Thought unbalance: about treatment colonist with bad opinion

Started by OopsLoops, March 06, 2018, 10:01:18 PM

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OopsLoops

If my neighbors was executed(Like the lynch), it remains fear in my heart long time.(next is me? some day?) and If my rival dead, relief will be for a short time.

It is first incompatibility. In this game, thought mood effect is like this.

  • justified execution of colonist : -2 / 6 days
  • colonist executed : -5 / 6 days
  • my rival {0} died : +10 / 10 days
  • colonist banished : -3 / 7 days
(data from ThoughtDefs)

if someone colonist get hate from colonist other all.

if you execute him = -5 + 10 = +5 (6days later only +10)
if you banished him = -3 only (without rival dead effect and it bad thought remain long time than execution.)

Isnt it strange?

Basically, colonists feel pain if prisoner is sold Even they are enemies came for kill us. It is our colonists thought.(if it isnt psychopath) They usually dislike lawless behavior.

Dose they better relieve by excution clonist? Feel better than banished? Everyone get relief if someone dislike is gone. It is fact. but how to do? kill them? by your self?

No. only banished, even worst. dont choice kill by my hand.(until he comes back as an enemy) becouse fell relieve more better.

Because this thought def balance is unnatural. one by one is not unnatural, but by just one action resulting effect is combinde, and its not colonist thougt like.

I think this need something fix.

(if my english is bad, and you cant read, im sorry...tell me.)
Good morning, RimWorld.
living in japan. im not well english.

MajorFordson

Yeah, there could certainly be some tweaks to the system. If you captured a bloodthirsty attacker who tried to kill your friends, you wouldn't feel too bad for selling them into slavery or if they died in your prison.

At the very least re-naming the debuffs would be a good idea. For example "Prisoner executed - Living by such primitive and uncivilised laws upsets me, even if they are necessary" Or something to that effect.

OopsLoops

Quote from: MajorFordson on March 07, 2018, 03:41:10 AM
Yeah, there could certainly be some tweaks to the system. If you captured a bloodthirsty attacker who tried to kill your friends, you wouldn't feel too bad for selling them into slavery or if they died in your prison.

Some players really think so, MOD to do so is widely used. It is nice work, and happy to me too. But MOD is MOD. It is their (or your? my?) colonist. It is not intention of Ludeon.(I seem so) If we want it, each player should use MOD (or DLC, if ludeon will it). If you want, it is better.

But in Vanilla colonist is dont think so. It is clearly intended character of the colonist. (this intent is clear, because this is realized by just one Thought thing) They usually do not want to hurt people, cleary. Good ordinary peoples are dropped in to cruel world. There I can see the narrative intent of the scenario.

This is point of my opinion. I respect it, and distinguish from MOD etc. and I want to play both. (Yes,I want is both, I just want to distinguish those. plz dont wrong. 8) ) It because is not I dont want, because seem as wrong and it was an unnatural behavior. Please do not confuse that point.
Good morning, RimWorld.
living in japan. im not well english.

sick puppy

i am not entirely sure what your exact opinion is, but if you are curious about mine, here it is:
any death that any person (be it in real life or in rimworld) has to witness has a negative effect on them. if a pawn sees a corpse he will get a mood debuff. seeing (or hearing it from his or her friends) people dying will definitely also worsen a pawn's mood, just like in real life. everybody finds dead people disgusting - except psychopaths.
so every death has not only in real life a negative effect on the psyche of people, but also in rimworld. the only exception to this rule is when your pawns defend themselves and shoot some attacking enemies dead. in that case though, it is probably a hidden debuff that will become visible once your pawns built a spaceship and made it to a glitterworld for example. there they will probably suffer of ptsd (post-traumatic stress disorder)
any death in rimworld that gives less of a debuff than the worst kind of debuff (not sure. maybe seeing your spouse get murdered is the worst?) technically is the same debuff but with some "upsides". i'll make a list from worst to "best".

-my spouse just died! i think i am about to go crazy! i need to take some flake or i will kill myself tonight!
-my child died! my own flesh and blood! i dont know what to do! at the very least my spouse is still around and we can cheer eachother up while the other is crying. i will take some yayo with me to bed to be sure.
-my best friend died by the hands of a dirty pirate! i cant let this happen to my family aswell! i am indescribably mad! if i had something to hurt i'd be very happy to...oh wait...i just remembered...we took one of their men as a prisoner...well, well, well, look what we got here...seems like someone wants to meet mr crush, the masterwork of a mace that i made the other day...care to tell me something important about the whereabouts of your friends?
-damn, another colonist of ours died in this attack. if we dont look out, we could be next...the situation is dire...i think i'll smoke a blunt and call it a night. also, cheers to the brave fallen. may rimgod rest his soul.
-we just executed a guy. i voted against it, it is an utterly barbaric act to commit. in my eyes, it's not any better than murder, but at least it was not a friend of mine or even family member and the deed was done somewhat cleanly. still. let's hope this never repeats itself. what if my friends and family are next?
-oh no. bad news. the other guy got banished with barely anything to survive on! i really hope noone i personally know will ever suffer the same fate. honestly, with such low expectancy of survival, i'd have rather given him the death sentence, since this banishment is the same, just with an additional period of starvation, fear and exhaustion for the poor soul.
-we just executed a criminal. although i am happy to have a way to deal with problems, i am not quite happy about how this problem has been solved. we have a prison for such things. what we did was overkill.
-today an army of 25 highly trained and well equipped soldiers attacked us. aside from a young boy that clearly got recruited by force to fight this battle we killed each and every one of them in the valley of death, the way the locals call it. there's a time and place for mourning the fallen enemies, but this is not it. i've got to help my fellow colonists in wiping the blood off of our clothes and floors, then i need to harvest the crops soon. we have a new mouth to feed in our prison, afterall and winter is coming.
-HAH! I KNEW IT! and i told him, i told him a thousand times, then he lost his good leg, then i told him another million times, but he just wouldnt shut up. BUT NOW HE'S DEAD! HAHAH! that stupid bitch of a sheriff got what he deserved and i will dance on his grave for fortuna's glory. rot in hell, motherfucker, you wont be missed!
-damn, wow, i always knew huntsman was kinda special, but i never would've guessed he had it in him to take down that "major enemy" all on his own! i think i will try and slip some ambrosia into his hands while i high five him at the dinner table :) this has to be celebrated!

i probably forgot some, though.

OopsLoops

@ shck puppy
yeah, realy long story! :o  but i read it all with help of google. nice point. One such individual case is to be seen as a strange behavior and should be corrected. That's my opinion. (I thought that the bug fix was more appropriate, I reposted it again this morning in japan)

What I covered act in this time is that you say
Quote-we just executed a guy. i voted against it, it is an utterly barbaric act to commit.
to
Quote-oh no. bad news. the other guy got banished with barely anything to survive on!

exactly, executed/banished some one is hated from other like below.
Quote-HAH! I KNEW IT! and i told him, i told him a thousand times
Thought and Mood is such a complex system is assembled.

Sometimes it is represented by one Thought, and sometimes expressed by two (and more) Thoughts. not only about thought and mood, In any thing discrepancies appear when the number of combinations increases.

I think there are other things like that, I think that discovery and adjustment are necessary. A good balance makes a dramatic good story. :)

So I wonder about in this case

  • Joy will surpass as a result even if the hateful partner is expelled (Thought in reality is not so convinced without see blood)
  • The feeling of guilt when enthusiasm went off has not been reproduced (your word PTSD. negative of executions etc will disappear before frenzy leaves)


I am sorry if you can not understand my writing. Because my English is poor and inconvenient. There may be mistakes something.
Good morning, RimWorld.
living in japan. im not well english.

cultist

We've been over this one several times. There's a large group of players who don't like that "evil" actions against enemies give negative mood modifiers. It's been modified several times - and I expect that 1.0 will have further modifications - but I don't think it's going to go away completely.

The simplest solution is to get the "prepare carefully" mod and give all your starting pawns the psychopath or cannibal, or even bloodlust trait. They all help reduce the effects of bad mood from killing people in various ways.

OopsLoops

@cultist
Yeah, many player is want it, and using MOD. You right in this point. But it to be talked in the MOD discussion. Is not it a different problem from the specification of Vanilla? and isnt it will break the design of Vanilla? I think it is inappropriate taking up it here.

In here, it should be considered based on how Vanilla is generally designed.

In this game(vanilla) as a reality, when players choices "evil" (It often makes great profit easily) things gives bad Though to pown. This is clearly intentional design.

For example, Its encourage the use luxury goods, and chance of addiction. As a fact, It is the design for generating events, And then it need to prepare for the next problem.

As a result, for example, At first sight entertainment is rich and living peacefully. Actually keep on doing evil acts and maintaining it. and It produces the result that amusement is enriching by reactionary.

Such a chain is the result of Vanilla's intention and I'm saying "balance" is it. In this case I seemed It balance was broken. imo, even in this case, the more "Evil" choice improves the problem better in the short term, but in the long run it should have a disadvantage. But in this case now it is reversing.
Good morning, RimWorld.
living in japan. im not well english.