View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009025 | Valley 1 | Balance Issue | Jul 23, 2012 6:36 am | Aug 1, 2012 5:03 pm | |
Reporter | jruderman | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.203 | ||||
Fixed in Version | 1.205 | ||||
Summary | 0009025: Mood exploit | ||||
Description | So, I figured out a way to increase survivor mood without buying a bunch of gifts. But it feels simultaneously cheap and grindy :( 1) Rescue two survivors with the same profession. It's good if at least one of them starts out with a decent mood. 2) Repeatedly less skilled survivor on a fetch mission, ideally with "5% chance of success, 100% chance of survival". 3) Once their mood is at the max (0000557:0000900), place profession structures. Survivors only count successful missions when considering whether they are overworked, but the being-less-skilled mood boost applies to unsuccessful missions as well. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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I had a somewhat related thing happen long ago in my game, but unfortunately I don't have specifics or saves (and that NPC is now currently dead). What happened was I had an NPC that had 100% survival AND a good to very high chance to succeed at almost all the gather missions. I believe she had a lesser skill than almost all the others (who all had much worse moods). Naturally, she was a good choice to send on a gathering mission.. then another.. then another. Every time she gathered, she would come back successful and with a boost to her mood. I was able to gather a huge amount of material and skyrocket her mood to far above the other NPCs. I was able to send her on many more missions than I expected to before the "too many more missions than the others" kicked in and started to deflate her mood. Even then, since the mood was so high, I was able to send her on many missions after that point. Honestly, I don't know if it's a balancing issue, or I just accidently did something very very right, but it seemed like a stark contrast to the crap-shoot of other NPCs dispatches I experienced before that. |
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Thanks! * Put in a couple of changes to prevent mood exploits: ** NPCs that have lower than a 20% chance of success can no longer be sent on dispatch missions. This also helps make the dispatch interface less cluttered if you have a lot of NPCs with low chances of success for a given mission. ** Previously, if an NPC was under-skilled and failed a dispatch mission, they would still get a mood bonus. Now they get the normal mood penalties unless they actually succeed in the mission. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 23, 2012 6:36 am | jruderman | New Issue | |
Jul 23, 2012 9:26 am | Mick | Note Added: 0027054 | |
Jul 23, 2012 4:36 pm | tigersfan | Internal Weight | => Fix Before Major Release |
Jul 23, 2012 4:36 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Jul 23, 2012 4:36 pm | tigersfan | Status | new => assigned |
Aug 1, 2012 5:03 pm | Chris_McElligottPark | Note Added: 0027271 | |
Aug 1, 2012 5:03 pm | Chris_McElligottPark | Status | assigned => resolved |
Aug 1, 2012 5:03 pm | Chris_McElligottPark | Fixed in Version | => 1.205 |
Aug 1, 2012 5:03 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |