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Author Topic: Dwarves can fail  (Read 44077 times)

Granite26

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Re: Dwarves can fail
« Reply #195 on: February 11, 2009, 10:25:02 pm »

good points... fair enough

irmo

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Re: Dwarves can fail
« Reply #196 on: February 11, 2009, 10:30:24 pm »


Under vanilla settings, that's right.

Plans exist to allow modding to fix that.

And, in a sort of contradictory way, modding is "vanilla" with DF.

IOW, DF is a modding framework, not a game, so it doesn't matter if it sucks as a game?
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profit

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Re: Dwarves can fail
« Reply #197 on: February 12, 2009, 01:52:19 am »

Wow...

14 pages of discussion on a realism tweak....

For the record:
If  failures are implemented, I will play dwarf fortress.

If failures are not implemented, I will still play dwarf fortress.

I wish non polarizing issues garnered attention like this...

 Imagine if Multi-core support and Code optimization to make the game play better, faster or smoother had page after page of people commenting on them... Instead though a couple people say I agree and the thread is lost.

I wonder if this is why democracies fail so often. *in fact the longest running one, Athens ditched it after only 280 years.


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tsen

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Re: Dwarves can fail
« Reply #198 on: February 12, 2009, 02:06:16 am »

Indeed.

And Footkercheif is right: the exposure to knowledge should be explicitly modeled. Perhaps a dwarf would have two "levels" for a skill--the level he was exposed to and the level he is currently at. Jobs could limit you to some function of the level of skill you were exposed to, until that exposure reaches master.

--> Yes, this sounds like a great idea. As a bonus, you could have baseline "civ" levels as well as individual dwarf levels, so your smith's apprentice would be gaining smithing "knowledge" slowly as s/he gains skill. Something like that anyway.

I personally would love for cut gems to have quality levels. All that would be required to make it work with the current system is taking the average of the two qualities, with the limitation that the setter can't improve more than 1 or maybe 2 qualities above the gem's baseline quality.
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Aquillion

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Re: Dwarves can fail
« Reply #199 on: February 12, 2009, 02:33:57 am »

Granite has a good point. Some of us want to look at the walls we built to contain magma and think to ourselves, "Are these strong enough? Maybe I should make a second layer of walls. Out of ice or something." Others want to say "These are walls. They won't break."

So the failure rates and effects (output) should be in the raws, so that people can make a... er... "lego" mod.

I'd think that this should work for everyone--hammering out reasonable failure effects should be the next step?
No.  Wrong.  Bad.

Everyone reading this knows that there will be one 'vanilla' dwarf fortress around which the rest is built.  New things will be balanced for it; bug reports will only be at their maximum usefulness if they come from it; new features may be introduced or tweaked based on what it already contains.  You cannot "offer" other people the option of having the existing relatively smooth, comparatively micromanagement-light, failure-free gameplay confined to a mod as an olive branch; if you want to resolve the dispute, suggest that your own desired tweaks be an optional mod on the vanilla, fail-free Dwarf Fortress.  The distinction is nontrivial, especially when dealing with a suggestion that so many people clearly feel is so wrong-headed; this is not a suggestion that should contribute to the 'core' development of vanilla dwarf fortress in any way, and is not something against which anything should be balanced in the main game.

For the reasons countless people have explained here over and over again, random failure would be a pointless, unconstructive annoyance that adds nothing useful to the game.  It would not pose a serious challenge that requires strategy or planning or anything interesting to overcome; indeed, all it would to is enforce dull, dross micromanagement of tasks and workshops, adding pointless and elaborate steps of micromanagement every time you want to train a new dwarf, and forcing you to carefully segregate all labor to avoid catastrophic failures.

Even the people who love the degree of pointless micromanagement that this would produce admit its core, irreparable failing in trying to defend it -- they say that it would have no effect on the game as long as you constantly remember to appropriately manage every new workshop (and, presumably, micromanage where every new task you assign ends up, and never use the manager screen, and constantly remember where your real and 'training' workshops are for your most trivial tasks, and dozens of other annoyances...)  They want all this for something that they themselves admit would add nothing to the game once you have skilled dwarves for important tasks (hint: you can start with skilled dwarves for important tasks.)

This admission deals an absolute death-stroke to their own bad ideas.  If these horrid random failures of yours can be easily managed, what purpose do they serve in the game?  You are requesting a substantial change -- one that, at the very least, requires more mindless annoyances for the player to bother with at some point -- while simultaneously trying to make the argument that it will have no impact on the game.  You essentially admit that this offers no serious possibilities for creativity nor an interesting challenge for those interested in a game; it is just a dull step to be followed by rote when setting up workshops, which can then (by your arguments) be totally ignored.

An idea as badly-thought-out as that obviously cannot become the default assumption of the dwarf fortress universe.  If you want to request that there be an option for masochists and micromanagers who wish to mod vanilla, failure-free Dwarf Fortress to have random failures, go ahead and do it; but offering to turn the sane and fully-functional game that we have now into a mere mod of your "dwarf-butterfingers" default is no compromise at all.

Or, for the TL;DR version:  Your proposal is fine as long as the default 'reasonable failure effects' we hammer out are 'NONE', and the probability is 'ZERO'.  People who view additional micromanagement as a challenge and who wish to address their creative abilities at mechanically assigning workshop minimums can then raise them on their own personal copies of the game to whatever they desire.
« Last Edit: February 12, 2009, 02:44:04 am by Aquillion »
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Re: Dwarves can fail
« Reply #200 on: February 12, 2009, 02:43:53 am »

If these horrid random failures of yours can be easily managed, what purpose do they serve in the game?

Flavor.  Lil bit of realism.  Nothing more.

The anti side would have to deal with a lil tiny bit more micromanagement (well not for me but most people don't set all their workshops.)

Stated earlier, and even when I suggested this in a separate post.

Minimal affect, kinda like the tree's changing color.. just happens.

All the huffing and puffing on either side though will not change the fact this is nothing more than a realism tweak, and really there are more important things to worry about.

(Technically digging a fortress, building rooms, planting fields, raising an army could all be considered "pointless annoyance" shoe horned in because the dwarves were not made invulnerable..)

« Last Edit: February 12, 2009, 02:48:46 am by profit »
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Aquillion

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Re: Dwarves can fail
« Reply #201 on: February 12, 2009, 02:47:28 am »

If these horrid random failures of yours can be easily managed, what purpose do they serve in the game?
Flavor.  Lil bit of realism.  Nothing more.
Then, since the goal is not to penalize the player for ignoring them, nor to force or reward additional micromanagement, they should be abstracted out.  Unskilled dwarves should take longer than skilled ones, and (on tasks where it is reasonable) have a chance of failing to extract ore, say, or of getting less harvest when growing crops.  There is no need to represent failures with the mechanical effect of "DWARF CANCELS WORK:  JOB FAILED", or on a degree (or in situations) that would force players to micromanage workshops further as a way of preventing them.

In other words, for purely flavor purposes it is adequately represented by what is in the game already.
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Re: Dwarves can fail
« Reply #202 on: February 12, 2009, 02:52:17 am »

If these horrid random failures of yours can be easily managed, what purpose do they serve in the game?
Flavor.  Lil bit of realism.  Nothing more.
Then, since the goal is not to penalize the player for ignoring them, nor to force or reward additional micromanagement, they should be abstracted out.  Unskilled dwarves should take longer than skilled ones, and (on tasks where it is reasonable) have a chance of failing to extract ore, say, or of getting less harvest when growing crops.  There is no need to represent failures with the mechanical effect of "DWARF CANCELS WORK:  JOB FAILED", or on a degree (or in situations) that would force players to micromanage workshops further as a way of preventing them.

In other words, for purely flavor purposes it is adequately represented by what is in the game already.
I agree with the ".  There is no need to represent failures with the mechanical effect of "DWARF CANCELS WORK:  JOB FAILED""  Already stated as such in my flavor of this. If a dwarf failed, they would retry it immediately.

I didn't realize this incarnation of the idea had such miserable mechanics to it.

Here is what I suggested, and kinda it is my vision for how it would work.
http://www.bay12games.com/forum/index.php?topic=27596.0

« Last Edit: February 12, 2009, 02:56:09 am by profit »
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LegoLord

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Re: Dwarves can fail
« Reply #203 on: February 12, 2009, 08:13:48 am »

Okay, a lot of the arguments for failure are that it's too easy to get good stuff from unskilled or low skilled workers.

So the problem is the stuff itself, but how easy it is to get a dwarf that makes good stuff.  This idea of restricting the rate of a dwarf's rise in skill sounds much better than adding in flavor, as failure has apparently been determined to be.
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Granite26

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Re: Dwarves can fail
« Reply #204 on: February 12, 2009, 11:00:16 am »

Wow...


I wish non polarizing issues garnered attention like this...

 Imagine if Multi-core support and Code optimization to make the game play better, faster or smoother had page after page of people commenting on them... Instead though a couple people say I agree and the thread is lost.


Think a little bit, and you'll realize you made your point.  Once someone has said 'good idea', there's nothing more to say.  In controversial ideas, that's where the discussion is.  Nobody talks about what they agree on, they go do it.  OTOH, take a look at UD...

SirHoneyBadger

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Re: Dwarves can fail
« Reply #205 on: February 12, 2009, 01:17:17 pm »

"Underground diversity" = "good idea"

I think what our friend profit means is that such issues aren't examined with the thoroughness of other ones.

I'd suggest the problem is that those topics are too refined, and really, too dry, to engender the heated debates and off-the-wall suggestions that come with "Dwarfs: To fail or not to fail" and
"UD: what the hell's going on down there?"

It's hard to drop by with offhand comments like "dude, there should totally be support for 2 cores" and "fuck that, four cores are balls out", and then expect to carry the conversation too much further than that.
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Granite26

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Re: Dwarves can fail
« Reply #206 on: February 12, 2009, 02:44:31 pm »

That's kinda what I meant...  There's nothing to examine.  UD is... a category of good ideas.  Each individual good idea in UD had about 3-4 comments.

Pilsu

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Re: Dwarves can fail
« Reply #207 on: February 12, 2009, 04:17:35 pm »

First camp wants crappy practicing craftsmen to destroy materials because it has a dash of realism. The second camp wants for crappy craftsmen to be flawless just because it'd be annoying to deal with the occasional failure when you make your inexperienced farmer churn out plate armor

Personally I think "it's realistic" trumps "it's a slightly annoying." Enough of that either way, it's been done to death and you're just parroting what's been said a dozen times


As for cut gems, I really don't buy gem cutters not actually cutting gems but just sort of chipping away the excess material, especially when uncut gems are referred to as rough. I think they should have quality modifiers but this in turn would make gem decorations exceedingly expensive. Would need some special rules. Considering the general theme of the trade, you'd expect poorly cut and poorly set gems to have little value. You would need to be able to buy your gems rough though, otherwise you'd practically need sand to use gems for anything which is silly
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Granite26

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Re: Dwarves can fail
« Reply #208 on: February 12, 2009, 04:28:21 pm »

It's kind of missing the concept of opportunity cost.  a poorly cut gem should add almost no, and may add a negative value modifier.  (Because the rough gem is worth something not fore itself, but for the chance it'll become better.)

This might solve some of the issues itself.  A poor craftsman making crappy chairs (+ and below maybe?) would actually reduce the value of the wood, because while you could make a *Chair* with a 'Log', you can't make it with a -Chair-

Qmarx

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Re: Dwarves can fail
« Reply #209 on: February 12, 2009, 04:31:49 pm »

First camp wants crappy practicing craftsmen to destroy materials because it has a dash of realism. The second camp wants for crappy craftsmen to be flawless just because it'd be annoying to deal with the occasional failure when you make your inexperienced farmer churn out plate armor

It's not unrealistic for an unexperienced farmer to make multiple suits of workable plate mail.  Ned Kelly, for example. 

I seriously doubt that, in the process of making four suits, he somehow destroyed fifty kilograms of metal.
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