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Re: Moodlets

Posted: Sat May 05, 2018 6:02 pm
by Qustinnus

Bottom post of the previous page:

Grazyn wrote:
Qustinnus wrote:I can't really be arsed to add additions to mood right now without some confirmation that any effort I do is not just going to be in vain because Kor and Rustled dislikethe feature existing.
You mentioned adding happy pills and antidepressants in the original moodlets PR. This was in early february. It also came up again in this very thread, one month later. Again you said you were going to do it.

Maybe if people had had a way to deal with moodlets from the start with antidepressants, as was suggested many times, instead of unrealistic and RP-forcing ways like food and hugs, it wouldn't have been labeled "reskinned hunger bar" and most criticism would've been avoided.
And I responded multiple times that I would do it once mood is actually decently under control, which it isn't. You can't really blame me for not going 24/7 on a hobby project.

Re: Moodlets

Posted: Sat May 05, 2018 8:04 pm
by Shezza
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.

Re: Moodlets

Posted: Sat May 05, 2018 8:17 pm
by Qustinnus
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.

Re: Moodlets

Posted: Sat May 05, 2018 8:21 pm
by Grazyn
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.

Re: Moodlets

Posted: Sat May 05, 2018 8:34 pm
by Dr_bee
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.

Re: Moodlets

Posted: Sat May 05, 2018 9:26 pm
by Mickyan
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.

Re: Moodlets

Posted: Sat May 05, 2018 10:33 pm
by Selea
Moodlets could be good feature, if they were for mobs. Not for players.
Also graphics was ugly. From screen distortions to moodlet indicator.

Re: Moodlets

Posted: Sun May 06, 2018 9:31 am
by Dax Dupont
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.

Re: Moodlets

Posted: Sun May 06, 2018 10:16 am
by The Clowns Pocket
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.

Re: Moodlets

Posted: Mon May 14, 2018 11:10 am
by Shezza
Dead unworked on feature, omegalul