View Issue Details

IDProjectCategoryLast Update
0009025Valley 1Balance IssueAug 1, 2012 5:03 pm
Reporterjruderman Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.203 
Fixed in Version1.205 
Summary0009025: Mood exploit
DescriptionSo, 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.
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

Mick

Jul 23, 2012 9:26 am

reporter   ~0027054

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.

Chris_McElligottPark

Aug 1, 2012 5:03 pm

administrator   ~0027271

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.

Issue History

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