on crafting at a point! But at this point, many people don't seem to want to craft some things, preferring instead to point the other person to NPC shop keepers, who in their own right do not contribute ICly to the story. They're just an OOC concept. Why ask around and find a quality craftsman and then go and RP with that person for several hours when you can derp into the weapon shop in Sundren and spend 10 minutes comparing stock before going back to questing? Is isn't like the shop keep is going to talk back.
Not that the NPC shop keeps should be taken out or anything, but most of the faction characters appear to be combat builds. I hadn't seen any dedicated craftsmen serving as quarter master or supplier for any of the groups. They all just buy from the same shops. Enemies at the same shop counter. Elves and dwarves hesitant to swing a hammer at a forge or to enchant weapons and armor- things they are otherwise known for.
I guess that'd be my full argument for the suggestion. This hasn't been a complaint post at all, but a full explanation of why I feel the change would benefit the community. If I don't fully convey my thought process, the gesture of making the suggestion becomes empty- just a comment made in passing with no backing.
What do you guys think? Is the 24 hour system better, or would the 2 hour system open things up? Would it make things worse?





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