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Make Negative Personalities More Extreme


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Just a suggestion, but I notice even Mark Carnie, with Scumbag personality, which supposedly has a major negative natural impact on the backstage environment, only shows up as 'has a mildly negative influence' when you click backstage. Related to this, possibly, I think every locker room I've seen has been at 100%. Is this intended?
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Keep in mind that a lot of the "negative" personality types only become a problem when the worker's morale drops. Try booking some of these touchy guys to take a few losses or rule against them in backstage incidents and then see how things play out.

 

I "think" the intention with the current system is to let morale evolve based on user actions and decisions other than just hiring happy people and firing cranky people. In prior editions, a negative personality was something you just had to endure (or get rid of). Now it's something you're meant to manage

 

That doesn't mean the balance might still be off. It's a dynamic change to the system and needs further testing, probably in longer games than we're allowed in the trial.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ThePastor" data-cite="ThePastor" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48623" data-ipsquote-contentclass="forums_Topic"><div>This should be posted in Tech Support</div></blockquote><p> </p><p> No, it's meant to function like this.</p><p> </p><p> But I'm close to posting this in tech support, as it simply can't be that in 4 years all companies suddenly transformed into the happiest place in the world. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> So no, they don't become a problem. Because there is a cap on a worker's contribution. It will hit the max. negative, and will be severely outweighed by all the positives (pretty much any other personality than scum or gloomy, or some others that aren't actually in use).</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Croquemitaine" data-cite="Croquemitaine" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48623" data-ipsquote-contentclass="forums_Topic"><div>Keep in mind that a lot of the "negative" personality types only become a problem when the worker's morale drops. Try booking some of these touchy guys to take a few losses or rule against them in backstage incidents and then see how things play out.<p> </p><p> I "think" the intention with the current system is to let morale evolve based on user actions and decisions other than just hiring happy people and firing cranky people. In prior editions, a negative personality was something you just had to endure (or get rid of). Now it's something you're meant to manage</p><p> </p><p> That doesn't mean the balance might still be off. It's a dynamic change to the system and needs further testing, probably in longer games than we're allowed in the trial.</p></div></blockquote><p> </p><p> Yeah, that's why I posted here instead of tech support - it could be working as intended and it's just hard to see any issues in the first two months, but wanted to bring it up just in case it wasn't as seeing so many 100%'s seemed slightly strange.</p>
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