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Idea for a 'Goal-Setting' System for Issues

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Christenmark
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Posts: 83
Founded: May 02, 2019
Inoffensive Centrist Democracy

Idea for a 'Goal-Setting' System for Issues

Postby Christenmark » Tue Jul 07, 2020 2:34 pm

I have had an idea regarding the outcomes of any given issue. First I will present the idea as I first thought it up:
My idea is to add an option that allows users to Set a classification goal (if their current classification is not desired and they want to reach the desired one through future issues) that if enabled will ask the user to select from all the existent classifications (Right-Wing Utopia, Father Knows Best State, etc.) as their desired Goal to set. When this is done, it could enable a sort of visual/textual indicator on the outcomes of any future issues as one of three things:
1. Desired to reach the set user goal.
2. Neutral as it will not affect the set user goal.
3. Detrimental to reaching the set user goal.

I realize this will probably make the decision making much too easy (because the fun comes in that struggle), but this still could be implemented in much more specific goals in the form of just setting national single rankings rather than the entire type of nation yours will be.
To Put it a different way: This could also be used to get goals for other stats, such as if I want to have a general focus on decrease/increase of taxation, weaponization, culture, etc. That could be better alone by simply adding a check box next to all national stats under the rankings page, that can be focused on one stat at a time. That way, the struggle of making the decisions will still be as it should be, and even could add a layer to it! That layer would be, say that an issue with many possible outcomes to choose from comes by and you have set a goal for increasing your freedom from taxation but a different outcome presented actually makes you much more personally sympathetic? Now you have to choose again after reducing the choices to these hypothetical two: one gets you closer to your set goal, but the other has an outcome that you/your leadership would rather choose instead.
This is also best to be restricted to only being able to choose ONE of the many many stats/rankings of your nation at any one time. I must admit that I understand that this would certainly require quite a lot coding and man-hours to implement as Just Presented here, But I do believe that this could be a great addition that only needs ONE effected stat(the stat set as goal) of any given choice to be divulged without being passed. I hope I explained my idea in both it's original form and it's current form clearly enough. I also really hope I read the forum description right and this is the right place to post this too.

Here is a quickly made visual reference for the UI addition to the Rank page: https://www.nationstates.net/page=dispatch/id=1401512

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Ballotonia
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Posts: 5433
Founded: Antiquity
Liberal Democratic Socialists

Postby Ballotonia » Wed Jul 08, 2020 1:07 am

A major part of the issues game is figuring out what each option does and contemplating what they might do. Your suggestion would remove that, allowing players to blindly follow whatever option the system says one should choose. That's just one or two steps away from just setting the nation stats to meet whatever ones goals are.

Your suggestion would make it all TOO easy.

Ballotonia
"Een volk dat voor tirannen zwicht zal meer dan lijf en goed verliezen, dan dooft het licht…" -- H.M. van Randwijk

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Christenmark
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Posts: 83
Founded: May 02, 2019
Inoffensive Centrist Democracy

Postby Christenmark » Wed Jul 08, 2020 7:51 am

Ballotonia wrote:A major part of the issues game is figuring out what each option does and contemplating what they might do. Your suggestion would remove that, allowing players to blindly follow whatever option the system says one should choose. That's just one or two steps away from just setting the nation stats to meet whatever ones goals are.

Your suggestion would make it all TOO easy.

Ballotonia


The suggestion as initially thought up would make it too easy, but the current version of it as explained wouldn't make it too easy, you are being exceptionally dismissive.

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Virgolia
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Posts: 28
Founded: Apr 19, 2018
Iron Fist Consumerists

Postby Virgolia » Wed Jul 08, 2020 8:30 am

I understand that you may feel frustrated when an option doesn't cause what you thought it would but you need to understand that what you are asking for gives you too much information, the idea behind an issue is that you actually stop and carefully think what should you do and what is exactly happening in the presented situation,also if you answer issues regularly eventually you'll realize which options do what most of the time.

After all, with how much effort issue authors put into writing the issues I think it's only fair to return them the favor.

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Luna Amore
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Posts: 12225
Founded: Antiquity
Benevolent Dictatorship

Postby Luna Amore » Wed Jul 08, 2020 9:47 am

Christenmark wrote:
Ballotonia wrote:A major part of the issues game is figuring out what each option does and contemplating what they might do. Your suggestion would remove that, allowing players to blindly follow whatever option the system says one should choose. That's just one or two steps away from just setting the nation stats to meet whatever ones goals are.

Your suggestion would make it all TOO easy.

Ballotonia


The suggestion as initially thought up would make it too easy, but the current version of it as explained wouldn't make it too easy, you are being exceptionally dismissive.

I've read through your suggestion and I'm going to have to disagree. It would still be too easy.

It reduces option text and dilemmas to "this option increases the stat you want".

This isn't a perspective that a player is going to totally get (or very few, technically-minded players), but knowing how everything works ruins the spirit of the issues game. This would be a degree of pulling back the curtain that would lead to the same result. At its core, this is a simulation game and the mechanics should respect that overall feel.

We obviously can't stop players from taking the initiative of figuring it out, but I'd rather we not make it a game mechanic.
Last edited by Luna Amore on Wed Jul 08, 2020 9:48 am, edited 1 time in total.
Max: The code changelog says, "Added 'butthole' by mod request"
Lenyo: This dilemma needs an option that Luna would support in RL.

The tao that can be told is not the eternal Tao. The name that can be named is not the eternal Name. The unnamable is the eternally real. Naming is the origin of all particular things. Free from desire, you realize the mystery. Caught in desire, you see only the manifestations. Yet mystery and manifestations arise from the same source. This source is called darkness. Darkness within darkness. The gateway to all understanding


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