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RimWorld => Ideas => Topic started by: cplr on April 28, 2017, 06:03:26 PM

Title: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: cplr on April 28, 2017, 06:03:26 PM
I haven't really played RimWorld since Alpha 15, so I might have missed an update where something like this was included, but...

Colonists should be aware if they do a good job at something.

The most basic way to do this would be a mood boost if they level up a skill, *especially* if it is a passion of theirs.

A more complex simulation of colonists feeling fulfilled by their work or creative output (and my "real idea" here) would be to simulate/quantify the difficulty of a certain thing (which is already in place to a certain degree with things like cooking requiring a minimum skill level), and also quantify the quality of work (which is also already done with certain tasks like crafting). If a colonist was successful at performing a difficult task (relative to their abilities), and they did a good job at it, they would get a nice mood boost. If a colonist did a bad job at an easy task, it would affect their mood negatively.

This would combine nicely with certain personality traits, for example:

"self-centered: thinks every job is done amazingly even if they do a bad job"
"perfectionist: most jobs are seen as bad, even if they are okay. is only happy if they do an impeccable job."
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: Ukas on April 28, 2017, 06:23:28 PM
I'd like to see this implemented. Maybe something along the lines of "Protestant work ethic" could be added -  a character would be satisfied after a hard day's work, and get's a mood bonus if tired, but only after working a lot.
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: OFWG on April 28, 2017, 06:38:15 PM
Isn't it already in the game that a pawn with passion for a task gets joy from it? My passionare farmers are always running around with Tons o' Joy and I thought that was why...

Quote from: cplr on April 28, 2017, 06:03:26 PM
"self-centered: thinks every job is done amazingly even if they do a bad job"
"perfectionist: most jobs are seen as bad, even if they are okay. is only happy if they do an impeccable job."

In any case I love these traits. Self-centered (I'd call it "permanoob") might be a bit OP but still. :D
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: cplr on April 28, 2017, 07:03:26 PM
yeah that is true about the current mood boost.. but not entirely "realistic" from a human psychology standpoint. someone that loves cooking won't be happy if they screw up and make a bad dish. doing a "regular" cooking job probably still makes them happy, however, they're ecstatic when they push themselves and cook something extraordinary.
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: AngleWyrm on April 28, 2017, 07:43:17 PM

(https://s-media-cache-ak0.pinimg.com/originals/49/7f/bc/497fbc806dde295b73351bac1ca1fe6e.jpg)
Quote from: OFWG on April 28, 2017, 06:38:15 PM
Self-centered (I'd call it "permanoob") might be a bit OP but still. :D

Do colonists experience motivation in the form of prioritizing activities in their day according to needs?
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: The Man with No Name on April 30, 2017, 10:58:25 AM
QuoteMost of Maslow's needs are simulated, except for self-satisfaction

I thought this thread was going to be about something else...
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: Tynan on April 30, 2017, 01:13:26 PM
They get joy from doing work they're passionate about.
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: Aerial on May 01, 2017, 10:47:47 AM
I like the OP's general idea.  It would be more interactive for the player, as well as more immersive, for the colonists to be more encouraged/discouraged by their performance (based on their personality) than the randomness of something like the "feeling good/bad" moodlet. 

Note:  I'm not totally against the idea that a pawn just wakes up feeling good or bad on a given day.  We've all had days like that.  But the moodlet is too powerful, in my opinion, to just be a random effect on any given day.  Something like the OP's suggesting would provide that kind of mood fluctuation on a more intuitive and rational basis and could be a good addition to the game.  Especially if paired with a reduced magnitude "feeling good/bad" moodlet.  So if your cook wakes up grumpy and then burns the meals s/he was making, it can have a serious impact on them.  But if they wake up grumpy and then cook a masterpiece, their bad mood dissipates and they're all smiles because they know they did a fantastic job.
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: Thane on May 01, 2017, 03:44:17 PM
Quote from: cplr on April 28, 2017, 06:03:26 PM
This would combine nicely with certain personality traits, for example:

"self-centered: thinks every job is done amazingly even if they do a bad job"
"perfectionist: most jobs are seen as bad, even if they are okay. is only happy if they do an impeccable job."

Self centered: Global learning speed halved.
Perfectionist: Global Learning speed doubled.

Otherwise good idea a little boost if they do a good job. For example your passionate, but otherwise idiotic, tribal researcher discovers electricity. He made the breakthrough and gets a big mood buff. "YAY!!! I have something publishable!"

This could be cheesed though so you should only get a buff if you enjoy the job itself to prevent people using it like beer.

Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: cplr on May 01, 2017, 04:23:07 PM
Quote from: Thane on May 01, 2017, 03:44:17 PM
This could be cheesed though so you should only get a buff if you enjoy the job itself to prevent people using it like beer.

totally agree with this, i was going to comment on this myself today. this feature really should only apply to passionate skills. to continue the cooking analogy i was making before, I personally am not passionate about cooking, so if I do a bad job it does not phase me (however if I do a great job cooking a dish that is hard for me to make, I am happy about it). People should only be unhappy with a bad job if they care about the job in the first place (especially if it's a strong passion!).
Title: Re: Most of Maslow's needs are simulated, except for self-satisfaction
Post by: Ukas on May 02, 2017, 12:13:02 AM
Maybe it shouldn't be so simple.

For example, for a person with protestant work ethic quality or quantity are not top priorities, but work itself, and how much time he invests in working, you know: " idle hands are the Devil's workshop". Also, this person will not involve his ego with outcome, so his happiness is not tied to outcome so much, as it is for a neurotic person or a perfectionist. Still, he learns his trade while working as well as the rest of us. Now I'm not a protestant, but I don't think all people with protestant beliefs would be described as self centered - even if for them it's okay to enjoy working if the outcome is not satisfying.