Minurath Posted August 14, 2018 Share Posted August 14, 2018 I truly don't understand the logic, nor agree with the morale system and how it coincides with the jobs and their advancements. I can understand the want for making a progression system in place so you don't skyrocket to the best jobs too quickly, but its a painful system that really makes you hit a very large wall before you can advance. Suggestion: Morale overhaul to be a overall stat of your colony. -Morale is no longer individual, it is rated similar to germ/stress levels. -Morale starts at a 100 from spawn. there would be a grace period to give you time to research ways to increase morale. -The lower your morale becomes, the more stressful situations affect your duplicants. Say Morale is at 50%, stressful actions/situations would generate X% more stress than usual. -Add a new positive and negative trait, --Positive:Optimist: This Duplicant is X% less affected by lower Morale --Negative:Pessimist: This Duplicant is X% more affected by lower Morale. --Reasoning: Morale as a system is usually rated as the overall groups morale. It isn't usually rated by the indivdual's feeling. This keeps the morale system more realistic in what Morale its self usually is. The overall morale of your colony is rated, and lower morale is stressful in a situation like the duplicants (Surviving) Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/ Share on other sites More sharing options...
NGMZero Posted August 14, 2018 Share Posted August 14, 2018 I welcome the moral system, because I like the dupe management of this game, I like to do things for them not me, that how i play city builders too. Oxygen not included in a way is my silly addicting version of the sims. I can relate to how annoying moral and schedules became. I find my self many times yelling at the poor-stupid-dupe to finish that ONE SIMPLE TASK that they are too busy to finish. In short, I prefer each dupe to have their own mood and personality. doesn't mean I am not being picky either, I am one of the people who is rejecting every mouth breathing, farting, snoring twiggy dupe from my colony. I am considering to reject the ones that fall sleep randomly after the moral update. i didn't mind them taking a break before, but now they are having extra breaks. I would happily add "Pessimist" to the rejected list. Edit: I think morals changing by job is silly. may be they should connect it to the dupe overall skills, and it will gradually increase while they level up their skills until it hit the max of 20 moral need. Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/#findComment-1074563 Share on other sites More sharing options...
Deshiba Posted August 14, 2018 Share Posted August 14, 2018 7 hours ago, NGMZero said: Edit: I think morals changing by job is silly. may be they should connect it to the dupe overall skills, and it will gradually increase while they level up their skills until it hit the max of 20 moral need. Maybe jobs aren't the best measure for quality of life expectancy, but lets be fair skill levels is equally as bad. What's worse is that you can't prevent skill levels, you can prevent jobs though. I'd be fine with a seperate metric for QoL but morale in and of itself is fine the way it is imo. Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/#findComment-1074668 Share on other sites More sharing options...
Sasza22 Posted August 14, 2018 Share Posted August 14, 2018 So lets start form the beginning. Before the job system dupes would get bonuses to their stats based on doing jobs based on them (got + athletics for running around or + strength for carrying stuff). Now they still get some of that but slower. Back then every stat increase would raise their decor expectation by 5 so you had to make your base look better so they don`t sterss. The idea is that as they get better at what they do teir demands to how the colony looks rise. The system was too simple and just allowed for decor spam. They changed it to a job system that allows dupes to be assigned to certain tasks and specialised in them. The higher tier the dupe is the more expectation he has. Now we have a lot of tools to give a certain dupe higher QoL than the others through food permissions and the scheduler. I got 3 tiers of dupes in my base and the lowest ones get an average of 12 morale (with 8 expectation) while the top tier gets over 30. Your idea is to scrap the entire system and replace it with a less flexible and more boring one that can`t be played around. I don`t like the idea as it just limits the gameplay and offers nothing new. It would be an even bigger wall when it comes to advancing the game as you need to provide morale to your entire colony before you go on and if we remove the jobs rising the expectations then it`s pretty pointless for the system to even exist. Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/#findComment-1074680 Share on other sites More sharing options...
KittenIsAGeek Posted August 15, 2018 Share Posted August 15, 2018 Its an interesting idea, but I think things are fine how they currently stand. I really haven't had any problems with morale except when I advance jobs faster than I build my base. Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/#findComment-1075029 Share on other sites More sharing options...
NGMZero Posted August 15, 2018 Share Posted August 15, 2018 I ignored jobs and morals as much as possible and I was fine up to cycle 320 jobs are easily ignoreable if you don't need them. but you know whats even better? is to get your dupes learning all jobs as soon as possible. cause morals are ignore able mid game. with all the moral rooms being available, and decorating the place. your dupes easily get more than 20 morals. (beside all the jobs permanent bonuses and boosts) +1 Duplicant +12 Gorgeous Decor + 2 Plumbed Bathroom +6 Great Hall that alone 21 moral, not including food bonuses, dancing to music, barrack's +1/bedroom +2,and playing in the arcade machine. technically they can live in a -1 meat lice and still be happy. with decent food and interaction they go beyond 30 morals. and morals needs max at 20. in short: morals fade away late game. the current system make moral spike when a dupe get promoted the first time only. and it doesn't scale well late game it doesn't care if a dupe change job, or get more traits, you can have happy dupes living in meat lice, no extra recreation room items beyond one, and barracks. and at the end, what does moral do? as far as I know, it only affect stress, and what does stress do? it only trigger their being stressed action. if there is more to it then i missed it or it wasn't clear to me, Moral is just an extension of stress, and stress is very shallow. Stress and Moral need to be more than just a stress-action trigger and directly hooked to jobs for some mysterious reason, when dupes do develope more skill points over time than a single job. On 8/14/2018 at 4:07 PM, Deshiba said: ... What's worse is that you can't prevent skill levels, you can prevent jobs though... that is true, a system based on skill leveling will be out of players control compared to how precise the job moral system is. but I think dupes should be the only thing beyond player control. they could though expand on stress or moral, such as if a dupe have low moral or high stress they are less likely to develop their skills, and duped that are enjoying their time with high moral and low stress, would develop skill faster, that way moral will not just explode on the entire colony and their stress is always maxed. you don't want to mess with the smart dupe, they know their rights as a duplicant. On 8/14/2018 at 4:47 PM, Sasza22 said: ... Back then every stat increase would raise their decor expectation by 5 so you had to make your base look better so they don`t sterss. The idea is that as they get better at what they do teir demands to how the colony looks rise. The system was too simple and just allowed for decor spam. ... ... there is no reason why they can't expand on what the morals brought and mixing it with stress, I am decor and room spamming and the colony is still fine. or give moral something that is not just I am attached to jobs, only ONCE, and i will not affect any thing in the game other than stress. Link to comment https://forums.kleientertainment.com/forums/topic/94572-modify-the-morale-system/#findComment-1075048 Share on other sites More sharing options...
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