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Re: Moodlets

Posted: Sun Nov 12, 2017 5:51 pm
by Deitus

Bottom post of the previous page:

i unironically like the idea but shitposters and, for lack of a better term, powergamers, will keep it from getting merged.

good work though op.

Re: Moodlets

Posted: Sun Nov 12, 2017 5:57 pm
by J_Madison
footnote:

antags have a skill that filled them with focus and purpose to complete their objectives.
this gives them a mood buff for a few minutes (to avoid "omg you dont have bad moodies, antag check").

Re: Moodlets

Posted: Sun Nov 12, 2017 6:43 pm
by Zarniwoop
If I wanted a mood and mental health simulator I'd play the fucking sims. Keep this shit out, I don't want to spend my time maintaining my character's fucking mood. What's next, arousal?

Re: Moodlets

Posted: Sun Nov 12, 2017 6:48 pm
by DemonFiren
If I wanted a shooting and stabbing simulator I'd play call of fucking duty. Keep this shit out, I don't want to spend my time clicking someone else's character until it's fucking horizontal. What's next, capture the flag?

Re: Moodlets

Posted: Sun Nov 12, 2017 6:48 pm
by calzilla1
Tbh, I was just memeing. Seems fun for a blue moon round but would get old every round

Re: Moodlets

Posted: Sun Nov 12, 2017 7:21 pm
by BeeSting12
Security shouldn't get negative moodlets if they kill people

Re: Moodlets

Posted: Sun Nov 12, 2017 7:40 pm
by Qbopper
BeeSting12 wrote:Security shouldn't get negative moodlets if they kill people
it would make sense for them to have a resistance but killing a bunch of people should still cause issues

Re: Moodlets

Posted: Sun Nov 12, 2017 7:45 pm
by Armhulen
they get happy from it

Re: Moodlets

Posted: Sun Nov 12, 2017 8:38 pm
by Pascal125
Zarniwoop wrote:If I wanted a mood and mental health simulator I'd play the fucking sims. Keep this shit out, I don't want to spend my time maintaining my character's fucking mood. What's next, arousal?
No, because this isn't Citadel.

I think this system would be nice to have. I'm sure it'd just be like the species likes and dislikes regarding food.
It's just there. You can play with it or around it. Don't be a killjoy.

Re: Moodlets

Posted: Sun Nov 12, 2017 8:50 pm
by DemonFiren
species food bullshit is disgusting, though

Re: Moodlets

Posted: Sun Nov 12, 2017 9:04 pm
by onleavedontatme
I think given the pacing of our game this is going to end up more annoying than anything. Needing to go crack open a book when you're in the middle of trying to find the malf AI counting down, or going to take a shower in the middle of rev won't feel immersive or fun to most people especially given our RP level*, it will just be a meter they need to fill that takes them away from what they were trying to do.
Steelpoint wrote:True, Lifewebs system is very invasive intentionally. Since keeping your character healthy, happy and fed is a major task you do the entire game.

Not so much here.
I mean it makes sense there because the setting is everything is dark and oppressive and it sucks and you're expected to be in character but I don't see how this would mesh very well here

*Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that

Re: Moodlets

Posted: Sun Nov 12, 2017 9:22 pm
by ColonicAcid
ExcessiveJMadison wrote: but colonic is the better looking of twinks tbh
hey girl wyd tonight

Re: Moodlets

Posted: Sun Nov 12, 2017 9:23 pm
by Dr_bee
Kor wrote: *Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that
Frankly /tg/'s pace needs to slow down in general, it doesnt matter how many features you have or how in depth a system is when on average you get 30 minutes with it before it all gets reset.

How that can be done is beyond my competence, but any movement to more RP than none at all is good in my book.

Re: Moodlets

Posted: Sun Nov 12, 2017 9:25 pm
by ColonicAcid
also needing to take care of you bodily functions is not only for rp purposes.

it serves a gameplay purpose of getting you out of your department. you only had personal toilets if you were important enough, else people had to go to the public toilets. this gives antags a chance to get to you because you're finally walking out of your department and having to go to public high traffic areas.

food was added for a similar reason.

Re: Moodlets

Posted: Sun Nov 12, 2017 9:27 pm
by Qustinnus
Kor wrote:I think given the pacing of our game this is going to end up more annoying than anything. Needing to go crack open a book when you're in the middle of trying to find the malf AI counting down, or going to take a shower in the middle of rev won't feel immersive or fun to most people especially given our RP level*, it will just be a meter they need to fill that takes them away from what they were trying to do.
Steelpoint wrote:True, Lifewebs system is very invasive intentionally. Since keeping your character healthy, happy and fed is a major task you do the entire game.

Not so much here.
I mean it makes sense there because the setting is everything is dark and oppressive and it sucks and you're expected to be in character but I don't see how this would mesh very well here

*Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that

Thing is, I doubt there will ever be a situation where having to take a shower is unironically a thing someone has to do to get ready for something like that, and having bad enough moodlets to a degree that it affects you probably means you already have done some stupid shit such as blowing your arm off, starving, and having severe drugs withdrawal.

The system is not ment to be a constant distraction that you have to keep filled. If nobody interacts with it is basically neutral, which means you are not affected. It is an active effect. If you choose to not engage in obtaining positive moodlets, you might lose out on some small bonuses, but you are not necesarily weaker. Bad moodlets are also mainly just obtained through events that are either actively brought upon you, but you will need some severe or a lot of minor bad moodlets to have an actual noticeable negative effect.

In the current version, the only exception to this could be nutrition I suppose, which trickles down automatically and gives you a negative moodlet. But like I said the effects of nutrition would be moved to the mood system.

You could however, be actively affected by an antag who gives you bad moodlets on purpose, using it as a weapon.

Regarding the pacing, I doubt this will affect pacing at all. The only thing it would do is give some objects alternative purposes, And once again, these purposes are not a necesity. You can CHOOSE to improve your mood. But it's not like you will be crippled from the game if you don't read a book, shower, and do your good boy tasks every 5 minutes, which is what you are currently making it out to be.

Also, I never mentioned that killing people would give you a negative moodlet, People posted the idea here, but I have never mentioned that such an idea was planned in the PR (And it will probably not be, due to it going against TGs playstyle too much, in my opinion).

And once again; do not see this as "just an RP mechanic" because it involves the characters emotions, it's as much an RP mechanic as health. It's a mechanic that you can use to give positive and negative effects, based on an objects effects. Using RP semantics is useless because this literaly does not have to change how players treat each other, at worst it might mean a player might ask a chaplain to bless them, which if anything, creates purpose for jobs such as the chaplain, clown and librarian, which if you ask me, is not a bad thing and does not negatively affect pace.

Re: Moodlets

Posted: Mon Nov 13, 2017 12:03 am
by Zarniwoop
I dunno, I play here because I like the action fast and loose. It can be hard enough to finish lengthy projects before the round ends. Nothing sounds fun about being too unhappy to work and having to go find food that my character likes or sit and listen to somebody playing an instrument for a few minutes. And before you say it's passive, you already mentioned antags being able to use it as a weapon so there's still the potential for me to not even want to bother with this and still having it as a weight around my neck.

Re: Moodlets

Posted: Mon Nov 13, 2017 8:00 am
by DemonFiren
Dr_bee wrote:
Kor wrote: *Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that
Frankly /tg/'s pace needs to slow down in general, it doesnt matter how many features you have or how in depth a system is when on average you get 30 minutes with it before it all gets reset.

How that can be done is beyond my competence, but any movement to more RP than none at all is good in my book.
You may need to revert a whole lot of "QoL" changes that amount to "now you don't have to go to place and get thing from person", but fuck me, I'm not gonna find out what they are at nine in the morning on a Monday.

Re: Moodlets

Posted: Mon Nov 13, 2017 9:06 pm
by cedarbridge
DemonFiren wrote:
Dr_bee wrote:
Kor wrote: *Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that
Frankly /tg/'s pace needs to slow down in general, it doesnt matter how many features you have or how in depth a system is when on average you get 30 minutes with it before it all gets reset.

How that can be done is beyond my competence, but any movement to more RP than none at all is good in my book.
You may need to revert a whole lot of "QoL" changes that amount to "now you don't have to go to place and get thing from person", but fuck me, I'm not gonna find out what they are at nine in the morning on a Monday.
But we need "QoL" because the game needs to be faster so you can get things done before the game being faster means you don't have the time to get things done so we added "QoL" features to make the game faster so you can get things done before


We've been around this circle before. Its like an alcoholic drinking to stave off withdrawals by using increasingly strong booze.

Re: Moodlets

Posted: Mon Nov 13, 2017 10:33 pm
by Dr_bee
cedarbridge wrote:
DemonFiren wrote:
Dr_bee wrote:
Kor wrote: *Like I can get conceptually it'd be cool if someone had a moment of "oh no what have I done" after they kill the syndie and they go take a shower to try and calm down and then go to the bar and get a hug from their friend who tells them it wasn't their fault but I doubt our players will actually do that
Frankly /tg/'s pace needs to slow down in general, it doesnt matter how many features you have or how in depth a system is when on average you get 30 minutes with it before it all gets reset.

How that can be done is beyond my competence, but any movement to more RP than none at all is good in my book.
You may need to revert a whole lot of "QoL" changes that amount to "now you don't have to go to place and get thing from person", but fuck me, I'm not gonna find out what they are at nine in the morning on a Monday.
But we need "QoL" because the game needs to be faster so you can get things done before the game being faster means you don't have the time to get things done so we added "QoL" features to make the game faster so you can get things done before


We've been around this circle before. Its like an alcoholic drinking to stave off withdrawals by using increasingly strong booze.
The beginning of the loop is probably the combat system if that is the case. Goonstation limits access to deadly weapons to antagonists and security, and players have a higher health-pool overall with their crit system, which slows down their combat considerably. They also give a slowdown when you pull things, which slows down combat even more.

But these are changes that are controversial and will cause the more autistic members of the community scream louder than a toddler denied their ice cream, so yeah, doing it would require actual courage.

It is off topic to the thread anyway, better to add the system and see how it effects things.

Re: Moodlets

Posted: Tue Nov 14, 2017 1:26 am
by cedarbridge
CosmicScientist wrote:
Qbopper wrote:
BeeSting12 wrote:Security shouldn't get negative moodlets if they kill people
it would make sense for them to have a resistance but killing a bunch of people should still cause issues
>what is mindshield implant and how might it help the crewmember.
Whilst role based mechanics are fun, I think it would be a perfect opportunity to tie it to the implant all good officer boys and officer girls have. Oh and unless the detective has an implant (I always forget), they could become a raging alcoholic to get over their problems of having to clean up the station security refuses to!
Chainsmoking.

Re: Moodlets

Posted: Tue Nov 14, 2017 1:30 am
by obscolene
Selea wrote:To be clear.I think, your idea is good.But only with traits and lewdness.
Why?Because you can pick set of fetishes and roam the station for related events.Collecting arousal points can be hilarious.
Please stop posting.

Re: Moodlets

Posted: Tue Nov 14, 2017 1:45 am
by Qustinnus
cedarbridge wrote:
CosmicScientist wrote:
Qbopper wrote:
BeeSting12 wrote:Security shouldn't get negative moodlets if they kill people
it would make sense for them to have a resistance but killing a bunch of people should still cause issues
>what is mindshield implant and how might it help the crewmember.
Whilst role based mechanics are fun, I think it would be a perfect opportunity to tie it to the implant all good officer boys and officer girls have. Oh and unless the detective has an implant (I always forget), they could become a raging alcoholic to get over their problems of having to clean up the station security refuses to!
Chainsmoking.
smoking does give good moodies

Re: Moodlets

Posted: Tue Nov 14, 2017 2:01 am
by ShadowDimentio
I'd have to test it to judge if it was good or not.

Re: Moodlets

Posted: Tue Nov 14, 2017 6:52 am
by Pascal125
What could be the harm in a test merge atleast? I mean... The effort was already put into it, from the looks of it.

Re: Moodlets

Posted: Tue Nov 14, 2017 7:04 am
by DemonFiren
The harm is from a great many things having been """"""""""test""""""""""merged in the past.

Re: Moodlets

Posted: Tue Nov 14, 2017 7:58 am
by Qustinnus
DemonFiren wrote:The harm is from a great many things having been """"""""""test""""""""""merged in the past.
what the fuck is that even supposed to mean lmao

Re: Moodlets

Posted: Tue Nov 14, 2017 12:50 pm
by calzilla1
Qustinnus wrote:
DemonFiren wrote:The harm is from a great many things having been """"""""""test""""""""""merged in the past.
what the fuck is that even supposed to mean lmao
Ignore him. He has seminal fluid deficiency and should report to the nearest headmin to fix it

Re: Moodlets

Posted: Tue Nov 14, 2017 4:31 pm
by Qbopper
Qustinnus wrote:
DemonFiren wrote:The harm is from a great many things having been """"""""""test""""""""""merged in the past.
what the fuck is that even supposed to mean lmao
it means "features i don't like got testmerged and stayed in"

Re: Moodlets

Posted: Tue Nov 14, 2017 5:44 pm
by cedarbridge
This would probably be a good way to make the barkeep and chef matter more. The crew can fight over the few chocolate bars in the machines before somebody feeds them all to Ian, but after that its good cooked food and handcrafted drinks or suffer the plight that is living off sugary beef jerky and instant ramen.

Re: Moodlets

Posted: Tue Nov 14, 2017 7:02 pm
by Gamarr
Will never work here given current environment. The way the station comes pre-built alone proves how much babying the playerbase is comfortable with. Tacking on this also requires a great many other changes, none of which likely will ever happen because if tg was interested in them, they would have been done by now. I.e. Stats, constricted vision, and an effort to make every crewman not virtually identical to his crewmates outside of cosmetics.

Re: Moodlets

Posted: Tue Nov 14, 2017 7:08 pm
by ShadowDimentio
Gamarr wrote:The way the station comes pre-built alone proves how much babying the playerbase is comfortable with.
What did he mean by this

Re: Moodlets

Posted: Tue Nov 14, 2017 8:29 pm
by Qustinnus
Gamarr wrote:Will never work here given current environment. The way the station comes pre-built alone proves how much babying the playerbase is comfortable with. Tacking on this also requires a great many other changes, none of which likely will ever happen because if tg was interested in them, they would have been done by now. I.e. Stats, constricted vision, and an effort to make every crewman not virtually identical to his crewmates outside of cosmetics.
my pr is standalone and doesn't require huge game changing updates like stats and constricted vision. It could be something another server would maybe be interested in, but I see no reason for TG to go down that path. I also don't see why you think 1 update requires 50 other systems that have no relation to moodlets at all.



Oh by the way the way I coded it is set to a config, so it could always be a sybil only thing for example, (similar to how goon does it)

Re: Moodlets

Posted: Tue Nov 14, 2017 11:37 pm
by cedarbridge
ShadowDimentio wrote:
Gamarr wrote:The way the station comes pre-built alone proves how much babying the playerbase is comfortable with.
What did he mean by this
Q_____ of L___

Re: Moodlets

Posted: Wed Nov 15, 2017 6:04 pm
by NanookoftheNorth
I think that this would get metagamed quite hard. I enjoy the idea of needing to actually do normal tasks like pooping, showering, actually utilizing the clown, and what not. However, I have a feeling people would just hug it out for a good 30 seconds to get their mood up. I think that mood should not have a negative impact, but only positive. In other words, don't nerf everything implementing this, buff everyone. If you're in a good mood you maybe run faster, or have better luck hacking, or don't feel as hungry as often. If you're in a bad mood, nothing happens. Know what I mean?

Re: Moodlets

Posted: Wed Nov 15, 2017 8:13 pm
by RandomMarine
NanookoftheNorth wrote:In other words, don't nerf everything implementing this, buff everyone.
In other words, the same exact end result as nerfing everything except with bonus powercreep.

Re: Moodlets

Posted: Wed Nov 15, 2017 11:38 pm
by Qustinnus
NanookoftheNorth wrote:I think that this would get metagamed quite hard. I enjoy the idea of needing to actually do normal tasks like pooping, showering, actually utilizing the clown, and what not. However, I have a feeling people would just hug it out for a good 30 seconds to get their mood up. I think that mood should not have a negative impact, but only positive. In other words, don't nerf everything implementing this, buff everyone. If you're in a good mood you maybe run faster, or have better luck hacking, or don't feel as hungry as often. If you're in a bad mood, nothing happens. Know what I mean?

Moodlets dont stack, You can't have two "hugged" moodlets for example. You need varied behavior for a full outcome, for the same reason getitng slipped 10 times wont make you suicidal.

Re: Moodlets

Posted: Thu Nov 16, 2017 6:45 am
by Armhulen
Qustinnus wrote:
NanookoftheNorth wrote:I think that this would get metagamed quite hard. I enjoy the idea of needing to actually do normal tasks like pooping, showering, actually utilizing the clown, and what not. However, I have a feeling people would just hug it out for a good 30 seconds to get their mood up. I think that mood should not have a negative impact, but only positive. In other words, don't nerf everything implementing this, buff everyone. If you're in a good mood you maybe run faster, or have better luck hacking, or don't feel as hungry as often. If you're in a bad mood, nothing happens. Know what I mean?

Moodlets dont stack, You can't have two "hugged" moodlets for example. You need varied behavior for a full outcome, for the same reason getitng slipped 10 times wont make you suicidal.
please make it stack but for clowns only

Re: Moodlets

Posted: Thu Nov 16, 2017 7:13 am
by Dr_bee
Armhulen wrote:
Qustinnus wrote:
NanookoftheNorth wrote:I think that this would get metagamed quite hard. I enjoy the idea of needing to actually do normal tasks like pooping, showering, actually utilizing the clown, and what not. However, I have a feeling people would just hug it out for a good 30 seconds to get their mood up. I think that mood should not have a negative impact, but only positive. In other words, don't nerf everything implementing this, buff everyone. If you're in a good mood you maybe run faster, or have better luck hacking, or don't feel as hungry as often. If you're in a bad mood, nothing happens. Know what I mean?

Moodlets dont stack, You can't have two "hugged" moodlets for example. You need varied behavior for a full outcome, for the same reason getitng slipped 10 times wont make you suicidal.
please make it stack but for clowns only
Hey, Clown hug rape isnt funny!

Re: Moodlets

Posted: Thu Nov 16, 2017 7:18 am
by DemonFiren
Clowns should also not be saddened by suffering most forms of abuse, that's what they're there for, after all.

Subtly tweak it so clowns are obnoxiously happy at all times and mimes are obnoxiously depressed (but can deal with that because eventual emotional numbness).

Re: Moodlets

Posted: Thu Nov 16, 2017 7:21 am
by Armhulen
Mimes should not get any emotions to anything.

I like clown stacking because they can get hysterically happy or insanely depressed and it can switch between these really quickly and i find that cool

Re: Moodlets

Posted: Thu Nov 16, 2017 9:20 am
by DemonFiren
Even the mime's backpack is depressed. Sadness is what fuels art, after all.

Re: Moodlets

Posted: Thu Nov 16, 2017 3:08 pm
by calzilla1
Doesnt interbay have almost exact system?

Re: Moodlets

Posted: Thu Nov 16, 2017 7:58 pm
by Qustinnus
calzilla1 wrote:Doesnt interbay have almost exact system?
Interbay ported an old version of my system.

Edit: this was the commit that added it to interbay https://github.com/mattroks101/InterBay ... 0101a205aa

note that they kept the hygiene and thirst system I originally made for FTL, which I didn't add in the TG version.

Re: Moodlets

Posted: Thu Nov 16, 2017 7:58 pm
by Qustinnus
DemonFiren wrote:Clowns should also not be saddened by suffering most forms of abuse, that's what they're there for, after all.

Subtly tweak it so clowns are obnoxiously happy at all times and mimes are obnoxiously depressed (but can deal with that because eventual emotional numbness).
that's definitely doable

Re: Moodlets

Posted: Thu Nov 16, 2017 9:05 pm
by MMMiracles
Probably not gonna see much past theorycrafting until this is tested in-game for a few rounds to get adjusted to and see how much it actually affects people. I personally would enjoy seeing a system like this since it seems like it'd give a nice passive nudge towards more social aspects of the game without forcing people into it.

Re: Moodlets

Posted: Fri Feb 09, 2018 10:30 pm
by Qustinnus
It's PRed now so if anyone has any suggestions feel free to post them! https://github.com/tgstation/tgstation/pull/35475

Re: Moodlets

Posted: Sat Feb 10, 2018 12:25 am
by J_Madison
Gmyza

needs a meaningless but offensive word to create escalations.

Re: Moodlets

Posted: Sat Feb 10, 2018 2:25 am
by Selea
Still needs perverted ones. I can help with list of them.

Re: Moodlets

Posted: Sat Feb 10, 2018 2:48 am
by Qustinnus
Selea wrote:Still needs perverted ones. I can help with list of them.
sure once erp is unbanned but its not

Re: Moodlets

Posted: Sat Feb 10, 2018 4:52 pm
by Selea
eRP is banned. But erotic related mechanic isn't AFAIK.

Re: Moodlets

Posted: Sat Feb 10, 2018 4:59 pm
by iamgoofball
Selea wrote:eRP is banned. But erotic related mechanic isn't AFAIK.
Yes it is