fatigue

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  • Bloomberg via Getty Images

    Uber is forcing six-hour rest breaks on busy US drivers

    by 
    Steve Dent
    Steve Dent
    02.12.2018

    With its latest app update, Uber is forcing US drivers to take a six hour break after working 12 straight hours. The company implemented a similar feature in the UK earlier this year, but lets American drivers work two hours longer. The app will issue three warnings, starting after 10 hours of straight driving, before going offline and forcing drivers to stop. The aim is to put a halt to drowsy driving that causes 4,000 accidents a year, the company said in a statement.

  • Nintendo is making a fatigue and sleep-tracking health device

    by 
    Mat Smith
    Mat Smith
    10.29.2014

    At a briefing earlier today, Nintendo CEO Satoru Iwata explained that the company was now developing a device to monitor sleep and levels of fatigue. However, it didn't sound like it would be a wearable device -- even though it's the done thing. According to a Reuters report, the device would track you from your bedside and is currently being co-developed with Resmed. The US-based company typically makes products for people with sleep disorders. It will form part of its new healthcare division inside the gamesmaker, marking a return to wellness hardware: something it has already touched on, way back, with the Wii Fit board. For an idea of what it all could do, we've added a video from Resmed's sleeping tech. Exactly how this will dovetail with our Tomodachi Life village remains to be seen.

  • WoW Archivist: Beta surprises

    by 
    Scott Andrews
    Scott Andrews
    07.02.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Last week, we launched into the newest beta in WoW's history -- its sixth! -- for Warlords of Draenor. It's an exciting time for the game. Every beta has its surprises, good and bad. New things that were never announced. Prior announcements that changed unexpectedly. We've already had a number of surprises in the Warlords beta: the faction hub shift to Ashran, cross-faction auctions, and the removal of guild leveling. Beta is just ramping up. We are sure to encounter more than one surprise over the next few months as we test the Draenor experience and gear up for the expansion's launch. Let's take a look back at the previous five betas and examine some of the twists that greeted testers -- and often shocked the WoW community. Caveat: I'm excluding storyline surprises. The original beta In 2003 and early 2004, players didn't really know what to expect from a World of Warcraft MMO. Blizzard, after all, had never made one before. Most of the original beta served up surprise after surprise. Yet, a few stand out. Tired heroes. Patch 0.6 introduced the first incarnation of the rest system. Today it is simply a bonus for players who don't have time to log in every day. The original version was more like the Chinese government's "anti-obsession measures": it punished you for playing too long. The system looked like this: Well rested gave 200% of the XP from a mob kill Rested gave between 100% and 200% XP Normal gave 100% XP Fatigued gave 50% XP Exhausted gave 25% XP Your hero needed a good night's rest -- a full eight hours at an inn -- to go from exhausted to normal.

  • New smart glasses warn when you're fatigued

    by 
    Jon Fingas
    Jon Fingas
    05.13.2014

    Many people know that they should take breaks when they're fatigued, but actually recognizing that worn-down state is tricky; it's all too easy to push past the breaking point. If JINS' upcoming Meme smart glasses live up to their billing, though, you'll always know when it's time to relax. The Bluetooth wearable includes both eye and motion sensors that can tell when you're close to nodding off. If it gets to that point, a companion smartphone app will give you a heads-up. The eyewear is useful even when you're fully alert, as it can handle basic fitness duties like step counting and calorie tracking.

  • Final Fantasy XIV removing old penalties and adding a couple new ones

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.14.2011

    The Fatigue system was one of the most hated features of Final Fantasy XIV before the game had even hit release. Even though it was almost impossible to hit the mythical point where you started getting less experience, nobody liked the idea of having your gains cut when you were having fun. So there will be few tears shed when the entire system is removed in patch 1.18, which has already promised a number of sweeping changes to the game's functionality. Of course, it's not all about making life easier for players, as both the death penalty and Return option are seeing their functionality tweaked. Previously, players would sometimes die and use Return to avoid an anima cost while still making a fast trip somewhere. As of the newest patch, using Return to revive will incur a small durability penalty, offset slightly by the improvement of the Raise spell. Final Fantasy XIV players can check the official release for details on the slight rearrangement of penalties, aimed at keeping gameplay more dynamic and active.

  • The Daily Grind: How long are most of your play sessions?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.07.2011

    How long we play changes as times change. When you first start playing RIFT, for instance, odds are good that you'll be playing for several hours at a stretch. It's possible, however, that by the time you've reached endgame you'll be logging on briefly, seeing if anything is going on, and then logging right back off. That's not even discussing the difference between games where you can log in, do something quickly, and then log right back off (City of Heroes) versus games where you need to take the time to assemble a group before doing anything (Final Fantasy XI). Despite all of that, most of us generally has a certain amount of time we expect to spend in an MMO when we log on. So on average, once you click the button to enter the game, how long do you expect to be playing? Are you generally just clocking an hour or two a night, or is it the whole of your evening from the time you get home until the moment you go to sleep? And does it vary by game -- do you spend more time quietly mining in EVE Online than actively smashing villains in DC Universe Online? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Atlantica Online removes Stamina, allows unlimited play

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.23.2011

    Nobody likes to be told how to play. Even if you have a good reason to try to limit player activities, players want to have the freedom to play an MMO however they want and whenever they want. It's a lesson that Atlantica Online has taken to heart with its latest mechanical change overhauling the Stamina system. Specifically, the overhaul consists of removing the system in its entirety as of today, allowing players unfettered access to the game's content. Previously, the system was in place to prevent players from taking too many actions during a given period of time, which fatigued characters and locked down further progress. The removal allows players to continue playing for as long as they wish. Atlantica Online's players will no doubt be happy to hear that there's no clock in the background any longer, which is undeniably good unless you needed to be reminded to get up from the computer once in a while.

  • Murata's fatigue sensor demoed, coming soon to mobiles and handhelds near you

    by 
    Darren Murph
    Darren Murph
    10.11.2010

    Need further confirmation that an IV drip of 5-Hour Energy is what your body really needs? Look no further than Murata's newfangled fatigue sensor. Demonstrated at CEATEC in front of thousands of jetlagged Americans, Europeans, Easter Islanders and Samoans, this compact device is built by "integrating a photoplethysmographic sensor, which measures a pulse and a blood oxygen saturation level, and electrodes that measure electrocardiogram (ECG)." We're told that the unit measures a fatigue degree (reported on a 1 to 100 scale) based on the "pulse, blood oxygen saturation level and electrocardiogram measured by the sensing parts," and while we're guessing the prototype will have to shrink significantly before it happens, the company seems focused on cramming this thing into cellphones and portable game consoles of the future.You know -- so Nintendo actually can know when you need to lay down the gaming and step outside for a bit.

  • The Mog Log: The natives are restless

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.18.2010

    Allow me a little bit of woolgathering. When I started working for Massively, it was October of last year, and Final Fantasy XIV had just been announced as the official title for the game code-named "Rapture" and unofficially codenamed "the sequel to Final Fantasy XI" by everyone else who had seen a single screenshot. About four days after you read this, the game is going to be officially live for players around the world willing to shell out an extra bit of cash for various doodads and a headstart. This is kind of baffling. Objectively, you know that the game is getting close to release, but it's not made real until the release is right at your doorstep. So before I go too far off the deep end and start thinking about things like the franchise having started when I was four, let's move on to the discussions coming out of the impending launch. And really, do come back next week when Final Fantasy XIV comes out, as I'm sure we'll have plenty of things on launch day. (Very sure, in fact.)

  • The Mog Log: Final Fantasy XIV did not ruin your birthday party

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.04.2010

    If you were one of the many, many people trying desperately to get Square-Enix's account management page to work on Wednesday evening, you're probably not one of the people this week's article is aimed at. It's pretty clear that even amidst all of the recent controversy surrounding Final Fantasy XIV, there is no shortage of players who couldn't wait to get into the game at the first opportunity. So if you were also up until way too darn late hitting "Refresh" and getting sick of hearing that the connection was reset, you don't need to worry. But there are a lot of things that have prompted players to call the premature death of Final Fantasy XIV. The fatigue system in particular did a wonderful job of making roughly nobody happy, spawning rage-filled comments that are still showing up in my inbox. Guildleve cooldowns are another big complaint, the one that originally prompted me to start planning this article. (Yes, well before Komoto tried to calm people down and accidentally did precisely the opposite.) But the sky isn't actually falling, and these systems do have their positive points... and there are very good reasons that we shouldn't be worried.

  • Memory Shocker: keeping busy makes you too busy to remember things

    by 
    Vlad Savov
    Vlad Savov
    08.30.2010

    The New York Times has picked up the scare-story baton again, this time citing two pieces of research that supposedly indicate we're spending too much time jacked into our electronic devices. The University of California, San Francisco, has come out with some data showing that the brain needs "downtime" to properly digest, learn, and memorize events. This is supported by the University of Michigan, which confirms that people remember much better after a walk through nature than after a walk through dense urban environments. Basically, crunching new data is preventing us from assimilating older, potentially more important, information. That's neatly (though somewhat dubiously) tied into electronics by reference to their ubiquitous presence and use in daily life. If you're constantly listening, watching, or checking something, you can't very well be packaging those precious memories of grandma's 85th birthday at the same time. Of course, the same could be said of a really good book you can't put down, but that doesn't make for a sexy headline, now does it?

  • The Mog Log: Each answer is the end of a question

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2010

    Welcome to this week's edition of The Mog Log, in which we answer reader questions about Final Fantasy XI and Final Fantasy XIV while staying as far away from the drama of this past week as possible. Seriously, the sky is not falling here, folks. It seemed like such a nice week overall, too, with lots of great news coming out the whole week long. And for the record, there's also a special announcement at the end of the article, so by all means read through to the end in the unlikely event you normally don't. Roughly ten million people asked or said: "What the heck is the deal with the fatigue system?" I'm really hoping that by the time you're reading this, the full translation has mollified people somewhat regarding the system. But I'm going to write on the assumption that it hasn't, and believe me, it's at the top of the list for things to talk about next week. And it certainly does put a strict limit on what players can do in the game, much like guildleves and their infamous two-day turnaround.

  • The Daily Grind: No grind?? No pre-order!!

    by 
    Jef Reahard
    Jef Reahard
    08.27.2010

    This week's internet furor over Final Fantasy XIV's fatigue mechanic has been fascinating to watch. First off, as I'm a relative outsider to the franchise, it's given me an excuse to read up on the title as well as its predecessor, Final Fantasy XI (one of the few MMORPGs that couldn't hold my attention for the full free month). More importantly though, the walls of flame incoming from fans all over the internet about what amounts to a grind-limiting mechanic has been, shall we say, perplexing. Regardless of whether the actual mechanics and their effects have been lost in the language translation (which I'm still unclear on, to be perfectly honest), the fact remains that many, many players clearly want to grind when they play MMORPGs. A quick perusal of the comments on Eliot's article confirms that for many folks, nothing in these games aside from the ability to continually advance your character matters. The question of the day, Massively readers, is this: do you have to grind to enjoy your MMORPGs? Is there nothing aside from character advancement that compels you to play an MMO?

  • Devil in the details for Final Fantasy XIV's fatigue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.26.2010

    When the news broke yesterday regarding the fatigue system in Final Fantasy XIV, it made virtually no one happy. Even the system's defenders generally had an attitude of "it's not all that bad," and most players were up in arms over the very idea. But a day can make a lot of difference, and as it turns out, we didn't quite have the clear picture of the fatigue system that we thought we did. The official translation from Square-Enix covers most of the same ground, but adds several important facts. The two most salient points are the fact that the limiting factors are not time-based but value-based, and the fact that the "cooldown" on fatigue sets in as soon as a player starts doing something that won't grant skill or experience points. There's no word on whether or not this will be the case during time spent logged off, but it means that the much-loathed figures about how much time would be productive are not altogether correct. Take a look at the official translation, which should provide a much-needed balm for several angry Final Fantasy XIV fans. [Thanks to John for the tip!]

  • Final Fantasy XIV fatigue format fully put forward

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2010

    Ever since the beginning of the third beta phase, "fatigue" has been a hot topic among Final Fantasy XIV fans. In a move familiar to longtime Square-Enix players, the system was put into place without a great deal of description, with players left to speculate as to how the system worked. But a very uncharacteristic move comes from director Nobuaki Komoto with an open statement on what the system is, how it works, and what it's meant to do. Many answers are given, albeit not the answers that all players would want. The short version is that for each class and character, you will get normal experience for eight hours, followed by a slow drop-off over the next seven hours that ends at no experience gain. This goes for both class levels and physical levels, which means that after 16 hours of play your character's physical level cannot advance further until a week has passed from the start of leveling. Komoto mentions the reasoning behind the system in the full letter, as well as the several ways that the team is working to adjust it. Although it's nice to have the system spelled out in full, "you can only level so much" won't sit well with a large part of Final Fantasy XIV's expected playerbase.

  • Fallen Earth adds dueling, fatigue, New Gallows

    by 
    Jef Reahard
    Jef Reahard
    04.19.2010

    Everyone's favorite apocalyptic wasteland got a little bit livelier with today's patch. Version 1.3.11 of Icarus' Fallen Earth brings several noteworthy additions to the residents of the Grand Canyon province, including a new dueling system, the first stage of the New Gallows conflict town revamp, and a new fatigue system. The update also brings a laundry list of tweaks and bug fixes, as well as the curious decision to reduce vehicle crafting XP by 50% and research book crafting XP by 80%. Massively also managed to snag the non-combat pet pictured above, but sadly the doggies have since been removed from the in-game vendors. We'll unravel the mystery of when and where you can expect to get your own post-apocalyptic pooch as soon as we confirm the details with Icarus. In the meantime, check out the update announcement and the patch notes, and don't forget about our previous coverage of the additions from the test server.

  • Breakfast Topic: Different states of rest

    by 
    Lesley Smith
    Lesley Smith
    07.09.2009

    While I was reading Adam's piece on the patches of yesteryear, I discovered something I didn't know. You need to understand that I missed the beta phase and didn't even know WoW existed, so I never really looked into how the game has changed for the better. So, I was fascinated to learn that during the beta it wasn't just normal or rested XP but fatigued and exhausted as well. While no longer in the game, I think it's a really interesting idea. Indeed it's something which would make WoW a lot more interesting and also make sure people didn't play for 12 hours straight. Perhaps when you first log on, you'd be rested and fresh from your nap in an inn. After a couple of scuffles you'd be normal (as in the game now) but as you did battle with critters and mobs this would change. Perhaps if you did too many battles you'd become fatigued as your armor degraded and then, if you died too much, exhausted and forced to nip to town for a stiff drink and repairs.While normal and rested XP have always been the boon and bane of the leveling toon, do you think a system like this would work? Would it make WoW a little more challenging, even for folks at the level cap (sans experience gain of course)? Did you play WoW when Patch 0.6 was released, what did you think of the differing levels of XP? Do you think something like this should be returned to the game?

  • Statistics point to China's growing significance in MMO industry

    by 
    James Egan
    James Egan
    03.20.2009

    We've been mentioning a bit about some of the regulatory issues in China affecting massively multiplayer online games, particularly as they concern some Western game companies. However, a number of gamers in the West have wondered something along the lines of, "What does this have to do with me?" Well, in terms of Western markets directly, not much. But China is significant for the MMO industry seen as a whole.China will be the world's largest MMO market moving forward and as broadband speeds and penetration increase, the numbers of online gamers will keep rising. The current regulatory changes put forth by China's General Administration of Press and Publication (GAPP) stands to have a major impact on how online games are operated in this market, ranging from implementation of a "fatigue system" (where play time is limited each day) to censorship of game content. The country has over 55.5 million online gamers, with a total market for virtual transactions between USD 1.4 billion and 1.9 billion (RMB 10-13 billion), according to 2008 statistics released by the China Internet Network Information Center (as reported in English by JLM Pacific Epoch).

  • Ask a Beta Tester: Flight, gear, and more

    by 
    Alex Ziebart
    Alex Ziebart
    09.25.2008

    Welcome back to Ask a Beta Tester! We'll jump right into things today with a question from Snuffles...In regards to flight, what areas are restricted (besides Dalaran) and how to they prevent us from flying over the ocean? Is it a wall, or a new fatigue system?Beyond places that are indoors and you can't mount period, Dalaran and Wintergrasp are the two no-flight zones I've seen. You can't fly in Dalaran so it's more city-like, and Lake Wintergrasp so you actually have to take part in the combat and plan your travel routes, not simply fly from point A to point B without a care in the world. Flying too far out to sea gives you a fatigue bar

  • Around Azeroth: Ship + moon = ??

    by 
    Elizabeth Harper
    Elizabeth Harper
    12.02.2007

    Reader Arsenie sends along this shot of the full moon along-side a pirate ship off the coast of Tanaris. What's unusual about the image, besides a nice composition (hey, are you sure we're not playing Pirates of the Burning Sea?) is the fact that these ships are way, way, way out at sea. Arsenie tells us that on the map they look like islands and that it took two corpse runs (fatigue is a killer) to get this shot!Have you managed to visit a unique spot that no one else has seen? Gone through trials and tribulations to find that perfect screenshot? We'd like to see it on Around Azeroth! All you have to do is e-mail aroundazeroth@wow.com with a copy of your screenshot and a brief explanation of the scene. You could find your pictures and story featured next!%Gallery-1816%