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For example, say previously you can sleep 8 hours straight. In this patch , what you have to do is pass time 4 hours to get tired, then sleep 4 hours. It is basically the same thing so I don't really see the point of even implementing pass time mechanic. It's just a waste of dev resources and time.
P.S I know the claculation for pass time is not really pass time 4 hours sleep 4 hours. But you get the idea wot I am trying to say.
Also, doing nothing is a waste of time and energy, and if you spend too much time doing nothing in your cabin, you will contract the cabin fever... so... no, the mechanic didn't fail.
"We’ve added a “Pass Time” mechanic to the Rest interface, which allows you to advance the clock, without gaining the calorie-reducing and healing benefits of Rest"
We are only talking about pass time mechanic in this thread..
If 4 hours pass time + 4 hours sleep = well rested
and 8 hours sleep = well rested
End result is the same so why even implement the function. It will just cause annoyance with all this extra clicking.
I really really like this suggestion. It would curve hibernating while still allowing people to sleep through the night like normal individuals. I also question having my character waking up the second he/she is fully rested. You mean to tell me my character keeps chopping wood even though he sees a blizzard starting but he can't sleep through the night because he suddenly magically wakes up the second he is fully rested?
I was told by a dev that the fatigue mechanic wasn't tweaked at all for this patch, but doesn't it seem like it takes less rest to fill up the fatigue bar? I can only get a maximum of 4-5 hours a night, and this is on Stalker mode.
lol that's very true, but this is still an alpha, and the update just happened yersterday...
I selected 5 hours of sleep but maybe i woke up after only 4, did not pay attention to the number of hours darkness left so i can't be sure.
Good to hear i am not the only one having trouble adjusting to the fatigue/you ar not tired mechanism.
I hope the devs take my suggestion to heart to let us sleep at least during the darkness hours without waking up, unless mauled by a bear off course. ;)
* Repair your gear
* Harvest raw materials
* Craft
* Cook/boil water
* ...more to come.
Basically any activity is a better use of time than "passing time", but sometimes "passing time" is a useful tool.
There's a misconception that the change to Rest is to address the Hibernation gameplay style, but this isn't the case. Really, Rest was an overpowered resource and one that you didn't have to think about. It created other issues, and did enable the Hibernation style, but primarily we wanted Rest to be like any other resource in the game -- something whose use you needed to carefully consider.
Internally we really enjoy the new choices the revised Rest system opens up. It gives you a strong incentive to do other things in the game -- explore, get outside at night, maintain your gear, etc.
By the way in my situation; just started a new sandbox, having no sewing kit and no spare clothes to harvest and being in Misanthropes Homestead without a fireplace and no means of collecting wood, while in the middle of the night and having no lantern or flare none of the suggestions to do instead of using the pastime option were possible. So i am glad for the pastime option as otherwise i would have to wait real time to let time pass by.
Yes, that is in the Roadmap.
Most of the time you have done all the repairing and crafting needed, harvested what needs to be harvested, and to go cook boil water you need to light a torch or lantern to find your way to the fire, and with limited kerosene and needing it to make torches, thats not what I'm going to do. Plus in PV you have oodles of time during blizzards to make water and do all these things during daylight.
I always have a plan of what I want to do the next day, so just want to get to the next day to get things done vs twiddling around getting to the morning (just stick in 12 hours sleep and you wake when rested - still x hours darkness left), then pass time for y hours, then sleep for another z hours...finally making it to morning fully rested.
This part needs a rethink.
When you think about it, very little has changed. All we've done is broken up the time you would have spent Resting, with time spent Resting, and Passing Time. Resting offers greater benefits, so you need to think about how you want to use it -- it's a resource now, not a mostly-free healing mechanic as it was before.
You don't have to Pass Time to get tired, although that is also valid. But, you also don't have to be fully rested to carry on with your day.
It's no different from recognizing that you may not be at 100% Condition when leaving your shelter in the morning to carry out your various tasks. Rest is the healing mechanic and with it being more limited, you have to plan more carefully. This is entirely in line with the game's philosophy.