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RimWorld => Ideas => Topic started by: Tynan on March 14, 2015, 03:13:03 AM

Title: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 14, 2015, 03:13:03 AM
I'm considering adding a "joy" need to colonists' psychologies. Joy represents people�s need for escapism, to not face problems all the time, to feel pleasure sometimes in life.

Here are some rough ideas for ways colonists can fulfil it:

Alcohol/drugs
Horseshoe game
Darts
Chess
Melee combat dummy
Video game console (purchasable)
Table (chat and drink)
Going for a run
Consume special fun luxury items (what? Chocolate?)
Build a snowman
From using passion skills

Can you think of any others to add to the list? Please, bombard the thread with ideas!
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Haplo on March 14, 2015, 03:36:52 AM
Passions: Archery, shooting range, sparring (karate,...)
Computer (buy) : Writing, programming, playing games
Tinkering
Holo projector (buy) watching films
Catching bugs ;)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: SSS on March 14, 2015, 03:54:30 AM
Positive/harmless/beneficial outlets:

Oversleeping/daydreaming
Water balloons/guns (snowball fights in cold areas)
Hunting (as a passion)
Pseudo-fishing
Collecting (weapons, items, scraps, whatever)
Wearing "fashionable" (i.e. impractical and/or expensive) clothing
Books
Sunbathing
Drawing
Specific decorative tastes (for their rooms)
Additional alone time/people time
Blackjack
Interacting with (friendly) animals
Additional prosthetics for prosthophiles (already implemented more directly)
Weight training (aesthetic only)
Hospitality (giving good food/clothing/etc. to visitors, no faction bonus needed)


Negative/harmful/dangerous outlets:

Overeating
Collecting (organs, corpses, other weird crap)
Smashing things or blowing stuff up
Playing with fire
Joywires
Pranking
Interacting with (dangerous) animals
Abusing prisoners
Masochism/extended danger seeking (e.g. weaponless hunting, going naked in the cold, etc.)


Edit: I think that's the end of my brainstorm for the moment. I might try to think of more later.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darkhymn on March 14, 2015, 04:03:07 AM
Weather in line with a colonist's preferred temperature range. 70F and sunny for the average colonist. Cooler, maybe snowy weather for cold lovers.
As you yourself, spending time engaged in their passions. I suggested something along that vein a few days ago, and I think it's a wonderful idea!
The bingeing system could be extended.
Making new friends, perhaps involving positive social interactions with new colonists or visiting friendlies.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 14, 2015, 05:12:06 AM
This needs a new column in "work:overview" or similar. I may want to forbid someone swimming if there's a siege. One column combining all fun activities.

Swimming
Snowball fights !
Climbing trees
Fist fights, with no bruises that need treatment.
Gathering flowers, making garlands and wearing them.
Exploring. This would be more meaningful if there was fog of war. To make it look believable you'd have to make a list of cells seen by the colonist.
Jumping out and scaring other people. A hauler is carrying steel, Raygun jumps out and goes Boo! Hauler drops steel and loses a few seconds, then picks stuff up and goes on.
Anything but sex or masturbation. That's more offensive than murder in America. No one does it anyway.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: BetaSpectre on March 14, 2015, 07:14:13 AM
Betting/Gambling on Slave Gladiator fights!
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kubouch on March 14, 2015, 07:45:32 AM
Playing a musical instrument
Singing
Dancing
Collective beer-drinking
Playing a musical instrument while others are singing and dancing and getting drunk.
(inspired by recent DF dev logs)

It would be cool if colonists who share their hobbies simetimes performed them together. More introvert colonists would prefer to spend their time alone while extroverts would try to stick with the collective.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 14, 2015, 07:50:01 AM
Hot-bath from Geyser-made system
just taking a shower.
listening to music
jogging

observing/studying local plant and animal (if background related to that, you could get a report with data on migration)
observing/studying the weather (you could know in advance if it's going to rain/else)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Andy_Dandy on March 14, 2015, 08:32:24 AM
I'd like to see something that required you to build new specialized rooms for the joy-activities, like for instance a cinema or/and a tennis court/ping-pong table. Libraries with books would also be nice, especially liked by the intellectual colonists (you could fill up your librery with a huge range of different category books, bought from traders, each category attracting different types of colonists (like hunters loving wild life-literature, and inventors liking science books).

And what about a concert hall where you can hire great musicians from all arround the Galaxy to come and entertain your colonists, costing perverse amounts of silver dollars, but with a mood/joy-effect that lasted for a good time. ;)

NB: Activities that includes sitting, like watching movies, reading books, smoking a cigar (cigars are alot cooler then choclate by the way) or playing videogames could also introduce a purpose for higher quality chairs, made from quality leather or cotton/wood.

NB2: Colonists smoking cigars or drinking beer (or both) could also irritate teetotaler colonists passing by. Same mechanism as observing a corpse.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darth Fool on March 14, 2015, 09:40:30 AM
Annoying other people or watching other people lose control (good for abrasive personalities)
Going on vacation ... ie trips to friendly colonies
putting on a performance ...
domesticating animals
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Ykara on March 14, 2015, 01:33:16 PM
Looking at art! Maybe some colonists find it relaxing, it would be a good addition to the art system.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: giannikampa on March 14, 2015, 04:15:46 PM
-watching and feeding an animal in a cage.

-Like the "green thumb", having a trait that gives pleasure doing a particular job and maybe a +2 in that job. Each of them. I would consider the "dislike doing a job" with a debuff if he does that job as well.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: BetaSpectre on March 14, 2015, 04:33:43 PM
Hot showers.
Petting animals.
Freeing slaves.
Recruiting people.
Healing near dead people.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Shinzy on March 14, 2015, 04:43:38 PM
Quote from: Ykara on March 14, 2015, 01:33:16 PM
Looking at art! Maybe some colonists find it relaxing, it would be a good addition to the art system.

This one!

Edit: and maybe something like just being alone and sleeping"meditating"/thinking
(I find this very enjoyable! =P planning all the mischievous deeds to carry out is alot more fun than the work you have to do to make it happen)
couuld call it daydreaming, too

Triple S and DandyAndy already mentioned Books but there's a good "consumable" if you can make them unconsumable but not bringing more joy for the reader once read more than once a few years ;D
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 14, 2015, 09:48:30 PM
Don't consider...Please, do it! I've been dreaming about a idle/joy/whatever mechanic for a long time.

Most of the obvious ones have been said already, but if i repeat them its probably because they are really needed.

SOLO:
*Listening to music - live music, speaker or portable
*Drugs (any kind), yeah.
*Exercise - Besides running and walking and yoga? we'd need objects/stations for most of them. Bench press, treadmill, etc.
*Water based - Sauna; pool; lake/ocean; shower
*Television - Cable could be really powerful, or you just buy hours of content from traders
*Just idling, doing nothing, preferably sitting on a bench near some beauty (from there we can abstract they are daydreaming, thinking about life or just looking at the sky).
*Looking at the sky - prone or through a telescope
*Eating - some people eat to get joy, fat or non-fat
*Fishing
*Taking photos of stuff / photography
*Scanning local life, taking samples of stuff
*Messing around the mech bench / any bench
*Passions - sure, they could extract joy from jobs they have passion, but usually they'd extract more from a personal thing, not something they are told to do. So, perhaps, they could make passion related stuff that don't necessarily involves something profitable or usable for the colony.
*Science - If you have a science guy, maybe he likes doing personal research or learn new stuff, looking through microscopes or read from a console. Who knows, the colony might even get something out of it.
*Metal Detecting - The pawn takes a metal detector and goes around the map, being weird and shit.
*Solo non-electronic games - Puzzles, crosswords, sudoku, whatever is fancy 5k years from now...
*Gardening - Besides planting, there's a lot of thing that can be done by gardening
*Dancing
*Mentor someone or help someone else in a task
*Building stuff - like lego, or models or whatever. Sort like sculptures, but not for trading or beauty
*Rubik cube - easy to implement, small chance to give a breakdown
*Magic/illusionist tricks - Might need an audience?
*Dart throwing - might need a bar and other barflies
*Stay clean, clean stuff - Neurotic people really thrive on this, and mothers.
*Keeping a diary
*stone skipping
*yo-yo? No? ok, make a space! yo-yo!
*Virtual Reality chair - Like video-games, only even more addicting!

COLLECTIVE
*CHAT - More immersive chatting options, pawns look for each other to talk, they join at tables and whatnot. Might be the beginning of a relationship update.
*Sex - A lot of games do it, the sims do it, even bees do it, so let them faaall in love. Really, is the idea of people carnally touching each other so repulsive?
*Chess - the classic and the holographic version
*Any board game?
*Billiards
*Gambling - Joy from playing, chance for a penalty for losing and a buff for winning? (and one day opening a casino for visitors)
*ofc, gaming.
*Karaoke
*Virtual boxing ring - pawns connect and then a virtual version of them shows up. All the fun of wrestling, none limited lifespan.
*Boxing ring: for the more rustic of colonies


I'll edit when i have more time






Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Specialist290 on March 14, 2015, 10:47:22 PM
Something that seems like it would go hand-in-hand with this:  Giving pawns preferences as to favorite and least favorite consumables, with them preferring to eat meals made with that particular ingredient or avoiding them unless no other options are available, respectively.

For instance:
* One colonist just loves strawberries.  If they haven't eaten anything with strawberries for a certain amount of time, they take a minor negative thought.
* Another colonist simply cannot stand potatoes and takes a minor negative thought if they're made to eat a potato-based meal. 

I'll leave whether or not multiple meals stack as a matter for Tynan to weigh, but at the very least, the expiration date for the thought should be based on the last time the meal was eaten.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 15, 2015, 12:32:19 AM
Quote from: Specialist290 on March 14, 2015, 10:47:22 PMstuff

Let's please keep it on topic, thanks.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Vaperius on March 15, 2015, 01:34:48 AM
Quote from: Tynan on March 14, 2015, 03:13:03 AM
I'm considering adding a "joy" need to colonists' psychologies. Joy represents people�s need for escapism, to not face problems all the time, to feel pleasure sometimes in life.

Here are some rough ideas for ways colonists can fulfil it:

Alcohol/drugs
Horseshoe game
Darts
Chess
Melee combat dummy
Video game console (purchasable)
Table (chat and drink)
Going for a run
Consume special fun luxury items (what? Chocolate?)
Build a snowman
From using passion skills

Can you think of any others to add to the list? Please, bombard the thread with ideas!

Honestly Yes. However; shouldn't be just a meter like hunger/rest

People have Preferences; Therefore Pawns have preferences. Their story and traits should determine what Joy Filling actions effect them and which ones effect them the most.

Also in terms of luxury items; add baked goods;chocolate, sugar cane etc; having luxury furniture (add it as something that requires wood and cloth/leather)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 15, 2015, 02:03:42 AM
Thanks Vap, but please don't spam multiple posts in a row, especially with a big repeated quote. ( Rule 10: https://ludeon.com/forums/index.php?topic=122.0 )
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: RemingtonRyder on March 15, 2015, 03:52:49 AM
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Cazakatari on March 15, 2015, 04:02:38 AM
This sounds GREAT!  A fleshed out implementation of what ''high/low expectations'' is trying to accomplish.  If you do put this in (and I REALLY hope you do), we'll need a good system on understanding what and how often they engage in their "joy."

I'll disagree with Vaperius and say that I think the most elegant way would be another meter like hunger/rest. My assumption is that it'll be easier for you since the framework of hunger/rest is already there.  Besides, without a meter to gauge where a colonist is on their "joy," I can't see the system being meaningful without also being frustrating due to the inability to directly see how long a colonist can be denied ''joy'' until taking a penalty.

I think we should be able to set for each pawn how often they seek out their ''joy'' activity.  Yeah it can be debilitating if you haven't had any free time for a month, but if there's an emergency for a few days to a week most people just take it in stride.  I hope the system would be that forgiving

Since you mentioned melee dummy, I'm excited at the prospect having a reliable way to gradually level/maintain some skills. At moment some can only be done via micromanagement (such as melee/shooting), so I'll recommend a general ''combat dummy'' that those who choose to use it can either melee or shoot.  This way in a lull we could encourage our melee/gun loving pawns to spend a large amount of time on the range.

While I don't think we should have complete control over what they choose to do, I think some measure of control would be nice.  I can see a situation where you have a colonist that has a burning passion for both Social and shooting, and you want him socializing but he shoots all the time instead or vice versa.  Obviously the drunks would be harder to manage :)

Again I LOVE this idea because it will patch many of the holes I feel when playing currently.  Sorry if you just wanted specific activities but theorizing about all this was too much fun for me
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ja7833 on March 15, 2015, 11:20:18 AM
Quote from: Johnny Masters on March 14, 2015, 09:48:30 PM
COLLECTIVE
*Sex - A lot of games do it, the sims do it, even bees do it, so let them faaall in love. Really, is the idea of people carnally touching each other so repulsive?

I think adding sex or more specifically adding "romance" and the ability for colonists to be a couple would add another level of depth to the game:

Positive:
Sharing a room now adds happiness (if a couple)

Negative:
Spouse dies; long-term unhappiness

Mixed:
Increased chance for positive social interaction
Increased chance for negative social interaction
Required for a couple to be "created"
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 15, 2015, 01:07:35 PM
I'm not so sure if adding another need to micromanage will terribly enhance things.

I do like the idea of more ways/means of enhancing mood, as that would add alot of flexibility to how you manage your colonists and the design of your base.

The idea of having an alcoholic for the colony is fun, but even someone piss-ass drunk can still pick up a rifle or find cover. The first time I had a binging colonist that couldn't get his shit together was the last time I had a binging colonist.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: daft73 on March 15, 2015, 01:27:09 PM
I like the Idea of a common room. Where the colonists can relax, drink, play pool, darts, pinball ect. There could be a weight room, do you even lift ... :o Maybe the common room itself would give the buff, and the activites are just eye-candy.
Sporting activities like Hunting could also be worked in.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 15, 2015, 02:09:56 PM
Quote from: daft73 on March 15, 2015, 01:27:09 PM
I like the Idea of a common room. Where the colonists can relax, drink, play pool, darts, pinball ect. There could be a weight room, do you even lift ... :o Maybe the common room itself would give the buff, and the activites are just eye-candy.
Sporting activities like Hunting could also be worked in.

This makes the game lean toward a sims/dungeonkeeper/evil genius sort of direction, for better and worse (I'm ambivalent).

Having a 'rec room' set up with mood-boosting stuff could prompt colonists with low mood (not due to starving/sleeping) to retreat there in order to stave off a mental break.

This would be interesting, as doing things like selling off/executing prisoners or living off of nutripaste would see more colonists burning idle time there.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 15, 2015, 02:23:51 PM
Quote from: Mathenaut on March 15, 2015, 01:07:35 PM
I'm not so sure if adding another need to micromanage will terribly enhance things.

I do like the idea of more ways/means of enhancing mood, as that would add alot of flexibility to how you manage your colonists and the design of your base.

The idea of having an alcoholic for the colony is fun, but even someone piss-ass drunk can still pick up a rifle or find cover. The first time I had a binging colonist that couldn't get his shit together was the last time I had a binging colonist.

Hoping to avoid micromanagement. It's not like you can assign people leisure activities - all you do is build/produce things that the colonists can use to make themselves happy. Ideally it'll be very low-effort on the part of the player because you don't manage/assign peoples' fun the way you manage/assign their work.

It will be another bar like hunger or rest (or space or beauty); I've refactored and centralized the needs system to support these kinds of "bars" easily and cleanly in a single central tab.

And yeah, re: the alcoholics, I'm thinking I'll be able to rework it so that boozer colonists just drink a lot all the time and don't actually become technically broken and un-draftable.

Anyway, some great ideas here! I appreciate all the ongoing feedback.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 15, 2015, 03:35:56 PM
Quote from: Tynan on March 15, 2015, 02:23:51 PM
Hoping to avoid micromanagement. It's not like you can assign people leisure activities - all you do is build/produce things that the colonists can use to make themselves happy. Ideally it'll be very low-effort on the part of the player because you don't manage/assign peoples' fun the way you manage/assign their work.

-Yeah, the idea is that in a basic level you don't have to micromanage it, but like games that have such mechanic a "force action" would come very in handy. That is: They pursue their own joy fulfillment based on what you have available for them, but say you just had a huge invasion and you want everyone to get hammered: You could micro everyone into drinking a few rounds, or having a couple have some alone time. That is, giving the option for the player to control - if so wishes - how he/she wants their story to unfold.

-Every pawn should have a hidden "desire" level for every possible joy activity, so they randomize and rotate between them in an apparent organic way. So Joe could have like a 1,2% chance of working out, 0,5% of daydreaming, 1,1% of looking for a chat and 5% to eat a sandwich, and so on and on...

Quote from: Mathenaut on March 15, 2015, 02:09:56 PM
This makes the game lean toward a sims/dungeonkeeper/evil genius sort of direction, for better and worse (I'm ambivalent).

-These games are gold on what they do, i don't see how leaning towards them could be worse. Rimworld has a lot to learn from these games and better yet, the opportunity to enhance upon them.

-I like the idea of a common/rec room, but the modular characteristic of RW allows for, well, modular recreation. So while we could very well decide to build a rec room with loads of options for them to stay and chill, there should be a lot of options for non-com rooms aswell.

-So, something like compared comfort could be factored in on how they want to pursue joy. ex.: A pawn might like to have strolls and watch birds/local fauna, but since its freezing outside, the fact that you have a room with a nice sum of joy "points", a nice temperature and the company of your fellow friends, will factor in them deciding this time to spend their time in that room instead of going outside.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 15, 2015, 06:18:14 PM
Quote from: Tynan on March 15, 2015, 02:23:51 PM
Hoping to avoid micromanagement. It's not like you can assign people leisure activities - all you do is build/produce things that the colonists can use to make themselves happy. Ideally it'll be very low-effort on the part of the player because you don't manage/assign peoples' fun the way you manage/assign their work.

It will be another bar like hunger or rest (or space or beauty); I've refactored and centralized the needs system to support these kinds of "bars" easily and cleanly in a single central tab.

And yeah, re: the alcoholics, I'm thinking I'll be able to rework it so that boozer colonists just drink a lot all the time and don't actually become technically broken and un-draftable.

Anyway, some great ideas here! I appreciate all the ongoing feedback.

Well, I understand the quirk and the direction you're going in, so I don't want to knock it completely.

It's just that the penalties for heavy drinking are already in place (there's a status debuff for getting drunk), so it's already a problem. Being broken ontop of that tips the bar from 'wonky quirk/liability' to 'practically useless'.

Expanding on this point, I'd like to argue that it would be better to expand the current mood system instead of adding another bar to manage and more things to juggle. I would really like to see colonists taking measures to avoid breaking (like drinking!) just like they try to avoid starving and exhaustion.

Colonists taking severe or sudden damage to their mood can default to leisure, just like with food and rest. While drinking is a fast and easy way to ease stress, you could introduce other leisure for colonist to recover with (maybe more time consuming without the debuff) and traits associated with personal preferences (since we already have traits that provide mood bonuses for certain activities).

As you are wanting, this is mostly passive and non-invasive. Low-effort for people who don't want to deal with it and rewarding for people who make the extra effort.

Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 15, 2015, 09:01:42 PM
Maybe certain 'joy' activities could have a cooldown, reducing a pawns satisfaction if done repeatedly over a given period. Ie, Playing the same videogame 5 times every day would stop being fun after a while, but would become fun again if you put it down for a time and returned to it later. This would incentivize creating a variety of leisure stations for your pawns to enjoy.

Also, maybe each leisure station could tie into a certain skill, and the pawn recieves a higher joy buff if the station is related to a skill they already have a passion for, Ie Maker likes crafting, so the Ship-in-a-bottle leisure station fills him with utmost joy, and he takes longer to grow tired of it.

As for specific ideas,

Maybe decorations can be made lowest-priority constructions, and pawns with a passion for construction will construct decorations as a leisure activity, since beautifying the colony would seem more relaxing to them than work like. Same with maintaining flowers for growers. Also, artwork for pawns with a passion for art would be a fulfilling activity.

Workout stations for pawns with a passion for melee would seem logical.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 15, 2015, 11:46:50 PM
I'm feeling medieval:

        Tournament melees (trains melee)
        Boxing (trains melee)
        Jousting (trains melee)
        Gambling (trains social)
        Archery competition (trains shooting)
        Bearbaiting


-Argon
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Specialist290 on March 16, 2015, 05:01:07 AM
Quote from: Tynan on March 15, 2015, 12:32:19 AM
Quote from: Specialist290 on March 14, 2015, 10:47:22 PMstuff

Let's please keep it on topic, thanks.

My apologies, but how was my suggestion off-topic?  Wouldn't indulging oneself in one's favorite food be considered a valid way to find a "release" from everyday pressures along the lines of what you're asking for?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darkhymn on March 16, 2015, 05:33:57 AM
Quote from: Specialist290 on March 16, 2015, 05:01:07 AM
Quote from: Tynan on March 15, 2015, 12:32:19 AM
Quote from: Specialist290 on March 14, 2015, 10:47:22 PMstuff

Let's please keep it on topic, thanks.

My apologies, but how was my suggestion off-topic?  Wouldn't indulging oneself in one's favorite food be considered a valid way to find a "release" from everyday pressures along the lines of what you're asking for?

You were suggesting an entirely new set of mechanics, which while technically relevant to the topic at hand, would only ever be so secondarily. While eating a favorite food could certainly contribute to a joy need, the rest of what you suggested functioned as thoughts separate from the mechanic being worked on here.


I'm really loving the input I'm seeing here. The idea of being able to micro a colonist's joy need but not required to is ideal to me and fits the game's current manual prioritization mechanics.

I'd also be thrilled to see the joy bar filling while a colonist is exercising a passion, and perhaps a minor drain when doing work they're not interested in. This would make the random character creation make more sense, as I've seen at least one flame on all but one or two skills before, which has struck me as incongruous. How many people can be passionate green thumbs and melee brawlers, plus actively interested in mining, construction, cooking, and medicine? If instead one flame marked neutral feeling on a subject, and none marked something of no interest to the colonist, the denotation would be different.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Specialist290 on March 16, 2015, 05:43:02 AM
I see.  Thanks for clarifying.  I'll consider starting my own topic for my idea so I don't keep cluttering this one up, if that's allowed.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 06:13:04 AM
Quote from: Darkhymn on March 16, 2015, 05:33:57 AM
I'd also be thrilled to see the joy bar filling while a colonist is exercising a passion, and perhaps a minor drain when doing work they're not interested in. This would make the random character creation make more sense, as I've seen at least one flame on all but one or two skills before, which has struck me as incongruous. How many people can be passionate green thumbs and melee brawlers, plus actively interested in mining, construction, cooking, and medicine?

I suppose that's how it will work, every action you do will drain joy except when you do joy actions.
Problem with passions being tied to joy is that, besides there being a lot of them (probably would need a re-balance with a more economical approach) some passions simply don't cut it as "joy-bringers,  passions were made to regulate pawn growth but were not made with joy in mind, so passions like mining are there to make someone good at mining but its very hard to believe they actually like to spend their days in a dark hole getting smudged all over.

You can be satisfied and content with your profession, but its usually the personal pursuing that brings joy, not when you're doing it for someone else. A crafter wouldn't get joy from crafting a sword, but would get joy by crafting a toy or a ship-in-a-bottle or something of personal value. I'm aware that someone might enjoy crafting a sword, but i'm talking about professionals working day-to-day not hobbyists, so for a gameplay decision we'd have to say that work/profit related stuff you wouldn't get joy but personal/non-profit stuff you get joy.

That said, while i don't think passion should be a big thing on earning joy (or better, it shouldn't), it might have an impact on how you lose it: You drain less joy from doing a passion related job. How does that sound?

Quote from: Darkhymn on March 16, 2015, 05:33:57 AM
If instead one flame marked neutral feeling on a subject, and none marked something of no interest to the colonist, the denotation would be different.

So, to follow, a passion would reduce joy drain (supposing we'd have a joy meter). non-Passions would incur in normal drain. What about a "negative" passion? A red flame, an aversion?

As i suggested somewhere before, i think survivors don't get to say they are incapable of doing jobs (specially dumb labor like hauling), but incapacity of certain tasks should be exchanged for red flames of aversion, so while they can still perform said tasks, the joy drain would be very high. For example, you can still force you lazy noble to work his ass off, but he will be pretty pissed about it!

Besides passion, it's quite given that background and traits should influence over which joy options the pawn would prefer or get the most joy out of it.
Something like this:
- Every pawn has a base % of chance to pursue a certain joy "attraction". Say you have x joy options, each pawn would have some random number assigned to each, like a 1-10% of pursuing it. Then traits, backgrounds and passions would give a boost to a few related joy attractions, increasing or decreasing the chance of pursue, but not negating others. Likewise, temporary events and thoughts could have a say on this %, like a feast is happening and the desire to pursue joy by chatting and drinking goes way up.
-Every joy provides certain fulfillment that also has a random base and is influenced by traits, passions and thoughts.
-To keep it organic and lively, is that even if a certain joy attraction gives more joy, there's still a chance they'd pursue different joys. A mood buff by doing having multiple types of joy could be in order

-Each joy also could have distinct execution times, joy value and mood buffs (its not clear how joy will interact with mood?). So while gaming could fill the joy bar it would not provide a mood bonus after you stopped playing, while having sex or having watched an aurora Borealis could give a small day bonus.

--

@Tynan:

How do you think it will or it should work the interaction between joy and mood?

The simple way would be to: A joy meter that below a certain threshold gives a mood debuff, and above a mood buff. Would that be it?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darth Fool on March 16, 2015, 01:07:23 PM
Some more thoughts:

Playing practical jokes.
Exploring new areas.
Learning new things.
Meeting new people.
Personally owning things/spaces (as opposed to the current communal ownership)
Achieving personal skill related goals (such as crafting a legendary weapon or artwork, hauling 1000 items,  slaying 100 enemies with their bare hands)
Gaining new cybernetic implants.
Killing enemies that match certain patterns (ie. prostophobe killing the cyberneticly enhanced)
Rescuing people who match certain patterns.
Making good trade deals.
Making things go boom.
Setting fires.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ctgill on March 16, 2015, 03:41:28 PM
Just a quick few thoughts while sipping on my morning coffee..

-Coffee (drinking, also would give more crop diversity)

-A Gym type room / all that goes along with it for those harsh biomes, maybe it could negate some cabin fever? If a colonist is inclined they could over-do it at the gym similar to binging that would come with a negative mood / impaired mobility due to being 'sore' and need to rest more for the next day or two.

-Comfort eating. Maybe an upgraded cook stove to make more luxurious foods for colonists. Birthday cakes maybe?

-I use the target practice mod which adds a shooting range sort of structure. Maybe something similar could be incorporated but more akin to 'blowing off steam' which would alleviate some of the negatives of day to day colony life if the person has a passion for shooting? (Also punching bags for melee? goes along with the gym thing sort of)

-A library type room where colonists can sit and read? Maybe an added task for researchers is to catalog the colony's history in paper form for future colonists. (Wouldn't research anything but perhaps a small trickle of research skill xp attributed to learning from past mistakes)

-Stopping to "Smell the flowers" - add more than just a passing beauty bonus to having a flower garden.

-I take joy personally in taking hot showers, this would require some manner of heated plumbing however. But overall feeling clean is a joy id imagine people running a dirty and gritty colony may indulge in if they were able.

-Tattoo or tribal paint, +for masochists +for artists. Done by an artist. Negative to mood and joy if artist value is low / turns out horrible.

-A colony message board (think particle board not internet forum) in a common room where colonists take a moment to reflect upon the coming day(s) and read about say any planned buildings or recent news. (Makes sense in the scope of 20+ people colonies.

That's all I got so far.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darth Fool on March 16, 2015, 03:59:38 PM
Another random thought...
Communications Station:  Calling home
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ctgill on March 16, 2015, 04:14:54 PM
Quote from: Darth Fool on March 16, 2015, 03:59:38 PM
Another random thought...
Communications Station:  Calling home

In the context of crashing and being stranded on a rim planet you'd think if they had the ability to call for home they could radio for help?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Coenmcj on March 16, 2015, 04:51:00 PM
Sorry if it's in there already, I lightly skimmed the following posts, But what about the traits?
Such as Cannibal, Nudist, Bloodlust etc. Nudist recieving joy from being in the nude, cannibal from eating humans of course. But how would the Bloodlust, Psychopath and Masochists be handled?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 05:25:32 PM
Quote from: ctgill on March 16, 2015, 04:14:54 PM
Quote from: Darth Fool on March 16, 2015, 03:59:38 PM
Another random thought...
Communications Station:  Calling home

In the context of crashing and being stranded on a rim planet you'd think if they had the ability to call for home they could radio for help?

Perhaps he means attempting calling home, that would make more sense and a cute ref to e.t. (i like it)

Quote from: Coenmcj on March 16, 2015, 04:51:00 PM
Sorry if it's in there already, I lightly skimmed the following posts, But what about the traits?
Such as Cannibal, Nudist, Bloodlust etc. Nudist recieving joy from being in the nude, cannibal from eating humans of course. But how would the Bloodlust, Psychopath and Masochists be handled?

Since joy is still a muddled concept and we don't know how it will interact with mood, i'd say traits shouldn't specifically give joy as they already give mood. So, let's say that we'll have a "joy meter" similar to hunger and mood, what is the impact of having a high joy or a low one? A mood buff or mood penalty? If it is so, then giving joy for having these traits is redundant.

Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Vaperius on March 16, 2015, 05:59:44 PM
Quote from: Tynan on March 15, 2015, 02:03:42 AM
Thanks Vap, but please don't spam multiple posts in a row, especially with a big repeated quote. ( Rule 10: https://ludeon.com/forums/index.php?topic=122.0 )

Fixed; I apologize; Forgot that rule o.o

Anyway; how exactly would colonist's build snow men..does this mean that snow will become a collectible resource? Could snowmen be made as partial cover during winter?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 06:08:05 PM
Quote from: Vaperius on March 16, 2015, 05:59:44 PM
Quote from: Tynan on March 15, 2015, 02:03:42 AM
Thanks Vap, but please don't spam multiple posts in a row, especially with a big repeated quote. ( Rule 10: https://ludeon.com/forums/index.php?topic=122.0 )

Fixed; I apologize; Forgot that rule o.o

Anyway; how exactly would colonist's build snow men..does this mean that snow will become a collectible resource? Could snowmen be made as partial cover during winter?

Abstraction. If there's snow in the ground they stand there doing some movement until they create a snowman object out of nothing. It occupies a square and can be taken down, but isn't worth anything and doesn't give anything upon destruction. (that's how i'd do it).
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 16, 2015, 06:12:35 PM
Quote from: Johnny Masters on March 16, 2015, 05:25:32 PM
Since joy is still a muddled concept and we don't know how it will interact with mood, i'd say traits shouldn't specifically give joy as they already give mood. So, let's say that we'll have a "joy meter" similar to hunger and mood, what is the impact of having a high joy or a low one? A mood buff or mood penalty? If it is so, then giving joy for having these traits is redundant.

Having 'mood' and 'joy' in general is a bit redundant, as the difference seems a bit arbitrary. I've been waiting for such a system to be implemented, but I was thinking about it more along the lines of 'leisure' than 'joy'. Exercising or watching holo-dramas seems more along the lines of relaxation than joyful pursuit.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 16, 2015, 06:15:10 PM
Quote from: kingtyris on March 16, 2015, 06:12:35 PM
Quote from: Johnny Masters on March 16, 2015, 05:25:32 PM
Since joy is still a muddled concept and we don't know how it will interact with mood, i'd say traits shouldn't specifically give joy as they already give mood. So, let's say that we'll have a "joy meter" similar to hunger and mood, what is the impact of having a high joy or a low one? A mood buff or mood penalty? If it is so, then giving joy for having these traits is redundant.

Having 'mood' and 'joy' in general is a bit redundant, as the difference seems a bit arbitrary. I've been waiting for such a system to be implemented, but I was thinking about it more along the lines of 'leisure' than 'joy'. Exercising or watching holo-dramas seems more along the lines of relaxation than joyful pursuit.

Mood is the integrated result of every other need in the game as passed through a set of thoughts, each with a mood offset.

Joy is much narrower and represents someone's need to relax and enjoy themselves and not be working/struggling all the time. I suppose I could call it "recreation" but I like short names, and "fun" doesn't quite capture it for me. Will have to consider the naming on this.

EDIT: Btw it works the same way as all the other needs (food, rest, fun, space, and beauty). They're all independent and they all ultimately just activate thoughts in the mood system. The mood is what does the actual work; it's the "final result" of all the needs' effects.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 06:59:13 PM
Quote from: Tynan on March 16, 2015, 06:15:10 PM
Mood is the integrated result of every other need in the game as passed through a set of thoughts, each with a mood offset.

Joy is much narrower and represents someone's need to relax and enjoy themselves and not be working/struggling all the time. I suppose I could call it "recreation" but I like short names, and "fun" doesn't quite capture it for me. Will have to consider the naming on this.

EDIT: Btw it works the same way as all the other needs (food, rest, fun, space, and beauty). They're all independent and they all ultimately just activate thoughts in the mood system. The mood is what does the actual work; it's the "final result" of all the needs' effects.
.

Cool, it'll work as i predicted then, so joy from these particular traits would indeed be redundant. The way i see it, joy will work as some sort of buffer zone so your pawns don't need to immediately seek joy after some mood hits or to stop you from exploiting mood bonuses. Or something like that.

I like joy, better than the "idle activities" i've been wanting around. I see nothing wrong with recreation or entertainment aswell.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 16, 2015, 07:03:14 PM
Well fun (the current name) doesn't directly impinge on mood; it's just one component of mood.

E.g. You can dance and drink all you want, and it might help a bit, but if you're starving and exhausted and all your friends just died your mood will probably still not be great (though you might be able to at least stave off insanity with the fun you're having). Sad life lessons expressed in game systems.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 07:13:31 PM
Yep, pretty much how i think it would work, i was gonna write a short anecdote in my last post relating pretty much the same but decided i do too much of that already, heh.

I'm still not sure though about exactly it would affect mood, as in: below a 20% threshold you'd get -10 to mood, above 90% a +10 (and stuff in between). Would be something along these lines?

Obs: Ditch fun, they already use it in sims as one of their needs. Plus joy/recreation/entertainment is more broad. You can get joy by appreciating how nature is beautiful but it doesn't necessarily mean its *fun*. But then again fun might have this meaning for some english cultures?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ja7833 on March 16, 2015, 08:01:52 PM
Quote from: Darth Fool on March 16, 2015, 01:07:23 PM
Learning new things.

I think the ability to teach/learn would be an added bonus not only for happiness but to improve and cross-train your colonist in 
skills.  Small gain for teacher larger gain for student.

Quote from: ctgill on March 16, 2015, 03:41:28 PM
-Coffee (drinking, also would give more crop diversity)

+1 for coffee

and tobacco (short term significant joy increase/priorities suspended to take a smoke break, gradual reduction in breathing efficiency, long-term lung transplant required)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 16, 2015, 08:32:30 PM
I suppose I'm also confused. The way it's being described, Joy seems rather.. redundant. That, or it's a very complicated means of doing something very simple (offsetting low mood).

From the way it's being described, it's less about 'having fun' and more about just  managing stress.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Cazakatari on March 16, 2015, 09:03:44 PM
Quote from: Mathenaut on March 16, 2015, 08:32:30 PM
I suppose I'm also confused. The way it's being described, Joy seems rather.. redundant. That, or it's a very complicated means of doing something very simple (offsetting low mood).

From the way it's being described, it's less about 'having fun' and more about just  managing stress.

Even in our comparatively cushy lifestyles what you describe is the norm for life after college :p
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 16, 2015, 09:53:01 PM
Quote from: Mathenaut on March 16, 2015, 08:32:30 PM
I suppose I'm also confused. The way it's being described, Joy seems rather.. redundant. That, or it's a very complicated means of doing something very simple (offsetting low mood).

It's an independent need which must be regularly fulfilled. If they go days and days without ever stopping work to have fun they'll start to get really sad. It's comparable to rest.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: REMworlder on March 16, 2015, 09:56:56 PM
Joyous activity suggestions:
Humming
Daydreaming
Stretching
Belching
Meditating
Beatboxing
Whistling
Playing an air guitar (or other instrument)
Pondering
Origami
Joywiring (it is in the name)
Hopscotch/jump roping
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 16, 2015, 09:59:02 PM
I suppose the next question is whether managing this really does much for us or if it's just another meter that we need to keep an eye on? Does managing this need have a payoff, or is it just another thing to manage to stave off more mood penalties?

I could only imagine this being a bit finnicky for the people who like running massive colonies.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 16, 2015, 10:05:09 PM
All you have to do is make sure the appropriate opportunities for fun are available. Keep them supplied with beer and chocolate, build a games room, etc.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 16, 2015, 10:08:13 PM
I suppose that doesn't sound too bad. I suppose I'd request that the length of a day be extended slightly if the colonists are going to be idle for longer periods of it.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 16, 2015, 10:11:02 PM
Quote from: Mathenaut on March 16, 2015, 10:08:13 PM
I suppose that doesn't sound too bad. I suppose I'd request that the length of a day be extended slightly if the colonists are going to be idle for longer periods of it.

I already extended it from 24000 to 30000 ticks a week or two ago specifically for this reason :)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: apljee on March 16, 2015, 10:14:10 PM
Positive Activities:
- Playing pool
- Hunting animals
- Swimming (?????)
- Playing cards
- Listening to music (maybe something like record players with music discs)

Negative Activities:
- "I killed a man."
- Burying dead bodies
- Cremating corpses
- Stripping prisoners
- Beating prisoners
- Killing prisoners
- Killing incapacitated people

<!-- ============ maybe some joy bonuses? ================= -->

If the joy bar is close to full, maybe colonists could have increased speed, a moodlet effect, and a better global work speed? Maybe some opposite-stat-deterioration where instead of slowly losing stats they gain them very slowly? and the opposite for non-joy
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 16, 2015, 10:15:47 PM
Quote from: Mathenaut on March 16, 2015, 10:08:13 PM
I suppose that doesn't sound too bad. I suppose I'd request that the length of a day be extended slightly if the colonists are going to be idle for longer periods of it.

Thats apart of the risk/reward mechanic. Colonists need food, they have to spend time and space making and storing food. Pawns need sleep, they spend that time not working.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 16, 2015, 10:19:13 PM
Quote from: apljee on March 16, 2015, 10:14:10 PM
Positive Activities:
- Playing pool
- Hunting animals
- Swimming (?????)
- Playing cards
- Listening to music (maybe something like record players with music discs)

Negative Activities:
- "I killed a man."
- Burying dead bodies
- Cremating corpses
- Stripping prisoners
- Beating prisoners
- Killing prisoners
- Killing incapacitated people

<!-- ============ maybe some joy bonuses? ================= -->

If the joy bar is close to full, maybe colonists could have increased speed, a moodlet effect, and a better global work speed? Maybe some opposite-stat-deterioration where instead of slowly losing stats they gain them very slowly? and the opposite for non-joy

Some of these I guess depend on whether Tynan is going to limit joy to purpose built structures or allow other tasks to contribute. Although certain activities like burying the dead should lower joy, realistically. So a work activity like that would lower passion more than say planting flowers. Seems a bit labor intensive to code though, as you would have to tie a joy value to literally every possible action in the game.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 10:29:38 PM
Quote from: kingtyris on March 16, 2015, 10:19:13 PM
Seems a bit labor intensive to code though, as you would have to tie a joy value to literally every possible action in the game.

Hence why we/rw should focus on having specific joy buildings/activities. Everything else goes direct to mood.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 16, 2015, 10:31:11 PM
Quote from: kingtyris on March 16, 2015, 10:15:47 PM
Thats apart of the risk/reward mechanic. Colonists need food, they have to spend time and space making and storing food. Pawns need sleep, they spend that time not working.

That's not risk/reward, that's basic management. Risk/reward doesn't mean cause/effect or do something/something happens.

The only real risk/reward elements at present are cryosleep pods, attacking idle/sleeping raiders, and running with certain mood-penalty traits that give bonuses.

There is no risk and no reward in keeping your food/rest levels managed, it's mostly just a soft-failure state for not providing basic needs of your colonists (putting gas in your car is not risk/reward, a non-operating car is just a failure state of not providing gas).

It's sounding like this new stress system just just another one. Which again, it isn't a horrible thing, but it's ultimately just another timesink. Mostly a question of whether smaller colonies will hurt more for less daylight to work with or if larger colonies will trip over the infrastructure of providing this need to many people.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: TSO on March 16, 2015, 10:32:51 PM
I had this real badass granny colonist who did no dumb labour and only did doctoring, hunting, research (which ran out eventually) so eventually just those two things and raider battles...

I started stories in my mind that she was actually the colony leader. She had high social and handled all communications and requests for help and organized the colony into defensive positions in a room when the turrets fell...

The character didn't have any violence traits but I felt like that was her joy... hunting and protecting her own.... and when alcohol arrived randomly one day... taking some drinks... (she wasn't into chemicals... just drank randomly?? cool... she needs a cigar to seem more hard boiled)


So going back to joy... I can see how it could be applied to the case of some colonists and cabin fever perhaps. I never got the image in mind that the things my colonist specialize in was something they grew tired of.... rather they reveled in their specialty...

The builders designed grand strongholds and prisoner holding areas...
Miners created safe havens from mortars and provided essential resources while accidentally discovering caverns and rooms...
And so on...

I'm trying to fit Joy requirements into my image of my colony and it's a struggle atm...
Making babies and seeing them grow?
Selling their products?
installing art they made...
I've always felt birthdays could perhaps hold a simple celebration...
Some of the lore goes into how ppl on glitter worlds did plastic surgery and mind trips?? maybe they spend time in their rooms on such recreation?? Or include some recreation in their current tasks??
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 10:49:07 PM
Quote from: Mathenaut on March 16, 2015, 10:31:11 PM
It's sounding like this new stress system just just another one. Which again, it isn't a horrible thing, but it's ultimately just another timesink. Mostly a question of whether smaller colonies will hurt more for less daylight to work with or if larger colonies will trip over the infrastructure of providing this need to many people.

It does sound redundant, but its one of those details that make a game a better game, it makes your colony to feel alive and your pawns humans, not robots. I also like the added challenge of another thing to juggle.

ex.: We could use a slide to set how much time per day a pawn spends on personal relief or perhaps a colony wide "break" time, similar to sleeping and lunch periods, possibly a mix of both.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 16, 2015, 11:13:47 PM
I don't find monotony challenging. Maybe that's just me.

Just like eating and sleeping provide nothing of character to a colonist, adding what is functionally an additional nap time doesn't provide character to a colonist.

I'd argue about what it does for gameplay, but I'd have to see what is ultimately done with it to say too much on it. There's potential for something here. We'll see.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: BetaSpectre on March 16, 2015, 11:44:23 PM
I dislike having to put more effort away from building and into colonist needs. IMO there should be machines that let you grow food without needing to lay seeds or harvest.

Its time consuming. Mining. Trading. Eating. Cooking. Building. Growning. Cutting. Food. Trees. Now Drug Additiction. Insanity. ETC. Sickness.

At some point you have to either let 10 people starve or cook/grow food. Basically. Its a boring aspect after a while.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 16, 2015, 11:50:08 PM
Quote from: Mathenaut on March 16, 2015, 11:13:47 PM
I don't find monotony challenging. Maybe that's just me.

Just like eating and sleeping provide nothing of character to a colonist, adding what is functionally an additional nap time doesn't provide character to a colonist.

I'd argue about what it does for gameplay, but I'd have to see what is ultimately done with it to say too much on it. There's potential for something here. We'll see.

Perhaps you're a robot?

Character Idle time is what makes a build/manage game really stand out from just a chart game.

Games like dungeon keeper, theme hospital, the sims, space colony, startopia, prison architect, evil genius, etc all had some sort of "joy" feature and its what sets them apart from mediocre games or games based solely on calculated efficiency (aka, most RTS games).

Since RW is such a hybrid, and focus on a small number of survivors, everything that makes each one of them something apart is a plus.


QuoteI dislike having to put more effort away from building and into colonist needs. IMO there should be machines that let you grow food without needing to lay seeds or harvest.

Its time consuming. Mining. Trading. Eating. Cooking. Building. Growning. Cutting. Food. Trees. Now Drug Additiction. Insanity. ETC. Sickness.

At some point you have to either let 10 people starve or cook/grow food. Basically. Its a boring aspect after a while.

Hhaha, this is what's wonderful and confusing about rimworld. For me, the game IS about the time consuming stuff and managing them.

What would you say is your focus, combat or building?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 17, 2015, 12:11:17 AM
Quote from: MathenautI don't find monotony challenging. Maybe that's just me.

Just like eating and sleeping provide nothing of character to a colonist, adding what is functionally an additional nap time doesn't provide character to a colonist.

Quote from: BetaSpectreAt some point you have to either let 10 people starve or cook/grow food. Basically. Its a boring aspect after a while.

RimWorld is largely about managing colonist needs. If managing colonist needs is really something you don't want to do, honestly, you might be playing the wrong game.

Beta, if you just want to lay blocks, MineCraft and its imitators are great for that.

Math, if you want pure strategy and tactics and everything to have a crystalline purpose, StarCraft II is an awesome game for that.

If you want generated stories and a complex mini-society with needs to take care of, with some combat and struggle and tactical action around the edges, RimWorld is your game.

Simply saying that the game should be a different game is not useful feedback, and it's way off topic for this thread. Saying that you don't want colonists to have needs is also off-topic for this thread.

Now, back to the original topic please; I'd love to hear any more ideas for fun sources anyone can think of.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: apljee on March 17, 2015, 12:36:45 AM
@Tynan - Napping?

edit: Possibly an RNG, where if the number is less than or equal to 0.33 it is a dream, if the number is greater than 0.33 but less than 0.66 it is a normal nap, and it if is greater than or equal to 0.66 it is a nightmare, each with corresponding joy values?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Keychan on March 17, 2015, 12:55:08 AM
Exploring the new world - Could lead to area's of interest, a colonist could put a small flag marker in an interesting area.
Excavating/Treasure hunting - Could require a tool table where colonist goes to pick supplies up before they go to a random area or an area of interest.  They could find trinkets for themselves, something random that benefits the colony, or nothing at all.

Of course these could be jobs, but this is also something that people do themselves on their free time.  To explore your surroundings and to want to find wonders and mysteries about the new world you're on is natural, but your top priority is building up the colony.
I know you would like to implement an artifact system for research, what better way to get artifacts than by someone's adventurous curiosity.  It distracts the mind and gives something to think about rather than just work and survival.

I'm also really curious how much time colonist would be spending on fun activities.  If it varies on the activity then I would understand, I just don't want my cook doing jumping jacks a quarter of the day when everyone's eating raw muffalo meat.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 17, 2015, 01:52:58 AM
Quote from: Johnny Masters on March 16, 2015, 11:50:08 PMPerhaps you're a robot?

Character Idle time is what makes a build/manage game really stand out from just a chart game.

Games like dungeon keeper, theme hospital, the sims, space colony, startopia, prison architect, evil genius, etc all had some sort of "joy" feature and its what sets them apart from mediocre games or games based solely on calculated efficiency (aka, most RTS games).

Since RW is such a hybrid, and focus on a small number of survivors, everything that makes each one of them something apart is a plus.

But you're just name-dropping games, this isn't saying anything. Those games had similar mechanics but where distinguished by theme and elements of gameplay. If you think that the break rooms were the distinguishing point of Evil Genius, I'd have difficulty believing you played the game.

Not to mention, all of those games were far greater scale than Rimworld with focus/emphasis on design, and strategy, not micromanagement of minions. Rimworld has a very limited soft goal, no major campaign, and the colonists aren't just a means to an end, they're most of the game.

There's no point in even bringing up those games if you don't know elements of how they play or contrast to each other, much less to Rimworld. What we have here is different in a good way and understanding those differences is sort of key.

Quote from: Tynan on March 17, 2015, 12:11:17 AM
RimWorld is largely about managing colonist needs. If managing colonist needs is really something you don't want to do, honestly, you might be playing the wrong game.

If you want generated stories and a complex mini-society with needs to take care of, with some combat and struggle and tactical action around the edges, RimWorld is your game.

I think there might be a bit of a disconnect here. Or at least an ambiguity to clarify.

It's one thing to have colonist needs, that's not really the problem. The problem is that too much emphasis on juggling needs can severely reduce the storytelling potential. Past a point, it erodes on the management of large colonies, adds an awkward complication to harsh environment survival, hampers development of smaller colonies, and (perhaps most ironically) has practically zero impact on combat, as turrets and general combat performance are mostly unaffected by mood.

The worry is that adding more baggage will start encroaching on that tipping point. Though, I'll gladly eat my words if this turns out better than planned.

Just please make it more than another rest bar.

P.S.
As an aside, I don't think Rimworld needs to be Starcraft. If anything, I think that fewer zerg rush raids would be nice. Though I understand you're working on it and I look forward to seeing what you do.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 17, 2015, 02:18:02 AM
Quote from: Mathenaut on March 17, 2015, 01:52:58 AM
The problem is that too much emphasis on juggling needs can severely reduce the storytelling potential. Past a point, it erodes on the management of large colonies, adds an awkward complication to harsh environment survival, hampers development of smaller colonies, and (perhaps most ironically) has practically zero impact on combat, as turrets and general combat performance are mostly unaffected by mood.

The worry is that adding more baggage will start encroaching on that tipping point. Though, I'll gladly eat my words if this turns out better than planned.

I guess in the end I don't really understand what you're talking about. Given that I'll rebalance the whole game so that it is overall about as challenging as before, I don't see how more variety in needs reduces storytelling potential or makes it impossible to manage large colonies or smaller ones. Maybe you were imagining that I would just tack on the new needs and leave the rest of the game unchanged? Because to be clear - I'll shift numbers around to rebalance everything and make it all about as difficult to accomplish as it was before, but with more variation, depth, and choice.

QuoteI think that fewer zerg rush raids would be nice

I agree, and that's part of why I'm doing this system at all. Given everything is rebalanced with the fun need included, combat threats will be less frequent/intense because there are now other things for players to spend their time on. Adding new kind of challenges is the only way to reduce the constant zerg rushes while keeping the experience full and flowing.

Anyway, a bit off topic here. I appreciate all the ongoing suggestions as well!
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: StarBlazer on March 17, 2015, 02:22:45 AM
For all the psychos of my colony,killing. Huh...joy from killing...I like the sound of it...
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 17, 2015, 02:51:51 AM
Quote from: Mathenaut on March 17, 2015, 01:52:58 AM

But you're just name-dropping games, this isn't saying anything. Those games had similar mechanics but where distinguished by theme and elements of gameplay. If you think that the break rooms were the distinguishing point of Evil Genius, I'd have difficulty believing you played the game.

Not to mention, all of those games were far greater scale than Rimworld with focus/emphasis on design, and strategy, not micromanagement of minions. Rimworld has a very limited soft goal, no major campaign, and the colonists aren't just a means to an end, they're most of the game.

There's no point in even bringing up those games if you don't know elements of how they play or contrast to each other, much less to Rimworld. What we have here is different in a good way and understanding those differences is sort of key.

What? I'm refering to critical aclaimed games that have a similar concept of building and managment that happens to have a recreational aspect. I know everything there is to know about those games, i've played them a lot, bringing them up was quite to the point, i'm sorry you don't feel that way. My only mea culpa is coming across as saying that its only because of those recreational aspects that they are good, which is of course not true.

The break rooms in EG weren't the only thing that set it apart, but it was one of them. It made the game better, it made your minions feel like real people, not robots. Plus the tactical choices of where and how to design such rooms. That's my point.

Although i agree we have something different, which is good because otherwise i'd playing the oldies, is that there's a lot to learn from said oldies.


---
More joy stuff (forgive if already suggested)
-Broadcasting - A pawn might enjoy sticking by a comm console as some sort of dj/news communicator. Who knows, if we have broadcasting speakers around the colony people might get a small joy/mood out of it aswell.
-A jukebox - for the lone cigarette & coffee or for some jiving with the peeps (bonus points if we can hear the music or add owned mp3 music)
-Drinking contests
-Arm wrestling contests (after they are out of booze)
-Patrolling - Even without really needing it (as we would with fog of war), a combat oriented pawn might like to make sure everything is in order. It doesn't really separate from just a stroll, but if it says "patrolling" in the thoughts, that already makes a huge difference.
-Grooming - Bonus points if we can have mirrors (and wall sided objects). Extra joy from having luxury objects that take care of their own beauty, like makeup.
-Snow angels (while in snow heh)
-Feeding aquarium
-Sunbathing (not sure if already suggested)
-Praying (i'm not religious, but some pawns are)
-Gun cleaning; armor dusting
-Juggling (most likely potatoes)
-Build a sand sculpture
-Tell a joke
-Massage someone/Receive a massage
-Assembling a jigsaw puzzle
-Attempt to discover the meaning of life and all that
-Read the future
-Ouija board / S�ance
-Check if equipment is working. Like a repair, but you don't need to repair, it's just checking the integrity of your stuff.
-Celebrating a birthday (or other kinds of parties, possibly baking a cake)
-Fireworks
-Looking at ant farm
-Winding a clock
-Eating junk/luxury food
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Keymaster89 on March 17, 2015, 05:36:38 AM
Ok! my turn! i'll try to be useful! As Tynan are adding multi colonist bills:


-SPORTS: soccer, basket, volleyball, rugby, tennis, ecc. Can be done solo or duo for extra fun speed recovery (maybe even the whole colony for rapid wide fun, that will be epic  ;))

-PETS: pets are fun, if u'll add some kind of dog/cat/bird, taming them and playing with them will be fun. Also, animal companions will try to follow the owner around anytime and defend him from attackers. Will be really cool to see hunters and their hunting dog looking around for muffalos.

-SEX: well... sex is fun... and we already have a royal bad, so...

-VIRTUAL REALITY: In glitterworld worlds exist this kind of stasis pod where your consciousness will be ripped from your body and placed in a virtual world. Anything can be programmed in there, so any fun needs can be fulfilled, but can cause severe addiction and alienation.

-MUSIC: music instruments will really well fit in the item quality mechanic, plus if a colonist is playing/singing the ones arond him experience a  morale buff/debuff based on art skill and other colonists can join.

-WELCOME PARTY: when visitors come along to visit, you could start some kind of party, give them couple beers, food, singing and dancing, having good fun togheter and boosting faction reputation.

-STARING AT ARTS, PHOTOGRAPHY, PAINTING, JEWELERY: contemplate arts is fun for someone, taking picture, painting and jewelery should also be artworks that a colonist can practice beside sculpture.

-ROLEPLAYING: i don't know how to represent this but i'll put it in anyway. Could be some sort of acting or some D&D thing.

-FISHING: could also bring some food

-BIKE: if vehicles will ever be implemented, bicycles (or motocycles) will be a perfect fun based vehicle.

-MEDITATING AND YOGA
-READING AND WRITING BOOKS


Hope this will help you
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 17, 2015, 08:31:25 AM
Character's background have a potential synergy in term of joy,
-the "famous person" trait can interact with the "fan" trait,
-two brawler can fight (on say a built tatami)
-physically sensitive person might get along... or not, same with that "mind-reader" trait I saw
...couldn't find back the full list of trait.

Plus potential diplomacy bonus
- There is a "famous person" trait
- there's a mean to communicate by radio
--> if that person like to sing -> there might be fan in other faction
--> if that person like to discuss -> same but not necessarily a singer (one can imagine he is a renowned scientist/philosopher/etc)
- in reverse a fan listening to radio might get a bonus

QUESTION FOR TYNAN :
Just to know, will colonist have a preferred occupation ?
(though it could make it hard to balance 2-persons recreation, the more you would have occupation, the less they would interact with each other)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 17, 2015, 09:09:42 AM
Quote from: Tynan on March 17, 2015, 02:18:02 AM

I guess in the end I don't really understand what you're talking about. Given that I'll rebalance the whole game so that it is overall about as challenging as before, I don't see how more variety in needs reduces storytelling potential or makes it impossible to manage large colonies or smaller ones. Maybe you were imagining that I would just tack on the new needs and leave the rest of the game unchanged? Because to be clear - I'll shift numbers around to rebalance everything and make it all about as difficult to accomplish as it was before, but with more variation, depth, and choice.

I agree, and that's part of why I'm doing this system at all. Given everything is rebalanced with the fun need included, combat threats will be less frequent/intense because there are now other things for players to spend their time on. Adding new kind of challenges is the only way to reduce the constant zerg rushes while keeping the experience full and flowing.

Anyway, a bit off topic here. I appreciate all the ongoing suggestions as well!

[Squad Morale Restored]
(http://images1.tickld.com/live/690932.jpg)

On a more serious note, could add a trait for empathic colonists to mood-boost colonists that are close to breaking. Or better yet, allow those Glitterworld Empaths to unbreak people.

That'll make for hard choices at chargen, I bet.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: JimmyAgnt007 on March 17, 2015, 01:10:57 PM
colonists with the cannibal perk get fun from butchering a corpse right?

Psychos get fun from killing people?

*sigh* I cant seem to avoid those topics can i?

Otherwise, I think everyone has been nailing the other things i could suggest. 

What about, if you save someone from another faction and then they come to visit again you gain a lot of fun by talking too them.  "Hey!  Remember when we saved your life?"  "Ya totally!  Thanks guys!"

An off the wall idea would be the occult.  Preforming rituals in the forest and sacrificing animals could be fun for some people.  Maybe no gameplay effect but still kinda interesting.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 17, 2015, 02:32:48 PM
Actually, that's something to consider.

If colonists got a mood bonus for well-maintained stress, the psychopath trait could make mood static, as they're immune to most modifiers as-is.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 17, 2015, 02:50:59 PM
OK! Thank you for the great ideas everyone. Here's a condensed list of some of them:

Usable structures:
Dartboard, horseshoes (distant play, tiny bonus to shooting skill)
Melee combat dummy
Video game console (purchasable)
Drink at table (chatting if possible)
Bookshelf
Play cards (at table)
Weightlifting
Running in treadmill
listening to music
Computer: Writing, programming, playing games
Projector - watching films
Astronomy (through telescope)
Tinkering at work bench (personal project occasionally produces something awesome)
Tinkering at research bench (personal work occasionally produces breakthrough)
Billiards
Hopscotch
Feed aquarium
Joywire (extremely addictive)
Virtual reality pod (addictive)

Independent activities
Go for a walk
Go for a run
Do yoga
Meditate
Pray
Juggling
Build a snowman
Make a snow angel
Water balloons/guns (snowball fights in cold areas)
Sunbathing
Drawing
Smashing things or blowing stuff up
Playing with fire or setting fires (pyromaniac, who also never extinguishes fires)
Climbing trees
Swimming
Gathering flowers, making garlands and wearing them
Playing a musical instrument (watchable)
Singing (watchable)
Dancing (watchable)
Magic show (watchable)
Photography
Metal detecting (occasionally they find something cool underground)
Solo non-electronic games - Puzzles, crosswords, sudoku
Gardening
Diary writing
Stone skipping
Play with yo-yo
Origami

Interaction
Chatting (around gathering spot like campfire or table)
Snowball fights
Interacting with (friendly) animals
Abusing prisoners
Pranking
Fist fights, with no bruises that need treatment.
Jumping out and scaring other people.
Gambling - Joy from playing, chance for a penalty for losing and a buff for winning?
Boxing
WooHoo
Bearbaiting
Drinking contests
Arm wrestling contests
Sports: soccer

Consumables
Various drugs
Comfort eating
Coffee
Setting off fireworks (watchable)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 17, 2015, 03:04:15 PM
Looking good!

Allow me to add some you have skipped and a few more:

*Chess & Checkers
*Scanning local life - Bonus points for wobbling sounds
*Attempting to call home - Requires comms console
*Broadcasting in comms console - Requires comms console and maybe speakers around the base
*Playing a record on a jukebox
*Grooming in front of a mirror
*Cleaning equipped gun in a working bench (or anywhere?)
*Sharpening equipped blade
*Stretching arms, push ups, squatting
*Whistling
*Virtual Boxing ring
*Boules/Petanque
*Bowling
*Bed&Couch activities : chilling, watching projector, reading, napping.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Matthiasagreen on March 17, 2015, 03:16:00 PM
Quote from: Tynan on March 17, 2015, 02:50:59 PM
Computer: Writing, programming, playing games

Do I see some Rimworld-ception coming soon?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: BattleFalcon on March 17, 2015, 03:18:16 PM
How about paintball guns? They wouldn't deal damage, and would leave a splotch of paint wherever they ht, that either gets washed away by rain or your colonists clean it. I think it would be cool to see paint randomly splattered on walls.

Also, colonists could put on short skits! Maybe use RNG for completely random ones?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: apljee on March 17, 2015, 04:05:31 PM
Quote from: Tynan on March 17, 2015, 02:50:59 PM
OK! Thank you for the great ideas everyone. Here's a condensed list of some of them:

Independent activities
Pray

void gods confirmed 2014 2015
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: daft73 on March 17, 2015, 04:11:21 PM
Nice list Tynan. I'm curious to see how this will all be implemented. Will they passive or active activities?( ie I tell them to go)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 17, 2015, 04:17:07 PM
Quote from: daft73 on March 17, 2015, 04:11:21 PM
Nice list Tynan. I'm curious to see how this will all be implemented. Will they passive or active activities?( ie I tell them to go)

No micromanagement!
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: TSO on March 17, 2015, 05:12:53 PM
Quote from: BattleFalcon on March 17, 2015, 03:18:16 PM
How about paintball guns? They wouldn't deal damage, and would leave a splotch of paint wherever they ht, that either gets washed away by rain or your colonists clean it. I think it would be cool to see paint randomly splattered on walls.

Also, colonists could put on short skits! Maybe use RNG for completely random ones?
paintball sounds fun..

The list was interesting... I like the lore friendly additions... I do get a bit of a... sims vibe?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: SSS on March 17, 2015, 07:13:29 PM
Cool list. I like 95% of them. :D

Also, I like the recent paintball idea since it'll leave paint everywhere (unlike water guns or snowballs).
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 17, 2015, 07:23:00 PM
Senor Chang approves

(http://cdn.screenrant.com/wp-content/uploads/community-modern-warfare-sequel.jpg)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: daft73 on March 17, 2015, 07:24:50 PM
Quote from: Tynan on March 17, 2015, 04:17:07 PM
Quote from: daft73 on March 17, 2015, 04:11:21 PM
Nice list Tynan. I'm curious to see how this will all be implemented. Will they passive or active activities?( ie I tell them to go)

No micromanagement!
Thank you.
(http://i.imgur.com/X4M1i8K.jpg?1)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 17, 2015, 11:12:39 PM
Having some semblance of religion could be problematic (dramatic) by causing religious conflict and anti joy(cough...crusades...cough).

-Argon

Woot! 100th post
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 17, 2015, 11:18:28 PM
I've wanted to do a beliefs system for ages, but I think I should do a "social relationships" system first if I'm gonna go down that path.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: lusername on March 17, 2015, 11:57:53 PM
What happens when your guy is a bloodthirsty psychopath and shooting people is his joy in life? I have a guy like that, he loves raiders...
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 18, 2015, 01:04:40 AM
Quote from: Tynan on March 17, 2015, 11:18:28 PM
I've wanted to do a beliefs system for ages, but I think I should do a "social relationships" system first if I'm gonna go down that path.

Ah, relationship system before belief anytime. Also, belief should profit by the fact its 5k in the future, and kept as generic/fictitious as possible, leaving our earthen ones to modders.

Quote from: lusername on March 17, 2015, 11:57:53 PM
What happens when your guy is a bloodthirsty psychopath and shooting people is his joy in life? I have a guy like that, he loves raiders...

Joy happens! >D



Another one that is so common today that we missed:
-Obsessively checking smartpho- i mean, Personal Data Assistant- for messages, messing with useless apps and ignoring friends.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 18, 2015, 07:52:32 AM
Snob

The colonist gets enjoyment from wearing more expensive equipment than anybody else. He also enjoys having more expensive items and furniture in his room. Quality or material is of secondary importance. Market value is king. The higher the colonist is above colony average, the happier. When there are more "wealthy" people than him, he's unhappy. It doesn't matter if he has no skill with that golden gladius, or that plasteel helmet never sees battle. He's happy.

Trophies
The colonist enjoys putting stuff in his room that documents his combat accomplishments. It could be a collection of tribal spears, skulls of hunted animals (collect them all!), etc.
-------------------

More generally, I wish that less emphasis was put on "building tables/facilities to do X" and more on giving colonists space and time and letting it happen. For example colonists with more introverted hobbies would be more likely to do stuff in their rooms, or invite a small number of people there. That would mean that they would be happier if you gave them their own rooms, bigger rooms, LIGHTS normally ignored in sleeping rooms, tables, chairs.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: stefanstr on March 18, 2015, 10:48:08 AM
Quote from: Tynan on March 17, 2015, 11:18:28 PM
I've wanted to do a beliefs system for ages, but I think I should do a "social relationships" system first if I'm gonna go down that path.

Reading this whole thread, and especially this post, made me very hyped about future Alphas...
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: hyperkiller on March 18, 2015, 11:18:32 AM
trait related ones could give joy like:
psychopathy trait can gain for killing animals/raiders
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: keylocke on March 18, 2015, 02:01:17 PM
ack 7 pages.. has anyone suggested the "sexy times" as fun yet?

double bed, a couple of beers, boomshakawow, ftw!

yes? ;D
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 18, 2015, 02:19:27 PM
(sigh) yes, yes, be assured someone did.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: REMworlder on March 18, 2015, 02:21:56 PM
For those that don't follow Tynan's twitter (https://twitter.com/TynanSylvester/status/574374946345975808)

(http://i.imgur.com/mJEIx8j.png)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 18, 2015, 04:47:17 PM
I preferred calling it "joy".
"Joy" is less likely to be misinterpreted on the forum than "fun". I find it more serious too.

But I don't really mind.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 18, 2015, 04:53:07 PM
Quote from: Kegereneku on March 18, 2015, 04:47:17 PM
I preferred calling it "joy".
"Joy" is less likely to be misinterpreted on the forum than "fun". I find it more serious too.

But I don't really mind.
A fair point, but I would not define Boxing as a joyous activity, despite it being fun.

-Argon
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: SpaceDorf on March 18, 2015, 04:59:49 PM
Quote from: b0rsuk on March 18, 2015, 07:52:32 AM
Snob

The colonist gets enjoyment from wearing more expensive equipment than anybody else. He also enjoys having more expensive items and furniture in his room. Quality or material is of secondary importance. Market value is king. The higher the colonist is above colony average, the happier. When there are more "wealthy" people than him, he's unhappy. It doesn't matter if he has no skill with that golden gladius, or that plasteel helmet never sees battle. He's happy.


*fixed*

I like the idea idea of the !!FUN!! system very much.

Crap, sorry I am not a native speaker so I hope the following wall of text is at least understandable,
since my mind produced to many Ideas, concerns and replys to posts after reading all seven pages in one go and just wanting to make a lame jab at the until now not mentioned DF. I will refer no further to it, because I too think Rimworld is a Rimworld-Like game which

I try to sort it by topic

Concerns :
1. As already mentioned. Don't make to many different fun-factory buildings, because this would
really bloat the colony out of proportion

Replies :
1. I strongly disagree with the notion that working a job can't be rewarding and therefore
satisfaction or FUN inducing. I think thats the whole point of chosing a job in real life.
And I think the passion indicator reflects that quite well.
Its the best kind of job - You are good at it and you find joy in what you do.
2. I therefore agree and support the suggestion that there should be more job indicators.
As for now I read the passions/job indicators as
can't do job - for whatever reason - illogical
no passion - can do but is indifferent about it
small passion - is good at it, but still indifferent
burning passion - is good at it and likes it

With fun in mind this list feels incomplete, for the sake of really unique personalities I suggest to add
just a few more passion indicators to make it a 3x3 matrix like the alignment matrix of d&d.
So there would be 3 steps of how well a type of work is liked, and 3 steps of how skilled/talented a pawn is in a type of work.
And for the cherry on top. Backstories and Traits  force or supplement the matrix.

This would really fulfill a lot of my random character itches ..

All Pawns can do all kind of jobs but have likes and dislikes for them and don't
get skill boni stolen from them just because they turned noble and won't do a job anymore


e.g the prostophobe glitterworld-doc .. who is really good at operations and installing
prostethics .. but does not like it ..

e.g the kid-genius that turned noble has still really likes a job like crafting or researching
but therefore dislikes social situations, while still being good at it ..

I think this is one good chance for the often talked about risk/reward system.
Do I piss of Dr. House by making him patch up the really the nearly dead captured raider I really want or do I send Obnoxious Nurse Betty and risk losing the raider but House is still in a good enough mood to flawlessly install the power arm my brawler alway wanted, before he bleeds out or Betty annoys the living crap out of him.

In the end this leads to other fun activities for the obnoxious pawns :
- complaining
- i just can't think of the verb for telling good stuff ... not complaining but telling happy about it
- telling jokes +1

Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 18, 2015, 05:18:40 PM
^Good suggestions, and completely understandable English.

-Argon
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 18, 2015, 05:23:21 PM
Quote from: keylocke on March 18, 2015, 02:01:17 PM
ack 7 pages.. has anyone suggested the "sexy times" as fun yet?

double bed, a couple of beers, boomshakawow, ftw!

yes? ;D

But of course mt good sir! Although i dont expect sex will be in the next joy (bleh to fun) update. My fair guess is that if is implemented (and it should), it will feature in a relationship update.


Quote from: Argon on March 18, 2015, 04:53:07 PM
Quote from: Kegereneku on March 18, 2015, 04:47:17 PM
I preferred calling it "joy".
"Joy" is less likely to be misinterpreted on the forum than "fun". I find it more serious too.

But I don't really mind.
A fair point, but I would not define Boxing as a joyous activity, despite it being fun.

-Argon

I find joy is also better, more broad in its application. Also, FUN is already used by the sims.

Im not a boxer, but i think they do get joy from it, at least if winning. Losing a match could have a negative impact similar to losing a gamble. There are a lot of joyous activities with a competitiva side that still provides joy.

One could make a case about the 'getting punched' parte, but i still dont think it would be a good one. I used to martial art, and apart from getting a broken arm i did enjoy myself in fights (sparring or competitiva), although i still cant speak for a boxer.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kirid on March 18, 2015, 09:32:27 PM
Taking the telling jokes idea one step further.. Stand up comedy
Perhaps a microphone object to facilitate this and other activities like singing.

Songs might have a debuff if someone is a bad singer, or if a colonist doesn't like it for whatever reason. Stand up should have a chance for a bad debuff if the person gets offended, but generally a better buff. (Irl it seems songs bring joy a lot slower or less drastically than jokes)
Longer lasting buff for songs or jokes than most other fun sources. After hearing something good its human nature to recite it over and over, still laughing or singing in your head hours later.

Has a new job/work type for "Entertainer" been suggested yet?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 18, 2015, 09:49:48 PM
Feels awkward seeing 'joy' or 'fun' when it's mostly a measure of stress in a system designed around stress relief.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: stefanstr on March 19, 2015, 04:13:24 AM
Seeing that TV got added I have a question: what programs would that TV even receive? The planet only has max. two towns, some tribals and pirates. Who would broadcast anything?

Maybe it would make more sense as a DVD player or something?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 19, 2015, 12:06:08 PM
Quote from: stefanstr on March 19, 2015, 04:13:24 AM
Seeing that TV got added I have a question: what programs would that TV even receive? The planet only has max. two towns, some tribals and pirates. Who would broadcast anything?

Maybe it would make more sense as a DVD player or something?

Maybe cable is really good or traders sell data packages worth years of content.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 19, 2015, 12:42:48 PM
Is there going to be any incentive to build a diversity of fun stations? Otherwise I can see players building a minimum of the cheapest stations to keep their colonists happy.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 19, 2015, 02:08:33 PM
Quote from: kingtyris on March 19, 2015, 12:42:48 PM
Is there going to be any incentive to build a diversity of fun stations? Otherwise I can see players building a minimum of the cheapest stations to keep their colonists happy.

Yeah i was hoping that too. My guess is that different pawns would have different preferences, so a joyous activity would have varying efficiency. Some pawns could even refuse to do some of them.

Not sure about a mood bonus "plenty of attractions", but could be a thing as well.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 19, 2015, 02:22:47 PM
Quote from: kingtyris on March 19, 2015, 12:42:48 PM
Is there going to be any incentive to build a diversity of fun stations? Otherwise I can see players building a minimum of the cheapest stations to keep their colonists happy.

That's related to a concern of mine as well. If other factors of the game (namely length of a day) are adjusted with the implementation of this system, then there's no real harm done.

Though if it's going to be more than just another rest meter, there should be an incentive to keep stress levels optimized as opposed to just pushing a bare minimum to offset penalties.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: REMworlder on March 19, 2015, 04:30:58 PM
I'm sure the balancing process will take time (I bet this will be subject to a lot of public bug testing before the next alpha release), but it sounds like the different fun/recreation options will have pros and cons. For example, if you wanted to encourage shooting skill any way possible:

Quote from: TynanDartboard, horseshoes (distant play, tiny bonus to shooting skill)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 19, 2015, 04:56:48 PM
Quote from: REMworlder on March 19, 2015, 04:30:58 PM
I'm sure the balancing process will take time (I bet this will be subject to a lot of public bug testing before the next alpha release), but it sounds like the different fun/recreation options will have pros and cons. For example, if you wanted to encourage shooting skill any way possible:

Quote from: TynanDartboard, horseshoes (distant play, tiny bonus to shooting skill)

I'm wary of this, i think that any pros of joy should be the joy you get and the cons should be the time they spend doing it (a robot would say waste). Any extra bonus should be abstract or minor.

But i think that this presents a few opportunities.  For example, a joy activity related to a skill, instead of increasing it, or increasing it substantially, could instead prevent the "dread" skill degradation.

Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 19, 2015, 06:59:53 PM
Thinking about it :
"STORYTELLING"
A colonist sit at table with other and tell them story.

Cassandra Classic joined your colony

Quote from: kingtyris on March 19, 2015, 12:42:48 PM
Is there going to be any incentive to build a diversity of fun stations? Otherwise I can see players building a minimum of the cheapest stations to keep their colonists happy.

I don't think we need such incentive... most of us will do so anyway and the freedom would allow us to imagine make up our story rather than following needs.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darth Fool on March 19, 2015, 07:30:33 PM
I imagine some activities will be forbidden for different pawns.  For example, pawns that can not do intellectual activities would not play chess, while those who won't do dumb labor will not find exercise to be a joyful activity.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 19, 2015, 07:31:53 PM
Just to help the topic stay on topic, here's just a few more:

-Relaxation Pod - It's like a tanning bed, except you listen to music, watch images and disconnect yourself from the outside world, instead of getting burned. It's a hi-tech relaxation station.
-Enjoy the rain
-Mourn in a friend's graveyard - Perhaps bringing flowers. Could be triggered by date of death as well.
-Taking care of your bonsai
-Write a book
-Mini-golf
-Burn incense
-Arcades - It's like videogames, but cooler. Also Pinballs machines.
-Jaccuzzi - Because why not right?
-Organizing shelves and wardrobes
-Stargazing (like cloudwatching, except it's night).
-Collecting sea-shells
-Getting a Tattoo
-Watch: sunset, sundown, eclipse, meteorshower... Any natural event could be watchable.
-Tell stories by campfire, roast marshmallow or food by campfire. Or the campfire could be, or work as a joy activity in itself.
-Trampolining
-Whittling
-Optimizing machinery/station
-Wall balling
-Punching bags
-Fireplace
-Mirror
-Rocking Chair
-Getting a check up - Not exactly fun, but it's always good to be safe on your health. Could have some sort of scanning medical tools or stations, like a C.A.T scan machine.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: JonoRig on March 19, 2015, 08:11:51 PM
Probably been said, but I'm lazy (sorry guys :(( ) but I'd love a book shelf/library where you can buy and sell books, and colonists write them (based on art skill) then the "quality" of the book affects how fun it is (with made some neg side affects for poor, awful and shoddy reading experiences)

Maybe have subcategories (like you have beaver skin shirt, cotton shirt etc) Such as romance, sci fi, fantasy, non fiction, crime etc, and each colonist may then have a favourite genre (could be unseen, or in the expanded character descriptions like food poisoning chance) forcing you to try and get a variety of books to make  available. Could have some colonists like to read in their rooms, so you'd need chair/table in them, some would like to socialise whilst reading, so sit around a table together, and others would like quiet in the new arm chair (getting debuffs, of reduced fun when disturbed like how the disturbed sleep function works


Probably way too in-depth, but id like tradable books
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 19, 2015, 11:02:04 PM
I'd still like to see passions tied to recreation, but in a low-impact way. Like say, darts and horseshoes fill a pawns joy meter faster if they are passionate about shooting, but don't confer any experience or other bonuses. So we have an incentive to build a variety, without it being crucial or a requirement.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Tynan on March 20, 2015, 01:50:38 AM
Thanks a ton Johnny. Those ideas are valuable, I'm taking them down now.

And yes, let's please keep this on topic. This isn't a thread for general airing of thoughts or concerns or questions. It's a thread about "Ways to fulfill a "joy" need". Other stuff should go in other threads please. Do what Johnny M did please!
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 20, 2015, 03:19:55 AM
Quote from: hyperkiller on March 18, 2015, 11:18:32 AM
trait related ones could give joy like:
psychopathy trait can gain for killing animals/raiders

Actually this is not how psychopath or sociopath works like. They're rarely sadistic. They're cold, calculating and uncaring. They don't have empathy, feeling empathy will not stop them from doing something that benefits them. It's just means to a goal.

On topic
* Polishing guns and equipment.
* Tending to a pet garden, pawns would place them outside of the Home zone so as to not mess up your plans too much.
* Drawing caricatures of other colonists or animals. Maybe this should fall under art ?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Wonto on March 20, 2015, 04:04:07 AM
Well, here's a few, and I apologize for any repeats XD

Hot Springs, using geothermal vents - why not make us choose between power or bathing facilities?
Board Games/Cards, from traders (with durability)
Movies, from traders (with durability) - what else are you going to watch on the TVs on a Rim World? Hope there's an outlander town that broadcasts sitcoms?
Marbles, Jacks, Tiddly-winks
Drinking games - this would be interesting :)
Sparring - either with fists or wooden training swords
Jogging
Feeding wild animals berries/potatoes
Mischief/Pranking - grafiti near colonist beds/dining areas/relaxation areas (cleanable), tampering with work stations (fixable) - would possibly give negative fun to colonists on the receiving end ;)
Snacking - chocolate (which is already added), popcorn (for watching movies?), potato chips, raisins (dried berries, i guess)
Benches - for variety in seating (aside from stools and armchairs), could also relax outside on benches and 'enjoy the scenery'
Tequila - There's already agaves... why not? :D
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: REMworlder on March 20, 2015, 11:14:12 AM
Since I don't see these (https://ludeon.com/forums/index.php?topic=11461.msg115914#msg115914):

Independent
-graffiti (could require cleaning afterwards)
-cleaning his/her gun (only certain pawns, especially vatgrown soldiers, and could require table)
-sketching
-sudoku
-getting a tattoo
-tweaking bionic (if has bionic and likes research or prosthophile)

Interactive
-Playing tag
-five-finger fillet (if brawler, or has bionics (https://www.youtube.com/watch?v=pPEZdl7BvjA))
-talking with visitors!
-throwing/kicking a ball
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: skullywag on March 20, 2015, 02:11:59 PM
If its not been mentioned...card games...poker, blackjack etc. Would be good (obviously harder to implement) if visitors played and gambled with their money (and you yours). I dont want to add minigames so keep it random and pawn level (i.e the player doesnt play) and base outcome factored on social skill and manipulation or something.

Same with dice games.

I want to make a western saloon.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: M on March 20, 2015, 02:34:51 PM
- Boxing for brawlers.
- Prisoners abuse for psychopaths.
- Chatting for abrasive and opposite (fascinating?) pawns.
- Storytelling during campfire chats.
- SEX FOR EVERYONE, not trolling, really... Sex=N1 fun of the world, nothing else to say.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 20, 2015, 02:53:34 PM
Some more ideas:
Hot tub
Ice cream machine(Maybe needs chocolate to operate?)
Treadmill/workout equipment
Bowling alley
Videogame console(Requires TV, allows multiple pawns to play at once)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: daft73 on March 20, 2015, 06:37:31 PM
A few more ideas to trip on, pottery, dance party, virtual reality glasses, futbol(soccer, rugby, ect..), meditate, psychiatry, cleaning ???...yes cleaning.  ;)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 20, 2015, 10:36:02 PM
Football (complete with the injuries).

-Argon
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: kingtyris on March 20, 2015, 11:52:22 PM
QuoteThere are now various kinds of fun. Repeated use of the same kind of fun builds up a tolerance, reducing its impact. Colonists will prefer seek fun sources they are not already tolerant to. Result: it�s beneficial to provide a variety of fun sources.

Huzzah! Tynan you're the best :D

As an idea for recreation, maybe an armed pawn will decide spontaneously to go hunt an animal on the map. Maybe within a certain radius of the home region so a pawn doesn't wander to the other side of the map and suffer a mental break because he doesn't get to a food source in time.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Adamiks on March 21, 2015, 11:10:00 AM
Quote from: Tynan on March 14, 2015, 03:13:03 AM
Build a snowman

Do you wanna build a snowmannn?

+1!!!

I think they should also be happy after simple resting like in bed or something.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Shinzy on March 21, 2015, 12:26:15 PM
Quote from: Adamiks on March 21, 2015, 11:10:00 AM
Quote from: Tynan on March 14, 2015, 03:13:03 AM
Build a snowman

Do you wanna build a snowmannn?


it doesn't have to be a snowman
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: daft73 on March 21, 2015, 03:02:25 PM
Quote from: Shinzy on March 21, 2015, 12:26:15 PM
Quote from: Adamiks on March 21, 2015, 11:10:00 AM
Quote from: Tynan on March 14, 2015, 03:13:03 AM
Build a snowman

Do you wanna build a snowmannn?


it doesn't have to be a snowman

Could be a sandman.
(http://i.imgur.com/Lzr1GmC.jpg?2)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kegereneku on March 22, 2015, 01:42:10 PM
who say sandman say sandcastle.

I've checked a little, don't seem to have been put before.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: REMworlder on March 22, 2015, 02:48:18 PM
Though jogging's mentioned, an interesting multi-colonist activity could be footraces.

On an unrelated note, some colonists could collect plants and flowers for fun as well.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: fla_hotrod on March 22, 2015, 06:48:12 PM
Birthday cake/parties.
Potato sack races.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: apljee on March 22, 2015, 09:36:07 PM
Bug catching and then display cases could be interesting, or bird watching?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: hyperkiller on March 23, 2015, 11:19:47 AM
Ah alright, didn't know that, and that's what happens when you post something without knowing it fully. Thanks for correcting me.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Dran on March 23, 2015, 12:46:27 PM
So I'm going to go over some of negative things that people do for fun.
Some may have been more fun for people in the past but in a colony some activities can make a comeback.


Independent
-Throwing rotten food at prisoner
-Tourturing animals (Pyschopath)
-Making Fun of someone



Group
-Stand Up Comedy
-Public Executions: Not everyone will like it
-Gladiator Battle Arena: Make those inmates fight to the death
-Hunts: Not for food but for fun can even hunt humans.
-Trials: Capture the leader of an enemy faction? Put him to trial and let the colonist decide his fate.
-Eating Competition
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 23, 2015, 12:58:55 PM
"Hunting" for edible wild mushrooms in forests.

Quote
The mushroom hunting is an activity well-known to Slavic nations (Poland, Czech Republic, Slovakia, Ukraine, Russia and other) and Baltic (Lithuania, Latvia, Estonia). It is also popular in Nordic countries (Norway, Sweden, Finland, Denmark) and in some countries of Mediterranean Basin. Outside Europe Koreans, Japanese and Canadians pick mushrooms.
QuoteThey can grace every, even the simplest dish such as scrambled eggs. Delicate mushrooms are great for soups, 'zapiekanka', sauces, and meat dishes � kania (parasol mushroom), maslak (bolete), kurka (chanterelle), pieczarka (white mushroom) and rydz (saffron milk cap). Every meat will also taste great with fried borowik (boletus) or podgrzybek (bay bolete).

http://www.tastingpoland.com/food/mushrooms_in_polish_cuisine.html

(https://grzybyjadalne.files.wordpress.com/2011/09/borowik-ceglastopory-boletus-erythroporus.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/czubajka-kania-macrolepiota-procera.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/maslak-zwyczajny-suillus-luteus.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/opienka-miodowa-armillaria-mellea.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/pieprznik-jadalny-kurka-cantharellus-cibarius.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/koc5balarz-babka-leccinum-scabrum.jpg?w=150&h=104)
(https://grzybyjadalne.files.wordpress.com/2011/09/podgrzybek-zlotawy-xerocomus-chrysenteron.jpg?w=150&h=104)

Big gallery:
https://grzybyjadalne.wordpress.com/poznaj-grzyby/grzyby-jadalne/
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: keylocke on March 23, 2015, 04:50:24 PM
-build a computer, play rimworld... all day.
-play DnD.
-read comics
-keep/catch/build pets (insects, mammals, birds, reptiles, robot, fish?)
-repair damaged weapons/apparel
-sparring matches for colonists
-gladiator deathmatch for prisoners (aka : try outs)
-ride a muffalo
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Fuhman on March 23, 2015, 05:17:55 PM
Why is everyone incessant on the idea of the colonists buggerin'? Why not simply have a relationship buff (if in one, exacerbated by specific traits), and de-buffs (as mentioned). With the possibility of shared beds on the horizon, that can be the fulfillment of this idea made by many slathering, foaming users on here.
I'm partly thinking of any asexual fellows that would simply be alienated by whole fuck-race that society experiences these days creeping into games.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Dran on March 23, 2015, 06:13:30 PM
Quote from: Fuhman on March 23, 2015, 05:17:55 PM
Why is everyone incessant on the idea of the colonists buggerin'? Why not simply have a relationship buff (if in one, exacerbated by specific traits), and de-buffs (as mentioned). With the possibility of shared beds on the horizon, that can be the fulfillment of this idea made by many slathering, foaming users on here.
I'm partly thinking of any asexual fellows that would simply be alienated by whole fuck-race that society experiences these days creeping into games.

It's genetically programmed into people quite frankly I'd be surprised if people weren't trying to inject "woohoo" into everything. Besides lets worry about the majority of players rather than a small minority because if we tried to cover every minority of people well the game would never be released.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Johnny Masters on March 23, 2015, 06:54:47 PM
I'm much more appalled by the kind of bashing something as natural as sex receives, while things that should be taken with a grain, such as violence, cannibalism, torture and gunning people down, is green-lighted without even a nod. The only difference is that you can exploit sex for some kind of appealing, which is something no-one here is doing, nobody wants graphically depicted sex scenes or moans.

If you are concerned about asexuals, denying that sex exists or trying to cover with euphemism is not the way to go, try for acceptance and diversity portrayal: if we have relationships in game, i want there to be heterosexuals, asexual, homosexuals, bisexuals or whatever people want their preferences to be, as long as its in the realm of (contemporary) ethics.

If people have a problem with diversity then i'd say there will be plenty of prejudice mods.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ja7833 on March 23, 2015, 07:06:27 PM
Quote from: Dran on March 23, 2015, 12:46:27 PM
-Public Executions: Not everyone will like it
-Gladiator Battle Arena: Make those inmates fight to the death

+1 for public executions
+1 for Gladiator battles (and the ability to bet on them/against other factions) 

Maybe when trading is different/has caravans the traders have gladiators your colonist could fight/your gladiators could fight).
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: ja7833 on March 23, 2015, 07:17:22 PM
Quote from: Fuhman on March 23, 2015, 05:17:55 PM
...Why not simply have a relationship buff...

Quote from: Johnny Masters on March 23, 2015, 06:54:47 PM
...i want there to be heterosexuals, asexual, homosexuals, bisexuals...

I agree the way to add sex in the game is by total abstraction with buffs, instead of a negative for sharing a room a postive for sharing a bed (use your imagination) etc.

I also think in the storytelling vein of the game adding different sexual orientation/preference/bias would add a great dynamic to the story.  Although I could see where some might find it offensive but, since "slave girl" and "sex slave" are already colonist background stories I don't think Tynan is shy on tackling the issue.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 26, 2015, 06:24:28 AM
Vanity:
Some pawns should like to change clotches pretty often. Every now and then they would go and dress in a different color, etc.

Skirts, dresses etc. Female colonists would sometimes spawn in these. You could tailor them. Male colonists would get bad mood from wearing them, unless they have a Crossdresser trait. I find it immersion-breaking that even people coming from medieval worlds wear synthread pants.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Darth Fool on March 26, 2015, 08:22:36 AM
Eating a variety of foods.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on March 26, 2015, 09:52:25 AM
Feeding small cute animals: squirrels, birds.

Taking a selfie.

Skipping stones (sorry about the old man music)
https://www.youtube.com/watch?v=5n7GKxesC0U
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Dran on March 26, 2015, 10:47:21 AM
Reading about Colony history? Maybe also have Recording colony history a fun activity as well?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Mathenaut on March 26, 2015, 06:05:30 PM
Quote from: ja7833 on March 23, 2015, 07:17:22 PM
Quote from: Fuhman on March 23, 2015, 05:17:55 PM
...Why not simply have a relationship buff...

Quote from: Johnny Masters on March 23, 2015, 06:54:47 PM
...i want there to be heterosexuals, asexual, homosexuals, bisexuals...

I agree the way to add sex in the game is by total abstraction with buffs, instead of a negative for sharing a room a postive for sharing a bed (use your imagination) etc.

I also think in the storytelling vein of the game adding different sexual orientation/preference/bias would add a great dynamic to the story.  Although I could see where some might find it offensive but, since "slave girl" and "sex slave" are already colonist background stories I don't think Tynan is shy on tackling the issue.

Slippery slope. If it becomes a thing, keep it explicitly abstract, else face the wrath of the perpetually offended/'oppressed'.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Rock5 on March 27, 2015, 05:20:37 AM
I don't know if it's been mentioned but how about a computer game?

It could be a game about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game, which could be about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game, which could be about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game . . .

Oh I'm getting a headache.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: TrashMan on March 27, 2015, 05:43:42 AM
Quote from: b0rsuk
Anything but sex or masturbation. That's more offensive than murder in America. No one does it anyway.
/quote]

A use for large beds?
A private room two colonists can retire too to let off some steam?

(https://wizchan.org/meta/src/1422197199962.gif)

(http://i.imgur.com/mmCzjnV.gif)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Garlandgreeneyes on March 31, 2015, 05:56:55 PM
I really like the group events that've been mentioned.  Birthday parties, campfires, putting on plays.  It'd be great to watch these types of activities acted out, much more fun to watch than watching colonists sleep anyways.  They could be like encounter type events, that happen say, if you have a cake and it's someone's birthday, or if you have a stage and a mechanoid costume, all colonists would congregate and a small scene could happen... candles get blown out, mechanoid costumed character pretends to die, etc.

In this vein, I suggest:

-Birthday parties
-Campfires
-Plays
-Musical Performances
-Unveiling of new art
-Fashion Shows
-Tedtalk (research completion)
-Welcoming ceremony (Colonist recruited)
-Prisoner execution
-Funeral
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Keychan on March 31, 2015, 08:55:12 PM
I'd like to see some visitor interactions that could have provide fun for everyone.  I mean you're visiting colony a new colony and you're just going to walk around like loiterers and leave?  Why not interact with that newly made colony?

- Chat with visitors
- When you have that one lone visitor who comes in with that big important title like "Mary the Glitterworld Surgeon" or "Van the Chief of the Black Crag People", it'd be nice if they could be travelling storytellers.  Storytelling in a story making game, what could be better.
- Your colonist could take beers out to the same amount of visitors, hand them out and they'll just have a great time.  This could be random or uncontrolled.
- Not a sure if is 'joyful', but if you have a buried visitor(s), they'll have visitors that'll come from their own colony and they'll walk around the grave(s) of their fallen friend(s).  But hey, you could have the option of right-clicking a visitor and choose to hand out beers so they could drink and mourn in honor of their dead's memories.
- Since there will be game based fun activities, visitors could come join in and have fun with your colonist.  That's what you're visiting for, right?  To bond with the new colony.
- Along with this idea, let's say John Shipwreck from the Red Cowboys heard that your Bob Data was the best horseshoe player in the world.  This could lead up to friendly a friendly competition with both colonies cheering on their side.  Other activities included obviously.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Jstank on March 31, 2015, 11:23:12 PM
I guess I'm a little bit late on this forum but I think that this idea of 'joy' can be a great stepping stone into another feature witch could be law and order.

As each individual colonist tries to fufill his joy need (which I think should include an equal number of undesirable behaviors, like attacking other colonists, could be outlawed in a law system which would land the perpetrator in prison. Just a thought

One thing I would like to add to the list.

Playing music.

It would be great if some artistically inclined colonists could craft some musical instruments and play music. This music could be enjoyed (or not enjoyed) by other colonists. The music could be played individually or during gatherings in the common area.

I think these joys should be hidden from the player. You could learn about the colonist by watching their behavior, then when they perform it it will reveal on their character sheet.

Oh WOW matanui likes to play guitar... Who would have thought.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Argon on March 31, 2015, 11:41:00 PM
Quote from: Rock5 on March 27, 2015, 05:20:37 AM
I don't know if it's been mentioned but how about a computer game?

It could be a game about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game, which could be about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game, which could be about some people who get stranded on a planet and have to build things to survive and find ways to entertain themselves such as playing a computer game . . .

Oh I'm getting a headache.
This reminds me of the time someone made a working four operation calculator with redstone in Minecraft.
The rimworld ception would be INFINITE!

-Argon
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on May 29, 2015, 11:32:27 AM
Dancing in the rain. There are many accounts of polish "witches", herbalists and so on dancing naked in the rain, just for fun. Away from people.

Enjoying a storm. The pawn would like to go outside, watch lightning strikes etc. Often in the open.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Frankenbeasley on May 29, 2015, 12:15:07 PM
Ooooh! Necromancy!  8)

I'll bite since this thread is temporarily up and stumbling around.

There should definitely be a collective buff for surviving a raid or siege with no dead colonists, and a personal buff for pawns who come through unscathed.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Kolljak on May 29, 2015, 09:39:18 PM
Thinking of negative ways to inflict JOY on people muahahah
as in if they are unhappy they may chose negative ways to fullfil joy.

Pranks
Graffiti
Defacing
Picking on prisoners [harassing them]
hiding stuff. such and such.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: b0rsuk on July 29, 2015, 11:25:58 AM
* Visiting a grave
In year 5500+, people still worship ancestors. In Rimworld, pawns might decide to visit a grave of a killed colonist. Depending on the colonist visiting they may honor the dead differently, this is related to pawn's religion.
- simple meditation at a grave
- leaving burning candles and/or flowers at a grave. In Poland we leave candles because it's a remnant of pre-christian pagan worship of fire.
- leaving bits of food as an offering. Tribal colonists are more likely to do this. In Poland, kasza and pierogi used to be sacrificial meals. Bloodthirsty colonists are more likely to leave meat.
Graves of abrasive and similarly unpleasant colonists are less likely to be visited.

* Visiting a patient
People who are not healthy enough to leave bed are notoriously bored. A pawn might decide to relax socially by visiting a colonist resting in a medical bed and chat with him. This also makes the patient happier.

* Sunbathing
If it's warm and sunny, a colonist may decide to find a quiet spot, drop clothes around and sunbathe. Nudist colonists also drop pants. This joy activity is less likely to be used by pawns who are
- old
- have scars
- have peg legs or simple prostethics
- have afflictions that make them uglier, like frail
- obese (depending on pawn's graphic, some are visibly fat)
The reason is that ugly people are less confident about showing off their bodies.
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: keylocke on July 29, 2015, 10:06:20 PM
for the nth time, i'll suggest :

SEXY-TIMES

huehue.

what's the point of living if people don't get sexy-times? i'm actually surprised my colonists doesn't go on a mass suicide after being celibate for more than 5 years.. lels ::)
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: JesterBlue on July 29, 2015, 11:54:04 PM
May be they can go on strike and form an Union?
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: Songleaves on July 30, 2015, 01:49:09 AM
Here are some:

jump roping
hopscoth
shuffleboard
flying a kite
juggling
picking your nose
photography (perhaps with a procedural mechanic like the current sculpture descriptions)
blanket fort
diary: perhaps also with a similar mechanic as the sculpture descriptions
make shadow puppets
blowing bubbles

paper based:
origami
build paper airplanes
play with paper fortune teller/cootie catch

interactive:
massages (foot, shoulder, back)
play Frisbee/catch
Title: Re: Suggestions request: Ways to fulfill a "joy" need
Post by: JesterBlue on July 30, 2015, 03:16:32 AM
It's about time we put training on the menu! Just like horseshoe raise ranged, punching bag can relieve stress. To think of it, I think we are looking at Joy the wrong way. Should it not be keeping the stress low instead of Doing thing to be happy? A bunch of plague ridden hungry Colonist who are 'fill with joy' is just very very weird.

Hard work build up stress, being hungry is stressful, being sick make everyone nervous, wounded, kill some one, got chase by squirrel... it will drive people insane! Play some chess (alone) make you feel happy is just asinine.

If you structure 'Joy' this way sick people will cause less problem due to they being bed ridden since they will be away from stressful activities, management is also simpler, a stress colonist, simply switch him/her to an easier job to cool down and an incentive to avoid injury, treat wound on time and not stretch out your guys too much.