Moodlets

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Shezza
 
Joined: Sat May 27, 2017 6:54 pm
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Re: Moodlets

Postby Shezza » Sat May 05, 2018 8:04 pm #407353

ROUND AND FULL


>I won't work on a feature because people are upset that feature is bad and i don't want to waste my time therefore i will waste time of others.



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Qustinnus
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Joined: Tue Nov 07, 2017 12:30 am
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Re: Moodlets

Postby Qustinnus » Sat May 05, 2018 8:17 pm #407358

Shezza wrote:ROUND AND FULL


>I won't work on a feature because people are upset that feature is bad and i don't want to waste my time therefore i will waste time of others.

if they want to remove the feature because of problem X that I don't think I can reasonable resolve, should I spent time fixing Y and Z if they will remove it because of X anyways? I've already sunk a ton of time into this feature, if it's going to be removed I don't see what else I can do.

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Grazyn
 
Joined: Tue Nov 04, 2014 11:01 am
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Re: Moodlets

Postby Grazyn » Sat May 05, 2018 8:21 pm #407360

Qustinnus wrote:
I do acknowledge the problems, however I can't fix certain things such as Kor's main issue with the feature. The other ones are simple one line changes that /anyone/ can edit. I'm not doing it because I don't know what to change it to. I don't enjoy writing shit like that because writing isn't one of my interests, coding is. If you want to change "nothing interesting has happend to me recently" then do so. It's an open source codebase. I don't know what to change it to, if you have a better text that doesn't ruin your immersion then feel free to change it

I couldn't care less about moodlets, I was just trying to offer some player insight on why the feature may have failed, specifically concerning the aspect of immersion which came out as a major issue during the discussion. You can tell me to "go code it myself" because you don't care about writing fluff but the lack of immersive fluff is one of the reasons why moodlets were poorly received.

Dr_bee
 
Joined: Fri Dec 23, 2016 6:31 pm
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Re: Moodlets

Postby Dr_bee » Sat May 05, 2018 8:34 pm #407369

Grazyn wrote:
Qustinnus wrote:
I do acknowledge the problems, however I can't fix certain things such as Kor's main issue with the feature. The other ones are simple one line changes that /anyone/ can edit. I'm not doing it because I don't know what to change it to. I don't enjoy writing shit like that because writing isn't one of my interests, coding is. If you want to change "nothing interesting has happend to me recently" then do so. It's an open source codebase. I don't know what to change it to, if you have a better text that doesn't ruin your immersion then feel free to change it

I couldn't care less about moodlets, I was just trying to offer some player insight on why the feature may have failed, specifically concerning the aspect of immersion which came out as a major issue during the discussion. You can tell me to "go code it myself" because you don't care about writing fluff but the lack of immersive fluff is one of the reasons why moodlets were poorly received.


The immersion issue could be solved by just renaming the moodlets into something more generic.

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Mickyan
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Re: Moodlets

Postby Mickyan » Sat May 05, 2018 9:26 pm #407387

The problem is those who decided to turn off mood either aren't talking or aren't saying whether their grievances can be solved by making any of the changes that have been suggested. Short of a few personal opinions we still don't know what the actual problems with the system are and we're somehow expected to figure out a solution without guarantee that any work put in won't be a complete waste of time.

If the text and icons are such an issue I could make a PR to change the wording into a "distressed/relaxed" meter and edit the icons to stand out less but it'd still be disabled and I still wouldn't know if that really helped anything so why even bother.
ImageI play on Manuel as Swanni, the brain-damaged moth.
Be nice to each other.

Selea
 
Joined: Sat Nov 11, 2017 11:11 am
Byond Username: Serpentarium

Re: Moodlets

Postby Selea » Sat May 05, 2018 10:33 pm #407405

Moodlets could be good feature, if they were for mobs. Not for players.
Also graphics was ugly. From screen distortions to moodlet indicator.
Image

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Dax Dupont
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Re: Moodlets

Postby Dax Dupont » Sun May 06, 2018 9:31 am #407527

Qustinnus wrote:
Shezza wrote:ROUND AND FULL


>I won't work on a feature because people are upset that feature is bad and i don't want to waste my time therefore i will waste time of others.

if they want to remove the feature because of problem X that I don't think I can reasonable resolve, should I spent time fixing Y and Z if they will remove it because of X anyways? I've already sunk a ton of time into this feature, if it's going to be removed I don't see what else I can do.

This is a pretty valid opinion to have. If you think it's gonna be removed entirely why bother putting effort in it.

It's like noone is gonna bother touching clock cult at this point.

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The Clowns Pocket
 
Joined: Tue May 02, 2017 4:56 am

Re: Moodlets

Postby The Clowns Pocket » Sun May 06, 2018 10:16 am #407533

realtalk normally I'm against nearly any kind of removal because I often feel they are kneejerkish. I was the one guy who actually liked Gang.

Moodlets? I don't mind them going gone.
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Image

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Shezza
 
Joined: Sat May 27, 2017 6:54 pm
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Re: Moodlets

Postby Shezza » Mon May 14, 2018 11:10 am #410159

Dead unworked on feature, omegalul

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