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I came across something (might be off topic). I walked into a camp and traded a few things. I noticed around the corner of a building a dead body, so I approached the body to see who it was. Apparently one member flipped out, accusing me of murder ... bang bang dead. Clearly the person died of starvation, apparently the AI doesn't know that ... :(
Anyway, perhaps the tangled web of relations still need work? Otherwise I'm with you ... not sure yet.
I do like that sometimes people will do their own things, for better or for worse, but it would be good if maybe people took it out just on them, rather than going to war with your whole community. I remember i had to switch characters because of a raid and left my guy in another camp, i thought it would be safe. but after a bit they did something while I wasnt controlling them or looking (idk what, maybe hungry and grabbed one of their crops) and they all attacked him. a touch more control would be good but idk the best way to implement something like that
I use the other characters to run around doing odd manual jobs. Every day I control my PC (with a brain scanner) and talk to everyone ... sure enough, the attitude changes since the last time I talked with them.
In a nutshell ... When I control my PC and notice a conversation between the others, I will slowly approach them to eves drop and not "burst the bubble" (so to speak). It can be interesting to hear what they talk about. Also, if any member appears to walk towards me, I will stop in my tracks ... sure enough they just wanted to chat with my PC.
You guys that have many members in your community, perhaps you should spend a day doing nothing but listen and interact with them ... instead of killing zombies or whatever you guys do for fun.
iow, my leadership was blamed for other community's crap. Good riddance. And I'll prob never recruit from local community again. Just stick to refugees which doesn't even need relationship improvement most of the time and becomes very content after I get them food and shelter.
Maybe I'll changed my mind if the system ever gets improved....
without interacting with main character to other members
Things like "I'll never forgive xxx for killing yyy", or "with xxx it's always one thing or another"...
i have had collonies with 30 pop and nobady left unles newly recruited
Maybe an upgraded brainscanner from a high level building eg construction 5 at a workbench with existing brainscanner. Maybe add a radio & chicken wire as additional parts.
Sparked another thought. electronics & electrical parts are strangely absent from the game, eg batteries, circuit boards, laptops and smartphones, etc etc.
i love that part of the game
also killing traders helps to higher the chance to gain the item cause there are always 2 trade parties on the map.
She left me when the indicator crossed the line to DESPISE.
My thinking is this .... PC Traits ... If we want to be a tough guy to maintain FEAR after recruiting slaves (for a better word), then we need to set our initial traits to be that person. That person that we need to be needs to fit our play style. We cannot set our traits to be a good person and then turn around and be evil and good ... We need to set our traits to be Doctor Evil, and we need our npc's to have laser beams on their heads (kidding).
If you want to be John Malkovich (movie), then you have to BE John Malkovich !!!
With the gifts of books, it doesn't actually show the effectiveness of sci-fi or detective novels but clearly different people prefer different novels from their responses. Also seems like the only thing gift-able now are these 2 novels nothing else but it hints at the potential future.
If the complexity of member to member interactions is going to be increased, then mechanisms need to be added into the game to help reveal or hint at them, otherwise much of it will feel random & out of control. Like my own community turning on me.
I think that could be a good idea in the form of LBD (Learn By Doing). We can have a Personality Trait that adapts to the on going scenario.
You know ... Instead of locking the dialog, it's available but the "strength" of the dialog (like skill levels) determine it's effectiveness. Since relationships drift towards the center (pip in brain scanner), then the skill's effectiveness can drift away (meaning the more you use it, you won't lose it) ... so to speak.
EDIT: ... In other words, you have to keep up the appearance you are bossy, otherwise they might think you're a softy ... :P
In other words, if every AI has a Hate/Admire/Fear/Despise chart on the listening side, there should be another chart on the speaking side. I believe that is what the developer is aiming for if based on the types of responses available for low morale people.
Respect (for the leader) and morale are two different things, though the leader may lose respect if the person has low morale for extended period of time.
afaik, morale is determined by (recent?) memories. You can get a "feel" of it by asking "how are you doing?" in conversation. The person will talk about recent memories and then conclude with a summary of his/her current morale.