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Updates Morale Menu for clarity #31164
Conversation
You need to astyle your changes. |
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@Night-Pryanik I'll fix point 1. when I get a chance But I disagree with point 2.; due to the new morale calculation the exact values would change every time a new morale point is added. Say I eat mushrooms for a +1 morale gain. An exact number would show
Now I shoot up heroin
players will wonder "why did my mushrooms drop in enjoyment". |
And they are damn right if asking such a question! The morale system must be as clear as possible. Its complexity is not the reason to hide exact numbers behind hard-to-calculate percentage. |
I'd be in favor of hiding both the percentage and exact numbers behind a
scale (or some variant thereof) |
@Night-Pryanik Players also do not need to calculate 21.32% of 43. I know 65% of 43 > 21% of 43 which is enough to tell a player what he should be worrying about. @ifreund perhaps in another PR astyling should be fixed. |
Using your logic, percentage presentation is useless too. What's the point of knowing that A is better than B, i.e. "65% of 43 > 21% of 43"? We might as well just leave the list of things affecting morale, without any numbers. |
@Night-Pryanik |
Player already knows this because exact values are shown in the item inspection menu. |
While that may be true in a linear relationship, these variables are a sum of squares meaning that an exact value of 50 is actually 2500 and a value of 2 is actually 4. I don't expect anyone can tell me the relative weight between a value of 30 and a value of 36 so percentages are shown, since that does tell your the relative weight at a glance. |
Well, I said my opinion. I still think it's more confusing than plain numbers, but maybe it's only a matter of habit, and maybe it's only me. Let's hear what others say. |
Can you make morale menu style configurable via options and leave both styles? |
The current state is actively misleading, and exposing intermediate state of the calculations is beyond confusing and bad practice besides. I did think of an alternative, what if we just sort by impact instead of exposing a number at all? |
This could be a good idea. Maybe have the morale gains be a darker shade of green the better they are and the losses be a darker shade of red the worse they are to really drive home that they're sorted by the impact they're having while leaving out the actual numbers. |
Is showing percentages not showing impact? |
This is all good to merge if discussion is finished. |
updating this fork
SUMMARY: interface "updates the morale menu"
fixes #30612
Describe the solution
morale menu now is above.
total positive and total negative sums are shown along with the morale points and this percent contribution to that sum
Describe alternatives you've considered
I considered showing almost all the values involved with the calculation (values, values^2, sum of values^2) but this made the interface far too cluttered.
Additional context
I also tried to structure the code such that player_morale::display() will not have to be updated in the future as long as:
player_morale::get_total_negative_value,
player_morale::get_total_positive_value,
player_morale::getLevel,
player_morale::calculate_percentage
are all updated. These are far smaller functions with simple code, much preferable to having to deal with editing player_morale::display() again