Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add 'NO_CBM_PAINKILLERS' mod #21430

Closed

Conversation

Projects
None yet
8 participants
@BrettDong
Copy link
Contributor

commented Jul 16, 2017

Disables the need of painkillers when installing CBMs. This is not possible without touching the mainline code so I post it there.

} else if( pk < pain_cap ) {
popup( _( "You aren't quite numb enough to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) );
return false;
if( !get_option<bool>( "NO_CBM_PAINKILLERS" ) ) {

This comment has been minimized.

Copy link
@Coolthulhu

Coolthulhu Jul 16, 2017

Contributor

Pretty sure this should be the world options, not just plain options.
Otherwise you're getting the default option rather than the option for current world.

This comment has been minimized.

Copy link
@BrettDong

BrettDong Jul 16, 2017

Author Contributor

Filthy Morale and No NPC Food do this the same way so I copied that.

@kevingranade

This comment has been minimized.

Copy link
Member

commented Jul 16, 2017

Every controversial new feature does not get an option/mod. This needs a better rationale than, "some people don't like it".

@DangerNoodle

This comment has been minimized.

Copy link
Contributor

commented Jul 17, 2017

Every controversial new feature does not get an option/mod. This needs a better rationale than, "some people don't like it".

Rationale: proposed feature has questionable realism (again, this should not have been considered without fleshing out anesthetics first), questionable contribution to game balance (painkillers are not that rare if you are raiding the sorts of places that have bionics), whether this feature was worth the effort of implementing to begin with is subjective.

@Noctifer-de-Mortem

This comment has been minimized.

Copy link
Contributor

commented Jul 17, 2017

Regardless of anyone's opinion on the realism and merit of needing painkillers for CMB installation, it is not very well balanced. As pointed out here: https://www.reddit.com/r/cataclysmdda/comments/6ndpp9/some_balancing_is_definitely_needed_with_the_new/
Some testing is needed to balance things out on the amount of pain killers needed (dose) and how that needs to be communicated to the player.

The average player will not contribute to that discussion, simply flooding it with complaints on the system itself (like the whole filthy clothing situation). Making this a mod would allow them to carry on with the game while those who are testing it can do so as well.

@SageB

This comment has been minimized.

Copy link

commented Jul 17, 2017

I feel like it should be added, because it does not detract from the experience of those who like the painkiller requirement, while adding to the enjoyment of those who dislike it. Additionally, because it doesn't seem like the change can be made with a simple JSON change, this is the only way to allow for a mod to disable the painkiller requirement.

It seems like a lot of people really dislike the change to CBM installation in it's current form, and feel very strongly about it. By allowing the feature to be disabled, it would allow for a calm, rational discussion to take place about how best to balance the feature, because people don't feel like their future enjoyment of the game is at stake. On the other hand, preventing people from disabling the feature will create ill will and resentment where there really doesn't need to be any.

@DangerNoodle

This comment has been minimized.

Copy link
Contributor

commented Jul 17, 2017

Exactly this. Allowing some method of disabling any problematic feature is the most efficient way to ensure that discussion of the feature remains on topic and relevant to actually fixing any existing problems.

Some here may believe that it risks more players simply disabling the feature, hindering testing. As with the nutrition system, common senses means that if the the majority of players are unwilling to put up with a feature to test it, that means that a majority of players dislike it. Developers need to understand that the number of people working on any given feature, relative to how many contributors are active at present, is indicative of two things:

  1. How complex the feature is to work on.
  2. How many players have any interest in this feature.

If you know how complex the change is, any feature that appears to receive a disproportionate amount of work done on it is one that is causing problems.

Much as some developers may disregard things like popular opinion and even (in extreme cases) consistent feedback as unimportant, a negative feature does far worse than simply drive players and contributors away.

It becomes a self-perpetuating problem as no one wants to fix a broken feature they don't like anyway, thus making it contribute to bugs, reduces manpower to contribute, and worsens overall code quality in the long run.

@kevingranade

This comment has been minimized.

Copy link
Member

commented Jul 22, 2017

No rationale other than people expressing dislike provided.
Fixes to the reported problems are being made, if you really can't stand it, stick to your current version until it meets your needs.

@DangerNoodle

This comment has been minimized.

Copy link
Contributor

commented Jul 22, 2017

Did you actually read any of the points brought up before you closed this?

@Treah

This comment has been minimized.

Copy link
Contributor

commented Jul 24, 2017

@kevingranade

No rationale other than people expressing dislike provided.
Fixes to the reported problems are being made, if you really can't stand it, stick to your current version until it meets your needs.

People expressing dislike is the exact same reason that the filthy clothing was moved to a mod. Also asking users to stick to a current version and basically preventing them from ever updating or participating in further development is bad. This is a community driven project and this is a acceptable solution to users that someone coded for us. If there is a problem with the code then give the author some feedback other then "I don't like it"

@ampnaman

This comment has been minimized.

Copy link

commented Jul 26, 2017

Long time lurker and CDDA player here just chiming in because this issue bugs me as well. I think it's just pretty much ego and stubbornness talking. Much as I respect the devs for the time and effort they've given for the game, they shouldn't forget play-testing and taking feedback into consideration! Especially for new features/changes like this 'getting high to be able to perform surgery' thingamajig - back in the day, we just used alcohol, a piece of cloth, and lots of guts, ha!

It's arbitrary to just close issues left and right like this when something is clearly broken. Much less, block the option for mods for an open-source game like CDDA.

Oh, much kudos to Coolthulhu for the recent patch he made which fixes most of the recent bugs (which also included this mod), some of us won't be playing without it.

@DangerNoodle

This comment has been minimized.

Copy link
Contributor

commented Jul 26, 2017

Oh, much kudos to Coolthulhu for the recent patch he made which fixes most of the recent bugs (which also included this mod), some of us won't be playing without it.

I find it extremely distressing that @kevingranade has caused such tumult among even his own fellow developers, have Coolthulhu has to offer patches for features.

Disregarding player feedback is one thing. Disregarding the feedback of another developer is either willful ignorance or malicious action. My apologies for this accusation Kevin, but when a development team is arguing among itself in this manner, that is detrimental to the project in the long run. You need to be able to work your fellow developers at a bare minimum.

Players have made claims that being unable or unwilling to work with the community will cause the decline of this project. That is a possibility, but not a certainty. However, being unable or unwilling to work with ones own developers will cause this outcome eventually. This is not a one-person project, as much as Kevin seems to act as though it is.

As much as I have attempted to retain my usual formality and avoid arguments, recent events are making hard to ignore.

@ghost

This comment has been minimized.

Copy link

commented Jul 26, 2017

@kevingranade Why do you keep doing this? Why.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.