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Also, the 'getting satisfaction from yelling' is a particular mechanic for stress release, I don't think its necessarily a contradiction. I think I value tranquillity - doesn't stop me occasionally having a go at a colleague if they screw something up.
Why is my "shameless" and "cruel" dwarf not engaging in fights, for example? In fact, there hasn't been even a single criminal case, and I'm at the stage where the population has been maxed out for many years. This "cruel" dwarf in fact has a history log indistinguishable from any other dwarf, just like everyone else. I feel like these traits actually have very little code behind them based on their utter lack of impact on anything, even the "thoughts" system.
I feel like this whole layer is frankly bullcrap and fake complexity.
Also seems harsh to judge something that isn't finished. The framework's done. But dwarf fortress is version 0.50 and not 1.0 for a reason.
https://dwarffortresswiki.org/index.php/DF2014:Personality_trait
Here are some effects, like the fact that they can't learn certain social skills if their personality is against it.
Gamewise, it'll be : Unmet need (fight) > dwelling into this need way too often since it'll have a high percentage of checking > stacking stress > relevant stress reaction trait ? Yes : Cruel/wrathful > Tantrum.
Dwarf die and rise as ghost : Personnality check. Relevant trait : Cruel. Rise as cruel ghost : Murders dwarfs instead of haunting them.
I found that social fights happen most often between highly talented scholars and others, which leads me to believe that if someone has the ability to challenge or outright change another's personality through rhetoric, it might provoke a heftier reaction.
Been a while since I've done this in adventure mode, but you can annoy people to breaking point by constantly picking extremely controversial topics and opinions, so it's not a completely dud system, it's just really subtle, slow and heavily RNG dependent.
I think this is important to bring up because people keep saying stuff like "yeah, the game simulates hundreds of dwarves with all their own histories, preferences, ambitions, etc." Well, no, not really. What we're really speaking of is a system so weak as to be imperceptible, even if you go looking for it, like I did.
Sure, but this is also a game that has been in development for two decades. Alright, the system is underdeveloped, but let's at least start seeing this system as what it is: a pretty frontend that promises lots of complexity, with little backend and actual return.
Maybe? The problem with that is that it's next to impossible to have a tantrum in this game—except berserk due to a failed mysterious mood a few times—because it's so easy to keep your population satisfied. I've gone two 15-hour forts and haven't seen a single tantrum. And that guy hasn't been in fights; at least I've never seen it in his logs.
It's a detail thing. It's not like it's intended to be a core gameplay mechanic, but to make the dwarves act more realistically. And yes... it's still in development, and will be for the majority of our human lifespans.
Yes. But he didn't spend two decades specifically on the mood system. And it's not that it's underdeveloped, but that it keeps going through changes and iterations as development continues. I've watched it for a long time. Dwarves behave much more rationally now than they did with Rimworld's binary pawn system.
The mood system allows depressive dwarves, or dwarves who have experienced trauma, to still get sad, even if you have a nice statue in the dining hall. You can say it doesn't exist, that's fine, that's your opinion. It does. It's just subtle. It's supposed to be.
How ♥♥♥♥♥♥♥ obnoxious would it be if your cruel dwarves regularly ♥♥♥♥♥♥ things up for people around them. Or your depressed dwarves killed themselves without melancholy. Or your shameless dwarves running around naked and insulting people all day and making everyone lose their ♥♥♥♥. The only strategy would be to evict these idiots the instant they appeared on map. Obnoxious. The entire game would become managing hyper-aggressive personality tendencies. It would make the game unplayable. Having extremely overt personality traits would be like having a permanent tantrum spiral, especially with 200 dwarves.
https://dwarffortresswiki.org/index.php/DF2014:Attribute
https://dwarffortresswiki.org/index.php/DF2014:Personality_trait
They behave rationally, like obedient bots in a city builder, yes. But they are not interesting as virtual entities.
First of all, this game is supposedly as much a "story generator" (or more so) as it is a nice and convenient city builder. These idiosyncracies manifesting themselves overtly would do wonders for this so-called "story generation."
Second, the game is very easy to manage. I was able to go AFK for 20 minutes or so and come back with my fortress still running like I left it. There's a lot of slack in the game, and dwarf behavior throwing a monkey wrench in here and there wouldn't be an issue, really. It would in any case be taken care of automatically by your law enforcement (in the case of criminality.)
The memories system is sort of fuzzy for me, since it's been a while when I played classic, but it's sort of system that makes harder for extreme mood swings to happen. Like a dwarf with depressing memories will have harder time to stay ecstatic until he will experience good times to overwrite old memories. It would be hard for someone who lost everyone they loved to be extremely happy for seeing mastercrafted dining table.