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Dwarf Fortress => DF General Discussion => Topic started by: ThreeToe on October 28, 2019, 07:07:16 pm

Title: *We need your help with game ending stress*
Post by: ThreeToe on October 28, 2019, 07:07:16 pm
Hi Dorfs,

We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration.  Most of these people don't bother giving us any feedback, which is understandable.  The game just sucks and why play?  We need your help to nail down what exactly is going on. 

While we are working on every problem we can find, this thread is specifically for problems with the stress system.  There are a spattering of reports that come up on Reddit and other forums from people talking about how the stress system is so screwed up the game is unplayable.  I haven't found this to be the case so I need your help!

I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.

Now the negative side:  I attacked the goblins and in return weathered three sieges of over 100 goblins total.  I killed them all with trained and iron armored dwarves with only a few injuries.  Then I had my entire fortress run out and pick up the bodies.

The results were as follows:  Three dwarves went into a depression.  Some soldiers suffered post traumatic stress.  And one dwarf threw a fit and went to jail.

This kind of result isn't bad.  We want this.

I want to know what kind of play style is causing people to quit in frustration.

We are aware of socialization problems.  I haven't seen a game ending problem here, but these will definitely be addressed at some point.

This is the kind of problem we want solved: http://www.bay12forums.com/smf/index.php?topic=171185.msg7839740#msg7839740

We really don't want “a cancer of red arrows”

Help us find out what's going on and we will attempt to fix it!

Title: Re: *We need your help with game ending stress*
Post by: Loci on October 28, 2019, 08:16:14 pm
In my experience, it's less about the stress and more about the long-term personality changes that make dwarves experience more stress and unable to deal with their stress. Each dwarf exposed to a "sufficiently bad thought" seems to accumulate one personality change each year, so it's not too surprising that the problem hasn't manifested by year 3. Note that "sufficiently bad thought" includes many common things (drinking without a goblet, being rained on, etc.), which makes it quite difficult to avoid personality changes over the long term. Simply reducing the chance of personality changes from common events (e.g. 1% for drinking without a goblet, 3% for being rained on, etc.) would go a long way towards making dwarves emotionally resilient.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on October 28, 2019, 08:46:55 pm
Old player here - I'm not sure how well I can talk about new players, but I would say that quite a few of the complaints by old-middle players are exaggerated. I think the dissatisfaction comes from having the game shift away from a city builder (versions pre-44.10) and now it's more of a city manager (post 44.10, and some of the much older versions). Catering to dwarven needs becomes a primary goal, while building and designing has to take the back-seat. I think a number of the complaints come from here - and they would see your 3-year fort example as some sort of failure of the game, rather than a failure to manage dwarves well.

That said, the complaints are surely not unfounded. I've found myself quitting forts in frustration for a few major reasons, all detailed below:

Whenever I mention "stress" below - I'm referring to the stress system as it currently is. By no means would I want to see it removed entirely.

Penalties:
Spoiler (click to show/hide)

Causes:
Spoiler (click to show/hide)

Personality traits:
Spoiler (click to show/hide)

Failed forts:
Spoiler (click to show/hide)

Finally, changing of gameplay:
Spoiler (click to show/hide)


I enjoy the new challenges of stress. I enjoy having to get to know my dwarves better and caring for their needs. But I also can't imagine playing a full fortress any more. I cap my forts at 30, and never really get into combat, just because the penalty is too high, and if I want everyone's stress to be managed, I can't have too many dwarves. Catering specifically to their needs seems to be the only way to avoid the stress spiral - and having too many dwarves makes that impossible.
Title: Re: *We need your help with game ending stress*
Post by: Fleeting Frames on October 28, 2019, 09:27:22 pm
Cancer of red arrows...Well, I suppose the vulture example in Stress and Psyche thread (http://www.bay12forums.com/smf/index.php?topic=171185.msg7840276#msg7840276) would qualify.

Also, could you post a link to your save (on dffd)?

E1: This request is admittedly at least partly fortress design sourced. I can recall of only one player who has managed to obtain every alcohol in game - so managing this by year 3 is very impressive - and only few who had more than 2 (citizen, visitor) taverns so I imagine there might be new things I could learn from it.

E2: Also might be worth considering that newbie or harsher embark isn't going to have every trick for mitigating stress, i.e. today had a newbie mention their axelord complained about dejection of inability to help somebody and cut their squadmate's head off - and I can see how proper handling there was kind of unobvious. If your goal is giving newbies easier time, maybe there needs to be "easy mode" (you can edit raws but that isn't obvious).
Title: Re: *We need your help with game ending stress*
Post by: janxious on October 28, 2019, 10:42:37 pm
I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.
You've described a fort that is not going to happen for a new player. They might get there, but there's a lot of experience baked into what you said. When you say every kind, do you mean all fruits, all underground? It's hard to know, but certainly in any situation where you're cutoff from the elves it can be hard to get a lot of kinds of fruit. And as a new player, I don't think it's reasonable to think that at year 3 you'll know to build all that stuff. I don't think it's possible you'll know how to design taverns so that people can socialize, or even how that works. So you're giving us high level play on what is effectively a new fort. I wouldn't expect much bad to have happened. Also if you aren't pulling data about the actual dwarfs in your fort, it's not really convincing. Did you do military training for everyone so they have some discipline? Did you win the dwarf lottery and everyone there except the few unluckies you've mentioned actually come into the world toughened up? How many dwarfs are in your fort? Did you have 4 dwarfs out of 500 who felt bad? Or 4 dwarfs out of 20?

I want to know what kind of play style is causing people to quit in frustration.
I've been watching/playing since ~2009. The biggest "problems" for me right now are I have no tools for diplomacy to end wars, so if I'm being invaded, I must weather repeated invasions and then go and basically commit genocide in order to make that stop, or change my init files. I'm about 250y into my current world, and the survivors of my civ that come as immigrants are mostly battle-hardened (some discipline training) soldiers. I specifically conquered all the goblins in the world because it was that or every fort was going to eventually succumb to long-term exposure to dead bodies, or I have to build every fort to have a trap that eliminates bodies or hides them entirely from the populace.

Basically to reduce stress, every fort I've just been building the same things over and over in slightly different configs.

So I conquered the goblins around year 350, and I've been at war with 2 dwarf civilizations and that took about 100y more in-game to wrap up. I stopped fighting them in the field because the number of body parts meant the number of trips to clean up was just way too much. If I use sharp things, there are hands and feet and heads everywhere. If it's hammers, then everyone is carrying teeth for the next year and walking over bodies. I've tried a bunch of strategies that I wouldn't expect a new player to do and the only one I've found that doesn't really stress out a lot of dwarfs is just building a giant drowning trap and letting the bodies rot away without ever claiming anything that the invaders brought with them. So that's not great for liking to look at my fort since there's just a whole layer that is skeletons and rotten clothes.

• • • • •

That was a long-winded way of saying the thing that is going to make me stop playing is that I can handle most aspects of the game just fine because I feel like in order to be successful I need to be building everything in a very specific way and I am punished for using my military to actually fight anything in-person. There's still a lot of variation and I've built a number of different configurations of outdoor/indoor forts and trap sets and stuff. I've lost a few forts to the long-term effects of an unseen FB contagion making a mess and killing off dwarfs and then a couple years later the sadness from those losses just kinda depressing everyone and the fort collapsing. I've lost forts to missing a single bite from a were creature. I've lost forts because I misremembered the werecreature dates. I've lost forts because it snowed a lot. :D

It's a fun game, and at the same time I am tired of feeling forced to build the way I do in order to mitigate what seems like a good but in need of tuning stress system.

• • • • •

Edit:

Also ran across this suggestion, which I think has some merit for helping players of all skill levels manage fort stress levels: http://www.bay12forums.com/smf/index.php?topic=173464.0

And this would help with ending wars (to help mitigate stress before it begins): http://www.bay12forums.com/smf/index.php?topic=171066

And this could help with site management so you can throw down your military alarms before an invading force arrives (to help mitigate stress before it begins): http://www.bay12forums.com/smf/index.php?topic=169028
Title: Re: *We need your help with game ending stress*
Post by: Broms on October 28, 2019, 10:48:15 pm
I agree with Loci. Managing stress can be a useful gameplay element, but if the only reward for managing it well is not being punished then it isn't a very fun gameplay mechanic.

It would be really nice if there was a way to *easily* tailor stress reduction needs to each dwarf reliably with a bit of effort. Something that can act as a reward to offset the trauma that is their life of seeing a kea outside that one time.

An idea that just came to mind would be allowing dwarves to keep favored items in a box or display case of their own marked "fill with favorite object" in their room/office assigned to them. This could then give them powerful thoughts and memories of going home to their favorite green glass jug on their pedestal next to their bed.

I think this would be an example of a fair trade off because it would take resources/dwarf labor/the player's time to create the items necessary (storage included) and to order the storage container to be built and placed and marked as "fill with favorite item". The dwarf could fill the storage container on their own time or something like that.

I think an active countermeasure in which we can exchange resources and labor for a reliable stress reduction when it is needed could change an untenable situation into one where you need to do certain X dwarfy tasks to help manage stress a bit more than usual because things out of your control happened..like the rain.

In terms of rewards for managing stress. If you keep a dwarf's low enough maybe they could get some kind of buff. Would it be unreasonable to link the "focused!" buff to low stress, but to keep the current needs system in place for all other stress levels?

Hope this helps.
Title: Re: *We need your help with game ending stress*
Post by: mikekchar on October 28, 2019, 11:18:37 pm
I agree with most of the other commenters.  Generally, I can deal with stress, but like you my forts are generally short lived (I don't think I ever run a fort longer than 10 years).  With respect to stress and only stress there are a few problems:

- Some stresses seem unbalanced (rain, especially) and are undiscoverable until too late.  If you live in a marsh, virtually every single migrant will have their personality changed by stress from it raining on them when then migrate to the fort.  Your only option seems to be to build a covered path to your fort with rain immune dwarfs.

- Some personality changes are essentially a death sentence for a dwarf.  Personally I don't mind this, but the occurrance is *way* too high.  I wouldn't mind if in the mid to long term (say 10-20 years) 2% of your population had personality changes that mean that they are destined to be permanently depressed.  Eventually, all of these will end up dead or banished.  Another possible "fix" would be to make depression less punishing to a dwarf.  It should be possible to glide along in a bad mood indefinitely will not going insane.

- Lack of stress does not de-stress dwarfs.  This is really unintuitive and makes it difficult to deal with.  Every time something bad happens to a dwarf they get it hard.  It doesn't matter if the last bad thing that happened was 5 minutes ago or 5 years ago.  It has the same chance to push your over the edge.  The only thing that brings you back up the scale is *good* things.

- De-stressors are practically undiscoverable.  Most of the ones we have discovered are because experienced players play with DFHack and report what de-stresses a dwarf.  Then you have to play with the wiki open trying to optimise for de-stressors.  There is nothing in the game that gives you an idea of what you can do to fix the problem.  Example: Food requires a *liked* ingredient -- quality is otherwise inconsequential.  There is no straight forward way to get dwarfs to spend time with family or friends (assuming they have them).  You have to get dwarfs to *haul* items to get them to pick them up to own them.  The list goes on and on and on and on.  The average player does not have the desire or capacity to deal with the complexity without some kind of hints to help them.

- De-stressors require a lot of micro managing.  Every dwarf is different and each has needs that they must fulfill as well as personalities that make them susceptible to stress (and receptive to de-stressors).  Every dwarf has a wall of text that shows this data, but in practically the least useful way possible.  Most people have to play with Dwarf Therapist so that they can reasonably sort the important information from the palce-holders/fluff.  Even when you know what you need to do to help a dwarf feel better, it's often frustratingly difficult to set up a situation to get them to do that thing.  Get them to eat a food that they like (if you even have it) -- it has to be in a specific radius of where they are when they are hungry.  Get them to haul something to acquire it -- you've got to make sure nobody else hauls it.  Get them to pray (even when they are desperate to pray and you have a temple for them) -- they'll go do self training.  Get them to hunt to get some excitement -- they are terrified by the combat.  It's doable with a population of 50 or so, but once you get over 100, even crazy people like me are not willing to sit down and figure out how to make each dwarf happy.

- The consequences of dealing with permanently stressed dwarfs is itself a massive stressor.  They get into a fist fight and seriously injure or kill the other dwarf.  You arrest them and/or hammer them -- they get depressed from guilt/hammering/being imprisoned.  You kill them (from hammering or an "accident") and their family is depressed.  You exile them and you now have permanently depressed dwarfs exiled.  The latter one is bad if you play more than one fortress in a world because DF choosed historical figures preferentially for migrants.  Your next fortress will be filled with permanently depressed migrants that you exiled from your last fortress.

In closing, I'll say that I *like* the stress system, but I agree that there are very serious problems with balance that need to be addressed.

Edit: A very quick way to really see the difficulties of the stress system even with a seasoned player is to take a look at Kruggsmash's videos on Youtube.  He regularly hast multiple 10's of year fortresses of reasonable size.  IMHO he's actually on the patient side of having to deal with DF's issues, so this should be a good indication of what the game is like when the player is really working to make everything work out.  Most players will have much more difficulty than him and you can see that virtually all of his forts finish up with huge stress problems.
Title: Re: *We need your help with game ending stress*
Post by: Zeeneri on October 28, 2019, 11:36:33 pm
I honestly think there needs to be some sort of way to both put a scale on the effectiveness of stressors to downplay most of them, and some way to instill a fortress identity/community in the dwarfs so that you can design a fortress as an X fortress. For instance, if more than 50% of your dwarves are farmers, then you're a "Farming" fortress, and the act of farming instills good thoughts. Likewise if everyone is a warrior, or if everyone is a treeburner, etc.

The ultimate point is there should be some level of macro social policy manipulation. There should also be some sort of pre-outburst mitigation. Like a vacation or celebration or something, something the player can design that mitigates stress by adding good thoughts directly and can keep dwarves from the brink so long as you are actually keeping on top of it and it's not too late when you see a red down arrow appearing.
Title: Re: *We need your help with game ending stress*
Post by: Rose on October 28, 2019, 11:54:09 pm
Not really any suggestions of my own (Other than having an easier way to see which of your dwarfs don't have enough clothes)

Just posting to watch the thread and read things as they come.
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on October 29, 2019, 12:06:46 am
I can't say I've been enormously frustrated with the stress system up to this point, but that might just be because I'm more of an adventure mode guy who only plays fort mode occasionally. I would however agree with Loci that the triggers for personality changes should be made less sensitive, since that's one of the issues I have noticed.
Title: Re: *We need your help with game ending stress*
Post by: TheMellifiedMan on October 29, 2019, 12:10:15 am
As some others have mentioned, stress needs rebalancing. To be clear, I like the intent and structure of the model. I also don't want to go back to the playstyle of the earlier versions when dwarves would walk around ecstatic just through exposure to a legendary dining room. But micro-managing individual dwarves becomes quite a chore, and has contributed to hiatuses in my fortress mode play. Some specific notes on my annoyances:



Title: Re: *We need your help with game ending stress*
Post by: Salmeuk on October 29, 2019, 12:42:52 am
As a player who doesn't use Dwarf Therapist I want to give a short opinion on the matter.

DF is more fun the more efficiently you can implement your commands into the game, since every minute saved on designation is another minute you can spend watching your citizens running to and fro. Not to mention the pleasure in experiencing a more immediate implementation of your most imaginative desires. Stress management has always been present in the gameplay of DF, so much so it has helped to create a mythology that "DF is Hard," but recent changes have brought stress management to the forefront of our duties as overseers. As janxious has outlined above, an absurd list of limitations on the design of your fortress, a "safe-space blueprint" if you will, can prevent some of the more noxious results of the new system. However, to imagine that constricted style of play becoming the accepted norm is impossible. There is no DF without the freedom to create a fortress as you see fit.

 By introducing a new set of highly demanding characters into the stories of your entire playerbase, you have derailed the "narrative" of DF and throttled a fair amount of the creative freedom found in previous versions.


Stress management would be a WHOLE lot easier if there was more visibility of both the causes and effects of that stress.

Make it easy to identify the highly-stressed members of the fortress.
DFHack allows you to sort dwarfs in a list from highest to lowest stress. Implementing this would go a long way to speeding up management.

Make it easy to identify the needs and personalities of the dwarfs.
Summarize the most potent needs of each dwarf, and even create a menu for identifying the most prevalent unfilled need in your fortress.

Fix the inherent dissonance between the new stress system and the players power as currently implemented.

There are a number of voids in gameplay that prevent players from dealing with certain sources of stress, like the inability to fullfill certain food demands, or see family if they don't exist in-fortress, or to manage who can haul bodies through what rooms without increasingly complex (and RESTRICTING) methods of fortress design. You cannot expect people to enjoy getting punished for things they have no hope of controlling (that is not to say people will not enjoy getting punished for things outside of their control in the moment, but to dangle the impossibility of control in front of a hamstrung player is too much).

DF has always been an odd mixture of cheesy fantasy and hard realism, but I believe it has gained more popularity for all the strange, wacky, and fantastical things than for the massive list of minerals, animals, combat moves and body parts that exemplify the simulationist design. To err on the side of caution and avoid certain elements of reality, such as PTSD after viewing a corpse and the irreversible personality changes that appear after major stress, would probably create a more creative game overall. Comparing DF to the 4x Aurora is a good exercise in seeing the difference that a dash of the whimsical makes in the "feel" of a game.

Do you want your players to be authors, free to let their fortresses grow according to the strangest designs, or administrators, who carve mountains into exceedingly specific patterns of functional space in order to meet every need of every dwarf?
Title: Re: *We need your help with game ending stress*
Post by: Nameless Archon on October 29, 2019, 12:55:51 am
Generally, when I play, I monitor the game using various addon tools. (Particularly, Dwarf Therapist.) When I note details about moodlets not fading, it is because I can still see them clearly as "in the last week" in Dwarf Therapist, despite many months passing in some cases without a refresher event. Obviously I cannot be assured that moodlets that happen in the last week are intended to last only one week, but it seems that many which should be temporary instead are permanent, long-lasting, or duration-resetting while they continue to stack and accumulate indefinitely.

I note the following, just off the top of my head, and I am willing to stream demonstrations of behavior as desired, as part of my Extra Life streams this year:

1. Dwarves often and regularly complain about "an absence of good food", in forts with 4000 lavish prepared food.

I understand that they might not get their best happiness from a roast of dwarven syrup when their favorite food is bumblebee brains, but I don't complain about a total absence of fine food when I ate a well-prepared steak instead of a well-prepared lobster. I might not be ecstatically happy, but I don't ignore the fine meal that I just ate enough to be UPSET about it. That's not just petty, it's childish, and unfun to manage, especially when there are so many foods which cannot be created because they cannot be created by dwarves or in kitchens at all.

2. Various negative thoughts (especially rain, and snow) appear to stack and not to fade off properly.

This results in dwarves which (eventually) cannot be made happy without resorting to outside tools and extreme interventions. Often, this appears to be minor events which possibly are getting their timer reset when they recur, as well as stacking. If 'caught in the rain' lasts a week, and on day 6 it happens again, it may be possible that the timer is reset to a week, but now with a stack of 2 "caught in rain" effects. Unless a dwarf is literally trapped in the rain indefinitely, this should not be as negative, long-lasting, or impactful as it is. I suspect that many moodlets are not set with the correct magnitude and duration.

3. Dwarven mood enhancers are not particularly effective, not particularly lasting, and do not seem to outweigh negative symptoms.

In a fort with thousands of prepared meals, smoothed bedrooms for everyone, a tavern for all, library, temple, and fine dining hall, dwarves are still not returning from a bad mood. While I recognize that dwarves should be able to experience a bad day while surrounded by opulence and family, this is a fantastic sea change from where dwarves were previously: A fine fortress yielded ecstatic dwarves that could watch fifty of their closest relatives cut down without an eyeblink. An average fortress would still yield happy dwarves, but their emotional state would be less resilient to losses and tragedy.

Today, a fine fortress yields mediocre-to-failing mood, with depression and broken dwarves always just around the corner with a bad raid or siege fight that adds more stressors. A rude, ragged fortress would be impossible to run: It would break down under the weight of its own psychological failings in short order. I shudder to think of players who enjoyed trying to secure macabre or fell moods by manipulating dwarven moods, as this seems like it would be an exercise in folly today.

4. Socialization appears to be lacking as a dwarven stress reducer.

Dwarves dance around in the tavern, but only converse in narrow circumstances, leading to insufficient socialization. This often breaks the positive impacts of friendships, romances and marriages and more. Dwarves should not need to be adjacent to speak, or their AI should drive them to clump into tighter groups in order to do so correctly. See also, issue 6, below. Dining halls/meeting halls that used to be full of dwarves are now empty, barren cafeterias where dwarves scarf down a meal before returning to the tavern.

5. Multiple-servings-per-round Alcohol poisoning in taverns results in not assigning tavern keepers, reducing the effectiveness of taverns in reducing mood impacts and negativity.

This cannot be allowed to continue, or taverns are going to remain less effective at addressing mood - dwarves get a positive moodlet for inebriation, but cannot reliably become inebriated without risking alcohol poisonings.

6. Dwarves complain about being away from family in situations where they've moved into a fort that is now at population cap.

This is resulting in the need for players to evict these dwarves, as they can never meet this happiness need, and will become more and more upset over time. This is a metagame consideration which requires the player to take in-game actions to work around PC/metagame limits and not to act as befits their dwarves. We cannot have 500 population in our forts and not melt our PCs. Dwarven happiness must not hinge upon restrictions placed upon the player by hardware/software limits.

7. Temples to "no specific deity" are not accepted by various members of the dwarven community. As with the "prepared meals" issue, a lesser temple might not be enough to keep a dwarf happy indefinitely, but it should still suffice to meet the labor/need to pray and get the dwarf back to work. "Overlapping temples" should be an exploit, not a requirement.

8. Dwarven mood enhancers often seem to involve a far greater deal of micromanagement than is fun or enjoyable.

To use an analogy, the current version is like playing Stationeers - a game where you are forced to micromanage which items you are actively holding in each hand (and in each of twenty pockets) while swapping parts, tools, and devices - while the previous version was like playing Space Engineers (place blocks, weld, enjoy). To wit: Dwarves complain about not performing a craft, not being in a fight recently, not being able to practice a military skill, not being able to converse or fraternize. This alone is fine, stress at unmet needs is fine. While obviously a dwarf cannot do all of these at once, dwarves which are placed into a one-month-on, two-months-off militia schedule often still seem to have difficulty meeting these needs on their own, implying that their met needs are not lasting sufficiently long to allow dwarves to transition from militia to civilian without being trapped in a slow-burn quagmire of unmet needs slowly dragging them down.

It should not be required of the player to micromanage dwarven labors in order to provide additional free time for dwarves who need it to pray, study, or drink in the tavern. Dwarves should be adept at meeting their own needs, not cluelessly willing to work until madness. It should not be expected of a player to be constantly flipping labors on and off of various dwarves to keep them satisfied. This results in spending far too much time poring over dwarven emotions and needs, and nearly none left to do anything else at all. (You know, like playing the game.)

9. Generally, dwarves seem poor at meeting their needs or keeping their needs met.

If dwarven needs are expected to play such a powerful role in their behavior, then it would be wise to draw a page from Rimworld: If a need is so extreme as to devolve into dwarven madness, then the dwarf should cease performing duties and roles other than those required to MEET THAT NEED. If an absence of socialization is sending a dwarf around the bend, why are they still operating that pump? Dwarves abandon jobs for starvation, thirst, and other physical ailments. If the intent is to make mental/social/psychological/spiritual needs on the same levels as those that are physcial, then dwarves need to abandon labor for needs - period.

I would have to formulate more detailed observations, but it does not seem to me that stress is "fine". I cannot imagine stress working correctly if one were to take over the management of an existing dwarven hamlet in fortress mode and then just let it run for any length of time - between increased travel time and reduced efficiency of layout, this sounds like a recipe for a total emotional meltdown over a long enough timeline, and 'long enough' would seem to be fairly short, in my experience.
Title: Re: *We need your help with game ending stress*
Post by: janxious on October 29, 2019, 01:05:12 am
5. Multiple-servings-per-round Alcohol poisoning in taverns results in not assigning tavern keepers, reducing the effectiveness of taverns in reducing mood impacts and negativity.

This cannot be allowed to continue, or taverns are going to remain less effective at addressing mood - dwarves get a positive moodlet for inebriation, but cannot reliably become inebriated without risking alcohol poisonings.

Ha! I forgot about this one. I stopped assigning tavernkeepers so long ago I forgot they were an option for weeding out random dwarf populations and making everyone unhappy all the time because of the dead bodies!
Title: Re: *We need your help with game ending stress*
Post by: Nameless Archon on October 29, 2019, 01:08:51 am
5. Multiple-servings-per-round Alcohol poisoning in taverns results in not assigning tavern keepers, reducing the effectiveness of taverns in reducing mood impacts and negativity.

This cannot be allowed to continue, or taverns are going to remain less effective at addressing mood - dwarves get a positive moodlet for inebriation, but cannot reliably become inebriated without risking alcohol poisonings.

Ha! I forgot about this one. I stopped assigning tavernkeepers so long ago I forgot they were an option for weeding out random dwarf populations and making everyone unhappy all the time because of the dead bodies!
That's just it - how can stress be "fine" when one of the most critical stress relief areas is flat-out BROKEN and is known widely to the community to BE BROKEN?
Title: Re: *We need your help with game ending stress*
Post by: DG on October 29, 2019, 02:23:45 am
I have a fort that is 3 years old and has every possible stress reliever.

3 years is far too short.

Ptw.
Title: Re: *We need your help with game ending stress*
Post by: Atkana on October 29, 2019, 02:33:37 am
Just from my minor anecdotal observations, I find that generally any unit that has any degree of stress vulnerability (or other traits that increase stress) becomes a write-off. Eventually, they'll end up completely stressed out even if they've only experienced minor problems like unsatisfied needs.

As for the idea of wanting civilians to feel bad when seeing a corpse, that's fine, but it would be nice if there was some way to prioritise hauling those corpses to the stockpiles so the hardier dwarves can get them out of sight (from what I remember, the priority feels extremely low). And while on that subject, it'd also go a lot quicker if dwarves could carry more than one body part to the stockpile at a time rather than having to go back and forth for each individual goblin-piece that got cut off (I think that's how it is currently).
Title: Re: *We need your help with game ending stress*
Post by: Sorgklaan on October 29, 2019, 04:20:27 am
There needs to be more of a hedonic treadmill. Stress needs to stack less, and there need to be more ways of venting stress after it has accumulated.

I'm fine with a handful of dwarves in a large fort snapping after cleaning up after a siege, but currently cleaning up a siege means your fort is dead and on a timer. Yes, you can micromanage stress as it is if you're willing to do so, you can banish dwarves. But doing those things also kill the fun of the game, micromanaging it feels like a massive chore and banishing dwarves kills the narrative feel of the fort.

The version around the 2015/2016(?) release had dwarves that were a little bit too difficult to stress, but that was a far more fun and engaging experience than the frustrating, micromanagement heavy system we have now.

Even if you intentionally mod dwarves to be less stressed, the endless accumulation of stress will still eventually kill your fort. There absolutely needs to be a way or multiple ways for dwarves to vent stress off consistently.
Title: Re: *We need your help with game ending stress*
Post by: venicedreamway on October 29, 2019, 05:04:24 am
The stress that results from the deluge of corpses post-siege is one of the reasons I'm not playing DF at the moment. Why doesn't winning a siege produce happy thoughts? We had a hundred goblins on our doorstep, and we drove them away with 0 casualties on our side!

I think it would be really good if dwarves could have beliefs about war/conflict. Someone who believes battle is necessary to resolve disputes could get a happy thought when a siege is won, while a pacifist might get upset; the same for engaging in violent raids. Of course dwarves should still get upset about seeing a corpse if that's their disposition, but I think the stress that results from this should be balanced out by a more contextually-informed thought about where that corpse came from.

Apart from this, I agree with what others have said already about prayer, socialising, and especially meals. It's ridiculous that dwarves will kick up such a stink about not getting a very particular type of food when you have a huge stock of masterwork meals, and doubly ridiculous that even if you do have that type of food, they might not ever actually pick it up and eat it.
Title: Re: *We need your help with game ending stress*
Post by: Lysabild on October 29, 2019, 05:57:33 am

3 years is far too short.

Ptw.

This is important to note, the issue is that long term you can never keep up. Show us the fort after the 15th siege.
Title: Re: *We need your help with game ending stress*
Post by: some_stranger on October 29, 2019, 05:59:36 am
Stress is a lot like radiation.  Easy to accumulate and hard to remove.
Suggestions:
Title: Re: *We need your help with game ending stress* (updated 11/4/2019)
Post by: Timeless Bob on October 29, 2019, 06:06:27 am
I've always wanted to have a hands-off "ant farm" type of dwarf fortress experience, with the dwarven AI specifically working to meet the needs of each of its members, such that the dwarves themselves have agency to meet their own needs, leaving me the choice to designate goals such as construction of monuments or temples or suchlike.  I'd like the option to sit back and just watch them do their thing for generations: see the fortress grow organically without constant micromanagement.  With the current stress system, if I have a simple lodge with a dormitory of beds in one side and a dining room in the other, a simple farm plot and a well for when the booze gets low, then just let the dwarves go do their thing, I have a dead fortress in about two to six years.  Adding in military training (mostly those with the "hunting" labor enabled so they can train in their off-time) and a jail to take care of criminals, vampires, were-beasts, invasions, ect ect ect... The fort is dead in five years tops. It's usually dead more often from internal stress of depressed dwarves stumbling around obliviously because they saw something they hunted die and it keeps haunting them. I haven't had a married dwarf result outside of pre-married migrants since the new version, which is weird and sad. (edit:  Just had a dwarf marriage after 3 years in game of just letting it run without jobs and an itty bitty temple as the only meeting area)

Idea: Why not make each new instance of a stressor have half the potency of the original?  They'll just die off that way naturally as the dwarf becomes further inured and hardened to the normalization of a given environmental stress level.  I think the current model of stress doesn't seem to simulate the normalization of  environmental stress into its model.  A dwarf must have decided to travel to the site of the fortress: the environment leading into that fortress is an expected variable, not a sudden horror when you get within it's boundaries.  Have the period where they are designated "new migrants" with little flashing "x"s be the place that sets the baseline for their environmental stress.  If they have to run from the undead while tripping over mounds of bodies - those that get to safety behind those haunted walls will have a baseline stress of "there will be undead and bodies, and all around horrible nightmare fuel as part of my normal life".  It will be an expected baseline upon which staying inside where its safe gives relatively wonderful happy thoughts compared to that baseline.

Stress or de-stress calculated relative to that baseline rather than as an absolute function, with a tendency to re-approach that baseline through actions or refusal to act (just as hunger/thirst kicks into a survival function that refuses to work until it is satisfied) would seem to be a self-balancing system. Stressed dwarves shouldn't lose thier agency to depression or obliviousness, but rather reclaim it more fully by becoming focused on doing/experiencing de-stressing things until the emotional crisis is averted.

In humans, death often is an aphrodesiac - instead of relying on migrants to refill the pop cap in a fortress, why not increase the likelihood of seeking love and mates after death is experienced by a dwarf?  "I'm upset because I saw a dead <insert entity here>" bad thought could also increase the chance for that dwarf to seek to socialize in order to mitigate that stressor back to baseline.  The more upset the dwarf, the greater the seeking to find love and a mate to sire bunches of children with, or at least to marry as a homosexual union.  If that love isn't available, increase the religious zeal and time spent seeking to commune with their deity.  Stress needs to increase the chance that the dwarf will seek to mitigate that stress.  The more stressed the dwarf is, the less useful it is not because its moping around getting in the way while everyone just waits for it to die, but like when they are starting fights, the dwarf is more focused on mitigating that stress in a myriad different ways.  Inebriation, overeating, over-socialization, study in a library, brawling, dancing, singing, performing or enjoying performances, sleeping, seeking out "fine" objects to enjoy, ect...


Just having dwarves go get what they need, or go talk to the manager who puts that need into the que to be made in the various workshops would be amazing.  Having the Manager be able to designate workshops be built at need if they aren't pre-existing would be wonderful, as would self-excavation of the fortress to create those labrynthine dwarven forts found in Adventure mode...  To actually see that in action as each need forms new rooms and new stockpiles what an amazing experience that would be.

One idea for that implementation would be a kind of artifact mood that is triggered by a dwarf just before they succumb to stumbling around obliviously.  Maybe not a full Fell Mood, but something that allows them to trigger at the workshop that would fulfill their needs (or build said workshop, to accomplish the task). Corpse stress would be wonderful to create a Fell Mood artifact, but using the corpses that are stressing them out rather than a fellow citizen.  If there isn't the correct number/amount of ingredients for an artifact or a favorite meal, let the dwarf create a slab/codex detailing the recipe/blueprints for that favorite food or intended artifact.  By doing this, and describing said recipe/artifact in the document or on the slab, they get the same happiness boost and the Player can use that item as a non-consumable reagent along with its listed ingredients to actually create said recipe or artifact.  Creatures of industry can copy texts, why not also copy artifacts at will?
Title: Re: *We need your help with game ending stress*
Post by: UristMcPea on October 29, 2019, 06:44:14 am
Stress was one of the primary reasons to start using Dwarf Therapist. Apart from that I modded the game a bit to reduce stress vulnerability and the tendency to become violent when stressed by a fair amount. (I didn't eliminate it, though.) There are some issues that bother me - almost all of them are somewhat related to stress:

1) General management

This is basically why I started using DT. With more than 20 dwarves out there I'd like to have a way that shows me

- Who is suffering from stress? (What's the stress level?)
- Who is currently experiencing stress?

The second one is more of a newbie issue, though. ("This guy is throwing a tuntrum? Let's have a look... Dang, he's been running around almost naked for two years and he didn't bother to tell me.")

One idea about resolving this:

Generate reports about meetings with nobles! Dwarves yell at them if they feel bad - why not let them state what their problem is and how they think it could be resolved.

"Hey, Duke, I haven't seen my wife for weeks and this really annoys me! If I can't see her, you should at least give me a temple that's dedicated to <insertnamehere>.

2) Food preferences

Lots and lots of dwarves complain about not having the "right" food and some of them get really pissed about this over time. Fulfilling food needs is hard, really hard. Apart from their choices what to eat seam totally irrational. There're thousands of lavish meals out there, but they pick up that raw plump helmet. I know there're ways to mitigate this such as placing raw food storages and kitchens far away, but this is annoying.

Suggestions:

- Food of a certain quality does not generate bad thoughts. The required quality is of course different for each individual. While one dwarf may be pleased with anything that has been processed, another may want a lavish meal of at least exceptional quality. This could also be tied to value.
- In order to get a good thought (rather than just no bad thought), a particular ingredient may still be required.
- Of course dwarf should be willing to walk a bit longer to look for some food that doesn't make them unhappy or - if available - happy.

3) Rain & Sun

A lot of things have already be said about whether - rain in particular - so I'd just like to add another suggestion:

If it really pisses them off, dwarves could be reluctant to perform jobs that requires them to go outside or in the rain. This could be done by occassional job cancellations. Of course, if the order is repeatedly given, they should eventually do it - depending on stubbornness or the like...

4) Need to acquire something

If dwarves feel the need to acquire something, they need to haul it. Details unknown. (Will they take it out of a bin, if they haul it?) I think this could be solved rather easily:

If a dwarf needs to acquire something, he should go out and get it. Period. This works for food, for clothing - why not for jewelry and the like? Of course preferences should be honored, perhaps quality, too.

5. Clothing management

Right now I never set up some kind of clothing management - I simply produce clothing in abundance and do a manual cleanup occasionally, which is a pain.

Suggestions:

- high quality clothing simply lasts longer than low quality
- leather clothing lasts longer than fiber clothing
- clothing that is dropped on the ground rots away much faster
- option for xused clothingx (and beyond) for stockpiles to sort out that clothing for further "processing"
Title: Re: *We need your help with game ending stress*
Post by: ArrowThunder on October 29, 2019, 06:48:52 am
As someone who hasn't played much fortress mode, I may ironically be rather qualified to answer this question. I think the root of the problem here is that your play experience is perfect. You know the game inside and out, so you know exactly how to play it to keep your dwarves happy. You build temples, give them alcohol, etc. You (reasonably) want a play experience where traumatized dwarves are permanently scarred from their experiences, no matter how happy their lives are. This leads you to tune the game in a way frustrating for new players. But we can fix that!

Tutorials are Important

Meeting needs is a balancing act, but a new player can't really balance. When people learn things, they tend to focus on one thing at a time; a new player might be extremely proud of their perfectly-managed agricultural system providing a wide variety of both food and alcohol. Yet by the time the player figures that out, their dwarves are extremely grumpy because they haven't had a place to sleep. Or perhaps you never really took on the intimidating textile industry, so your dwarves are naked and embarrassing each other.

There's also something to be said about impressions. When you give a list of the likes and interests of each dwarf (their favorite animals and food, etc), you put a Chekov's gun in the player's face that tells them "you need to give them this to make them happy" and a lot of times you simply don't have access to the things they like. When you consider trying to custom order something for every dwarf, it's very overwhelming. Perhaps that's information that might be hidden from the player until they discover it? Like, you don't know your dwarf loves kangaroos until either they see a kangaroo and are ecstatic (happy surprise!) or explicitly are asking for one (prompting the player to engrave a kangaroo in their room). In this way, a player doesn't feel like they are expected to counter negative thoughts with pampering but rather by eliminating the root cause of the problem (more on this later).

In fact, this could apply to literally all of the happiness & needs mechanics. They should be introduced to the new player slowly, and they should *not exist* until you're teaching the player how to solve them. For example, make their clothing immune to wear until you've started teaching the textile industry. Once you're ready to introduce that mechanic, artificially introduce the complication in a controlled fashion to create a sense of urgency, like "oh no, Urist McUristson's pants are suddenly looking ragged! Why don't we make em a new pair?"

Unmet Needs are Needlessly Frustrating

Even a solid tutorial mode isn't always enough for new players, who are still learning the ropes. No tutorial teaches every mechanic in the game, and dwarf fortress can be particularly overwhelming. The best way to learn is honestly to make mistakes, and players need to be able to do so without having to abandon everything. This is especially important in a game that encourages players to stick with the consequences of their actions even when they are unfavorable (instead of loading a copy of a previous save). For a bowling analogy, if stress complications are the gutters of DF, there could probably be more bumpers in the game, without fundamentally damaging your desired experience.

Why do you need my permission?
One such bumper is self-solving needs. Some needs should be self-solving if left alone, even if the dwarves do so grumbling and huffily. For example, religion. Pious dwarves without access to a temple might get fed up waiting, claim a workshop as their own (much like a dwarf with a strange mood) and then craft... a perfectly ordinary figurine of their god, from whatever materials are abundant. They they squirrel it away in their room, and use their room as a temple. So long as nothing destroys the shrine they set up, they pray there on their own, fulfilling their needs. This would open the door for a particularly happy thought down the road, should you create an official temple. Suddenly this adds a whole layer of depth to the world of the game, while not permanently punishing players for a mistake or oversight.

Other examples of this would be needs for martial training or crafting. If a dwarf wants to do something, they ought to seek that activity out, regardless of whether the relevant labor is enabled, by doing so in their downtime. Dwarves dance and sing without my permission, so why do I need to make them train if that's their biz? Dwarves whose jobs are fulfilling should be happier overall than most dwarves, but even if their jobs aren't fulfilling they should still be able to find that fulfillment elsewhere. There's also definitely room for mechanisms for players to override these needs (perhaps through the management and justice systems), which might prove productive in the short-term but dangerous to the mental health of the fortress if used extensively. The military already has that, but managers should have that power too.

Get Over It
Another powerful aid to the new player/sadist: adaptation. I know this is implemented for many negative thoughts, but to my knowledge it could be expanded upon further. People live surprisingly content lives even in the most squalid conditions. This is because in part they become used to most conditions, even if they are generally less happy as a result. Continuing our religion example, in a world where personal shrines are outlawed, routinely confiscated or stolen, or just not implemented, they might find other ways to cope. Maybe they pray where they are periodically throughout the day, slowing the progress of their work. Doing this secret praying might give them an unhappy thought at first (forced to resort to private worship) but eventually they should become used to these terms of living, so that a lack of prayer can't drive a dwarf to madness. Thanks to the thought overhaul, that in particular isn't usually a problem, it's worth mentioning all the same.

Specifically with the memory system of dwarves, there's something to be said for humanity's predilection towards happiness. I've had dwarves go sad from reflecting on too much rain*. One bad thought can rack up problems for years to come. People tend to remember happy things better, push away unhappy thoughts, and linger on the good times they have had more than the bad ones. Dwarves should dwell on happy thoughts at least as often as they dwell on unhappy ones, regardless of how unhappy their lives are. As long as they have some anchor in their lives they can reflect on, most people can make it through some pretty crazy traumas.

*Side note, if rain makes dwarves unhappy, why don't any of them appreciate the beauty of a sunny day? Why don't any dwarves love the rain, as some humans do? Sure, loving nature and the outdoors is probably atypical for a race that lives underground, but every race has its oddballs, and working outside has it's own merits that some people find quite fulfilling.

Overcoming Urist's Second Law of Ethodynamics

There's a much more fundamental problem frustrating your players than a lack of understanding of the mechanics of play or having to micromanage their dwarves. Unhappiness in DF feels like it mirrors the second law of thermodynamics; the happiness of a dwarf can only decrease, absolutely nothing can make it increase. While not technically true, it definitely feels that way. This, once again, is partially the result of tuning a game to perfect play. By the time you notice your dwarves are unhappy, (ie they are avoiding crucial boozemaking responsibilities in favor of flipping tables and punching the innocent jeweler square in the face), it's already too late. They need more visible emotions from the main screen (like when they have a strong emotional thought), with inspection giving us insight into the reason and nature of the particular thought. Humans are very expressive, but our dwarves are not.

So far, everything I've discussed has mostly been about helping players avoid getting their dwarves to a point where they start getting upset and causing trouble. A source of trauma may be unavoidable for a fortress, or for a given player's playstyle (especially if inexperienced). Giving them a stopgap on the long-path to recovery is absolutely essential. Yet as the game stands, there is nothing a player can do to immediately start turning a dwarf's life around, even if they start focusing all their efforts on making their life magical in every way. Fundamentally, a sad dwarf still stands perilously close to an outburst. I touched earlier on the notion of how to dwarves should tend to dwell on happy thoughts to escape the bad thoughts. When faced with routine trauma, they attempt to escape by distracting themselves in some way. They don't just withdraw, they indulge.

Coping Mechanisms
Dwarves need coping mechanisms, even if they aren't always healthy for them! This is a great way to give dwarves individuality, as each dwarf might turn to different coping mechanisms. More often than insanity, stress and trauma should give dwarves new needs, which may or may not be ones they already had. These needs are unusually strong, because they are just a transient solution to an unsolvable problem. Perhaps a dwarf might start drinking in excess, reading books (if they can), admiring furniture, admiring art, learning an instrument, learning a dance, crafting new things, something, ANYTHING to get their mind off of what's really troubling them (or what their assigned/typical/skilled labors are!). If the player is bold enough to try to intervene in the dwarf's self-destructive/consumptive/excessive behavior, then all sorts of FUN should ensue. Yet, if the dwarf is allowed to indulge freely, they must acquire an incredibly formidable resistance to sadness.

Mechanically, a coping mechanism shouldn't create a need that can't be fulfilled by what's available to the fortress. Instead, it should dramatically increase the demand for something, in such a way that provides new challenges for the player. Make sadness a setback that provides counterplay, a new obstacle to overcome. Don't make it a punishment. If a soldier copes by admiring furniture, sadness past their breaking point causes them to seek out new furniture they haven't appreciated yet/recently. When they run out of new furniture, then they start demonstrating the effects of the underlying trauma. Now the player has a clear way to keep the morose dwarf happy: make more furniture.

Final Thoughts

Threetoe if you read all that I'm thrilled, heck I'm happy if you just skimmed it. But hopefully I've both given you some insight into the frustrations of your players, as well as some ideas on how to fix them.
Title: Re: *We need your help with game ending stress*
Post by: Sorgklaan on October 29, 2019, 07:22:17 am
"  This, once again, is partially the result of tuning a game to perfect play."

Not just perfect play, it's fundamentally broken. I have literally paved my bedrooms with gold and mass produced masterwork hemp clothing and lavish meals, with a gold paved dining room, with all the stress modifiers halved in the raws, and my fort was still slowly dying from stress. I don't see how anybody can have a fort that lasts more than a few years without very, VERY specific and rigid conditions and lack of contact with the outside world.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 29, 2019, 07:26:37 am
I've never had a fortress fail due to stress (didn't play DF back in the days of constant tantrum spirals), as all of the fortresses played since 0.44.12 have been lost due raiding bugs (the first one due to me giving up when realizing dead civ raiding is broken [squads leave, but never move, arrive anywhere, or return], the others due to the raiding corruption crash). However, I've gotten a couple of decades out of some fortresses. Thus, I'm among the group that considers the stress system unbalanced rather than fundamentally broken. It took a little time to adjust to the shift from "everyone can be saved" to "you have to accept that some of them are lost cases".

It can be mentioned that I played with poisoner (a.k.a. staff) free taverns, which probably helped a little.

For issues with the stress system and ways to combat some of them, I'd recommend the 20 or so page thread discussing stress, as I think it contains all the known relevant issues, bugs and mitigations.

As mentioned by others, I think ThreeToe is taking the wrong approach by playing a close to optimal fortress through a few starting years (a 3 year fortress doesn't even have to produce any clothes yet, since there's a fair while before the first set of clothes rot off the bodies of the starting 7). A much better example would be one with normal resource restrictions (in particular regarding food and drink), playing slightly poorly (about as you would imagine a somewhat inexperienced player to play) for something like 30 years. What about a single biome fortress in a Normal or Good Evilness environment with the fortress as the closest neighbor of goblins, and the world generated with standard parameters? Up the difficulty a bit by having the biome as a rainy one, and no pop caps restricting migration until at least the goblin pop siege trigger is reached (80). Take your time to open caverns, resulting in the wood (required for beds at least) having to be cut (and hauled) on the (rainy) surface. Surface farming should be done on the surface (i.e. not under a roof), but it's reasonable to assume starting players will erect walls (with drawbridges) around the surface part of the fortress (pasture and farm plots), adding anti climbing measures only after having had the walls climbed.

Also note that the feedback you'll get in this thread will most likely be heavily skewed towards experienced players who have stuck with the game.

Broad level issues

Sieges: I use cage traps almost exclusively for defense, and have done so since soon after starting with 0.40.X. The main reasons for this are:
- The enormous task of hauling all the corpse bits off, as it can take the whole (small) fortress several seasons, and it takes a fair bit of time even with my limited amount (visitors slaughtered by invaders plus the campers that refuse to leave when the rest of the force fled after having too many of them caged). As mentioned above, multi hauling of at least the bazillion teeth parts would help a lot.
- The fatal impact of corpse hauling on far too many dorfs. As mentioned by others, victory ought to provide a buffer that protects [most] corpse haulers when cleaning up (that wouldn't protect those same corpse haulers from impact when hauling 10 years of accumulated troglo bits out of a recently opened cavern).
- Low priority to build a militia with low pop fortresses where dorf power is always urgently needed everywhere.

Frustration over the impossibility to do anything to solve the situation: Dorfs being rained on going down the drain, dorfs going bonkers because it's impossible to meet their needs to be with the family they hate forming (and are effectively incapable of forming without overseer help should they not oppose it in the first place), etc. Getting lost cases once in a rare while is OK, jumping through hoops to save occasional rare cases is OK, but in most cases the dorfs should sort their needs out themselves when provided with the means to do so (e.g. for residents and skilled craftsmen [neither of which haul] pick up trinkets without "stealing" from hauling jobs), seek out friends/family when socializing, etc.
In the same vein, it's extremely frustrating to see residents go nuts because they're in work quarantine for two years, severely restricting their need satisfaction options (and I've had several going into the early stages of insanity [stumbling around oblivious, etc.] well within a month of having their petitions accepted).
Denying dorfs of the means to satisfy their needs ought to make things harder (resulting in more lost cases), but it should be possible to do without e.g. a library if other needs are met reasonably well. Basically a slope where the poorer needs are met the worse the situation gets, possibly with a tipping points somewhere along the "intentionally treating them badly" scale. I wouldn't be opposed to a slider setting for the difficulty of the stress management, as indicated above, but it's extra work to get such a system working. A crucial thing is that providing something that was missing should improve the situation, rather than just prevent a continuation of a downward descent.

Inaccessibility of stress factors:
Currently you have to go to each individual dorf to see the status and factors involved. One of the few things you CAN affect to a rather small extent is purchase of preferred food items from caravans and what crops to grow (when the dorf report isn't lying, see bug reports), but collecting that info by manually going to each dorf and note it down on a paper (or in a spreadsheet) is purely a chore, as is the matching of that list against the paltry selection provided by caravans (I've used a DFHack script to try to achieve this, mostly resulting in "don't care what I eat as what I want isn't available" dorfs eating it). I don't know how to ease the situation in general, but my general feeling is that the overseer should mostly deal with the fortress as a whole, not micro manage individuals in it.
Title: Re: *We need your help with game ending stress*
Post by: UristMcPea on October 29, 2019, 07:46:55 am
One interesting tool could be a "highlight preferred goods"-switch that can be turned on and off for individual dwarves (no, multiple or even all dwarves at a time). If any good matches a preference of a dwarf with that switched on, it should be highlighted/flashing/whatever. This would be most important in trading, but also just about everywhere else.
Title: Re: *We need your help with game ending stress*
Post by: Broms on October 29, 2019, 07:55:52 am
I agree with PatrikLundell, well said. I'll attempt to summarize what I believe to be healthy for the difficulty and connected systems in the game as they are now.

It sounds like we all could benefit from a "Stress" screen on the 'z' menu next to "Stocks". Perhaps a row for each citizen or long term resident and columns for each category of preference or need.

A site wide buff against corpses following the breaking of a siege would help mitigate the clean up.

In terms of weather, would it be possible to tie dwarf's clothing coverage to their annoyance with rain or snow? Ie civilian shoes or socks and head coverage. I think it would even be fair to make rain/snow cause wear on shoes/hoods for example, but perhaps armor tagged items give no reprieve from weather and thus receive no weather related wear. This could deepen the relationship between the importance of the textile industry and your dwarves' happiness.

Dwarves should take it upon themselves to meet their needs more aggressively. They should acquire things they like with the purple text such as "acquire wanted item", whether that means they wear something on their person or store it in their room. This should also include forced socialization or a way to send letters to family off site, maybe giving the Messanger role more purpose? Even if it was just magic hand waving that meets the need after a "meeting" with the messenger. "Happy after dictating a letter to a loved one".  "Happy after receiving a message from a loved one".

I really think balancing the game on optimal play is wrong because this is a sandbox game. If anything we should have more solutions to problems than problems themselves, but giving the players choices that allow them to actively participate in this system that you believe is acting the way you want it to will allow us to enjoy it as well. It is very possible the system is working perfectly as designed, we as players just are not equipped in game with the tools or features to deal with it in an engaging manner.

Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 29, 2019, 07:58:39 am
One interesting tool could be a "highlight preferred goods"-switch that can be turned on and off for individual dwarves (no, multiple or even all dwarves at a time). If any good matches a preference of a dwarf with that switched on, it should be highlighted/flashing/whatever. This would be most important in trading, but also just about everywhere else.
Probably wouldn't be too hard to implement as a DFHack script producing one or more lists (flashing would have the problem of only showing things within the current view window, and would be a mess for anything is quantum stockpiles, workshops, or the trade depots). The problem would then be to keep track of who wanted what and order their construction in the right rooms.
Title: Re: *We need your help with game ending stress*
Post by: scourge728 on October 29, 2019, 08:22:20 am
ptw
Title: Re: *We need your help with game ending stress*
Post by: Witty on October 29, 2019, 09:37:04 am
As many others have already said, three years is still a young fortress. I think ~7-8 years is roughly when you'll start to see the stacking problems the stress system has, depending on how regularly sieges arrive.

I'll use this thread to hawk an old comment of mine (http://www.bay12forums.com/smf/index.php?topic=171271.msg7801063#msg7801063). The comment is about dwarf socialization problems, but I think the problem extends to the happiness issue as well. Dwarves will have strongly unmet needs and have no initiative to fulfill them. Most common example I've found are full-time soldiers who need to pray. Despite being devout worshipers, they'll use their off months to read, sit in meeting halls and whatever else that isn't praying. It's like the recreational activity zones command dwarves to attend them, rather than dwarves looking at their needs and acting on those.

Negative thoughts are regular, easy to acquire and potentially long lasting. Equally powerful happy thoughts require strong micro-management of the individual's needs (made worse by their lack of initiative), and that becomes unmanageable/tedious/boring after >50 dwarves without third party tools.

I understand not wanting to make dwarves war-mongering monsters that most players assume dwarves to be - but I would advocate some system to reward players for overcoming a siege. We have a personality and value system that have dwarves that generally honor martial prowess and don't really care about peace. Why do dwarves have no thought for seeing their enemies stopped unless it's their corpse? I imagine that at least some dwarves would be relieved, if not thrilled to see a siege lifted. Some would be upset regardless, but I personally think a great deal of long term stress comes from siege waves that provide only negative thoughts (corpse hauling) even if your constantly victorious in defending the fortress. That's pretty discouraging for any people to be effectively punished for defending their fort.
Title: Re: *We need your help with game ending stress*
Post by: bieux on October 29, 2019, 09:57:01 am
Somewhat new player here. I've only been playing since 2018, and I recently started a fort that's about 7 years now. I don't have a firm grasp on all that this game has implemented, but I think I can give the 2 cents on what I've observed so far of stress, without comparing it to past versions:

If I may suggest, I feel like dwarves should have some mental defenses, like: Focus on how some personalities could bring oddly beneficial emotions to a certain stressors, dwarves frustrated by being rained on could get the personality change jackpot of liking rain. Prehaps Implement a stress cap for each stressor, so a dwarf that drank without a goblet too many times would stop getting bad thoughts about it upon reaching the "desensitization cap". Even depression could be reframed as a final protective barrier, that makes depressed or tantruming dwarves drop jobs and break stuff, but only as means to "unwind", get better emotionally, slowly get back to a more stable level of stress. And then, if even their breakdown does not help with their stress, they get insane.

Edit: felt it was unfair not to look at how my later forts had much less problems due to stress than my first fort. I think paying attention at the thoughts and preferences really did make for substantially more stable dwarves, so I think disasters can be prevented with correct and careful gameplay, although the same can't be said from starting off of a disaster and attempting to fix it.
Title: Re: *We need your help with game ending stress*
Post by: oldmansutton on October 29, 2019, 10:02:07 am
Disclaimer: Been playing for over 10 years now.

The old joke back in the previous almost stress free versions was: "I've been starved, dehydrated, wounded, trapped in miasma for a month, and watched my infant torn apart in front of my eyes, buuuut that's a pretty sexy looking chair, so everything is fine now."

Current stress has kind of gone to the other extreme: "I got married, had a baby, live in the lap of luxury, buuuuut it's raining so everything is terrible and will be forever, kill me now."

We've had super-manic dwarves, and we've had uber-depressive dwarves.  It would be nice for not EVERY dwarf to be inflicted with some sort of mental health problem.

A lot of people have touched on pretty much everything that is wrong with stress as it stands, and stress as it used to stand.  Having dwarves (as a norm) being able to cope with stress long term and let go of relatively unimportant one time stressers is going to be key.  Most negatives and positives people deal with in any given day are fleeting, and are forgotten after a good night's sleep. Here are some ideas I've had while reading through all the responses this morning:

- A lot of people mention corpses as being too severe.  I think it's set ok as it is, and turning off corpse/refuse hauling on almost all dwarves should leave you with a couple more stoic and resilient individuals who act as undertakers. It's a gruesome job, and should take its toll on one's mental health.  Even the corpses of enemies are horrifying.  Yes, there's a little mitigation in knowing you are safe now from said enemy, but that doesn't remove the impact of seeing a gore spattered passageway strewn with blood and entrails.

- I also feel like while the average dwarf should be able to cope with fleeting problems/joys, that there SHOULD still be dwarves who are more prone to depression or manic behaviors.

- I love the idea of priests/psychiatrists helping people tend to their mental health.

- I love the idea of a "stress summary" screen, though probably off the "u"nits menu rather than the "z" status screen

- Dwarven autonomy is the second part to the solution.  If you're pushed too far, you're going to take the day off work and try to rebalance mentally. I liked the ideas of them seeking out some form of escape, or some way to meet their need, without having to micromanage them, rather than them just continuing to work themselves to death.

ETA:  I used to do biohazard cleanup, and it's not something I've ever forgotten.  But the more time that goes by since I had to deal with it, the memories become more hazy and less powerful.  The same with some of the intense joys of my life.  The further something is in the past, the less power it should have to effect the present.  There should be some sort of precedence placed on events closer to the present, as being more influential to the current mental health of a dwarf.  The past events shape who they are now, but the present events shape how they will react and who they will be down the road.  Hope this makes sense.
Title: Re: *We need your help with game ending stress*
Post by: Gnoll Fortress on October 29, 2019, 10:03:43 am
My dwarfs are constantly complaining
 the penalty for seeing an enemies corpse is way too high the same when a random troglodyte dies it can nearly end a fort
 I have over 1000 prepared roasts and they constantly complain about the lack of decent meals
 they complain that they haven't seen their family but they do not ever seek them out
 the military get so stressed I'm losing more to suicide then I ever have to attackers
 also they never seem to get over seeing one goblin die
Title: Re: *We need your help with game ending stress*
Post by: Witty on October 29, 2019, 10:12:09 am
- A lot of people mention corpses as being too severe.  I think it's set ok as it is, and turning off corpse/refuse hauling on almost all dwarves should leave you with a couple more stoic and resilient individuals who act as undertakers. It's a gruesome job, and should take its toll on one's mental health.  Even the corpses of enemies are horrifying.  Yes, there's a little mitigation in knowing you are safe now from said enemy, but that doesn't remove the impact of seeing a gore spattered passageway strewn with blood and entrails.

I disagree on this point. First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies. Plenty of time for others dwarves to see the corpse and get the negative thought. Mind as well make everyone a hauler, the end result is going to be the same.

And while it's undeniably gruesome and harrowing to see, it will become less so with each encounter for your average dwarf. Seeing your first dead sapient would be a lasting experience. Seeing your 154th isn't. But the game currently treats that one with the same severity as the first. Some dwarves will never grow to cope with it obviously, but I imagine most would.
Title: Re: *We need your help with game ending stress*
Post by: oldmansutton on October 29, 2019, 10:31:14 am
First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies.
I'm thinking here, of having a couple individuals who ONLY have corpse hauling turned on.  Dedicated undertakers.

Quote
Plenty of time for others dwarves to see the corpse and get the negative thought. Mind as well make everyone a hauler, the end result is going to be the same.
True.  Maybe make it less impactful to SEE a corpse as it is to HANDLE a corpse.  Or maybe a susceptible dwarf could be like, "There is a corpse here, this makes me uncomfortable, I shall refuse to look as I pass by".  Being able to turn our heads away from something we don't necessarily want to see if a defense we use to cope in situations such as these.

Quote
And while it's undeniably gruesome and harrowing to see, it will become less so with each encounter for your average dwarf. Seeing your first dead sapient would be a lasting experience. Seeing your 154th isn't. But the game currently treats that one with the same severity as the first. Some dwarves will never grow to cope with it obviously, but I imagine most would.
Very true.  I mean, hopefully your 154th effects you still, but you WILL be more desensitized to it the more exposure you have to it.  My first bio-hazard clean up job was brutal, mentally.  My 5th, not so much.  I do remember them all though with a distinct lack of fondness, but they don't HAUNT me.
Title: Re: *We need your help with game ending stress*
Post by: waldo on October 29, 2019, 10:39:53 am
I can't really help with the stress aspect of the game, the last time I really say down and played was years ago. I don't really have the time commitment to sit down and effectively manage a bunch of moody dwarves and now I'm finding out that I wouldn't have been able to anyways.

If I were to be polled directly as to the effects of stress I would say it's not just stress which is the issue, obviously it's the brightest issue and has the highest payoff, but it underlines a bigger core issue: complexity has been added, which is good, and the difficulty has increased exponentially, which is bad. I'm not saying the game shouldn't be hard, it has a reputation to uphold, but with every new complex system that has been added it's increased the difficulty of implementing and understanding the new mechanic.

I remember when y'all updated from .40d to .23 and the hardest thing to wrap my head around was the military screen. I had gotten so used to doing it the .40d way which ultimately consisted of manually placing each dwarf's position along the parapets. Once I figured out how to work the squads and the burrows and the emergency systems the difficulty dropped off a little again but picked back up when the regular cave monsters started.

I guess my point is I dropped off because the pace at which there were new aspects to learn about the game in order to have a functioning fort increased quicker than I could learn how to handle said aspects. Maybe I just never got out of noobdom but that's the biggest issue I've had. Well that and having a potato for a computer for most of my life.
Title: Re: *We need your help with game ending stress*
Post by: Nameless Archon on October 29, 2019, 11:26:38 am
ETA:  I used to do biohazard cleanup, and it's not something I've ever forgotten.

You also weren't doing this job in a world where regular and routine raids and military sieges were a common, expected event - often more than once a year!

There's a big difference between spending your entire life in an environment that is relatively safe and sanitary, and then discovering something like you have, and living in a world where people are routinely killed and buried in war events. The pressure to adapt and "get over it" would be much stronger in this fictional world we describe than in the real world, because exposure to death is a routine and relatively common event, compared to the "modern world" where we segregate such things and only have dedicated people (EMT/fire/police, coroners, undertakers, clean-up) dealing with this.
Title: Re: *We need your help with game ending stress*
Post by: brolol.404 on October 29, 2019, 11:29:58 am
I think there are a lot of good replies, so I will just list the ones that matter to me. I don't think the system is broken, but it could definitely be improved a lot:

> Rain should not cause permanent bad thoughts. Rain can be annoying, but the annoyance of it should fade. This should true of all non life altering events. Dwarves should be annoyed, and then get over it. A few examples are: eating without a table, sleeping on the floor, drinking without a goblet and drinking without a well. Most of us have done all of those things multiple times in real life and some may have been annoyed, but never thought about it again the next day. None of these should stack.
> There are then more serious events that can cause longer periods of unhappiness, but once again they should fade over time. These include: exposed to miasma, getting hurt, experiencing fear and being without clothing. These shouldn't stack unless they are from different sources.
> Only the most serious events should cause potential long term issues like seeing a corpse, being haunted by a ghost or getting extremely wounded. Once again though these should not stack from the same event and should still slowly fade over long periods of time. If they do cause personality changes, they should be less severe and possibly even positive at times (Urist became humble after experiencing immense trauma).
> All of the non-obtainable requirements for stress should be removed. If there is no way for the player to do it (or it would be extremely difficult) it should not cause stress. It would be better to motivate the player with positive thoughts for these instances.
> Dwarves should do what they need to in order to be happy. They should stop all labor and go pick up an item, pray, take time off, talk with friends or talk with family like they do when they are tired, hungry and thirsty.
> If a dwarf has a choice of wearing their preferred item or eating their preferred food, they should choose that even if it is further away.
> Stress should be something that can not only be mitigated, but also recovered from. It should be an obstacle in the story, not the ending to every story. If dwarves are stressed/unhappy about non life altering events, the player should be able to change their environment and shortly thereafter, dwarves should be ok again.
> Tantrums should be temporary for the most part. Most dwarves should come back from a complete snap relatively quickly. Currently, once a dwarf has snapped, they are a lost cause. They may come out of their tantrum at some point, but they quickly go back into it. A tantrum is already punishing enough, there is no need to make that dwarf permanently useless.

Currently, a dwarf becoming utterly harrowed by the tragic nightmare that is his life over some trivial events over the course of a few years seems silly. Especially since they are 100 years old and seem to have never experienced any stress related issues in their life.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 29, 2019, 11:30:07 am
I'm disagreeing with waldo about the difficulty (never played those old versions mentioned, though). As far as I can see, DF isn't brutally difficult, and the rumor about that is misdirected and exaggerated. What it is, however, is massively filled with system of varying complexity, and learning them all in detail would be a massive task (I've ignored a number of them completely, and learned only what I believe I need to know about others).
However, you don't need to learn everything to run a successful fortress, as much of it is optional and other mechanics can be replaced with alternatives. For the fortress to survive, you need to get the basics to have a sustainable fortress, and unless you'll turn off sieges you'll also have to know how to keep the majority of the dorfs safe from enemies. After that, it's a matter of what you want to do with your fortresses: explore new (to you) mechanics, megaprojects, eternal bloodshed through sieges and raids (made difficult currently due to stress/work load induced by the former and fortress ending bugs with the latter).

@oldmansutton: No, with only half a dozen corpse cleaners you're likely to only rarely be able to let the civilians out onto the surface as new sieges tend to arrive before the cleanup from the previous one(s) is done, and when that "rarely" happens the whole hauler population will spend the time into the next siege hauling clothes and equipment. This assumes you're beating the enemy in the field or kill them with weapon traps (which I don't). Cage traps relieves some of it, and depending of captive disposal method, you can get rid of a fair bit of the hauling of their equipment.

Edit (hard to post and cover everything when other posts appear while you write yours):@brolol.404
- I think the current distinction betweem normal and "!" need activities is fine as a principle. If the overseer doesn't provide time off there should be consequences, but of there is time off dorfs should take care of things on their own (claim trinket when it becomes available, like clothes, and then pick it up in their free time, for instance). A fortress where dorfs are treated reasonably well should work better than one where they're worked to the bone (introducing Meet Friends! and actually do that would be great if Meet Friends wasn't available, rather than the current blanket Socialize(!) activity).
- I've seen dorfs go longer for preferred drinks and food than they'd have to. The problem here is probably not pathing but availability, with most dorfs just having a choice of "don't care" meals. The demotion of lavish meals doesn't help players used to the previous system when they were useful (they now have no mood effect at all in themselves, but can serve as "rare ingredient extenders" by mixing rare stuff with common ingredients. Of course, actually getting lavish meals prepared in an intelligent fashion at a fortress wide scale is currently close to impossible with vanilla DF). I think the reason for masterwork clothing the floor of dorf rooms is due to claiming a corresponding item of a desired material, but haven't investigated.
- Dorfs that have had a strange mood are immune to insanity. I had one that was tantruming and had maximum stress, but once I managed to get the finicky bugger to pick up a trinket of a desired material (wouldn't take anything else hauled), a slow trek towards recovery started. Unfortunately, the fortress was cut short by raid corruption when the stress level had improved from -100000 to -70000 (which is still extremely bad). I believe I also did other things apart from the crucial trinket acquisition to improve the condition of this starting 7 dorf, though.
Title: Re: *We need your help with game ending stress*
Post by: alexsa2015sa on October 29, 2019, 11:45:02 am
On personality changes in particular:

A major problem that, there actually isn't nowhere enough diversity in personality changes. They very often seem flat and one-dimensional for most of events. This contributes to "only negative" and "only positive" trends both. Pretty much all negative spectrum of emotional events is divorced from positive ones, which isn't realistic. As disheartening it is, people feeling good from hating someone is a thing, at minimum (currently it's purely negative stress, which I guess rules out certain real-world beliefs from existing so there's that). Ascetics wouldn't mind starving if it helps their enlightenment, too. And so on. Lots of things don't seem to get parsed with enough granularity.

With the way current personality changes work, cultural values are less than a polite suggestion given long enough time for one-dimensional events to hammer. It's understandable with Law arc away, but doesn't change another fact, that being stubborn in face of troubles is pretty much impossible for fragile... dwarves. The only thing they can resist is corpse seeing, which has its own mechanics. All else, they don't seem to be able to endure stoically at all. Rain? pah, that's small problem.

For an example of unstoppable positive trend (which I haven't seen mentioned): I usually run multi-generational forts. Irregardless of starting psyche pretty much every big enough family (4-5 kids) in 44.12 accumulates an assortment of +50 family, peace, harmony, merrymaking, tranqulity, and (I think) leisure time (and maybe martial prowess too) by year 4-5ish. Also love propensity and friendliness and lower hate propensity, I think, but I'm more iffy on that as I don't track personality traits as much.

(A contributing factor might be the fact I keep the families more permanently stationed in the fort while others raid stuff and do work outside of central areas, but even so they are called upon during sieges, everyone's hardened individuals, sometimes even babies who got carried along, so...)

For family personalities, the result is identical between starting dwarves, elves, humans, goblins and anything else else I tried. Even from goblins and humans, even worse -50 monsters. If that's not broken I don't know what is; and half these values make for strong needs. Sample size is ~100 total between eldest children and parents of all races; this suggests culture should noticeably affect personality drift too. This dwarfication of all probably is not the intent of the DF despite its name, as it's a fantasy simulator, so there's work to be done here. If Myth and Magic adds cultures of procgen creatures we can play, this problem will rear its ugly head especially starkly.
Title: Re: *We need your help with game ending stress*
Post by: wooks on October 29, 2019, 12:55:47 pm
Hi ThreeToe and/or Toady,

If you've read this far I just wanted to say, you're doing a good job, and while there is a lot or criticism here, we all love and adore the game you've built.

While getting this ironed out seems daunting, you've got this! -- and were looking forward to testing your fixes whenever they may come.
Title: Re: *We need your help with game ending stress*
Post by: catoblepas on October 29, 2019, 02:58:01 pm
To speak on a very specific item that could use some development: Prefstrings

Your dwarf might have a preference for copper or bronze or pine or flash opals or white-handed gibbons, and they tend not to be very impactful on dwarves moods. I rarely see dwarves acquire objects, and the impact seems to be minimal, if noticeable at all. I'm honestly not sure if putting zinc cabinets in the room of a dwarf who likes zinc is something they actually would even notice. What I do see, and see frequently, is dwarves complaining about not getting their favorite food or drink, which is extremely bizarre. The positive effects of prefstrings should be more noticeable at least, and I'd like to see some more robust associations between materials. If a Dwarf has black-handed gibbon available but not white, they should at least get a small boost from being able to get ahold of gibbon While metals can be relatively easy to acquire, meeting a dwarf's specific dietary preferences is tiresome and frequently unreasonable. Some sort of system for putting materials under different umbrellas could alleviate this. I think it would be neat to see a dwarf's bio say something like "Urist prefers to consume gibbon, particularly white-handed gibbon" or something like that. Other materials could also use a similar system, like wood being divided into hardwood and softwood. Bronze and Brass being copper alloys etc.

In short, I think it should be easier for dwarves to benefit from their prefstrings, and that their prefstrings should not be quite as laser-focused. Most of the time when I notice them in game is when they build an artifact or they complain about their food.
Title: Re: *We need your help with game ending stress*
Post by: vettlingr on October 29, 2019, 03:21:22 pm
"Whenever a dwarf is born, Armok tosses a coin, if it turns up heads, the dwarf will be sane, woe to the unlucky misery stricken dwarf that got the tails."

I've done a lot of testing in a fort over 60 years. Using different Dfhack commands to reset stress occasionally over 20 years, while playing some 20 years more without intervention.

Resetting the stress, had the effecft that most dwarves were kept happy, though some things I noticed time and time again:
- Group A: Dwarves with high stress vulnerability, end up stressed after a few seasons anyway after a stress reset. no matter how blissful they were the moment after the reset.
- Group B: Some dwarves got time to "rethink values and personalities" due to trauma/stressful situations and by extension were less vulnerable to stress in the future. These developed into C and D
- Group C: Dwarves with low stress vulnerability, that get stressed due to seeing corpses, trauma or wretching on miasma that suddenly developed more stress vulnerability. These developed into A over time
- Group D: Dwarves with low stress vulnerability that never seem to get bothered by anything.

In a fortress without occasional stress resets, the groups are the same, but there is next to no movement between groups except downwards, since stressed dwarves are too depressed/catatonic/angry to get any free time or do anything they like.

Prisoners seem to act in three different ways over all:
- Group Z: Angry at being in prison, don't let them out! Low respect for law?
- Group Y: Shameful, sad or something else, there may be hope for him?
- Group W: Repentant, keeping them in prison for long will essentially reset their stress. High respect for Law?

Main stressful moments according to dwarves:
- Rain - Dwarves have disdain for Nature, which essentially is either "Hate it" or in the best case "Feel nothing", there is no good thought among dwarves (or Elves) for being outside
- Miasma - Understandable, though they will mull about it for 8+ years.
- Trauma - Bad on all accounts, understandable.
- Corpses! - Initially dwarves will be either horrified or uneasy when viewing corpses, but doing so for a prolonged time will harden them. Though most dwarves will go mad before that happens. there seems to be no limit to how many bad thoughts multiple corpses can give either.
- Conflicts - Vengeful dwarves get multiple thoughts from entering the same conflict, essentially making them mad after one engagement.
- Arguments - Probably essential, but I feel dwarves should have to develop grudges before getting negative thoughts from arguments.

Main Stress Relief according to dwarves:
- Performances - They seems to be working, especially if there are masterwork instruments present, though they never seem to find the right instruments when performing
- Socializing - This seems to not work unless they speak to a friend, since they never seem to develop friendships, this activity seems to be restricted to inns as well.
- Befriending - It seems that Passing acquaintances decay to quickly in a busy fortress, and they will not develop friendships unless in an inn.
- Prayer - Temple activity seems to be working fine.
- Filling needs - This one is very convoluted and requires micromanagement such as changing jobs and alike frequently. The problem here is that the needs seem to tick up simultaneously, hence as soon as they satisfy one (if even possible) another or five others have already triggered a negative thought. I don't know how impactful it is, but my stress vulnerable dwarves with little to no action/trauma seem to get immensely stress only due to this.
Title: Re: *We need your help with game ending stress*
Post by: TrevorBOB9 on October 29, 2019, 03:21:48 pm
TL;DR of what I’ve read in other comments (on Reddit) and my personal opinions.
Title: Re: *We need your help with game ending stress*
Post by: qualiyah on October 29, 2019, 03:38:39 pm
3 years is way too short. The stress problem takes time to develop, because some of the dwarves who see dead bodies will get permanent negative personality changes months later, and then those permanent personality changes will cause them to gradually get more and more unhappy in response to trivial stressors, but that process can take a few years. Plus, each new siege will doom a bunch more dwarves. Plus, it takes years for unmeetable needs to get into the red, but once a dwarf has a need that's been unmet a really long time, that's a hefty negative thought that recurs over and over and over again.

Suggestions (many of these have already been made, but I'll second them):

1) Comparatively trivial things like getting rained on, going out into the sun after becoming cave-adapted, drinking stagnant or otherwise nasty water, getting caught in miasma, and having one's 257th masterwork sock accidentally dropped down the magma chute, should cause unhappy thoughts, but should not cause permanent personality changes.

Right now, I see trauma from silly things like that vastly more often than I see it from genuine tragedies: I have dwarves whose entire families have died in horrific ways, sometimes right before their eyes, but the traumatic incidents that stick with them are the times when they had to go out into the rain or the sun, and that one time some spoiled food stunk up the dining room. The memory system could be really cool if it was mainly about personality changes as a result of, e.g., the death of a loved one, but right now it mostly just seems silly.

At the very least, the more trivial things should have a miniscule risk of causing permanent personality changes, which then decreases the more times it has happened, as dwarves get used to the experience.

As a side-note, I think major personality changes just happen too often, in *both* directions, in a way that trivializes them and undermines the whole concept of a personality trait. After 10 years in a fortress, there are a bunch of extreme personality traits that were originally quite rare that are now really common, because so many dwarves have had experiences which gave them those traits. And while I used to try to get a sense of what my dwarves were like psychologically, that is undermined by the fact that they invariably end up with completely different personalities 10 years later. I think it would be better to have personality changes happen more rarely, so that you could expect to see it happen only a few times in a full lifetime. Alternately, you could make it so that most personality shifts move a dwarf only slightly--say, 5 points on the personality scale--rather than drastically (but also making it such that these changes could affect the same personality trait multiple times).

2) Make it so dwarves get special happy thoughts from eating their favorite food, but DON'T get unhappy if they haven't had their favorite food in a long time. It's incredibly annoying to have some dwarf whose major source of stress is not getting to eat a food that's literally unobtainable. Bear in mind that they get more and more upset about this with each passing year! Instead, make it so that lavish meals are enough to satisfy their desire for a "decent meal." This seems both less frustrating and more realistic.

3) Currently, dwarves become desensitized to death after seeing lots of sentients die, and once they're desensitized, they no longer get upset when seeing dead bodies. However, currently, seeing dead bodies alone doesn't produce desensitization: a dwarf who hasn't seen anyone actually die will be as upset at seeing their 100th dead body as at seeing their first. That doesn't make sense: dwarves should gradually get desensitized to seeing dead bodies once they've seen enough dead bodies.

4) Soldiers who value martial prowess should get powerful happy thoughts (including the chance of a permanent positive personality change) from participating in a successful siege defense or raid. There really should be some reward for having your soldiers fight the enemy hand-to-hand; right now, all the incentives are on the side of turtling up or using traps instead. This seems more realistic, plus, seeing your soldiers elated by their victory would feel really rewarding as a player.

5) Make it so a dwarf who likes (for example) zinc and chickens gets a stronger happy thought from seeing or owning a zinc statue, or a statue of a chicken, than they would get from any other statue of the same quality and value. Currently, dwarves seem to respond only to the quality of statues and engravings, not to their subject or material. This would be a nice way to reward players who like to pay attention to the individual personalities and preferences of their dwarves.

6) Fix the bug that causes some dwarves to get dozens of simultaneous negative thoughts about "vengeance" every time they join in a fight that's already going on.

7) Dwarves need to be better at seeking out the things that they need: they should prioritize going to the temple of the god they haven't prayed to in ages (rather than praying in the same temple over and over and over again while neglecting the other one), and they should actively seek out their friends and family members to talk to when they're lonely because they haven't talked to a friend or family member in a long time--and if they don't currently have any friends or family members, they should seek out their current favorite acquaintance (to help raise the chance of friendships forming).
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on October 29, 2019, 04:26:36 pm
Most of the things have been said, but I wanted to point out I've had the tantrum spiral happen on forts with the invasions turned off. In one of these cases it was caused by having a period when there was nothing drinkable, but once I got drinks going it... didn't stop, and I guess that's the most unintuitive part of it. In another case it was caused by... I think a titan? May have been something else, but it was also a completely peaceful fort, and something comes by, kills some dwarves, and it becomes impossible to recover from it because everyone is constantly in panic.

From my own observations, it seems that there's just plain more stressors than destressors in regular play. And a lot of the reasons for this imbalance seems to be caused by bugs (unmeetable needs, social issues(in the real world, a lot of stress management is done by complaining to others), super minor stressors like rain having such a large impact, bugged tavern keepers), and I am slightly worried, as the next release seems to be intent on adding even more stressors.
Title: Re: *We need your help with game ending stress*
Post by: SkaiaMechanic on October 29, 2019, 04:28:41 pm
Many have covered the issues already, but I wanted to state my emphasis.

Stress is a great mechanic. Seeing the corpse of a loved one should put a dwarf into shock, and generates empathy. Being able to dwell on terrible conditions makes it so you need to take care of your whole fort.

What's incredibly frustrating is when you take active steps to avoid unnecessary stress, yet it accumulates anyways.

For example: Many dwarfs are frustrated by not being able to pray to a certain Deity. So you build a temple, decorate it, problem solved! But...Dwarves are busy, and never take time on their own to pray...so they become more and more frustrated. You addressed the issue, but unless you micromanage each individual dwarf to make sure they take time to pray, it doesn't do much. They should be able to take time on their own by default. They can still complain about the quality of their deity's temple, but not that they can't pray at all. Only way to solve this taking all their jobs off and hoping for the best.

Example 2: Dwarves complain about eating low-quality food. So you cook a thousand lavish dishes! Your dwarves will dine like kings! But then they pick up a raw plump helmet and keep complaining, ignoring all the masterwork meals you've produced. You addressed the issue, but it did nothing. Dwarves should be able to eat food that makes them happy if it's available. Maybe if they can't get their favorite food they won't be ecstatic thoughts, but they shouldn't complain about the lack of quality meals and be satisfied at the selection. Or at least not get negative thoughts.

Example 3: Dwarves like to gain social connections. Great! You build a grand tavern they can relax in to chat with other dwarves. But unless you build your tavern in a broom closet, they'll never converse. It would be fine if some dwarves were extroverted and some introverted, making friends easier for some than others. But there's no clear way to solve the problem without, again, removing all their jobs and hoping for the best. This also applies to meeting up with spouses.

What would be great is if Dwarves could be counted on to take care of their own needs if it's made available by default. Now, sometimes you want something done right away, and NOT take months to build. If you could assign "High Priority" to these tasks, it would be done by any qualified Dwarf, breaking only for food and sleep. Then they truly won't be able to meet their needs and moods will quickly tank unless you have an entire team of dwarves supporting them. (and thus likely getting lower quality items than one or two designated expert dwarves.) That would be an interesting gameplay decision, balancing efficiency with stress.
Obviously, Military Duty would be an exception, which would make the military rotation schedule even more important.

That's my biggest gripe about the current stress system. Dwarves should be able to take care of their needs if available, with the goal to make those needs available at all times. Bad things should still happen which put dwarves in a bad mood or even change their personality. They should be able to complain about how their furniture is shoddy unlike their neighbor's masterwork, or be disgusted at blood and vomit in the hallways. But the day-to-day stressors? Those should be able to be mitigated.
Title: Re: *We need your help with game ending stress*
Post by: ozyma on October 29, 2019, 04:44:39 pm
I can't say how happy that this is being worked on. DF has been my absolute favorite thing in the world and as of right now I simply am unable to play it. The question of the game used to be "what is my fort going to die from" now it is "how long can I last before all of my dwarfs inevitably go insane from not eating pears or getting rained on while trying to get pears." I start every game focusing almost only on stress and do everything to reduce it and I still just collapse from it despite filling literally every square inch of unused space with masterwork golden statues and every other trick in the book.

I think a lot of people have pointed out the problems with the system but I think a lot of the proposed solutions will just lead back to the old system. Way back when I first started playing I had a tantrum spiral after my queen got ganked. I went to the wiki and found out that you can't just make plump helmet wine and you need a nice dining hall. I created those things and I never had to think about it after that.

After you did the basic things it stopped providing any sort of interesting stories or gameplay. The stress system ideally combats this by making trauma something that you actually have to deal with. I think Toady's description of his venerable 3 year old fort is a great description of what I'd love to see in this game. it's a great story and makes the events in your fort feel like they meaningfully impact your dwarfs. If someone's child dies or they're a new recruit and see the horrors of battle they should be terrified (maybe  even to the point that they can't continue fighting), depressed, and inconsolable so that no legendary dinning hall will just make them instantly happy again. But if you care for them they will recover and even grow from the experience. That's a good story. As of right now it just seems like if you are in any fortress for long enough most of your dwarfs will just get more and more stressed.

A lot of people suggest automatic stress reduction to fix this and to a degree I think that would be good. Being able to set a workshop or training space for free use and having dwarfs that have a need to craft or fight to go and fulfill that. But having stress reduction be itself an automatic action that depressed dwarfs do until they fell happy again would just lead us right back to the same old system of not having to care until I realize my legendary weaponsmith is off reducing stress instead of forging. That's an annoyance and not a challenge. What I really wish I was able to do would be something like seeing that my militia commander has been fighting off goblin raids for so long and losing so many of his comrades (though dwarfs no longer casually socialize on the job anymore so he probably wouldn't even care lol) that he's getting really depressed and being able to send him off to something like a golden mist filled pleasure dome with exotic elven women who serve him wine until he feels like he can get himself back in the game.

People have also mentioned people becoming inured to stressors which is in principle a good idea but could easily lead back to just not having to worry about massive amounts of stress causing things. Like not even caring about a miasma filled corpse pile in the middle of the fortress because they've already maxed out their miasma bad though penalty for the day. I think ideally the end result needs to be that say hunters who are constantly going out into the rain should start appreciating nature and not really care about getting rained on but will still be horrified at combat and visa versa for a military dwarf. Similarly a mortician dwarf should not care about handing corpses but still retch at miasma and be afraid of combat. Though dwarfs should be limited to only ever being able to not care about a few stressors

I also really like the idea that personality traits should play a bigger role in the amount and cause of stress. Dwarfs that love war and conquest should get happy thoughts from corpses while peaceful and skittish dwarfs should be reduced to a brief and recoverable catatonia from simply seeing a few dead bodies. Same with rain and nature, and I'm sure there's a lot of other examples of things that would make most people happy make people with certain traits uncaring or sad and visa versa.

I have some thoughts on corpse hauling. I have to say that I'm an average person who has worked in a funeral home and been around many dead bodies. It is frightening and unnerving to see a corpse for the first time. But just a corpse isn't really anything that you think about after the next day. Seeing a horrifically dismembered and rotting corpse is absolutely horrific and can scar a person for a while, particularly if it's a loved one. But even that you get used to fairly quickly.

TL;DR I think the stress system needs to have the average dwarf in a reasonably well kept fortress be generally happy even after a long period of time. Meanwhile, dwarfs that are subjected to a particularly specific and easily recognizable horrific event should be ripped from their happiness into depression. This means increasing the initial values of particularly horrific things like seeing combat or having a loved one die to be much, much higher while increase the stress decay rate and giving players specific tools to reasonably focus in and unstress those specific dwarfs with a reasonable amount of time and resources.
Title: Re: *We need your help with game ending stress*
Post by: green_meklar on October 29, 2019, 04:46:46 pm
I posted a response to this on Reddit (https://www.reddit.com/r/dwarffortress/comments/doj9zw/we_need_your_help_with_game_ending_stress_threetoe/f5oxbsz/) that some people said was good and that I should post here, so here's a copy+paste of it:

[start copy+paste]

I would agree that dwarven stress is too serious of a problem right now, in a way that feels like it constrains gameplay. Some points that come to mind are the following:


To answer ThreeToe's specific question:

Quote
I want to know what kind of play style is causing people to quit in frustration.

My conjecture here is: Basically, treating the dwarves as workers rather than people, and not bothering to micromanage them.

Toady and ThreeToe presumably approach the game from a sort of D&D perspective because their background is in that sort of stuff. The D&D paradigm teaches you to care about every party member, to think of them as individuals and treat them accordingly. Also, Toady and ThreeToe have the time to devote to doing this ingame because the game is literally their job. The average newcomer to the game, and the average person in the Steam audience pool they want to appeal to, is not coming at it from this perspective at all. They're coming at it from a standard gaming perspective where individuality and characterization are not emphasized, so they see the dwarves first and foremost as a workforce to carry out their commands. The villagers in Age of Empires don't get PTSD from walking past the corpse of a slain scout cavalry; the SCVs in StarCraft don't get bored because they're always mining minerals instead of vespene gas; and so on. Most players see their dwarves as having the same basic role as an Age of Empires villager or a StarCraft SCV. When you tell them how the dwarves all have personalities and react to seeing things around them, they go 'Oh, cool!', but they don't internalize this as meaning that they should treat the dwarves in a fundamentally different way. Besides which, they simply don't have the time for all that micromanagement. If you have 150 dwarves in your fort, and you spend just two minutes on each dwarf to assign him the jobs most suitable to his personality and fill his bedroom with furniture made of materials he likes, you've just spent five whole hours focusing on nothing but your dwarves' psychological needs. Most people just don't have the patience for that. They want to achieve something more in the span of five hours of gameplay than merely keeping their dwarves from going berzerk out of sheer depression.

(Also, it doesn't help that every new player wants to start their first embark where wood is plentiful, which is to say, where rain is also plentiful.)

[end copy+paste]

I also want to say that I've skimmed through this thread and seen a number of really great replies here already. I hope the devs are reading this stuff carefully. The general sentiment about stress being way too persistent and about the creativity being sapped out of the game by the need to orient everything around keeping dwarves from becoming miserable is very on-point.

Moreover, I would recommend that the devs find someone who hasn't played the game before and watch them play it. Only paying attention to gameplay and testimony from experts often gives a skewed idea of what's going wrong. Carefully watching a newcomer playing a game can be extremely informative. It lets developers cut through their built-up subconscious assumptions about what playing the game looks like. This is known to be a highly effective practice in software development generally.

To sum up concisely the fixes I would be inclined to implement right now, roughly in descending order of priority:

Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 29, 2019, 05:20:22 pm
It can be noted that militia schedules don't really work with needs, as dorfs above some fairly low skill level spend most of their off duty time on individual training, at the expense of civilian jobs as well the as meeting their needs. Deassigning the training facilities from the squad allows them to act as if they were actually off duty. It can be done manually (which I did when playing), but that defeats the purpose of having a schedule in the first place.

It would be useful if there was a way to provide facilities and material for work related needs (such as crafting and martial arts training) dedicated to needs fulfillment so off job duty dorfs could satisfy their needs without overseer micro management. Example for martial arts: weapon racks with training weapons and shields allocated to the training facilities where dorfs could pick up an optional weapon and an optional shield for individual training (or sparring, if a spontaneous partner happens to be present), returning the equipment when called for other duties. If the dorfs are already carrying equipment (because they're essentially armed civilians who perform civilian jobs and don't get much training time), they obviously wouldn't need to borrow equipment.

- It can be noted that dorfs DO commit suicide, both indirectly by stumbling obliviously to their deaths (such as into my well cistern, which has also received visitor babies, as those aren't taken care of by their mothers), and more directly through starvation/dehydration. Tantruming is one of several insanity precursors, but the one that causes the most immediate damage.
- Corpse stress was differentiated a few releases back to make a difference between races/civs as well as body parts. I've seen caravans pass quite a few half goblin teeth and even occasional invader bodies without wagon deconstruction/flights (although bodies can still cause these effect). However, siege litter cleanup is still rather dangerous to a fortress' mental health. It may well be that there's a need for a reduction in the accumulation due to volume.
Title: Re: *We need your help with game ending stress*
Post by: bieux on October 29, 2019, 05:52:14 pm
I think people here are pinpointing preciselly a lot of what's wrong about the stress system, but I fear that the suggestions to deal with the problems by erasing their sources are a bit hasty. I believe most of the hate comming from the big stressors (Rain, Socialization, Adaptation) are how helpless the player is to make the dwarves not get affected by it. Provided everything else works as intended, I'm positive that these sources could still be as stressful as they are, and the players would have a much better time had they had better tools to deal with them.
Title: Re: *We need your help with game ending stress*
Post by: Narrrz on October 29, 2019, 09:33:32 pm
In my experience the impact of Miasma on dwarven mental health is too great (as are minor nuisances like drinking without a goblet, sleeping without a proper room, etc) and dwarves get excessively traumatized by seeing the same old dead bodies time and again. With care these issues can be avoided, but sooner or later you will likely start feeling the accumulated effects of just occasional exposure.

If miasma is so awful to dwarves, perhaps they should react to it like other trauma, except instead of freezing in fear or horror, they get overwhelmed by disgust and are compelled to run away from the source, thus limiting their exposure and therefore stress?

If a dwarf is somehow unable to avoid miasma and gets stuck in that nauseated state, that's when the major stress should set in.

Also, unease from dead people should dial down with repeated exposure, something like cave adaptation. Every time a dwarf sees a dead body it should temporarily reduce their propensity for negative thoughts about death. Also, it would be nice if dwarves felt righteous or vindicated seeing dead/dying enemies, presumably tied to their particular personalities.

It might be overkill, but it would be nice if stress propensity decreased with exposure, too.
Title: Re: *We need your help with game ending stress*
Post by: DG on October 29, 2019, 11:10:20 pm
Something not covered in-depth is how the stress system highlights the incongruity of player forts in comparison to the rest of the game world. How do stress-vulnerable dwarves comfortably reach adult/old age in other dwarf sites only to quickly succumb to horror in a player fort?

Other sites suffer sieges, too. If "perfect play" must always result in unavoidable stress deaths over time (I don't agree) then I should be reading about them elsewhere in legends mode. If it's because player forts suffer more sieges, then there has to be good reasons for that, and dwarves need to know about it when deciding to emigrate. Of course, there should be unwise individuals who either don't do their research, ignore advice, overestimate themselves or a combination of all three and turn up anyway. It can be a good plot hook for these types to cause trouble or generally be a nuisance. But if vulnerable people are exposed to horror to the point of nudging madness they should have the option and agency to leave of their own accord. At the moment they can die of insanity or be exiled if the player intervenes. Patrik observed how exiled dwarves poison the population pool of future forts in the world. It's important if a core aim of DF is continuous play to build up layers of player-influenced history rather than constant new world generation.

Leaving hellholes of their own volition is an old game-changing suggestion that isn't limited to affecting stress mechanics but needs to be incorporated into long-term changes to stress mechanics.

=====
I think Toady's description of his venerable 3 year old fort is a great description of what I'd love to see in this game.
That's Threetoe/Zach in the op.
Title: Re: *We need your help with game ending stress*
Post by: Untrustedlife on October 29, 2019, 11:48:38 pm
I think the general consensus from both reddit and this thread is that dwarves should be more autonomous when it comes to their mental needs. Dwarves building a little shrine in their room , or even in the middle of the dining hall if they can’t pray. Popping down to the barracks to spar if they need to practice a martial art. They craft up a bone figurine or some drive if they have a need for that. These sorts of things (along with stress balancing) would serve to not only fix this stress issue but to also improve dwarves in general and make fort mode more interesting. I know toady lamented in the past about how “annoying” it could be for a dwarf to drop a shrine in the middle of the dining hall but it wouldn’t be annoying at all, nor would this extra automation it would simply be cool and more balanced in general.
Title: Re: *We need your help with game ending stress*
Post by: NordicNooob on October 30, 2019, 01:07:03 am
I'm normally a bit more wordy, but seeing as there have been several dozen college length essays written already, I'll try to keep it short. I'll list things from the worst problems to the least bad.

1. Personality change. That's what kills your dwarves. Rare cases of extreme change are fine, just add some weighted ranges to it please. It's broken both ways, long term forts can exploit childbirth to make everybody stress immune. Long term forts just aren't as common though, so the benefits aren't very reapable.
2. Powerful bad thoughts. Sealing off the world is the only viable way to not have stress problems except maybe in the case where you're running an aboveground desert fort. Bodies must be automatically disposed or just ignored in a place where your dorfs won't wander(since they in themselves don't contribute to mental hardness much of any, unlike witnessing death).
3. Almost everything about socializing. From taverns to honeymoon suites to the 20% no marry chance, there's so much that needs fixing. Villains has clearly made some of this null, but I especially hope that marriage becomes more common and that socializing isn't in its current state for too long. Also of note, it can be overpowered to have rapid socializing going on, with a properly sized tavern other forms of recreation aren't needed for happiness.
4. Needs are sort of broken. Meals and family need to be actually possible to achieve through means other than forcing marriage or forcing a dwarf to have only one option for food. A lot of others could be easier as well, like being extravagant (maybe automatic accessory pickup for certain stockpiles?) and excitement (is throwing a tavern party not exciting?).
5. Military training is a bit OP. Not a huge problem, but with the exception of soldiers right after the first siege where they aren't battle-hardened the rapid skill gain thoughts combined with mental toughness mean all of my soldiers become -100k stress. At the least it shouldn't make good therapy.
Those are the main problems I have with the current system. It's easy to game once you know how to make a siege-cleanup machine and utilize taverns and military training for stress reduction, but it's awful for new players and could truthfully be better executed.
Title: Re: *We need your help with game ending stress*
Post by: ZM5 on October 30, 2019, 02:41:47 am
I'm probably echoing what others say, but I figure this gives a bit more credence:

1. Rain - going by observations I've heard from people like Splint, the rain moodlets seem to get reapplied every time they leave cover. The fact that they reminisce on getting rained on and get personality changes from it also seems a bit excessive (perhaps as a general change the personality changing and reminscing could be weighed on the severity of the moodlet - more likely to have a personality change and reminisce on highly positive/negative moodlets, vs. that one time you were slightly annoyed). I personally also think that the reaction should be a bit more varied based on an individuals personality and their values. I can see some civilians getting annoyed by it, but I'd imagine you'd also have people who just don't care or nature-loving people who would actually get positive moodlets from being rained on.
2. Vengeful thoughts from combat - mid-severity negative thought but it also seems to get applied for every squadmate thats already fighting which when combined together would have a fairly severe negative effect.
3. Corpses. The psychology in this regard seems to take from first-world people unused to death being common, rather than, well, a medieval fantasy people that live in a fairly grim world and would be atleast used to regular death (if not even from combat but things like disease and the like - I know they're not simulated yet but it'd still play into it). I'm completely fine with deaths of family, friends, acquaintances eliciting highly severe-to-medium severe negative thoughts, but from goblins, trolls and ogres that only a few moments ago were trying to kill you and your friends and pillage your home? If anything that should be a positive moodlet like relief that the threat is over or a sense of triumph, or atleast a neutral one that isn't a positive or negative like grim satisfaction. Cause of death should also be taken into account - seeing someone who died in their sleep from old age probably shouldn't elicit the same reaction as seeing the remains of a family member who got butchered by the goblins.
4. Socializing - I know its getting fixed next update, but I figured I'd bring it up - an issue I have with the "socialization" action the civilians seem to do is that its a tad fake for lack of a better term. On one occasion I've seen a dwarf stand behind a wall in one of my inn's rooms and "socialize" with noone in sight or even earshot (adjacent tavern was completely empty). Having it actually contribute to forming relationships and actually take into account if anyone else is there would be a welcome change.
5. Needs - very micromanagey and if unfulfilled make citizens distracted and give them negative thoughts. There's a few that cannot even be fulfilled by some dwarves i.e "being with family" should they have no family in the fort at all. Some others are also a tad annoying like "practice a craft" for military dwarves (I'd rather they be training more instead of making low-value crafts) or "practice martial arts" for civvie dwarves (especially if they're the sort that I would never put into the military, i.e prone to stress and/or with horrible physical attributes). Some automation in this regard would be highly welcome, i.e them going on their own and practising a martial art privately or just grabbing a rock and making crafts out of it at a workshop.
6. Prepared meals don't seem to really give positive moodlets from what I've noticed - even if they contain an ingredient the dwarf likes or even if they're a masterpiece. That definitely shouldn't be the case.
Title: Re: *We need your help with game ending stress*
Post by: feelotraveller on October 30, 2019, 03:51:25 am
Since there are already quite a number of apt replies with regard to the problem(s) let me take the liberty of straying into suggestion territory - viz, overseer controlled stress reduction.


Dwarfen Holydays

Once a season* allow the player to call a Holyday for the next day.  On a holyday dwarfs with needs regarded as critical^ attempt to deal with the most dire, perhaps selecting another if the worst is satisfied quickly.  Extra depth pathing/selection may be called for and dwarfs should be able to generate their own workshop jobs, find appropriate weapons, etc.  No regular work takes place for the day and the overseer is locked out from most actions - exclusions may apply with regard to the arrival of unwanted guests.  Dwarfs without critical needs gather in the meeting area(s) and party - drinking, dancing, socializing.  A holyday applies a large but quickly fading buff to all dwarfen moods.  Certain special circumstances may allow for the calling of extra holydays, for example winning a siege.

(*Once a month being too frequent and once a year being not enough.)
(^ Need check to rule out currently unsatisfiable ones.)


Presuming this suggestion doesn't make the grade I believe that the notion of (limited) player initiated stress reduction should be given serious consideration.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 30, 2019, 04:12:06 am
@ZM5:
6. According to the research made, meal quality is currently completely irrelevant when it comes to satisfaction (unlike the previous system, where meal quality and variation seemed to be the only factors, neither of which seems to have any relevance currently). Favored ingredients seem to work regardless of where in the recipe they reside. HOWEVER DF currently lies a fair bit about favored ingredients by just stating the animal the ingredient has to come form, while hiding the specific piece (heart, eye, etc.) required, and also presents giant animal (parts) as the normal size animal. These lies have led to conclusions (including by myself) that favored ingredients didn't work, when the issue was that the ingredient only matched the description of the favored ingredient, not the hidden details. The bugs are reported on the bug tracker, and the research was presented in the big stress discussion thread.

@feelotraveller:
A day isn't enough for many dorfs to travel to an activity site, let alone achieve something. In fact, I've had dorfs set to martial training for a month, and the buggers spent all but a handful of days on eating/sleeping/equipment replacement. I've set aside the winter season for R&R (which included a month of martial training), which seems to work reasonably well (but requires enabling/disabling jobs, etc. at the beginning and the end of the season). This, however, often has to be cancelled because of sieges or siege cleanup activities...
A problem with martial arts needs is that it seems satisfaction comes only from increasing a skill, and even a month (of actual training, rather than equipment gathering) isn't enough to guarantee everyone improves something. Also, eventually the dorfs will get to levels where it's really hard to improve.

While R&R management support by the game would be useful, I would expect some overseers would prefer to have a rotating R&R schedule rather than a "stop everything except life support" one. Harvesting and animal retraining are examples of life support activities that can't be delayed without consequences, and hauling of food/fresh carcasses to stockpiles/butchery are similarly time critical tasks (badly balanced currently, with refuse seeming to take precedence over [still] fresh goods on haulers with both categories enabled). It's not easy to come up with an R&R support that works well for most players.
Title: Re: *We need your help with game ending stress*
Post by: Sorgklaan on October 30, 2019, 04:25:30 am
First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies.
I'm thinking here, of having a couple individuals who ONLY have corpse hauling turned on.  Dedicated undertakers.

That would be so incredibly slow and tedious. You'd be cleaning up a siege for literally years afterwards.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 30, 2019, 06:12:31 am
First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies.
I'm thinking here, of having a couple individuals who ONLY have corpse hauling turned on.  Dedicated undertakers.

That would be so incredibly slow and tedious. You'd be cleaning up a siege for literally years afterwards.
Not if that's all they do. Obviously you'd make sure they can carry more than one tooth at a time when implementing this.
One herbalist can clear an entire map of fruit in one sweep. Undertakers (with body carts, say) could clean up in no time.
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on October 30, 2019, 06:19:56 am
  • Make tantrums less common and/or less destructive. (Possibly introduce suicide attempts as a less destructive alternative to tantrums, unless of course suicide is considered too touchy a topic even for this game.)

Like Patrick pointed out, dwarves do commit suicide already, but I think the main problem with tantrums is that apparantly their fistfight's escalation level are no-quarter/lethal instead of brawl(probably, the tantrums haven't been updated to the escalation system). Like, I can understand someone stressed out starting a fistfight, but then to go around killing people should not be as common as it is right now.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 30, 2019, 06:24:46 am
First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies.
I'm thinking here, of having a couple individuals who ONLY have corpse hauling turned on.  Dedicated undertakers.

That would be so incredibly slow and tedious. You'd be cleaning up a siege for literally years afterwards.
Not if that's all they do. Obviously you'd make sure they can carry more than one tooth at a time when implementing this.
One herbalist can clear an entire map of fruit in one sweep. Undertakers (with body carts, say) could clean up in no time.
If you changed the game to allow for dedicated cleanup squads to perform the cleanup within a reasonable time, that would obviously change the assessment (and I would certainly like that), but with the current logic of one trip for every half tooth they'll probably not finish before the next siege hits more often than not for a fortress that defeats their enemies on the battle field.

As an aside, the herbalist case is an odd one, as while a herbalist can PICK a lot from the ground in one trip, they deposit what they pick from ladders on the ground for food haulers to haul one pile at a time (and based on getting unwanted shrubs, those piles probably automatically pick and include what the fruit was lying on top, although that may apply only to fallen fruit).
Title: Re: *We need your help with game ending stress*
Post by: Gigaz on October 30, 2019, 06:45:24 am
Mentioned here a lot of times I guess but I'd still like to share my view on it.

Killing a huge goblin or undead siege with ballistas, crossbows and melee is probably the coolest thing you can do in dwarf mode. And right now, it is simply not a sustainable strategy. Dwarves get strongly stressed out from combat, from seeing the corpses and from hauling it away. The more gore on the ground, the worse it becomes.

I have seen a few dwarves recover from depression, but it's a minority. In most cases, the dwarf is effectively lost. The potential danger from tantrums and fist fights is just too big. A dwarf that is depressed will probably kill another dwarf sooner or later. It is best to remove the depressed dwarf in one way or another.
I have not found a reliable and effective way to send a depressed dwarf to therapy.
Right now there are two reasonable ways to defend in Dwarf Fortress. Cage traps, which are kind of lame. And magma, but that is really only something for experienced players.
Title: Re: *We need your help with game ending stress*
Post by: DG on October 30, 2019, 07:14:09 am
@feelotraveller:
A day isn't enough for many dorfs to travel to an activity site, let alone achieve something.

I wonder if it's time to rehash one of those "make the days/years longer/slower" suggestion threads, if not the day-night cycle ones. They never seemed popular enough to gain much traction, but as more and more activities are squeezed in you never know.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 30, 2019, 08:02:32 am
@feelotraveller:
A day isn't enough for many dorfs to travel to an activity site, let alone achieve something.

I wonder if it's time to rehash one of those "make the days/years longer/slower" suggestion threads, if not the day-night cycle ones. They never seemed popular enough to gain much traction, but as more and more activities are squeezed in you never know.
This is probably not the right thread or time for that kind of suggestions, as the implications are very substantial. At a guess, the agriculture overhaul is the first reasonable stop, and even then, I'd expect further substantial changes to have to be in place apart from that. Also, such an overhaul would probably mean fortress building/mining... etc. progress to slow to about 1.5 effective current FPS (1/72:nd of the current rate, assuming the new fortress FPS isn't hampered), as the current production/digging rate is somewhat tied to real world progress rates, with dorf movements/activities being abstracted.
Thus, digging yourself down to the magma sea would still take about two years in the DF world, but the when "100 FPS" progresses time 1/72 as fast as currently, it takes the player forever, and generational fortresses would turn into endurance contests (or major sessions just running unsupervised, e.g. overnight while sleeping).
A better option (but still a future one, and not relevant to the current stress issues) would probably be to expand "adventure" mode to allow for fortress building/management at the adventure time progression rate, while leaving the fortress mode to handle mega projects/"proper" fortress building/generational fortresses.
Title: Re: *We need your help with game ending stress*
Post by: Stuebi on October 30, 2019, 08:45:45 am
My biggest issue with the system is how lazy the Dorfs are about actually fulfilling their needs and, you know, trying to enjoy themselves. It's not fun having to literally micromanage every step of their day to shove stress relievers into their faces. Having to consider recreation and fulfilment when designing your fort is fine and even fun. But if you do your utmost do get everything up and then the fort still fails because your population refuses to actually use / get to what you provide, it becomes tedious. It's a little too optimistic to assume that players will care enough about individual dwarves to still be spending most of their time babysitting a population bigger than 20.

Apart from that, some negative modifiers are simply to strong. It generally feels like the system likes negative reinforcement a bit too much. Rain was mentioned already (And it really, really is completely overtuned) but I also think the reaction to seeing hostile corpses is overblown. I'm sorry, but seeing a dead invader or monster should probably lean on the positive side of mood, since he was actually trying to kill you not too long ago. I think there should be a balanced reaction somewhere along the lines of "I don't like seeing corpses, but that guy being dead means we get to live, so that makes it okay."

In short: I like the system on principle, but it needs Dorfs to be more proactive about fulfilling their needs, and I do think some of the modifiers need to be tuned down. You should be motivated to accommodate the system because it feels good to do so, and not just because it hangs over the entire fort like a giant anvil. Currently it feels like Dorfs are suicidal whackjobs by nature.
Title: Re: *We need your help with game ending stress*
Post by: Iduno on October 30, 2019, 10:12:12 am
The stress system drove me to take a break from the game as well, so I'm glad to see you're interested in fixing it.

People have already covered the "dwarves don't actually try to find things they like", the issues with corpses or rain, and the bugs.

The part that got to me was that a modest 50-dwarf fortress requires ~20-30 different types of food, which is much more variety than a fortress can reasonably produce. It would be easier if there was less variance in the types of foods dwarves normally like (with a few dwarves with unusual tastes), and also if we could make fewer food items faster. The same goes for temples, or favorite item, or whatever (but usually to a lesser degree).

It would also be easier to manage stress if fewer dwarves were stressed. Needing to go through the preferences of 2-3 dwarves to see what I need to buy/make is reasonable. 20-30 is stupid.

I would, however, argue against one fix people have suggested. Dwarves who have suffered enough stress to become depressed/PTSD should act like most dwarves do now: not putting in the effort to make friends or find things they like, even though those are what they lack. Once you get that far gone, it's HARD to come back. Expecting them to have the same capabilities as other dwarves, even the capability of taking care of themselves properly, is unrealistic.

It sounds like making a few small changes would slow down the feedback loop enough to make the game more enjoyable. No reason to completely remove any systems.
Title: Re: *We need your help with game ending stress*
Post by: ZM5 on October 30, 2019, 10:34:40 am
I'm fairly sure there were suggestion threads about this - but I think a fix to counteract citizens only getting positive moodlets from very specific food types that may not be obtainable on an embark, even with trading (didn't know their very specific preference was hidden) would be to allow them to develop new likes and possibly dislikes over time.
Title: Re: *We need your help with game ending stress*
Post by: Sappho on October 30, 2019, 11:00:43 am
Pretty much everything has been covered, so just chiming in with my personal experience as a 12-year player (with some long gaps here and there, but I still play and even stream the game all the time today). These are the top issues that cause me to abandon a fort because the tantrum spirals are becoming untenable:

1. Food. It's basically impossible to satisfy their desire for "decent" meals, since this has nothing to do with the quality and everything to do with whether you get lucky enough that they crave ingredients you can actually obtain/produce (and if they happen to be close enough to such a meal when they get hungry). I'd say either favorite foods need to be restricted on a civ-by-civ basis, or, preferably, high-quality meals satisfy this need and favorite foods just give a boost.
2. Socialization. They don't do it unless you lock them in a room together (and once I did lock them in a room together, two friends, for an in-game month, and designated the room a tavern, and they refused to speak to each other and just stood there and continued to have bad thoughts from not seeing friends). They seem to need socialization but they don't seek it out at all.
3. Lack of autonomy, generally. I remember the days of "Well, the overseer needs this lever pulled immediately or we're all going to die, but I'm going to go take a break / have a party instead." It was frustrating sometimes but also part of the fun and charm of the game - your dwarfs have their own needs and desires and they will always prioritize those over getting work done. Now it's "Well I'm so stressed from not seeing friends or family, not praying, not having a break from work, and not eating my very favorite food in the world that I'm literally moments away from murdering everyone in this room, but the overseer asked me to dump that boulder, so I guess I'll do that OOPS I'M INSANE NOW."

Dwarfs having needs that need fulfilling is FINE by me, absolutely. But if the means to fulfill those needs are available, they need to go do it. Making it necessary for us to micromanage every single dwarf's living quarters and burrow and military schedule and labors in order to keep them from going completely insane is just a nightmare. I prefer the game where you assign a task and hope a dwarf feels like doing it before it's too late, not the game where your dwarfs will work themselves to death rather than see to their own urgent needs.
Title: Re: *We need your help with game ending stress*
Post by: vettlingr on October 30, 2019, 11:15:42 am
Another thing I think should be mentioned is preferences.
Food:
There are over 100 plants to choose from, and with meat, some have proposed that dwarves have preference for parts of an animal rather than the general animal meat products, such as brains or eyes.
That makes it at least 1000-2500(?) single meat preferences to be satisfied. Yet dwarves choose only 2-4 between these –—1500 different foodstuffs, making it almost impossible to supply even 15% of the peckish dwarves, even when buying up all the foodstuffs brought by caravans.

Instead of (or in addition to) liking a certain foodstuff, they instead like the type, such as sugar, flour, fish, fruit, meat, brain, eyes, liver, fat/tallow. Alternatively they can also get a preference for biscuits, stews or roasts.

Materials and Items: can usually be fulfilled, yet dwarves don't seem to care much about seeing Materials or Items they like. While they do seem to pick up crafts they prefer, the positive thoughts are temporary, and they will get a negative thought again seasons later that they "were unable to aquire something for too long" even if their inventory is stacked with bracelets they have a preference for.

Clothes: Clothes deteriorate linearly, but it should probably exponential, i.e the first tattered modifier (x troll fur sock x), takes the longest, while the later modifiers deteriorate with shorter intervals. as it is now, clothes are worn until they get the first x - x, where they are discarded if there are new available. making the cloth mill very busy. Alternatively dwarves should get a need to aquire new clothing when at X - X and not x -x and get negative thoughts accordingly from wearing old clothing.
Also perhaps add a [RAINPROOF], [WEATHERPROOF] or [SUNSHADE] tag to cloaks and hoods or something like that, to make them negate negative tags from being outside in bad weather. Wool could have a [COLDPROOF] tag on its own to make it negate bad thoughts from being out in a snowstorm. It has probably been proposed before, and I think as long as there is no dynamic in handling weather controlled by the player, the game shouldn't punish you for it.

Also, increasing the utility of cloaks and robes makes for an interesting Military uniform dynamic.
Little offtopic, but civilian uniforms for Wood Cutters, Miners and Hunters would be cool. I want to give my Miners helmets.

A fix I often go with right now, that works initially is adding the following line to the dwarf raws:
   [PERSONALITY:STRESS_VULNERABILITY:0:25:100]
Title: Re: *We need your help with game ending stress*
Post by: Splint on October 30, 2019, 11:50:55 am
I feel like I should also point out that some biomes "double dip" on weather stress. Cool biomes, but not cold ones, will sometimes have snow and rain come together, and both trigger separate thoughts.

Also in regards to religion, Objects of Worship prayer never fulfills the need. I emphasize it because I seldom have significant numbers of such people, but in one fort I had seven so this was super noticable. In a surface fort of some 10-15 years, and they are consistently the least happy because they can't fill the prayer need, which I presume is because the hydra they worship isn't an actual god or goddess. This feels like it's probably an oversight, and a serious one at that.

Odd as this sounds speaking of that, it's consistently one of the happier forts I've run, that aside.

This seems to be because of a few things.
- The residents don't suffer cave adaptation. A huge source of stress seems to be just how strong this one is.
- The tavern is always well populated, so there's always people to talk to, perform with, or perform for (even without a tavernkeep, as the stuff stored in it is easiest to get and so constantly depleted by people going about their day normally.)
- The undifferentiated temple has proven sufficient. Not perfect, but good enough. Some of the hydra worshipers even preferred it to the gold and ceramic temple I built for them (the baroness worships the hydra so I thought it'd be fitting, don't judge me.)
- There's a well-stocked and traveled library.
- Everyone has personal homes of value comparable to nobles in most cases. Those who don't were born in the fortress and needed homes build quickly.
- Skilled leatherworkers, weavers, dyers, and clothiers are constantly outputting high quality clothing for people, allowing them to trade out even slightly-worn clothing quickly and providing one or more boosts to happiness.
- The militia is damned good at what they do, making fights generally very short affairs and with a... A minimum, of mangled bits. They are also consistently the happiest people because I got lucky with personality changes. Speaking of that, personality changes seem to skew heavily towards negative, making such a thing a highly luck-based thing that almost always decides the player can go screw, their favorite or important dwarves are going to be more depressed and more stress prone now more often than not.
- Many people arrived married, and as such there's a high population of youngsters running around. Regular births mean that all other stressors leave the parents at a happy medium.
- Corpses of invaders are thrown in a ditch outside where they can't generate miasma, and far enough away that they're generally out of sight 95% of the time.
- I try to maintain open imports, so trap reliance was a no-no. While what I get is entirely random, I seem to get enough stuff that about a third of the population is generally happy with their meal and drink options.
- Citizens and pets that die are interred quickly, to prevent the loved one stressor from tripping from them going unburied.
- Pets are encouraged, but difficult to manage with many residents who like the same animals, leading to one ass who is hogging all the goats, cavies, or whatever else. Pets can make a huge difference early on especially for your starters and early migrants.
- Embarking with goblets. Dumb as it sounds, it genuinely made a difference early on since the woodcrafter had to do and make other stuff.

In effect barring some dwarves who I literally have to use DFhack to fill a specific need on (hydra worship,) so they can do other things, everybody may not be happy, but they're mostly content, with minor dips here and there from werebeast attacks and the like spooking folks and sometimes killing a kid who decided to play outside the walls by themselves. But this took a very specific style of play - extravagant surface living with an active militia and determined pursuit of trade, and that's not a playstyle everyone is going to want to do because it's basically the opposite extreme of the "button up and hide" method of avoiding stress.

I will confirm what ZM said about vengeful thoughts - Way too powerful, and trigger much too often. I had a large number of dwarves go from happy to miserable because of a buzzard attack that involved a child standing on a roof killing the things, just ebcause they "joined" a conflict, even if they ignored it or ran away. One per citizen. There were 20-odd people involved. That's 20+ high strength bad thoughts hammering everybody at once, even though nothing really happened - hell the kid was happy as a clam cause he got to do something exciting, fight, and learn when during the mess and killling two birds, he leveled his wrestler and striker to novice.

On to martial arts practice: I propose using something akin to how champions work, but with civilians, and as a general thing. Practicing a martial art seems to require they actually level up the skill. I'd say adjust it so that completing a solo drill will fill the need for reservists/off-duty dorfs, and the need can also be filled by civilians in their down time opting to go and watch the militia train and learn from their demonstrations and sparring matches, similar to how active soldiers can watch a champion's sparring matches to learn from that; the latter in particular would be completely automated and only require an active squad be training in an assigned barracks.

This idea is mainly to counter the simple fact that there's dwarves or what have you with that need (practice martial art, fight, do something exciting) that are simply and utterly unsuited to doing any of those things mentally. Anything with below average stress resistance is a write off, meaning someone who uses the militia heavily if they do intend to screen recruits, has to pick based on how brave and stress resistant they are, over damn near anything else, instead of a mixture of factors (pre-existing skill, physical traits, and psychology all together.) Someone could be a perfect recruit for the militia right now in every way but if they're even a little fearful or stress vulnerable enough to have it noted in their profile, they're basically worthless for anything that could even slightly be dangerous, which also includes woodcutting, silk collection, and herbalism since animals may attack them and even if it's something they could punt across the field, that thing attacking them traumatizes them for life, nevermind participating in the vital defense of their home. The stress they receive between corpses and fighting are simply too great for them to do any of that.

I'd also like to throw my vote in for what was floated by Sappho and others - getting what you consider your favorite is a privilege, not a right. Well made food is still good food, even if it doesn't have your favorite drink or hamster eyes in it.

Also if a dwarf or whatever somehow doesn't have a preferred food, they really shouldn't have a need for "decent" meals, since it's obvious they clearly don't care what they eat, even if they like a specific drink. I've seen it often enough for it to be irritating that they still complain and yet if I cook enough of their favorite drink to make sure they can eat it regularly, then they have no favorite drink to actually drink, it's all been used to glaze goat roasts or something.
Title: Re: *We need your help with game ending stress*
Post by: MarcusCarab on October 30, 2019, 01:41:39 pm
Long time player (well, medium-time in DF terms). Been meaning to join the forums for a while, this thread finally gave me the nudge. And yet it feels weird for my first post to be criticism of one of my favourite things, so let me preface by saying: I adore Dwarf Fortress, and I'm in awe of the work the creators do.

Most stuff has been said (including "most stuff has been said") but I do have a specific thought on the meal stress stuff that I don't think has been clearly addressed. I want to try to refocus on the question of new players and quitting in frustration, and to that end I want to talk about how the meal stuff is communicated before talking about how it actually works.

Clear your mind, put yourselves in the shoes of a newish player who has come to grips with the basics of the game and is now digging deeper:

You're finally comfortable with the first phase of building basic fortresses. Now you're taking a closer look at your dwarves and their personalities. You notice that almost all of them are complaining about a lack of decent meals.

"Oh!" you think, "I know what to do about that! I must not have been cooking enough nice meals!" Maybe you'd been toying around with the different meal options at the kitchen, or weren't sure how much to produce, or just hadn't put that much thought into it yet. But now you feel good - you've identified an obvious challenge by looking at your dwarves' needs, and now you're going to solve it.

So you head to your kitchen and queue up a bunch of jobs to produce LAVISH MEALS. You do this for a while then check your dwarves. Hmm... they are all still complaining about a lack of DECENT meals. That's weird. But then again, it does still say your chef is a "Novice" at his job, so maybe he just needs to get better. You keep at it.

Pretty soon you are getting regular notifications that your chef has cooked a MASTERPIECE. You look at a couple of the meals and see that every ingredient is EXCEPTIONAL or MASTERFUL. Maybe you take some to a trade depot, and discover that these meals you are making are apparently so goddamn amazing that the dwarves from the mountainhome will eagerly trade away half their caravan for a couple barrels of them. So you check out some of your dwarves again.

Still all complaining about a lack of "decent meals".

Would anyone not be confused by this? Honestly, it's so confusing that many people show up on Reddit asking about it just *assuming* it's a bug. After all, how could a MASTERWORK LAVISH meal not count as a DECENT meal? Even some more experienced players don't understand what's happening - there's at least one post in this thread assuming the problem is dwarves choosing not to eat prepared meals at all and going for raw food instead, which as far as I know is never the issue, but it's not a crazy assumption. In fact, how many people here figured out the food preferences thing by themselves? I sure didn't - I don't remember where I heard it, but it's just one of those bits of knowledge that has drifted out into the community and so you will be informed of it eventually.

Now, I do think the system itself could use tweaks, but I think the failed communication here is the factor most likely to lead a new player to quit in frustration. They see what appears to be a clearly-communicated problem, undertake what appears to be the clearly-communicated solution to that problem, and nothing changes at all, and the game gives them no indication of why. With or without changes to the system, the thought badly needs to read "frustrated by a lack of their favourite food" or something like that. Not "decent meals".

As for how the system might be changed, just one small suggestion I don't think I've seen here yet: what if every time a dwarf eats, there is like a 20-50% chance (depending on the dwarf) that they are "craving" their favourite food. Those times, they get a negative thought if they can't have it. Other times, they eat any nice meal and get a positive thought from it being a nice meal. Maybe a few rare dwarves are extra-picky eaters and the cravings are more than half the time - but for the majority of dwarves, having good food but not their favourite would at worst be a 50/50 wash on happiness, not a constant drain. Most people don't only enjoy meals that include their favourite food - and indeed most people wouldn't even want to eat their favourite food at every meal.
Title: Re: *We need your help with game ending stress*
Post by: Alapaga on October 30, 2019, 02:31:17 pm
This is my take on this issue, and I share a lot of the previous commenter's opinions.

There are a few things that can end a fort, and stress is the least enjoyeable of them all.

First of all, a few words about me as a gamer. I tend to play everything in a roguelike way, so I rarely spent more than 10 hours in a single fort. The reason? Well, starting a new colony is exciting and I rarely sit and play the same game more than 3 hours at a time. When I come back to a savegame after being away for a while, I forget what was going on before I stopped, and I obviously don't wanna get emotionnally attached to any dwarf.

So the stress has rarely been the reason why my forts have ended. I usually stop playing before that happens out of boredom, or because of the reasons I just listed. That being said, I have played this game for a while, and adressing stress issues has been one of the things that I hated doing. Without external programs like dwarf therapist, I had no idea what my dwarves were suffering from, and it was very frustrating to have to read all the dwarve's toughts to be able to figure out what's wrong with them.

There are two ways to adress this issue.

- Either you guys want the game to be played with some level of autonomy on the dwarf side, since they rarely rush to do the jobs they were assigned anyways. So that could include seeking shelter when the rain is an issue, or grabbing an item when they desire to own it.
- Or else, you want the players to micro-manage the dwarves, including making them happier when they are stressed. And that would necessitate some remodelling of the current interface, to include a status screen. It doesn't have to be perfect, but it would be visible at all times and reminds the player what are the big issues causing stress to the colony. If the issues are obvious like the corpse of a thousand goblins beneath the drawbridge or some miasma coming out of a pit, an easy way of dealing with said problem (maybe use a cart to haul the corpses to a big mass grave, or a way to light the pile of corpses on fire).

Also, you guys should decide whether dwarves have short or long memory, and make it coherent. For example, a dwarf can remember that he was exposed to rain for months, but they somehow forget that they should avoid the miasma in the butcher stockpile they visited 5 minutes ago and forget to change their path on the way back to NOT go through miasma again... They remember vividly being punched in the face a week ago, while they are sipping some fine mead that should make them forget about it because they were passed out drunk every night since then. It doesn't mean that having long term effects of alcohol-induced depression shouldn't be a thing, but man, they are dwarves for a reason, the liver should occupy half of their internal organs by volume.

I hope my ideas were helpfull to advance this conversation, thanks for reading me! Bay12Forums Strike the earth
Title: Re: *We need your help with game ending stress*
Post by: EmperorJon on October 30, 2019, 02:32:50 pm
Would anyone not be confused by this?

As someone who has played DF on and off for at least 9 years now... I have only just learnt this from reading this thread right now.
I never knew that complaint was for the food pref.
Title: Re: *We need your help with game ending stress*
Post by: Witty on October 30, 2019, 02:38:51 pm
As someone who has played DF on and off for at least 9 years now... I have only just learnt this from reading this thread right now.
I never knew that complaint was for the food pref.

I'm fairly certain this was a relatively recent change (possibly corresponding with the personality rewrite). In 34.11 at least I know dwarves would receive hefty happy thoughts from masterful lavish meals, regardless of components.
Title: Re: *We need your help with game ending stress*
Post by: ZM5 on October 30, 2019, 02:40:26 pm
Would anyone not be confused by this?

As someone who has played DF on and off for at least 9 years now... I have only just learnt this from reading this thread right now.
I never knew that complaint was for the food pref.
I honestly didn't even think of that either, yeah. Played the game for around 5 years now and the decent meals thing seemed more than a bit unclear to me. The game kinda has that issue with unclear nomenclature in other places too - I still, as one example, don't actually know what the "uphold tradition" need entails, or if it can even be completed.
Title: Re: *We need your help with game ending stress*
Post by: recon1o6 on October 30, 2019, 02:51:24 pm
My experience with stressed dwarves causing game ending frustration usually boiled down to one of several things in addition to what's been said above

Firstly, dwarves remembering and being changed by singular events without a cap causing personality changes to pile up and overload the dwarf (and my screen with descriptions)
I see it most often with members of the military or medical dwarves after a particularly bloody battle or mining accident.
Case in point I had one poor sod with 31 different bad memories and he threw tantrums repeatedly before suddenly going catatonic after a few personality changes. Despite the fact some of these were several years old from the start of the game he still kept stress rising until he accidently killed his cat and had no less than 3 changes that caused catatonia. First from well..killing the cat, second was seeing the dead body, then again for it leaking miasma. All in the space of a day.

Second is what seems to be a lack of removal of bad thoughts even after rectifying them causing the dwaves to still be stressed. Case in point is the meals in previous post. Another example I'd like to give is lack of chairs for eating- my dwarves hadn't even made an entrance to the fort and one of my dwarves started stumbling obliviously over this and continued to do so for the rest of his life even after giving her a personal dining room as mayor.

It appears that even after fixing stress causes, the dwarves will still remain stressed years later without cease. Religion is a particular offender for this.

Another awkward stress factor is not being able to talk to friends/family but the relations aren't at the fort. I can't do anything for them so the poor dwarf gets stressed.
Title: Re: *We need your help with game ending stress*
Post by: Splint on October 30, 2019, 02:56:44 pm
Would anyone not be confused by this?

As someone who has played DF on and off for at least 9 years now... I have only just learnt this from reading this thread right now.
I never knew that complaint was for the food pref.

Honestly I hadn't even thought of it because I had automatically assumed it meant their preferred stuff. But MarcusCarab made an excellent point on it not being communicated well at all, made worse by the lying preferences not tell you specifically what your dudes want, and them not seeming to grasp you may simply not be able to get it from any of your trade partners.
Title: Re: *We need your help with game ending stress*
Post by: scourge728 on October 30, 2019, 02:59:56 pm
Honestly, why do things like rain and lack of chairs cause long term stress at all, even less likely to cause personality changes, think about it, how often do you remember every time you've been rained on, or even the most recent time?
Title: Re: *We need your help with game ending stress*
Post by: armads on October 30, 2019, 03:03:18 pm
Imo, the stress system is something I'd sooner like to see disabled than continued. But there's a lot of reasons for that.

Primarily, the entire thing is way, way too opaque and convoluted to be at all workable. There is way too much complexity in the implementation, but there's no real way to actually manage all the things that have been implemented. I once took the painstaking task of making all 100+ dwarves in my fort have their own bedrooms, dining rooms, and offices, all made out of their own favorite materials, all masterworks, and made sure to have a wide variety of food and drink on hand. The dwarves were all still miserable because three years earlier I had asked them to go outside and gather items after a dwarven siege in the rain. apparently, rain is such a terrible, awful thing, that living in a royal throne room and dining in a personal royal dining room isn't enough.

And that's pretty much the main problem: no one actually knows what dwarves want/need.

A dwarf is sad. Okay, why is he sad? What needs aren't being met and how do you fix them? There's no answer. You can give them what you think they want, but it won't do much good. They'll just keep getting sad.

It used to be that a dwarf had a handful of needs: food, drink, sleep. Those are pretty easy to cater too, and you can easily give a dwarf those things. Add to it a need to socialize, maybe a need for religion, and these too can be met.

But unfortunately the need for socialization and religion is killing everything dead on top of the outsized importance of negative thoughts. you can create a dozen temples, all of which are dedicated to different gods so that you make sure that all of them are covered, and dwarves will still go to the wrong temples and pray to gods they don't worship, and thus not get their religion focus. The same can be said of taverns. Dwarves will go to taverns, move around a bit, but they won't make friends, so their social needs aren't being met.

What's worse is that over time, your dwarves needs get so low that all they do is pray and sit around in a tavern. I've had forts of 150 dwarves, and nearly all of them are sitting in the tavern or temple or library doing absolutely nothing because they can't figure out how to be social to the point of developing friendships or how to pray to the right god. So none of the hauling jobs get done, because the dwarves are too busy failing to meet their own needs.

Again, it feels like complexity is the problem here. You've made the needs system complex, but you've not updated the dwarves to keep up. It would be one thing if ANY temple could fill their religion need, or perhaps the need for socialization was toned down so that dwarves made friends easier or at least filled that need quicker.

Because right now, Dwarves will sit around pouting that they don't have friends and are unfocused after not praying when all they do is sit in the temple praying or sit in the tavern listening to people talk. It's maddening. When you add onto this the fact that every negative experience is a mind-shattering event, with dwarves considering seeing the sun or a dead body to be something to focus on for years to the point of driving themselves to depression, you end up with a really not fun experience. Your dwarves just sort of decay into husks from having been rained on, and with their other needs impossible to meet, they end up being impossible to satisfy.

Don't add into the fact that dwarves are too stupid to eat or drink things they like. Sure, I'm making masterwork roasts, but they can get depressed from not having satisfying food. Sure, I can brew masterwork booze, but they're not happy that they've not drank the right thing. Because they can't pick out things they actually enjoy, it's random whether they sate their own needs.

Look, I get that dwarf fortress likes to be complicated. But complexity for the sake of complexity isn't a good thing. It makes no sense for there to be this much micromanagement for so many dwarves, to the point where dwarves feel impossible to please. It would be easier to fix their stress if you just made it simpler.

For example, masterwork food of any kind makes them feel like they have decent meals. Being in a tavern automatically increases their social need. Praying to any good or meditating on any topic raises their need for religion. It just feels like dwarves have too many esoteric needs and it's impossible to figure out how to deal with them. I've lost more games to the frustration of trying to figure out why dwarves are too stupid to be happy than I have to goblin sieges at this point. it's more a chore than fun.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 30, 2019, 03:14:37 pm
Honestly, why do things like rain and lack of chairs cause long term stress at all, even less likely to cause personality changes, think about it, how often do you remember every time you've been rained on, or even the most recent time?
Yeah, this.
Stress at having to work outside all year might be reasonable. Or frustration with a lack of chairs, after being forced to sit on the floor for the past 10 meals while other dwarves get to sit down on golden thrones.

Also, please can we start to take into account the backgrounds of our migrants, and adjust their stress resistance accordingly? I have historical figures who have lived through wars all their lives getting stressed at seeing a dwarf drink themselves to death.

And babies. Sure mum or dad getting killed is traumatic, but in the current situation that's a death sentence for their 3 week old baby. They'll be insane from stress by the time they turn 2 years old from reliving the event constantly. Kids in general need to be more resilient and forget about long-term worries quicker. Hit them with serious personality changes, sure. Lots of "felt nothing after talking with family" types. But insanity and death for everyone for events they don't (consciously) recall, maybe not.
Title: Re: *We need your help with game ending stress*
Post by: green_meklar on October 30, 2019, 03:29:51 pm
Quote
Like Patrick pointed out, dwarves do commit suicide already
Yes, but only after they go insane ('stricken by melancholy'), at which point they are completely beyond recovery. In that sense it doesn't serve as a substitute for tantrums, which happen to dwarves who are not yet insane and can still (theoretically) be turned around with the right help. It's also not very realistic, since plenty of people in real life attempt suicide and then later turn their life around.

Quote
I think the main problem with tantrums is that apparantly their fistfight's escalation level are no-quarter/lethal instead of brawl
Yeah, that's a big part of it. Like I said, the building demolition is also really annoying and seems to go beyond what is realistic- considering the extended time required for a dwarf to carefully dismantle a stone drawbridge, a tantruming dwarf doing the same thing to multiple buildings in a very short span of time just seems unreasonable. Something like breaking a goblet or kicking over a chair I would understand, but the level of physical destruction caused by tantrums is pretty excessive right now.

@MarcusCarab regarding the counterintuitive 'decent meals' mechanic: That reminds me of another problem I discovered fairly recently. For almost as long as I've been playing the game, I was seeing dwarves complaining about a lack of dining tables. Even after setting up multiple dining rooms full of chairs and tables, with food stockpiles nearby, the same complaint kept appearing. I just assumed it was a bug and ignored it. Just a few months ago I was reading through the wiki and saw a brief section talking about the 'lack of dining tables' problem; apparently that bad thought appears when a dwarf eats a meal sitting on a chair that is not next to a table. All this time I was putting chairs (but not tables) in dwarves' bedrooms, so they'd go to their bedrooms to eat, and then get this bad thought, regardless of how many dining tables were actually in the fort. Obviously I now know what to do next time (avoid building chairs without tables next to them), but the description of the bad thought ('lack of dining tables') is highly misleading with respect to the underlying mechanics. The average new player who doesn't read the wiki closely is going to take forever to figure this sort of thing out.
Title: Re: *We need your help with game ending stress*
Post by: RNGstrategist on October 30, 2019, 03:32:25 pm
I've streamed forts that have lasted over 120 hours in real time, years upon years in game time, and Ive accrued a few thoughts on this.
The stress system as it stands is based upon a foundation that just isn't in the game yet. It requires a a massive amount of calculations and tweaks that would take an entire major update to implement as i believe it is intended.
There isn't a smoking gun to point to where anyone can say "fix that" and the system will begin to work correctly. There is however a series of tiny cat corpses on the sides of the halls strewn about at maximum distance to make sure the entire area is covered in miasma. Thematically though i can sum up why the stress system as it stands really annoys a ton of people.

Dwarves no longer feel like dwarves, they feel like humans.

Everything that someone can complain about boils down to a Fantasy vs Simulation issue. Up to this point we've been playing a game that has simulated a fantasy as realistically as possible. This stress system makes the dwarves act less like the fantasy dwarves we've come to love and more like mercantile humans who love to live underground. Ill try to cover all the issues in detail to explain my premise.

War.
It makes sense for a dwarf to get stressed if a loved one dies, however why do dwarves get stressed at all if a goblin or a wild animal dies? It would be reasonable for a human to get stressed upon discovering a dead body, however these dwarves live in little fortresses all around the world. They don't live in towns, they live in fortresses. It is in their very being that they are militaristic. A standard militaristic response would be to get stressed while sieged, you can't trade or communicate with the mountain home, but when you win you should get a massive stress relief to all dwarves, because after all they've won. What happens is, nothing. the dwarves who were in their burrows just did their normal day to day lives blissfully. Once you've won the fight and collect the Goblinite however, all of the sudden every dwarf and their beardling realizes that death happens and just start racking up negative thoughts. their entire existence is as a fort dwelling race fond of drink and industry, why oh why are they all sad that their enemy died? It makes sense for most real life humans, but these aren't humans.

Booze.
Booze was nerfed and nerfed hard. This made a lot of preexisting problems come back into the light. I don't mean the actual consumption of alcohol but the concept of drinking your troubles away. In the old happiness system, the player could drag a dwarf kicking and screaming through until they became an emotionless husk that lived to drink their troubles away. a dwarf that had seen to much combat or death would eventually just not care. All the player had to do was hold them from the edge and eventually like any other skill the dwarf would just get it on their own. Now every Dwarf gets PTSD about everything. If a dwarf is in the rain a bit they can get major negative personality traits and be stuck in a downward spiral that they will never get out of. Essentially they can no longer drink their problems away. A dwarf could get a negative personality shift at the beginning of your game due to some minor event that you didn't notice. The dwarf might not even seem to be that bad off. Your game may be going perfectly for 6 or more years until something triggers this dwarf. (generally something else that's slightly off with the stress system) and he just snaps. Once one thing tips a dwarf over to slight tantrum town everything that was held at bay keeps triggering the dwarf over and over again. Generally these tip off another dwarf and so on. I realize I'm just describing a tantrum spiral but its the insidious nature of it. Before it would be "you killed my son now ill kill this cat" style of tantrums. but now its, "I saw you hit a table, so now i too will destroy furniture and workshops for the next 5 years." A booze is something that a dwarf learns to live with in a symbiotic relationship, The dwarf makes the booze and the booze saves the dwarf. In this stress system you don't get the metaphorical emotionless dwarves dependent on alcohol anymore, you get alcoholic humans that cant control themselves when drunk and wont stop brawling.

Anger Management problems.
The default ways that the dwarves do respond once they've hit that critically low stress point seems needlessly cruel and difficult. Once a dwarf has hit the critical point they will be stuck there, I'd almost say forever. they end up in a cycle where their smashing and fighting prevents them from seeking treatment options and prevents others from doing the same. What they will do is go find one dwarf and try to kill him, over and over again. Yes they only do one punch or two, but they keep doing it and they keep hunting down the same dwarf, until that dwarf is dead. Ive had the enraged dwarf in question "chase" down a crippled dwarf who couldn't stand and just keep laying into him over and over until he died. No one nearby attempts to calm him down, they just get their own thoughts because they saw someone murdered before their very eyes. The angry dwarves in question have no relief valves before this murderous nature. No "Yelled at the air" that would trigger someone to attempt a console action. they just bottle it all in until they decide to go punch someone. then they feel bad that they punched someone so very soon after they go punch the same dwarf again to relieve their stress of punching that very dwarf. Every other dwarf just watches this happen until the victim dies then 20+ of them all have the i saw someone get beat to death negative thought. Now i have 20+ dwarves who are bottling it up. It is a very delayed time bomb that you can do nothing about.

Loyalty cascades and revenge.
Maybe this is just me, but ive had this issue a ton of times on stream. It wouldn't even be that bad on its own except for how it ties into the stress system. The way it is now all it takes is one dwarf to ever throw the smallest of tantrums to infect an entire base with a rot that will never leave. It doesn't happen all the time but it does happen in a statistically significant number of my bases/streams. Eventually a dwarf who is suffering from the aforementioned anger management problems will do so enough times that they will go full crazy and try to actively kill anyone they can. Whomever attacks this dwarf is an enemy, and whomever sees this is an enemy of the enemy. This leads to hundreds of can't do this job alerts, scared of other dwarf. this will eventually lead to every starving to death and the keep scaring each other away from food, and occasionally if one is backed into a corner they will swing. now anyone who sees this swing will treat that new dwarf as an enemy. The problem here is that they will all die and the remaining dwarves will all significantly be down the stress pole. I only really bring this up because it's such a 180 from how they react when the one dwarf keeps beating another dwarf to death. they go from ill just mindlessly watch this dwarf kill a man that wont defend himself to my very life is in danger from the sight of my friend.

You killed it though!
Between the dwarves that all have the empathy of the greatest pacifists and the anger problem there is this comical point where no dwarf understands what death is. The Dwarf who has killed something will get the same negative thought about discovering a dead body as everyone else. There is no cause-effect process here. A dwarf can kill a man slowly over years, just constantly beating him till he dies, and the moment he dies the aggressor will get a massive negative thought "Saw a dead body" or something similar. same can be said for members in the military. It's amazing how putting your axe through someone's head killed them Urist, you are truly the philosopher of our time. Either in fort defense with the Military or in cold blood with the enraged. Dwarves act like they don't understand that they are attempting to kill people. Maybe this makes sense for a human, but these are dwarves. There are epic stories of female dwarves giving birth, and then wielding the newborns as weapons. How does this race no longer understand what happens when you attack your enemy. Again they live in massive forts, not towns, they shouldn't be surprised by violence.

Military can be the worst thing to have now.
The anger management issue with the loyalty issues and the inability to understand death culminate in a new symptom. You do not want military dwarves anymore. Since any dwarf can be susceptible to these uncontrollable circumstances the better they are in combat the worse it is for your fort. You end up with a play-style where you turtle your fort and try to keep all of your dwarves from exposure to anything stressful. All it takes is one dwarf to rot your fort from the inside out, and the military is the most susceptible to both start and spread said rot. Traps are emotionless and dependable. Yes you still get the negative thought from the hauler cleaning the area but at least its just Hauler McBeardface and not Urist son of Armok who wields the Artifact Adamantine Spear of base slaughter.(menaces with spikes of turkey bone)

No reactive countermeasures or camaraderie.
The math for the stress system just doesn't really work to simulate what is essentially emotion. All you have is a tally sheet. Positive vs Negative. Some people respond to different positives and negatives but its still a tally sheet. What this means is that while things can be done in a reactive fashion everything you do is essentially a proactive measure. If the negatives outweigh the positives you are screwed, so you always have to tag up as many positives as possible while the game is constantly adding negatives. Its like a game of Jenga. Eventually no matter how many blocks i put on top the game will remove enough from the bottom to topple the tower, and all of the towers are set right next to each other. There kind of needs something in place to harness the negatives. If a dwarf is going the route of homicidal maniac, why does he only go for dwarves? If somehow i could use these dwarves better in combat id put them in a separate burrow and have them train up for war. I cant do this though because the dwarves don't have a "I fight and live with this fellow dwarf" filter. I could slowly take these succumbing to rage dwarves and put them in the military where their rage fueled their discipline and endurance barbarian style. I'm not asking for barbarians I'm pointing out that that right now the military is likely to kill itself in times of peace and once a dwarf is enraged i can't even use him for stereo typically enraged tropes. Higher level military dwarves already don't care if they are stationed forever so this isn't a completely new thought, but what if a dwarf of high enough military skill no longer threw minor temper tantrums, they just needed to train more to work out their stress, or craftdwarfshops had a make pointless art reaction. Something that doesn't physically make anything in the game but adds raw numbers to the good side or a temporary surge to resist the negative thoughts. Stress relief is a thing and creatures that live underground just doing industry and booze all day should have a mechanic to replicate this.

There are a few other things as well but I've already gone on long enough.

TL;DR Ask yourself, does it make sense for (part of stress system) to apply to fortress dwelling dwarves not town dwelling humans. sort that out and the stress system will work fine
Title: Re: *We need your help with game ending stress*
Post by: slade991 on October 30, 2019, 03:47:56 pm
Hello,

some little background info here to put things in perspective. I've been looking at DF for many years but never really dove into it to do the steep learning curve.
I then started this genre by sinking thousands of hours into Rimworld and finally started to play dwarf fortress seriously around 6 months ago or so.
I love this game, i'm still very new but i believe i have a pretty decent understanding of the game mechanics (at least most of them), so i'll try to give my noob advice here.

Lots of stress related things are unbalanced as it have already been stated many times: rain, miasma, personality changes, stacks etc... But i believe the main problem responsible
for it is that the stress system highlighted a lot of core problems within the game. The biggest one of them being: The inability to properly micro-manage anything.

Lots of people circumvent that by "hacking" around the problem, such as burrow (avoid seeing stressful stuff), outdoor butcher (avoid miasma), military squad (move) etc...

I believe one easy way to fix that would just be to add some sort of "do" submenu in unit profile menu (the one with thoughts, relationship etc...), we could then select a tile
somewhere and depending on what is there it would propose stuff this dwarf can do:

If it's a workshop -> select order to fulfill
If it's a designation -> dig / cut tree etc..
If it's a temple area -> pray
If it's a meeting area -> socialize
etc...
and if there is nothing there, the dwarf could just move there.

Those would be considered high priority task which does not end until the "job" is done, or unless the dwarf is tired / thirsty / hungry.
I believe the codebase of dwarf fortress is probably much more complicated that i imagine, but such a system seems super easy to implement to me, just a bunch of condition resulting on cancelling this dwarf's other jobs and adding this one.

If the dwarf become insane being overworked by this task then the fault is entirely on the player who forgot him. But in a case of a regular job/task, the dwarf should be able to cater to his need by himself as it have been stated by many others.

The biggest advantage of this system would be to be able to actually have something be done now, and not let this food generate miasma for 1 year because nobody care to pick it up. It would do wonder to help the player to force the dwarfs to cater to most of their need if somehow they can't fulfill them themselves. Some dwarf fortress adaptation of the "prioritize task" (right-clic) system of Rimworld. Bonus point if those tasks can be stacked!

Another important thing is the priority of jobs. We should be able to prioritize job for each dwarf. Something like a priority number from 1 to 9. Again, i think Rimworld does a nice job with that where you can set manual priorities.
I may want my cook to cook most of the time (1) but if he doesn't have anything to cook, i'd like him to brew (2) or take time off (3) for example. I could then have people having high priority on refuse/corpse hauling only when there is some, without having to manually switch labor on/off and keep track of every single dwarf.

And lastly i think a stockpile priority system would be neat as well, a dwarf would take from the relevant stockpile with the highest priority. Which would avoid them eating raw plump helmet when there is a ton of fine/lavish meal.

In addition i agree with pretty much what have been said before, i didn't elaborate on it as i have not much new to provide to the discussion. But i believe thoses mechanics i wrote would make wonders to make the stress system more manageable with the bonus effect to have improve a lot of other annoying areas of the game. And probably help new players to easily manage what's going on and correct mistakes.

Sorry for my english as it is not my first language. Thanks a lot for this amazing game an kuddos to you for asking your community for ways to help fixing broken stuff :) 
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 30, 2019, 04:20:09 pm
Again, as far as I know one of the few things that doesn't have issues is getting "decent" meals from stockpiles, but the lack of any "decent" meals in any stockpile anywhere. The issue is that from the perspective of the dorf, ALL of the meals are "don't care which one I get, meh" ones, so they just take the closest one. It's reasonable that if you don't care what you eat you get the one that's closest. The problem here is that it's incredibly hard to provide desired meals for more than a fraction of the population. This is compounded by the gutted remnants of the old meal quality/party system that fools players into believing laving meals are actually desirable meals rather than mere repackaging containers and extremely valuable trade goods, and a horde of bugs, apart from a lack of clear communication of how the mechanism works (or, rather, is supposed to work).

"Lack of tables": A gotcha there, apart from the need for a table beside the chair, is that it's a WHOLE table per dorf. Real world seating arrangements with a table with chairs around it are harmful. This is counter intuitive and as far as I know it's not communicated by the game (apart from unintelligible thoughts about lack of tables when a quick look shows that there are a lot of [useless] free seats available).
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on October 30, 2019, 04:47:41 pm
I think RNG in particular has definitely hit on something. We need more diversity in the way different sapient races think (beyond their superficial cultural values and emotional triggers). It's not a problem exclusive to dwarves IMO. It'll only get more jarring as procgen civs enter the picture and we start getting races that are physically very alien and yet think more-or-less like us.

Probably an issue for a different thread, but there it is.
Title: Re: *We need your help with game ending stress*
Post by: EmperorJon on October 30, 2019, 05:00:38 pm
Maybe, but I don't think RNG has exactly nailed the point. I really don't feel the Dwarves act "too realistically" or "like humans not Dwarves".
It seems to me the critical issues really are quite easy to pin down, being a combination of (and yes I know it's been mentioned by people dozens of times already)

- Critical needs the Dwarves refuse to/can't meet themselves, or are impossible/unclear for the player to even attempt to rectify
- Minor annoyances like rain which for some reason permanently change a Dwarf's personality and haunt them for the rest of their life
- Compounding and stacking effects of death/seeing corpses/etc. including of enemies they just killed in defence of the fort, and animals
Title: Re: *We need your help with game ending stress*
Post by: mightymushroom on October 30, 2019, 05:03:05 pm
I believe I may consider myself a new player at least by comparison to many of the responders here. I remember the problems I had in adjusting to Dwarf Fortress coming from other games. Some of them were "within the last season."

My first problem with the stress system is not any of the tuning at all: it is the user interface. I find the wall of text on the thoughts screen to be simply too much. It is an avalanche of information. I can just about make it through one dwarf but my eyes completely glaze over by the second and third. Managing a fortress of dozens would be hopeless; I need Dwarf Therapist to break up the text into useful chunks.

Threetoe and Toady, I think it is time to split that screen into more digestible pieces. Currently it is an information overload; nor is it sorted by any kind of severity or scale but rather color coded in, I think, four different schemes depending on which part I'm reading. It is not a screen that I consider friendly to new users. I respect that you don't want a numbers game with percentage bars everywhere: neither do I. But there needs to be separation and possibly simplification so that it is easier to discern patterns in the data. Without Dwarf Therapist I would have quit right there because of the seeming impossibilty to pick out what is of enduring importance versus the quotidian observations in a dwarf's life.

And it is the enduring versus the quotidian that is, for my playing, the heart of stress frustration. It feels – I know intellectually there are exceptions – it strongly feels as if every single dwarf has every single need: to craft AND to be in an active military unit AND to haul otherwise useless trinkets because they inexplicably need to shoplift acquire despite lacking any sort of trade, barter, or shopping* AND time off to socialize and pray and read books and whatnot. The first three and portions of the last must be arranged per dwarf. Too often taking care of this everyday stuff becomes a chore for the overseer trying to juggle job orders and shopping lists, rather than an emergent chance to study individual dwarves and to cater to their profiles.

I would dearly love to see a greater amount of variation in dwarves' personalities and desires, rather than being clones brainwashed into the All-Dwarf by their civilization definitition. As a player I could solve (or weather) these "lifestyle" stressors far more easily if it were a case of one or two personality elements to a dwarf that I can key onto and adjust as necessary – perhaps by making needs and related thoughts to be strongly inflected by personal Goals. Then the now-everyday matters that currently leave dwarves restless or depressed could be made to be enduring narratives for each dwarf, and so would their solutions. A lowly shearer who dreams of military glory but is overlooked by military recruiters for being too wimpy is a problem I can fix (at least until the first battle, then it's in the goblins' hands). A finicky gourmet slowly going mad from lack of diversity in a bunker that has been cut off from the world by undead thralls is a good story even if it does not end well. Half the population complaining about food "quality" in a multi crop fort with lavish meals and regular trade is not a good story.



(*Regarding acquisition: experience and skill levels, quality products, job speed, all these systems reward me for getting specialized dwarves to do one labor and do it really well. Without the wiki and forum, why would I ever set my legendary+2 wood carver to perform menial hauling that any of fifty peasants could do?? Can we please find a more intuitive resolution, or just disable this in fortress mode until individual economy appears?)
Title: Re: *We need your help with game ending stress*
Post by: MarcusCarab on October 30, 2019, 05:18:25 pm
Strong agree on the point about acquiring items and indeed all the other areas where Dwarves don't make much effort to fulfill their own needs, and only do it under very specific circumstances that are never communicated.

Communication is so important for the question of frustration. Look - anyone who is going to become a true DF fan is going to be the sort of person who can accept that not everything in the game is perfectly balanced nor will it be for a long time. They need to be the sort of person who can get frustrated but also get a kick out of seeing wacky and weird things happen, and who is excited about following along with updates as these things are tweaked and modified. But what they shouldn't have to be is someone who can power through things that seem utterly nonsensical or contradictory - and when they spot both a problem and a seemingly obvious solution, enacting the solution should either fix the problem or give them an indication of why it doesn't.

My dwarves say they want to acquire items, so I make lots of items and put them near my dwarves. My dwarves still walk around saying they wish they could acquire something.

My dwarves say they want to pray, so I make a really nice temple. Half of them still walk around saying they wish they could pray.

My dwarves say they want nice food, so I make nice food. None of them care.

My dwarves say they want to socialize, so I make a tavern. They stand around in it saying they want to socialize.

Now I'm the kind of player who will *really* power through confusing stuff like this when a game appeals to me as much as DF does, and so over time I've come to understand the non-obvious reasons and/or minor bugs that cause these things, and I more or less figure out ways to deal with them. I think that's the case for most DF players. But I can really see how a lot of new players would quickly find themselves saying "I am doing everything the game seems to be asking me to, and none of it is having an effect, or at least not an effect I understand" and thus just giving up.
Title: Re: *We need your help with game ending stress*
Post by: TheKingOfWays on October 30, 2019, 05:35:38 pm
Don't think I have anything that hasn't been said already, but these are my thoughts.

1. Too much micromanaging - I already find it somewhat annoying to make beds for each dwarf, and this adds more on top of that. I don't think the system is bad at its root, and it does add nice character moments for your dwarves, but as a player I (atleast) want to focus more on the fortress as a whole. Building taverns and temples is interesting, but having to search through each dwarf's preferences so they have the right labors and food is not.
In the version I was playing, I also couldn't satisfy my dwarves needs for martial arts, practicing a craft, or abstract thinking very easily. It isn't perfectly clear what satisfies these needs, and even then, you would have to cycle all dwarves through a training regime and micromanage all your dwarves activities to make sure THEY get to make crafts, and not your master-level mason with no other labors assigned.

2. It seems like a better way for this would be to just have "free" training grounds or workshops where dwarves can go when they need to work off stress. This gives the player another "thing" like taverns and temples to build. Another person in this thread had the suggestion of dwarves stowing away such items crafted in their rooms, which would lead to more emergent character moments too, though the inevitable flood of items from this probably isn't ideal.

3. Stress builds up too much, and doesn't go away over time? Specifically in my games, the penalty for corpses seems to stack too much. I don't know if it's already the case, but maybe there should be large diminishing returns. The goblin's kill many more dwarves through the psychological warfare of their dead bodies than their weapons. And even if you do try to fix a dwarf's problems, it's hard to turn it around. You can fulfill their needs and give them a nice room, make sure they're not in combat or overworked, and they won't get better, they just won't get worse. You almost need completely filled taverns and temples to make any progress, and dwarves seem hardier creatures than that.

All that said, I do think the game is better with it than without. Tantrum spirals feel somewhat inevitable, but they occur for a good (and generally intuitable) reason now.
Title: Re: *We need your help with game ending stress*
Post by: mightymushroom on October 30, 2019, 06:02:23 pm
Communication is so important for the question of frustration.

I remember reading a question/complaint in the Masterwork subforum from someone in adventure mode who couldn't move, and they were griping about stupid bugs. The helpful forumites there diagnosed it as a case of the adventurer being !!on fire!! after attacking a modded creature with magma-like body temperature. When this person understood that everything that happened was part of the simulation as intended, the tune changed to, "This game is so detailed! It's awesome!"

"Losing is Fun" but not knowing why you're losing is never fun. I can easily imagine that communication mismatches account for 80% or more of new player frustration, these things that the devs know what needs to be done but the interface as it stands is not conveying in any easy manner. If we can overcome that we're not newbs anymore and we come here to complain about bugs and tuning issues instead.
Title: Re: *We need your help with game ending stress*
Post by: AwesomePurplePants on October 30, 2019, 07:23:00 pm
Some thoughts I’ve had

———
One feature request I’d really like would be for child dwarves to be able to form godparent relationships with unrelated dwarves. If I have a lonely orphan, and a gay/asexual dwarf who wants a family, it would be nice if the two could hook up the way lonely singles can fall in love. I’d love it if sufficiently family-mad dwarves had the option to latch onto kids they became friends with as surrogate children. Stuff like that often happens in fiction, and it provides a solution to a stress state that right now can be impossible to satisfy.

———

I can assign a dwarf to figure out inventory so I don’t have to. I can assign a dwarf to handle justice so I don’t have to. They might do a terrible job sometimes, but I have some ability to delegate.

Why can’t I have a Matchmaker noble, with a honeymoon room they can compel Dwarf singles to spend time in if they are caught complaining/ are an eligible romantic match for someone who complained and happen to get in the Matchmaker’s way?

Could I have Head Priests who have a worship quota, that run around nagging Dwarves who worship their god to go to service with a bonus based on piety? A Master of Ceremonies who tries to throw parties that force dwarves to socialize? A Dojo Master who tries to get Dwarves who are pining to train to brush up on basics? A Counsellor who’ll chase down dwarves close to breaking and make them do something that makes them happy.

Maybe some of these things are stuff I can’t assign - a dwarf will just decide they want the role and claim it if the rooms needed to do it are available and become a noble. Right now nobles are kind of annoying, often getting death traps if they get too demanding. But if a noble can randomly decide to take on a purpose that removes a pain point, maybe it’s worth trying to satisfy whatever silly thing they demand for themselves.
Title: Re: *We need your help with game ending stress*
Post by: OrangeDorf on October 30, 2019, 09:10:10 pm
Does every need have a corresponding free-time action that attempts to complete it (like "Pray to ___!")? I expect that some (such as seeing animals) probably don't, and instead rely on accidental fulfillment. But if most or all did, then perhaps one partial solution could be to only update the unfulfilled needs penalty when they specifically attempt to fulfill the need but fail, rather than having a constant penalty per need over time. That way, players would never have a frustrating case where a dwarf complains that they haven't done X in a while even though they never even tried to do X during their spare time.

On another note, regarding rain: It'd be nice if dwarves who are currently having free time and get rained on would deliberately move somewhere that's under a roof; I'm envisioning a tavern that has both outdoor tables and indoor tables. I think the rained-on thought should also only occur after a certain period of time instead of instantly. Hell, you could even add craftable umbrellas, though that might be too much of a programming rabbit hole to go down.
Title: Re: *We need your help with game ending stress*
Post by: 5150wned on October 30, 2019, 10:48:56 pm
I've read several pages and I want to share:

Alot of the problem comes from the unwieldy ui/menu/hauling inefficiencies.  I'd like to recommend changes/improvements to that over reworking stress.

Title: Re: *We need your help with game ending stress*
Post by: fortunawhisk on October 30, 2019, 11:10:49 pm

I want to know what kind of play style is causing people to quit in frustration.

Here's how my forts usually end up unhappy. I embark in a fresh new spot in a new world. It has everything I need: running water, trees, huge deposits of ore. This time, I swear I'll have something to trade with any caravans that show up. The first couple of years pass in a exciting blur of making rooms, stockpiles, and production orders. Then the first siege shows up. I've usually remembered to train a few military types, so it's no real hassle to send them outside to kill everything. Maybe this time I had a few bodies who weren't fundamentally opposed to the military. Assuming it all goes well, I usually end up with lots of dead bodies, their stuff, and no dead dwarves. That's when the trouble begins. My military is buried in bad thoughts related to see people die and/or hauling dead bodies around. If the invaders had the ill grace to die or lose a body part somewhere underground, they start to stink. My workers, always busy, now have lots more jobs up on the nauseating surface, hauling invader junk. I've basically given the dwarves lots more work in an environment they tend to find intolerable. Gods forbid it be raining too. Still, the fort survived and no one important died. Keep going! Cue the next siege, and the next, and the next. After a while, it becomes obvious the dwarves are unhappy. Maybe it was the parade of the flashing red arrows or the tantrums that took out the entire clothing industry, from sheep to spinners. I guess I need to do something about it. I begin checking each dwarf to find out why they're unhappy.  Nauseated by the sun and hate nature? No more farming for you. Badly distracted by an utter lack of a social life? Take a break from your labors. Misses... eloquent speech? Whatever, we'll schedule a poetry jam just for you. Generally, this is the final phase before I quit. I'm now hyper vigilant for the tantrum announcements. I'm constantly pausing to make sure whoever has the Attend Meeting job has access to the mayor. I'm endlessly manually locking and unlocking doors to manage access. I'm trying to manually juggle labors so workers have enough free time to meet needs. I'm checking the wiki and the forum for the latest lore on stress management. I'm forbidding all items on multiple Z's at once, then picking out the few I want or need. None of this is fun micro (for me). And I still need to do all the things I actually wanted to do. Eventually, Something Bad happens: the legendary whatever maker goes insane, magma crabs breach the liquor stockpile, a tantrum in the military results in a trail of dead bodies and toppled buildings.  Ugh.  I could save scum, and retry the last month or so... No, I'll just quit.

TLDR: Keep playing. Even successfully run forts (appear to?) break down under unmet needs, mounting stress, and negative personality shifts. Finally: Love the game, praise the makers!
Title: Re: *We need your help with game ending stress*
Post by: Swordtoguts on October 31, 2019, 12:25:41 am
Been playing a bit off and on usually after updates on the front page then I feel like playing again. I usually play my forts for around 20-30 years when feasible assuming I don't bug the game into crashing every spring or I don't FPS Death myself by accident, Firebreathing forgotten beasts making ungodly amounts of smoke burning troglodytes in the walled off caverns not withstanding

In regards to the stress system I don't hate it as a whole, There are just a few tweaks that need to be adjusted most just to maintain a playable level.
Most of my suggestions are about dwarfs handling their own problems because the unmet needs are across the board seem to affect the stress of my dwarfs the most

Food Needs
The food one is the most oppressive one especially in when the item in particular is impossible to procure and when you do they will almost always eat it straight unless its something that isn't eaten raw.
The Primary change I would throw in is make generally well cooked meals at least quell the general desire for a cooked meals and eating it raw (Unless it is their favorite foods) not reduce it in that case, Then when they eat a good roast with their favorite food it goes a long way into satisfying its need. But on the chance they eat Mastercrafted roast with their favorite food in it should provide a positive thought strong enough to possibly sway their personality slightly the other way from the dragging negatives as if he had a bite of heaven itself.

Worshiping 2 gods
Pretty low key a dwarf breaker in a few previous forts some dwarfs enter the fort with the need to worship only 1 god while another came in with the need for 2. The ones who worship 2 though are at a long term disadvantage the second god will always be passed over in a loop to worship the other god and that need for that god will never be fulfilled and that need in 10 years of continuous play will eat him insane because he couldn't fathom walking a few steps down the hall and kneeling at the statue in the next room over and praying. There is also the dwarfs who don't pray in a non-dedicated temple but for me that's less the issue because a temple for each god is a baseline design but not intuitive to a new player.

Death and Dwarfs
I usually play with the pop cap somewhere between 30-60 I allow children to grow the population beyond that and wars are usually manually started now that raiding is a thing but i only have somewhere between 10-20 special selected military that I use on the fortress map because they can handle it.
But even though they are battle hardened as can be the dead doesn't bother them but it does bother traders so they all have to be moved out of sight but impossibly not out of mind each corpse of an enemy is its own negative thought and a 100+ dead corpses I can't make the military alone clean that up alone it will never be done before the next trader and before the next siege arrives. So it goes without saying a dead body bad thought needs a nerf only in terms how often it is allowed to occur in the same week. Or as well i have another solution that could work at least in terms of long term exposure.
Dump Wheelbarrows
This change I would suggest is for wheelbarrows to allow it them as a general usage possibly have them tied to a stockpile (I don't recommend because keas are awful if the wheelbarrow is outside) or make a specific work stockpile that only excepts wheelbarrows for labor hauling. Then when in use allow the wheelbarrow to load with multiple items to a maximum size or only 1 if the object in question is a giant 3000lb forgotten beast and then allow them to take those items to their proper stockpile and spread them around the stockpile as they see fit like they would if they took all the parts 1 at a time. So instead of weeks of 1-tooth ,1-hand, 1-severed head, 1 mangled torso, at a time and some of these are quite heavy depending on creature the dwarfs operate at wheelbarrow speeds and if multiple things destined for the same stockpile, dump location, or trade post. The overall time taken would be massively reduced to an in-game day reducing exposure times. Some might argue this can be done with minecarts but the problem with minecarts is they need a track and an already existing stockpile(Which won't be all over the map unless you were using corpse stockpiles to prevent trees from growing) to pull from and i see it as a kind of no dwarf necessary automated item mover than a cleanup item solution
But without some sort of reductions to the mental damage of seeing a dead body or at least a decay of its severity with each exposure (Outside of how the military won't care from seeing it all die) its still going to hurt but probably like 1/10 as much do to less exposure

Military needs
The need to practice martial art as I see it is a need for exercise I don't think this part of the needs system itself needs an adjustment as much as a way for dwarf to seek this out on their own like going to the temple, Tavern, Random meeting table, That wagon you forgot to disassemble 10 years ago, because some dwarfs don't need to be in a military squad they can't personally hand the rigors of battle without becoming exhausted and dying. Yet!
Easiest way is having an ability to designate an area as a training grounds that dwarfs can congregate too and off-duty military as well and dwarfs will personally pick up some stockpiled training weapons in the area maybe some temporary armor (Perfect use for an armor or weapon racks) and spar this could also include other dwarfs the ability to "Spectate Sparring match" and learn (which would handle that pesky "Unable to Learn Something" Need) or more importantly make conversation with those around them and make friends or rivals if some dwarfs like to argue.
But most Importantly how the martial art need is satisfied needs a small tweak to allow a full training session without increasing a skill level to satisfy that need. Right now the practice martial art need can even be the downfall for military dwarfs. They become so well trained that it takes forever just to satisfy this need. Legendary military dwarfs hit a cap some point in their tenure with the need itself becoming impossible unless you take their weapons away, which they usually became attached to and force them to start training another type just so they can train in something new.

Also if you train an easily stressed dwarf in the military just to sate his stress and his need for military training, He's a time-bomb. He now has to maintain training forever because as soon as he stops the backlog of needs he had been fighting off will take his 0 stress level at the slightest exposure to a bad thought (I don't understand which personality traits allow some dwarfs to build up happiness and others are hard-locked at 0) to something well within tantrum range he also won't stop training to take care of his other needs while off duty. Now you have a ripped body builder who just discovered that he can't make anymore gains no matter how much peahen egg he consumes, Then he'll tie the skinny gem-cutter to the ceiling by his beard and use his face as a speed-bag.

I Require to Acquire
This is one of the most frustrating need impossible to manually to anything about besides send the dwarfs on a never ending hauling job to move finished goods back and fourth till they find something they want and claim it they don't seem to actively seek out obtaining new things even clothing sometimes they'd rather wear the worn out sock over getting a new pair. But most dwarfs in my fortress are already wearing their pick of goods so they acquired something once right? I think the need itself needs a rework to either decay really really slowly or dwarfs attempt to trade up when they are stricken with the need but It seems to not be good for the game itself if every dwarf lives in a sea of old clothes and rings,crowns, etc. that they don't wear anymore one way or another it seems like dwarfs need to either need less in the long run or more willfully seek out something new and more easily discard their old stuff

"Favored" Dwarfs
In a bid to talk about playstyle and how it can effect new players I often in the fort "Know of" 20 or so dwarfs the rest kind of vanish into an unimportant position in my mind because they haven't gotten my attention early enough. These 20 usually are also the most demanding the ones who turn bad from the first round of negative thoughts usually due to a thought targeting specifically the handling of stress something about rain and I end up having to dedicated a lot of time to just trying to placate them. I start off knowing up my starting seven I often forget to put some sort of nickname on them and they are lost after the sea of immigrants fill the fort at higher populations though these 20 sap the fun out of the game and eventually they are the ones I retire the fort from. They cry they trash everything they don't make friends they make enemies instead but do not gain happy thought about arguing but a need for it but they are also related to half the fort and banishment means everyone goes and I usually have a goal in mind and banishing half the fort would put a damper on that. Seas of corpses from invaders do kick the rest of the fortress into a frenzy of depressions bust most seem to rebound eventually but a few of those may push themselves through a few years of bad thoughts to make themselves part of the problem few but when the number of people I have to manually babysit gets so high I've just had it with the fortress so I quit and worst yet is I can't start a new fort in the same world because they will be back and they will be just as cranky as I left them
The saddest part is these handful of dwarfs will never find redemption their existence is marred by my negative feeling towards them they are more likely would be an "accident" That went missing and a slab made to commemorate them. What these individuals need is something that can push them back the other way maybe if they somehow survive going 10-100k stress and i drag them back down to 0 or better maybe they should get a very very strong change in their personality that only targets how they handle stress and insure they don't rebound again. Going through hard times should make even slightly better times feel like amazing times.

I don't think anyone starting on dwarf fortress is going to focus so hard on even 20 dwarfs just to survive. The dwarfs need a way to handle their own needs and wants without player input

Being Creative, Doing Work
Slightly related to my other paragraph but not addressed is while I cling to these other dwarfs hanging hand over foot on their needs because they cause the most trouble I would suggest a dwarf to have to ability to do freelance work on their own free time if they feel the need. What I would suggest is some sort of designation system when you can tag workshops for free work and dwarfs with a labor attached to that workshop will use it (Probably Sparingly unless its making bone-crafts or wood-crafts) just to make themselves feel better because the be creative one or keep busy although easy to focus on when your watching that dwarf like a hawk because your hovering over him the ones that are unobserved go and fester outside my vision till the interruptions start.

I would also consider new direct designations for Items allowed to be used. My idea on this part is to on top of said workshops have an allowed objects and you designate it much like you would forbid, dump, or melt. You tag these objects as free use and dwarfs who want will use those to make whatever they will. Maybe we can have the ability to make bone carving knifes and dwarfs will take a bone and knives around with them and make little figurines at a reduced rate while also hanging out in an tavern or temple on their free time.
This idea would tie nicely in with an economics update as some free market capitalism which would work for guilds but is not on subject so a spoiler
Spoiler (click to show/hide)

Exciting life
I don't even know how to properly address this Need. It's a double edged sword at the moment. In my current fortress there are no keas but there are buzzards and grey langurs they run up cause a heap of trouble everyone gets a million stress from VENGEANCE! The animals retreat and come back again because they didn't steal anything yet. It satisfies the need for an exciting life but causes a whole heap of trouble. And That itch will be back. The number of times you can feel vengeance in relation to everyone who "Joined" a fight and the same animal retreating and coming back like a bomber on its second run, something with the vengeance needs a tweak.
I think some dwarfs should think about retirement from excitement. I think the vengeful or conflict thoughts should probably have a point where the personality changes to "Ok things have been exciting enough maybe i don't "Need" excitement anymore I'm Retired."

Rain is icky, Waterfalls are not
Rain holds too much sway on a dwarfs psyche oh how many have fallen to being slightly moistened it holds too much sway over the average dwarf but as someone else pointed out previously a change in how hoods and cloaks could prevent weather thoughts would go amazingly and the dwarfs stereotypical hatred for nature would be preserved.
Spoiler (click to show/hide)

This took me a few hours to articulate I probably missed some things I set out to say and I might remember later if that becomes the case I might edit in a new paragraph but I think the greatest of the problem is how changes to personality just beat down the poor dwarfs without relent and don't seem to allow positive thoughts to take the personality the other way.

Even Still love the game will keep playing new forts regardless but with stress as it is I can't live without Dwarf therapist
Title: Re: *We need your help with game ending stress*
Post by: Rumrusher on October 31, 2019, 02:59:59 am
Mostly played adventure mode with a lil fort mode experience, I notice some of the stress building seems to be tied to fear and creatures with lil to no fear end up avoiding a huge chunk of stress from seeing of death and corpses, which means moving in spider-folk or barkscorpion people into a fort to manage corpse hauling and military while the dwarves do everything else.
Title: Re: *We need your help with game ending stress*
Post by: Sver on October 31, 2019, 06:06:07 am
The main problem I have personally is that I think managing a fort should not be all easy and self-resolving, but harder parts of it should be more engaging, e.g. if a thing requires player input this thing should also be in player's control. Otherwise the player turns into a passive receiver of bad news.

The secondary problem is stress/needs system is 99% punishment, 1% reward. As was said here earlier, making a token dwarf's "absolute favorite statue ever" should be "the best day of that dwarf's life", not "the first non-miserable day so far". This is further amplified by the main problem, in that the player often has no control over things they get punished for. Which leads into...

The secondary-secondary problem: the default state of the overwhelming majority of (non-psychotic) dwarves should be "whatever+-" instead of "I'm gonna kill myself and everyone I love". What that means is, if there are no current threats to a token dwarf's survival and freedom, but nothing exciting in their life either, that dwarf should slowly drift towards ambivalence, not insanity.

To sum it up, there are way too many places in the needs system where the game tells the player: "If you don't do X, you will have a bad time, but there is only one way to do X and you have no direct control over it". This leads to the player having to force X to happen through arranging the very rigid favorable conditions using meta knowledge of the game - what is essentially an exploit.



Separately, I'd like to address the issue with corpses also. The way it works right now is rather bizarre from both simulation and gameplay point of view:
1) The hauler goes into the corpse field, pedantically counts every single body and severed limb and gets individually affected by each and every single one. The state of the corpses is irrelevant: even the ages old skeletons are horrifying.
2) The hauler picks up one of the bodyparts and drags it to a place designated by player. Usually the one with an exploit (atom smasher), because, again, there is no other way to solve the spookiness of skeletons.
3) The hauler returns to point 1. If a season has passed by now, those ages old skeletons are as spooky as if the hauler never seen them before.

I see three (non-exclusive) ways of resolving this problem without having to turn all dwarves into cold-blooded sociopaths:

- Make corpses disappear over time. Either with the help of predators/vermin or slower, but on their own, ages old bones would be carried off or simply hidden by the soil and growth.

- A new job or an expansion upon an existing one (such as Furnace Operator, for instance). The worker will similarly go to each and every corpse, but, instead of hauling, perform a job that turns bodyparts into unusable but harmless "ashes" item (or something like that). To prevent valuable corpses from being destroyed, the exact work area can be defined through a zone, the same way fruit gathering works. This solves the repeated spook, the slow drag of hauling and the need for exploits all at once. The player still has to clean up the mess (the "ashes" clutter), but no longer gets needlessly punished in the process.

- Make invaders more dignified in defeat. Say, there would be a commander noble that is appointed in each siege. When the siege is considered lifted, your dwarves and invaders become neutral to each other, and their commander (if alive and not caged) will go attend meeting with your militia commander. Invaders will request to retreive their dead for burial, to which the player can either agree, refuse or order to continue fighting. If player agrees, each remaining invader picks up a (non-citizen sentient) corpse and leaves the map; if mechanically possible, they may also be made to pick up items to add to the player's dilemma ("They are running away with my loot!"). If the player refuses, invaders simply leave without fighting. The third option equates the way things always happen in the game currently. This is the "hard, but engaging" approach where player gets to choose between having clean up and loot, as well as between letting the invaders go (to surely return next siege) or making even more corpses.
Title: Re: *We need your help with game ending stress*
Post by: DG on October 31, 2019, 06:56:08 am
- Make invaders more dignified in defeat. Say, there would be a commander noble that is appointed in each siege. When the siege is considered lifted, your dwarves and invaders become neutral to each other, and their commander (if alive and not caged) will go attend meeting with your militia commander. Invaders will request to retreive their dead for burial, to which the player can either agree, refuse or order to continue fighting. If player agrees, each remaining invader picks up a (non-citizen sentient) corpse and leaves the map; if mechanically possible, they may also be made to pick up items to add to the player's dilemma ("They are running away with my loot!"). If the player refuses, invaders simply leave without fighting. The third option equates the way thing always happen in the game currently. This is the "hard, but engaging" approach where player gets to choose between having clean up and loot, as well as between letting the invaders go (to surely return next siege) or making even more corpses.

I've never come across a suggestion like this (I also just did a lazy search and came up with nothing). There's lots of scope in it. I suggest putting it in the Suggestions Forum, too, so that it isn't lost. People can argue in that thread whether goblins would care etc. Post Battle Corpse Retrieval Truce maybe or, instead, an actual good title.
Title: Re: *We need your help with game ending stress*
Post by: Sver on October 31, 2019, 07:18:18 am
Guess I'd need to flesh it out a bit more for a dedicated suggestion, but yeah, will probably do that.
Title: Re: *We need your help with game ending stress*
Post by: CheeznWhine on October 31, 2019, 07:54:55 am
I created an account just to comment here *I am impervious to stress as a result of having to create a bay12 account in 2019* and say that there is absolutely nothing game-breakingly wrong with stress at all. This is THE GAME. This entire thread is unreadable and reminds me of the people who complain about "micro" in Rimworld. Or my moody dwarf who feels better after crying on someone in charge.

I regularly start a fort with little to no planning and can end up in year 5 before I have significant stress problems. Learn to build a bedroom. Learn to have a variety of crops. Set-up a decent clothing industry.

Don't get online and cry until my game is game-breakingly easy. FFS you can dupe metal and two farmers can feed like 50 dorfs. You should try managing 40 to 100 people in real life (especially if you control the entire economy); I think you'd find DF is not unbalanced.

I was recently in a conversation about Skyrim and all the new live support games out there and the one thing we all agreed on is that the player feedback is almost always off-base. Basically, outside some guy like me who doesn't want to see the nature of the game ruined, you are far more likely to get some outspoken noob or a set-in-their-ways veteran who wants you to match their play style to give you an opinion than hear from someone who wants you to stick to the crazy kind of focus and thinking that got you into the MOMA in the first place.

Burn this thread o7

*by significant stress problems I mean 3 or more (out of 100) dorfs I expect to lose to insanity; obviously higher in evil biomes buuut that would be expected no? I also always have one level of discipline on all 7 dorfs- I continue to maintain that if you think stress is broken in 44.12 you need to "git gud"
Title: Re: *We need your help with game ending stress*
Post by: oldmansutton on October 31, 2019, 08:17:47 am
- Make invaders more dignified in defeat. Say, there would be a commander noble that is appointed in each siege. When the siege is considered lifted, your dwarves and invaders become neutral to each other, and their commander (if alive and not caged) will go attend meeting with your militia commander. Invaders will request to retreive their dead for burial, to which the player can either agree, refuse or order to continue fighting. If player agrees, each remaining invader picks up a (non-citizen sentient) corpse and leaves the map; if mechanically possible, they may also be made to pick up items to add to the player's dilemma ("They are running away with my loot!"). If the player refuses, invaders simply leave without fighting. The third option equates the way thing always happen in the game currently. This is the "hard, but engaging" approach where player gets to choose between having clean up and loot, as well as between letting the invaders go (to surely return next siege) or making even more corpses.

I've never come across a suggestion like this (I also just did a lazy search and came up with nothing). There's lots of scope in it. I suggest putting it in the Suggestions Forum, too, so that it isn't lost. People can argue in that thread whether goblins would care etc. Post Battle Corpse Retrieval Truce maybe or, instead, an actual good title.

I'm going to second this, this is an amazing suggestion.  I think it could fit in well with the current move to having diplomacy pre-battle on artifact reclaims, and is a natural continuance for the post-battle.  I like this a lot. 

I also liked the suggestion of having corpses eventually rot away completely, or at least become less horrifying as decomposition lengthens.  Personal example:  Seeing a deer that's recently been killed isn't so bad (road kill, coyote, etc).  Seeing a deer after 2 weeks in the summer sun as it's stinking and bloated, torn open and covered in maggots is terrible.  Seeing the skeleton of a deer, really not so bad at all. 

Suggestions for corpse hauling being able to pick up multiple objects are also great.  I believe you can already assign wheelbarrows to a corpse stockpile, but again you're left with that 1 item at a time problem.  Also the downside of having only 1 item to 1 stockpile square (without exploiting quantum stockpiles anyways, or having a garbage dump and dealing with the corpses that way).

I know there are also people who mention wanting to see stress disappear completely.  While I respect their right to an opinion, I'm going to strongly disagree with that direction.  It was great after the .3X versions suddenly not having to worry about stress anymore, but it got very boring VERY quickly, as there was no longer any real threat to your fort after learning to take care of the basics and creating effective militaries.  I like the multiple threats to your survival, even stress, since LOSING IS !FUN!, so really don't want to see stress disappear.  Just to be balanced more realistically, instead of always swinging from one extreme to the other.
Title: Re: *We need your help with game ending stress*
Post by: Rose on October 31, 2019, 08:51:30 am
*by significant stress problems I mean 3 or more (out of 100) dorfs I expect to lose to insanity; obviously higher in evil biomes buuut that would be expected no? I also always have one level of discipline on all 7 dorfs- I continue to maintain that if you think stress is broken in 44.12 you need to "git gud"

Um, no.

3 dwarfs out of 100 is not an acceptable number of losses when the fortress is otherwise running well.

The first insane dwarf should be a sign that your fort has started to fail.
Title: Re: *We need your help with game ending stress*
Post by: janxious on October 31, 2019, 09:09:06 am
I created an account just to comment here *I am impervious to stress as a result of having to create a bay12 account in 2019* and say that there is absolutely nothing game-breakingly wrong with stress at all. This is THE GAME. This entire thread is unreadable and reminds me of the people who complain about "micro" in Rimworld. Or my moody dwarf who feels better after crying on someone in charge.

I regularly start a fort with little to no planning and can end up in year 5 before I have significant stress problems. Learn to build a bedroom. Learn to have a variety of crops. Set-up a decent clothing industry.

Don't get online and cry until my game is game-breakingly easy. FFS you can dupe metal and two farmers can feed like 50 dorfs. You should try managing 40 to 100 people in real life (especially if you control the entire economy); I think you'd find DF is not unbalanced.

I was recently in a conversation about Skyrim and all the new live support games out there and the one thing we all agreed on is that the player feedback is almost always off-base. Basically, outside some guy like me who doesn't want to see the nature of the game ruined, you are far more likely to get some outspoken noob or a set-in-their-ways veteran who wants you to match their play style to give you an opinion than hear from someone who wants you to stick to the crazy kind of focus and thinking that got you into the MOMA in the first place.

Burn this thread o7

*by significant stress problems I mean 3 or more (out of 100) dorfs I expect to lose to insanity; obviously higher in evil biomes buuut that would be expected no? I also always have one level of discipline on all 7 dorfs- I continue to maintain that if you think stress is broken in 44.12 you need to "git gud"

This came to from someone who is having issues posting on this forum but asked for help getting her reply here:

Quote
Listen dude, I don't care if you want to be all "Oh I don't have problems with stress, git gud", but if >95% of the playerbase outside of this forum has significant problems with stress - to the point veterans are complaining and the developers ask for help diagnosing(!) - then there has to be SOME fix.  If you've been around so long, you'd know the aim isn't to be a very hard game that gatekeeps newcomers - hell, the whole point of the Steam release IS to be welcoming to newcomers.  The point of the game is the simulation mechanics - which, as of right now, are broken.  Even with a perfect crop rotation, clothing industry, and Legendary dining halls with perfect Royal bedrooms for every dwarf, you're still going to have forts fall because it rained outside.  Regardless of how "hard" you want the game, the developers don't want stress to be the endemic problem it is right now.  Regardless of that difficulty preference, having One Right Solution (small 2x3 taverns, microing labours, wagon-dumping to avoid rain) is not how a simulation is meant to be played.
Title: Re: *We need your help with game ending stress*
Post by: Cross216 on October 31, 2019, 09:29:13 am
I saw someone describe the current version as dwarf psychologist simulator, and I think that's apt. I thought people were overblowing stress so I did an experiment using cheats. Nearly all the furniture was masterwork quality, made of platinum and other fine materials. Varieties of masterwork meals, varieties of booze. High quality instruments at the tavern, statues everywhere. I used cheats to kill enemies so my dwarves didn't die in combat. The first five years went smooth. I continued improving things making engravings, masterwork clothing etc. But eventually I still had serious stress problems. Literally everything is masterwork, the dwarves have tons of varieties and positive euphoric and blissful thoughts. I went through and used a cheat that made all of their personalities more resilient. The fortress STILL ended in a tantrum spiral. In the current version if you are not constantly attending to every whim of every dwarf they will tantrum and destroy everything. It's not fun. I enjoy the challenge of dwarf fortress, the constant invasions and beasts, but the current version makes it impossible to maintain an actual fortress without spending countless hours attending to every single preference and desire every one of 150+ dwarves have. It's miserable. I cannot imagine being a new player trying the game right now, had it been like this when I started, I wouldn't still be playing. When I started I lost my fortresses to invasions, megabeasts, underestimating food needs, losing dwarves, ghosts, and tantrums spirals caused by a myriad of factors. It was nice being able to get better and eventually create a stable fortress, then being able to say oh it eventually died cuz I forgot to lock the cavern and a beast got in, or it died because of a flood or something. Now it's failing cuz dwarves got caught in the rain, or had to haul an enemies dead body.
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on October 31, 2019, 01:11:46 pm

This came to from someone who is having issues posting on this forum but asked for help getting her reply here:

Quote
Listen dude, I don't care if you want to be all "Oh I don't have problems with stress, git gud", but if >95% of the playerbase outside of this forum has significant problems with stress - to the point veterans are complaining and the developers ask for help diagnosing(!) - then there has to be SOME fix.  If you've been around so long, you'd know the aim isn't to be a very hard game that gatekeeps newcomers - hell, the whole point of the Steam release IS to be welcoming to newcomers.  The point of the game is the simulation mechanics - which, as of right now, are broken.  Even with a perfect crop rotation, clothing industry, and Legendary dining halls with perfect Royal bedrooms for every dwarf, you're still going to have forts fall because it rained outside.  Regardless of how "hard" you want the game, the developers don't want stress to be the endemic problem it is right now.  Regardless of that difficulty preference, having One Right Solution (small 2x3 taverns, microing labours, wagon-dumping to avoid rain) is not how a simulation is meant to be played.

I would like to embolden her words by noting that the vast majority of people who have posted in the thread ARE long time DF players, and they also have trouble with the current state of stress. So it's not even a 'bay12 vs not-bay12' thing.

Like, changes to the combat system, vampires, goblins climbing on walls all are added difficulty, and these are FUN. I remember sitting a few invasions anxiously looking at the little 'g's going up z-levels and wondering if I build my walls right, or staring at my single dwarf who is tasked to wall in a forgotten beast that killed 80% of the fort. And at those points DF is exciting an fun. Even when the dwarf fails, and instead the FB kills the rest of the fort, the sheer ascii spectacle is worth it. But the game ending stress... it's worse than FPS death because that just has to do with the limitations of technology.

Someone somewhere called it a 'Call of Cthulu simulator', and I think that's the most apt description(more than dwarf psychologist simulator, because that sounds way more fun), because once stress sets in, there's no good ways to get out of it. Hell, there is no way to get out of it naturally, you need to do micromanagement, and even that may fail. So eventually everyone just goes insane.

Like, for me, 3 out of 100 dwarves isn't an issue either, but due the way tantrum spirals work, and the fact that it is so hard to come back from the brink of insanity, this number goes up exponentially. So it may be 3 out of 100 dwarves in year 5, but year 6 will have 9, year 7 will have 81, and in year 8 your fort is dead. So whenever I see a single insane dwarf, I know my fort is about to end no matter what I do.

But yeah, I mostly wanted to point out this isn't a bay12-vs-not-bay12 thing at all, the people who are going 'git-gud', I suspect, haven't been playing DF for very long, because this is not DF at it's most sublime.
Title: Re: *We need your help with game ending stress*
Post by: Zesty on October 31, 2019, 02:11:28 pm
I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.

Now the negative side:  I attacked the goblins and in return weathered three sieges of over 100 goblins total.  I killed them all with trained and iron armored dwarves with only a few injuries.  Then I had my entire fortress run out and pick up the bodies.

The results were as follows:  Three dwarves went into a depression.  Some soldiers suffered post traumatic stress.  And one dwarf threw a fit and went to jail.

This kind of result isn't bad.  We want this.

You said here under ideal conditions after a mere 3 years of play that a strenuous amount of destressing was needed for just cleaning up a battlefield.

Players don't necessarily play in ideal conditions. Especially new players.

Experienced players who are playing in THE most ideal conditions would like to mitigate some of this.

Don't get me wrong. We want stress to matter and play a factor, but the game always feels like perfect happiness all the time or intense stress all the time. Despite people who want to parrot "losing is fun" at every inconvenience, this actually isn't fun.

Now imagine a fort someone has been playing for decades.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 31, 2019, 02:18:22 pm
*by significant stress problems I mean 3 or more (out of 100) dorfs I expect to lose to insanity; obviously higher in evil biomes buuut that would be expected no? I also always have one level of discipline on all 7 dorfs- I continue to maintain that if you think stress is broken in 44.12 you need to "git gud"

Um, no.

3 dwarfs out of 100 is not an acceptable number of losses when the fortress is otherwise running well.

The first insane dwarf should be a sign that your fort has started to fail.
No, I disagree with this. Problem dwarves should always be part of the game so long as there are ways of dealing with them. We had the "no Dwarf ever feels stress because his dining room is nice" version of the game. It was boring.
Title: Re: *We need your help with game ending stress*
Post by: FourierSeries on October 31, 2019, 02:43:04 pm
I'll throw my thoughts out here for what it's worth. I guess this could be summed up as thoughts from a casual player.

Dwarf Fortress is largely a study in the applied mathematics of catastrophe theory.

You are building a system with certain expected behaviors. Part of the fun is trying understand why your planned behavior does not match reality, and making adjustments to compensate. That's if you are agile enough to find meaningful changes to make before the system passes a point of no return.

Sometimes, the best solution from a player's perspective is the classic "just good enough" plan so you can move on to better things.

I remember my first 31.25 fortress fondly. I was so proud of my boxed in wooden palisade uber defenses. I was just beginning to plumb the depths of the military system when a flying invader smashed in the front doors, followed up by a goblin invasion. The end? Next up, learn how to reclaim a site. OK, all the supplies I need are still in the fort so let's make a fully armed military reclaim force, right? Ready? GO! OK, a few goblins are still there, but they are ignoring me. Wow. OK, you guys need to reconfigure the entrance into an airlock immediately! OK, all the shit I need is scattered all over the map ... why? Damn. What a mess and ... why are my dwarfs dying? They should be able to handle the residual goblins ... WHAT THE HELL ARE ALL THESE TILDE TOPPED ICONS DOING TO MY DWARFS? The end?

I wasn't up to learning more bullshit about how to handle a single ghost, much less dozens of them with replacements queued up for their turn to rise. So, I founded a new fortress to apply what I learned from the start and move on. A month of real time passes. Having reached the point of rebuilding the new fortress entirely out of out of ice, because why not, and while in process of constructing an above ground semi-automatic magma based invasion disposal system, I ... remembered that old fort. I still had the folder saved. Gritting my teeth, I attempted one more reclaim. The short of it is in three seasons I barely skated by with one remaining severely injured dwarf. The ghost horde was sufficiently contained, migrants came, the fortress would now thrive. Unfortunately, both fortresses faced another insurmountable problem in the form of a new update being released. The end(s).

The point my story is trying to illustrate is the need to be learning by doing. The problem too many people seem to be running into is they want to play a game of Dwarf Fortress. Playing means running and interacting with the game, not spending time studying a topic on the wiki/forums/youtube to gain a PhD in the perfectification of tedium.

In the current version, I've set up a basic fortress for survival, and then moved into the new features. I've enjoyed playing with temples, taverns, libraries, etc. Even more enjoyable is integrating the new features with the old. My siege engineer training ground firing range was built atop a tavern, naturally. What I am presently having difficulty with is setting up a blank scroll production line to keep up with scholarly demand. The problem is so far resisting my efforts, but I'll keep plugging away. It's an amusing issue.

For stress, I have all the basics in place. Baths, tavern, libraries, a club fed prison palace, masterworks stuff to admire in luxury bedrooms, a legendary dining hall made of heaven. Luxurious food. Luxurious booze. Etc. Etc. Etc.

I still have dwarfs going insane from stress. Guys, I'm kinda busy with scroll production issues right now. Stopping game play to study the topic of stress to death that I might discover why my armamentarium of anti-stress systems is failing? Pure tedium.

At this stage of my game play the required solution is obvious. The periodic ruthless application of DFHack. Note that DFHack takes a considerable investment in time to learn how to use, depending on which features you want to twiddle with.

Perhaps what is needed is a pre-game checklist screen to enable/disable certain features so players may concentrate on what they want to and temporarily ignore the rest. Perhaps only the stress system needs to be overhauled. DFHack is more than sufficient for my needs, although I understand the very idea of DFHack drives some people berserk for some reason. Maybe they're too stressed?
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 31, 2019, 03:17:40 pm
*by significant stress problems I mean 3 or more (out of 100) dorfs I expect to lose to insanity; obviously higher in evil biomes buuut that would be expected no? I also always have one level of discipline on all 7 dorfs- I continue to maintain that if you think stress is broken in 44.12 you need to "git gud"

Um, no.

3 dwarfs out of 100 is not an acceptable number of losses when the fortress is otherwise running well.

The first insane dwarf should be a sign that your fort has started to fail.
No, I disagree with this. Problem dwarves should always be part of the game so long as there are ways of dealing with them. We had the "no Dwarf ever feels stress because his dining room is nice" version of the game. It was boring.
I generally agree with Shonai_Dweller.

A dorf lost to insanity in a full size fortress is not a big issue, assuming you're willing to accept a shift from the "every lost dorf is a failure" of 0.40.X+ to the current (0.44.10+)  "you'll lose some along the way". What is not acceptable is if that lost dorfs grabs hold of the whole tapestry and pulls it down with him, or if that lost dorf is just a portent of where the rest of the fortress is heading if just given a bit more time.

If the balance is somewhat correct (assuming you accept the balance goal), the next siege should see fewer losses among those who were present during the first one, rather than each siege adding another stone to the burden (which seems to be a big issue currently). Again, some may snap under the stress of repeated sieges, but most should endure, carry on, and gradually return to some base stress level once the siege has been taken care of unless something special happens on the individual level.

The issue isn't the occasional problem dwarves, but the current inability to prevent those that should be preventable from getting there and overseer means of detecting that problems are brewing (at least without checking up on each and every dorf once per mongh or so), as well as the lack of means to rescue those that ought to be possible to rescue (and it ought to be a viable playing strategy to just take the losses without going out of the way to save individual cases, just replacing them with migrants [that might dry up, if the losses on the battlefield are too great, of course], as long as the general conditions are kept at a reasonably good level with most of the basics taken care of (food, booze, bed, socializing, praying, reading, and reasonable free time to handle needs, and the avoidable stressors dealt with [handle dead citizens with burial or slabbing, do away with corpses of sapients from the day-to-day view of citizens, etc.]).

There are two important parameters ThreeToe and ToadyOne ought to test: Long term (at least one generation born and matured), and somewhat poor playing, such as "forgetting" to set up e.g. temples for the first 5 years, occasionally "forget/fail" to produce enough clothing (e.g. through too small farm plots, or all thread producing plants "accidentally" used for booze production, which is very easy to do, especially for a newbie), and "detect" the mistake later when symptoms appear.
One restriction might be to just do underground farming (that's what dorfs do, isn't it: the surface is horrible!), while still logging (and thus hauling logs through the rain) and have an above ground pasture (how many newbies will realize without prompting that cave moss is useful for grazing except possibly for reindeer, and how many will rush for the dangerous caverns to release spores anyway?).

Another, preferably parallel, alternative is to recruit newbies and watch which mistakes they make (or have Kitfox do that and report the results, which is probably way more efficient).
Title: Re: *We need your help with game ending stress*
Post by: MarcusCarab on October 31, 2019, 03:41:07 pm
It occurred to me last night - I don't know how possible this is, but maybe the devs have tools - that it would be extremely helpful to collect some data on dwarf stress over time in a few long-term fortresses. Get a bit more info on what's really happening with the numbers. Maybe some of us could build a DFHack tool to do this while we play?

Because of course precise results and timelines will vary depending on playstyle, but the issue is it currently feels like no matter what stress continues to mount up over time and inevitably overwhelms the population. If you play very well, you can reduce it to a slow burn - but it seems impossible to achieve any kind of equilibrium.

Like I would be very interested to see a graph of dwarf stress levels in Threetoe's fort from, say, Year 3 through Year 10. Even if you successfully staved off any tantrum spirals during that time, I suspect the numbers would show that stress overall was on a slow but very steady rise the entire time and eventual breakdown was inevitable.

An exciting, balanced stress system should show lots of peaks and troughs and fluctuations in stress, but with a trendline that is pretty flat over the long term (assuming reasonably good play) or indeed slowly falling to represent an ever-improving fortress. But if the trendline on every fortress is reliably always going up at some pace or another, it would seem there is a real problem.
Title: Re: *We need your help with game ending stress*
Post by: Mort Stroodle on October 31, 2019, 06:43:28 pm
The most annoying single stress problem I've seen is vengeful thoughts. If your dwarves see a bunch of giant keas or something vengeful thoughts will start stacking HARD. I once had a big open pit of troglodytes that I wanted my marksdwarves to start pincusioning, but the presence of these things just flipped a switch in these dwarves' brains, they started getting dozens, hundreds of vengeful thoughts EACH. I saw one dwarf go from totally fine to completely insane in like 3 ingame days.

Long-term, there's obviously rain being far more impactful than it should be for changing personalities. All it takes is one swap to "in a constant state of internal rage after being rained on" to make a dwarf very hard to destress. We also need to fix all the unfulfillable needs. If a dwarf can't make friends (looking in my fort only the starting 7 have any friends at all despite being here for years), can't get married (I have never seen a marriage in a fort), and needs food and drink that's impossible to get, you're getting a bunch of negative thoughts that have no counter from the player.

Dwarves should make friends faster, or actively seek out acquaintances to chat it up with from time to time to reach friendship faster, and once they're proper friends they should hang out whenever the need arises (with their rate of interaction based on personal friendship propensity or whatever stat applies). Same basic principle applies to romance. It seems like right now dwarves only become more friendly if they just happen to be standing next to each other when socializing, and the same two dwarves have to interact multiple times before friendship is possible. There's no guarantee that they even have time off at the same time, much less that they happen to socialize with each other. It's not really feasible to get friends in the current version because dwarves socialize essentially at random, and socialization needs to happen with the same people for them to become friendly. The dwarves need to take the initiative to socialize with specific people they've decided to get closer to, because I can't keep track of every dwarf in the fort to make sure they're only allowed to socialize in the designated "Tulon and Datan's Friendship Corner" to make sure specific friendships are fostered.

Food and drink is simpler, just make happiness based on item quality with specific ingredients giving an extra happy thought buff, along with "same old food" "same old drink" thoughts to make sure the player has some variety. At the moment most of your dwarves want food that's literally impossible for your particular fort to get ahold of, and they will never be sated until the picky-eater bastards get their giant brown recluse spider lung.

3 years is also an absurdly short time for testing, 3 years will show you the very very early beginnings of stress in a fort, take a look at how things are ticking along after 10, 15 years. You can have a long term fort with the current stress system, but only if you hole up and use more creative means to fight sieges than direct combat, and really know what you're doing when it comes to managing all the other parts of dwarf stress. In its current state the game is more impenetrable than its ever been to new players, they would need to really understand all the systems just to keep a fort ticking along without devolving into stress lategame.
Title: Re: *We need your help with game ending stress*
Post by: CaptainArchmage on October 31, 2019, 07:47:25 pm
Hi Dorfs,

We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration.  Most of these people don't bother giving us any feedback, which is understandable.  The game just sucks and why play?  We need your help to nail down what exactly is going on. 

While we are working on every problem we can find, this thread is specifically for problems with the stress system.  There are a spattering of reports that come up on Reddit and other forums from people talking about how the stress system is so screwed up the game is unplayable.  I haven't found this to be the case so I need your help!

I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.

Now the negative side:  I attacked the goblins and in return weathered three sieges of over 100 goblins total.  I killed them all with trained and iron armored dwarves with only a few injuries.  Then I had my entire fortress run out and pick up the bodies.

The results were as follows:  Three dwarves went into a depression.  Some soldiers suffered post traumatic stress.  And one dwarf threw a fit and went to jail.

This kind of result isn't bad.  We want this.

I want to know what kind of play style is causing people to quit in frustration.

We are aware of socialization problems.  I haven't seen a game ending problem here, but these will definitely be addressed at some point.

This is the kind of problem we want solved: http://www.bay12forums.com/smf/index.php?topic=171185.msg7839740#msg7839740

We really don't want “a cancer of red arrows”

Help us find out what's going on and we will attempt to fix it!

To be quite honest, and outside of Claspedbowels I have had trouble getting adequate time to play a fort so I'm taking this from Lets Plays as well:
1) Dwarves need to have a better recovery time from stress and while the "memory" of it is fine, we need them to be able to get over it. Maybe if the melancholy or rage lasted for a few weeks or months and then more often cleaned up (like under the old version) that would be better. Remembering and getting angry is fine, but I think there needs to be a better way to de-stress long term.

2) Some people report that 3 years is an absurdly short time to do testing, and getting to three years is kind of an issue with playing if you do it verbose style. That said, stress can kick in before then if you have a rough play style and some do.

3) Marriage and relationships provide positive ways out. Marriage (Mort Stroodle commented on this above) has this silly age gap thing and is very uncommon. Since you're doing a rewrite of some of this stuff, maybe cut out the age gap. Some dwarves will like dwarves older than they are, other dwarves will like dwarves younger than they are, and some will just have a preference towards... polar bear people. Quite frankly, it should be possible for romances to develop quickly (and for adventurers too), and dissipate quickly perhaps leaving children in their wake and this should keep dwarf minds off crap going on.

4) Realism perspective: IRL violent situations f**k people up, and the PTSD is long term / permanent. In my view this should be worse when the opponent is a sapient being than, say, when Urist McDumbass gets chased across the field by a stray badger (and that's reasonable to be lifelong so, it helps to have some hardened veterans in the militia).
-> However, longer lived or immortal beings should have a coping mechanism that develops. Dwarves live twice as long as the average human today so I guess that should have developed.

5) The Kruggsmash "coping mechanism" for these dwarves, and note Krugg's forts are quite long (and on youtube) is literally... "exile the MF already".
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 31, 2019, 08:03:55 pm
3) As also mentioned above, marriage age gap was fixed (improved anyway). Check out the devblog for news on developments in marriage, divorce, adultry and kids.
Title: Re: *We need your help with game ending stress*
Post by: Mort Stroodle on October 31, 2019, 09:13:05 pm
3) As also mentioned above, marriage age gap was fixed (improved anyway). Check out the devblog for news on developments in marriage, divorce, adultry and kids.

Was any of that in fort mode or was all of that worldgen?
Title: Re: *We need your help with game ending stress*
Post by: Loci on October 31, 2019, 09:26:50 pm
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".

To illustrate that point, I modded dwarves with [NO_EAT][NO_DRINK][NO_SLEEP], disabled weather, invaders, and immigration, and removed the active season (and clothing) tokens from the mountain entity. I then embarked with sets of leather armor, assigned uniforms, isolated each dwarf in a one tile area, and let the game run for 10 years. Despite *actively not meeting* all of their needs, not a single dwarf complained about stress, threw a tantrum, or went insane. This is a worst case scenario; even a dabbling overseer can be expected to satisfy some of their dwarves' needs by, say, brewing alcohol and assigning work, so "real game" stress from neglected needs would accumulate even slower than in this test. Additionally, the moderate stress from unmet needs could presumably be offset by positive thoughts the dwarves experienced. If you want to see some heavily-distracted-but-sane dwarves, you can download my test embark (http://dffd.bay12games.com/file.php?id=14592) or recreate the setup from the description above.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 31, 2019, 09:35:42 pm
3) As also mentioned above, marriage age gap was fixed (improved anyway). Check out the devblog for news on developments in marriage, divorce, adultry and kids.

Was any of that in fort mode or was all of that worldgen?
Fort mode work has only just started. But yes, devblog says it's planned to be part of fort mode too.
Pointless for it not to be. What would all the divorcees, lovers and illegitimate children do when they turned up at your fortress? Just die?
Quote
At some point early on, perhaps before traitors, we'll also have to bring the fort in line with the new relationship model. This will expand what grudges and friendships mean, and it will also allow the new w.g. features like divorce and multiple lovers to happen in fort mode.
Title: Re: *We need your help with game ending stress*
Post by: ozyma on October 31, 2019, 10:11:50 pm
Just as a side note can I ask why on earth do dorfs get a negative emotion from feeling vengeance? In most fantasy Dorfs are just kind of a vengeful race and feel compelled to right the wrongs against themselves and kin. If anything vengeance should be a positive emotion since you got to get in on the action and save your fellow dorfs. I can't possibly understand why you would feel angry about joining a fight unless you're just so militaristic that you wished you had gotten the full fight by yourself. It honestly makes no sense and there's already negative thoughts from getting put into combat.

regardless I think stress is a necessary system that needs to be in the game but it needs to really be fined tuned until we start seeing something close to what we were intending. I really doubt that one patch in the next update is going totally fix the issue. What I'm really hoping for is to let us test the new villains patch and every now and again have them throw us out a new patch during the big wait depending on player feedback and suggestions. At the very least some small tweak patches would keep interest and look good to the new steam users so it doesn't feel like the game is just stuck in development hell.
Title: Re: *We need your help with game ending stress*
Post by: feelotraveller on November 01, 2019, 12:30:14 am
Multiple lovers fundamentally mean nothing whilst the ability of dwarfs to even make friends is basically broken.  (Maybe a curiosity or two from arriving immigrants.)  Sorry but new features are pointless when the base that they need to work is itself pragmatically non-functional (barring exploits).  To me it just shows a lack of awareness regarding the state of the game on Toady's part.
Title: Re: *We need your help with game ending stress*
Post by: Bumber on November 01, 2019, 12:52:46 am
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".

IIRC, there's supposed to be a mechanic where stress moves towards 0 the longer you go without a negative thought. The minor bad thoughts could be preventing stressed dwarves from cooling off.
Title: Re: *We need your help with game ending stress*
Post by: Swordtoguts on November 01, 2019, 01:04:37 am
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".

To illustrate that point, I modded dwarves with [NO_EAT][NO_DRINK][NO_SLEEP], disabled weather, invaders, and immigration, and removed the active season (and clothing) tokens from the mountain entity. I then embarked with sets of leather armor, assigned uniforms, isolated each dwarf in a one tile area, and let the game run for 10 years. Despite *actively not meeting* all of their needs, not a single dwarf complained about stress, threw a tantrum, or went insane. This is a worst case scenario; even a dabbling overseer can be expected to satisfy some of their dwarves' needs by, say, brewing alcohol and assigning work, so "real game" stress from neglected needs would accumulate even slower than in this test. Additionally, the moderate stress from unmet needs could presumably be offset by positive thoughts the dwarves experienced. If you want to see some heavily-distracted-but-sane dwarves, you can download my test embark (http://dffd.bay12games.com/file.php?id=14592) or recreate the setup from the description above.

Unmet needs thoughts get stronger when the general bad thoughts change their personality to be more stress vulnerable. Standing in a bubble not needing to do anything will probably save them some of the most common stresses (Which would probably halt the changes into personality) before the needs get so bad that they dwell on them, when they become strong enough that they manifest into bad thoughts that can effect their personality. I've had dwarfs that I overload with good thoughts while trying to save them but the solo thoughts from not praying to their 2nd god or lack of their favorite food get so strong its the only thing keeping him at the stressful threshold even when trying to baby him.

In a long running fort people are not conflating the needs system for stress they are very closely tied, especially with the new reflection system which I notice tends to gear towards the negative changes rather than the positives.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on November 01, 2019, 05:43:09 am
Multiple lovers fundamentally mean nothing whilst the ability of dwarfs to even make friends is basically broken.  (Maybe a curiosity or two from arriving immigrants.)  Sorry but new features are pointless when the base that they need to work is itself pragmatically non-functional (barring exploits).  To me it just shows a lack of awareness regarding the state of the game on Toady's part.

You think that it's completely impossible to fix things during a rework? It tends to be easier, since such things tend to involve tearing out the existing system anyway.
Title: Re: *We need your help with game ending stress*
Post by: Erei on November 01, 2019, 06:28:25 am
I made an account so I could answer. I'm new-ish to DF (I know about it for years, but started to play a few months ago). I find some part of the stress frustrating, either because it's rather ridiculous (Urist is depressed on account of thinking about that time he was rained upon, 10years ago. Urist is now berserk), or because the dwarf are just dumb (Urist is mad because he is away from family. Urist is also a new migrant who decided to come without his family). But that's not the topic if I understand correctly, so I'll point the biggest issue I had concerning morale.

My issue is related to fort defense. I had a wonderful place, with mist generators, temple and all. It conern my military, who had had a barrack with statues, a personal mist generator and so on. Living like kings, really, it was engraved and all. Soldiers where in full steel gear, superior and above, trained for years, and had a few fights with nothing bad to record. Moral was mostly higher than average.
Siege comes. Lots of goblin (a lot). I send my company of dwarven space marines, veteran of several fights, to meet them. And here come the issue.
One of my soldier suddenly (and by suddenly I mean instantly) goes from "I like my life" to depressed. Apparently, my dwarves killed a bunch of gob in a row, and each death inflicted some morale damage to this character. The log had a "death is around us..." about 10times in a row. Note that I pick my military to avoid all the negative traits like "hate war" and stuff. So he wasn't especially prone to morale shock. Also, it was his 3rd or 4th siege, it wasn't the first body he saw.
Fight ended, and my dwarf, now tantruming, went to the tavern (next to the barrack), grabbed a poor peasant and reverted the relative position of his skull and brain. Traumatizing a lot of dwarves forever (tavern was packed).

It was extremely frustrating. That guy was not only highly experienced, but it was not his first fight. And he proceeded to traumatize half the fort.
I want to add that was not a singular case. Fort defence is highly traumatic, to the point I entirely rely on traps nowadays. Between going outside in the sun, under the rain, seeing bodies and whatnot, warrior goes from "I'm fine" to "I want to die" in a single siege. After the incident I mentioned, the next siege had another dwarf lose his mind the same way, and the next. Ironically, I didn't have any dwarf lost in several sieges from fighting, but I lost an average of 1dwarf per siege through mental breakdown and personality shift. Also, I even had my champion lose his mind at some point. A guy who was with the fortress for a long time, legendary in everything, killed a metric ton of enemies, and even had a nickname. He was happy and all, but in a singular fight, his mind broke.

I abandoned the fortress, and created a new one in the same world/same civ. One of those traumatized warrior came in a migrant wave. She had her personality shifted to prone to depression or something, and was a wreck in a permanent state of tantruming. No matter how well she was, a few bad event would throw her from average to depression. Not only I had to deal with that sh** in my previous fortress, but they came to haunt me in the new one. Dwarven stubbornness is real.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 01, 2019, 06:35:41 am
Multiple lovers fundamentally mean nothing whilst the ability of dwarfs to even make friends is basically broken.  (Maybe a curiosity or two from arriving immigrants.)  Sorry but new features are pointless when the base that they need to work is itself pragmatically non-functional (barring exploits).  To me it just shows a lack of awareness regarding the state of the game on Toady's part.

You think that it's completely impossible to fix things during a rework? It tends to be easier, since such things tend to involve tearing out the existing system anyway.
The base as it stands is broken, and adding another story on top of that has no useful effect (it might add some flavor to some stories, at best). Lover relationships, should they form through a miracle, do not seem to have any useful effect in needs fulfillment terms (Lovers count as friends. When lovers marry the Family need gets fulfilled and the formerly fulfilled Friend need gets booted out).
Thus, feelotraveller is correct in the that statement. However, IF the relationships making logic is fixed (and the ThreeToe issue correction threads seem to indicate he and Toady are aware of some of the problems and are seeking ways to address them. However, I agree it's worrying to see both of them indicating unawareness about fundamental issues [building new features on top of broken ones and thinking a 3 year fortress (both of them) would provide any reasonable indication of how DF behaves long term]).

The marriage age change was made about a year ago and applies to fortress mode primarily, but no DF version has been released since, so those changes won't become available until the Villains release is done. Since adventurers are completely blank in sexuality, marriage of adventurers remain a non issue for the time being.

I find Loci's experimental results very worrying. If unmet needs by themselves don't generate stress, but experience shows meeting needs in stressed fortresses alleviates stress a little (at least that's my experience), that, to me, implies unmet needs instead act as negative stress amplifiers, which is a lot worse than if they're stressors in themselves.
Title: Re: *We need your help with game ending stress*
Post by: feelotraveller on November 01, 2019, 08:32:14 am
You think that it's completely impossible to fix things during a rework? It tends to be easier, since such things tend to involve tearing out the existing system anyway.

Impossible no, and easier perhaps (depending on whether the tearing out/overhaul is of the same mechanisms but I'm not sure that it is here - since it is the not the theoretical possibility of making friends in fortress mode that is at question but the actuality of it happening of its own accord).

But I see no sign that any such work has been done, nor do I know of any comment made along the lines of 'fixed dwarfs so that they now make friends in fortress mode'.

Even before the introduction of the needs system dwarfs had great difficulty in making friends.  Basically only the starting 7 and the odd dwarf in the first immigration wave or two ever stood much of a chance.  In all my fortresses in 44.xx versions I have yet to see a single dwarf make a friend (the starting 7 usually arrive with established friendships between a number/most of them).  In the closest (but not that close) calls I've had with dwarfs making friends in 44 the potential friend has always been the outpost liaison.  So yep, it's broken, been made worse, commented on both before and after the worsening, fat zero has resulted thus far, and it's literally been years.

(And yes you can 'force' the issue with honeymoon suites and so forth, but I regard that as an exploit - glad for people who enjoy doing so but there is no way that should be a necessity for every fort.)

I find Loci's experimental results very worrying. If unmet needs by themselves don't generate stress, but experience shows meeting needs in stressed fortresses alleviates stress a little (at least that's my experience), that, to me, implies unmet needs instead act as negative stress amplifiers, which is a lot worse than if they're stressors in themselves.

I don't think that is quite what Loci was saying.  I understood the experiment was purporting to show that unmet needs by themselves do not produce 'sufficient' stress to cause dwarfs to breakdown, i.e., that unmet needs only contribute a minor (perhaps even trivial) amount to the stressed-out/game-ending dwarf problem.  So we should be focusing on other elements - viz, corpses, weather, seeing death, and vengeful (being the short list that springs to mind though there are probably others).
Title: Re: *We need your help with game ending stress*
Post by: Nameless Archon on November 01, 2019, 08:33:57 am
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".
Okay - I'll bite. This is interesting. It implies that there's a source of stress that either we're not seeing, or that isn't being reported, and that what we're seeing reported is possibly not even what's causing the stress we do see.
Title: Re: *We need your help with game ending stress*
Post by: Fleeting Frames on November 01, 2019, 09:48:13 am
Here's Fleshbits example with a save of fortress falling due repeated 0-casualty invasions resulting in progressively worse stress. (http://www.bay12forums.com/smf/index.php?topic=174963.msg8049307#msg8049307)
Title: Re: *We need your help with game ending stress*
Post by: Loci on November 01, 2019, 12:22:59 pm
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".
Okay - I'll bite. This is interesting. It implies that there's a source of stress that either we're not seeing, or that isn't being reported, and that what we're seeing reported is possibly not even what's causing the stress we do see.

Stress is a running total; accumulated stress is not removed when a bad thought "drops off" the thoughts and preferences screen. A dwarf that goes insane in year 10 could still be riding a wave of stress from a rainstorm back in year 5. That dwarf might even go insane with no recent bad thoughts at all, particularly if a recent personality change reduced the ability to handle preexisting stress.


Unmet needs thoughts get stronger when the general bad thoughts change their personality to be more stress vulnerable.

Sure. And when a boat with a giant hole in the side sinks, do you blame the water? If a personality change causes your dwarf to go insane from the weakest of bad thoughts then the personality change is to blame, not the minor bad thought. (I pointed out that personality changes were problematic back on page 1.)

Anyway, my test dwarves are now up to 20 years without even complaining about stress from their chronically-unmet needs.
Title: Re: *We need your help with game ending stress*
Post by: Atarlost on November 02, 2019, 12:15:40 am
I would venture that stress is perhaps something it is not advantageous to simulate until other systems are more developed.  Most people even when subjected to extreme stresses like being in the French Army between 1914 and 1918 or having half of everyone they know die of the black death or living in an economically depressed despotic hellhole like North Korea don't break the way dwarfs do.  Having dwarfs distracted by religious concerns and not working as effectively is something that could reasonably apply to enough dwarfs to be worth simulating, but catatonia and berserk rages are so rare historically that it's hardly worth it.  0.195% for Japan is a serious public health concern, but it also translates to about two suicides every five generations in a 200 pop fort and many people consider that past the framerate death line. 

The effect of stress on health does apply to everyone, but only a fraction of a percent of the most vulnerable dwarfs should be eligible for the effects that are the whole point of the stress system until the health system starts covering more than just injuries and forgotten beast extract. 
Title: Re: *We need your help with game ending stress*
Post by: scourge728 on November 02, 2019, 01:03:09 pm
until the health system starts covering more than just injuries and forgotten beast extract. 
it barely even covers those :P
Title: Re: *We need your help with game ending stress*
Post by: Vito on November 03, 2019, 12:24:00 am
I definitely agree with earlier points that stress is too opaque and too dependent on factors outside of the player's control. I think the first step to fixing this would be giving players tools to manage the information overload, with in-game menus for monitoring stress and preferences. Build Dwarf Therapist's functionality into the game. Give the dwarves a suggestion box so they can make requests.

If I may request one quick little kludge, though? If we're going to keep rain as a random source of stress, then how about adding meteor showers, or "bearded stars", as a random source of stress relief for dwarves while they are outdoors. And if you decide to expand upon dwarven astronomy later, how about giving dwarven astronomers the ability to make weather forecasts? That way, at least we know when it's going to rain so we can prepare. I think that a lot of the problems with stress could be alleviated if players at least had more information available to mitigate it.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 03, 2019, 04:57:51 am
@Vito: I don't think the purpose of these "please help us" threads is to get suggestions for nifty features far into the future (that's what the Suggestions sub forum is for), but rather to help with emergency relief measures that makes DF less unsuitable for a commercial environment (i.e. the Premium release).

Toady has stated he doesn't want to see spreadsheets in DF, but doesn't shy away from introducing things that are best presented in such formats. I certainly would prefer spreadsheet like views to features being dumbed down, but I'm fairly happy with DT as an outside tool, and it may well be that a division of labor between Toady/ThreeToe and semiofficial utilities is the best for the game's development, but may not be that good for a commercial environment.

Weather forecasts would be rather useless for fortress mode given the fortress time scale. It takes a dorf days to walk to the edge to pick up a sock from a visitor who died of old age on entry, and the same time to return. In a rainy embark this means the dorfs can be subjected to several showers on a single trip.
Title: Re: *We need your help with game ending stress*
Post by: V12US on November 03, 2019, 05:09:27 am
Instead of expecting the player to micromanage every single dwarf to fulfill their needs, the player should be expected to provide the means for dwarves to fulfill these needs themselves.

There's no reason a dwarf shouldn't be able to pick up a new piece of clothing or a shiny bauble from a stockpile at their own volition.  There's no reason a dwarf shouldn't be able to find their preferred food or drink in a stockpile. There's no a reason a lonely dwarf shouldn't be able to go to the tavern and socialize. A lot of these things seem like common sense, and the fact that it's not what is happening is what's throwing people off. Right now dwarves are simply too stupid to live. Like koalas starving to death because their smooth brains fail to recognize leaves on the ground as food because they're not attached to a tree.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 03, 2019, 08:05:59 am
Instead of expecting the player to micromanage every single dwarf to fulfill their needs, the player should be expected to provide the means for dwarves to fulfill these needs themselves.

There's no reason a dwarf shouldn't be able to pick up a new piece of clothing or a shiny bauble from a stockpile at their own volition.  There's no reason a dwarf shouldn't be able to find their preferred food or drink in a stockpile. There's no a reason a lonely dwarf shouldn't be able to go to the tavern and socialize. A lot of these things seem like common sense, and the fact that it's not what is happening is what's throwing people off. Right now dwarves are simply too stupid to live. Like koalas starving to death because their smooth brains fail to recognize leaves on the ground as food because they're not attached to a tree.
Well:
- Dorfs have no problems with picking up clothes from stockpiles. That part works as it should (other clothing issues can be discussed elsewhere). However, it's true trinket getting is, inexplicably, tied to hauling.
- Dorfs have no problem getting favored foods/drink in stockpiles. The issues are that the stockpiles never contains favored food for the majority of the population (the situation can be improved with booze cooking and booze variety embark tweaking). UI bugs lead to the conclusion they won't get what they like, but the UI is lying: much of the details are not shown in the case of animal products at least. The impossibility to acquire the food wanted by the majority of the dorfs is the problem ("impossible" as in "doesn't actually exist in the world and never has" all the way to "no neighbor capable of sending caravans is able to provide it", to "the elves may, once every 10 years, happen to bring a suitable exotic animal with them", and a lot of cases in between these).
- Dorfs have no problems with the going to tavern part for socializing: the problem lies within the tavern where they don't seek out others.
Title: Re: *We need your help with game ending stress*
Post by: Atarlost on November 03, 2019, 02:31:50 pm
A related issue is that dwarves spend an awful lot of time filling needs.  Some of that may be dwarves caught in need fulfillment bugs, but it feels seems like about half of my dwarves not on active military duty are in the temple, tavern, or library at any time.  Add dwarves sleeping who are harder to count and that's way too little labor per dwarf for a fort at an FPS friendly scale to work smoothly.  I've had to run fastdwarf from time to time to get enemy equipment cleaned up that my dwarves haven't otherwise been able to haul between sieges and that's using autodump to deal with the actual bodies. 
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 03, 2019, 05:22:40 pm
A related issue is that dwarves spend an awful lot of time filling needs.  Some of that may be dwarves caught in need fulfillment bugs, but it feels seems like about half of my dwarves not on active military duty are in the temple, tavern, or library at any time.  Add dwarves sleeping who are harder to count and that's way too little labor per dwarf for a fort at an FPS friendly scale to work smoothly.  I've had to run fastdwarf from time to time to get enemy equipment cleaned up that my dwarves haven't otherwise been able to haul between sieges and that's using autodump to deal with the actual bodies. 
Whether this is a balance issue or not depends on how much leave you give them. If you were to give them only a month per year, yes, I'd expect them to spend it on catching up. If you run a 50% duty, 50% leave schedule (with no barracks allocated when off duty), that's an issue.
Title: Re: *We need your help with game ending stress*
Post by: Immortal-D on November 03, 2019, 06:26:00 pm
Long time player here, just throwing in my 2 coppers.  I wish to reiterate the importance of playing a Fortress for an extended time (10+ ingame years).  Build a Fort and some projects outside, in a calm forest with rain.  You can have all the nice luxuries you want, a few instances of being rained on will make your Dorfs crazy in no time flat.  Add a single siege cleanup for good measure.
Title: Re: *We need your help with game ending stress*
Post by: scourge728 on November 03, 2019, 07:51:11 pm
even better, go to war with or don't embark near the elves, so you can't get all the booze ever
Title: Re: *We need your help with game ending stress*
Post by: Nessus on November 03, 2019, 10:10:21 pm
I'm another long time player who registered to chime in here.

Fortunately most people said what I did already, so I will +1 for "make meals/drinks fulfill that needs," "dwarves should be more able to do things like socialize and what not," and "make getting rained on/hauling goblin chunks less psychologically devastating."

In terms of general overview I figure the ideal balance is that if you are playing decently and only dealing with occasional disasters, the stress and entropy will either build up very slowly or remain about neutral. Bad play, or bad luck, or hubris, should lead to the death spirals, not routine matters.
Title: Re: *We need your help with game ending stress*
Post by: Khalvin on November 04, 2019, 02:33:23 am
Long Term player,

My observation is that my dwarfs are not able to experience enough positive thoughts to make up for even the mundane negative thoughts. Once a dwarf is going sour, the effort to redeem them threatens the sanity of rest of the fort, meaning a slightly grumpy dwarf is enough of a liability they should be disposed of. Tantrums are just that debilitating.

I dig my forts into the side of a cliff with a waterfall to make use of the free mist generation. I would typically depend on Fisherdwarves and build my animal pens and butcher/tanner above ground.
The Rain thoughts send my dwarves insane over the course of a few seasons. These unhappy dwarves are the first to spiral into tantrums if I haven't had a siege or were-beast attack.
This is with a Legendary Dinning Hall, Mist generating waterfall on the way to that dinning hall and large bedrooms and clothing for every dwarf.
Once a dwarf has been killed, my fort is essentially over. The reaction of seeing a fellow citizen die of their dead corpse being hauled to the Corpse Stockpile hidden behind a wall is enough to send one or more dwarves into tantrums and at this point five to ten dwarves are beating each other up.
Locking them up for their crime didn't prevent the victim from experiencing the attack.

Honestly I think the minor stresses are having too much an impact into the system. Dwarves should quickly get used to dealing with minor frustrations like rain and cold. Much like they used to.
Unfortunately none of this stress is offset by any amount of consistent good thoughts.
Dwarves have no care about the quality of their food, If they are working they only become upset they aren't socializing or worshiping or fighting or reading. If they are reading they only get upset they are not socializing or worshiping or fighting or working.
If they have family outside the fort they miss them, but I have no way of inviting that family to come to the fort or even visit.

Museums and Sculpture Gardens, tombs and Memorial Halls are just not doing anything themselves to effectively meet any needs. The are largely ornamental.
Zach, try playing longer than three years in a embark that is relatively boring and see if you can get any dwarves to stay above negative stress. Sure, the dwarves may maintain a steady level of low stress that withers away into depression, but why aren't they becoming happier?
Perhaps there is a disconnect between how you and Tarn expect the game to work and how we as players are thinking it should work. We expect dwarves to eventually become moderately happy if their needs are met, not just above tipping into insanity.

This is how I expected the system to function in a void of having any extreme trauma or happy surprises.


According to the research done in the Wiki, There are a total of 44 positive emotions 69 negative emotions, and 7 neutral emotions
There are 8 very positive emotions and 12 very negative emotions. the next level 15 positive to 12 negative and next level is 9 positive to 21 negative and finally 11 good emotions to 24 bad emotions

I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences. Add to this that several positive interactions are broken such they they do not occur and several negative interactions are broken such that they duplicate themselves and no wonder the system is busted.

There are no positive thoughts related to clothing, combat, weather, crafting, animal training, or mining.
of those most will result a guaranteed negative thought.

This will only complicate the Treason system Tarn is working on. If this isn't fixed you might as well rename the game Treason Fortress.
Title: Re: *We need your help with game ending stress*
Post by: treptoplax on November 04, 2019, 01:04:20 pm
Long time lurker, registered to post on these threads...

Honestly, I feel like the problem with stress is the basic mechanic, not something to be fixed by twiddling weights (assuming I understand it, which I may not) - it just a counter that goes up and down based on experiences.  It can be managed now, at least for a while, but it's a huge hassle if it's not a primary focus or at least a mechanical reflex.  Dwarves with a constant supply of minor good experiences will become fantastically happy; those with on ongoing stream of minor bad ones will starve themselves to death or go on a violent rampage.  People aren't like that, and if anything I'd expect dwarves to be more phlegmatic, not less.   I'm inclined to say dwarves should each have a  'natural' innate level of happiness they tend to regress to in addition to the influence of any ongoing moodlets/stressors; I think just adding that would solve 90% of the current issues people have with stress.
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on November 04, 2019, 02:06:16 pm
There is a problem with stress?  ???
Title: Re: *We need your help with game ending stress*
Post by: ZM5 on November 04, 2019, 02:49:34 pm
There is a problem with stress?  ???
Have you not played the game since 44.10 or so? That's when most of these issues started.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on November 04, 2019, 05:44:28 pm
I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences.

It doesn't show much anything of the sort, since that would suggest that there's a uniform distribution of all emotions, which... I don't know, have you ever seen grim satisfaction? I have, once.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on November 04, 2019, 06:57:33 pm
There is a problem with stress?  ???

It's not that a regular fort ever really is lost due to stress issues.  I think it's more that the current way the stress system exists, is making the game more unpleasant for players without there being a realistic way to deal with it in game and move on. 

Like with were-beast attacks: they can be difficult, but if you scroll through the combat logs and isolate the infected, you can essentially move past the incident and onto other matters.  With the stress system, it reduces the efficiency of all projects, and with a large fort of +100, has a very large time cost to address even partially. 

Being accustomed to how much easier everything was accomplished pre-stress, I often feel like my forts are progressing in slow motion.

My approach to the current stress system is to lock away those dwarves who have become harrowed / insane / berserk / stumble around obliviously.  Then clean up the room once the miasma has subsided, and welcome the new migrant wave to replenish the workforce.  As long as migrants often come, it's the simplest and least time consuming way to have a fort of happy productive dwarves.

I've never tried a callenge fort that has migrants disabled.  That seems like where the stress system hits the hardest.  But that is an egde case really.
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on November 05, 2019, 05:20:52 am
There is a problem with stress?  ???
Have you not played the game since 44.10 or so? That's when most of these issues started.

Yes I have and I found no issues with stress.

Everybody spends all their time being deliriously happy about how great their dining hall is and how great their bedrooms are as well as how interesting their chair is.  Then there is alcohol on top of that; the occasional bad thing that happens does not counteract in any way the general barrage of good things.  Bad things happen occasionally, good things happen constantly; if bad things are happening constantly the problem is you the player and not the game. 
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 05, 2019, 05:32:51 am
I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences.

It doesn't show much anything of the sort, since that would suggest that there's a uniform distribution of all emotions, which... I don't know, have you ever seen grim satisfaction? I have, once.

I have actually.  Isn't this essentially what schadenfreude is?  (specifically in the case of poetic justice, where somebody who has been a source of great distress to others, suffers the consequences of such behavior in a profound, and significant fashion?)
Title: Re: *We need your help with game ending stress*
Post by: Radircs on November 05, 2019, 05:56:28 am
A bit late to the party for a comment but I think I can add a few things. First I don't have a problem with stressed Dwarfs. After the changes I had like 2 or 3 Forts that go down thanks to it but after that no more were lost to stress.

But even if I have found solutions to this problem it's still shows a lot of wired interactions. I have to be really careful and set up a lot of things fast and with not much of freedom to change some things up. Yes different amount of Temples, Tavern layout is different etc. but overall it's the same things I do all time because it's the only that have proven to work.

In my opinion the stress system need to be split up. Currently, everything can become a memory and it's quite hard to remove one. You need got things in quantity not quality to really keep it under control and you have to micro minimize stress factors. It is a hard task to figure out but if you understand that you just need to shower you dwarfs with as many positive thoughts as possible its get a lot easier and way less real.

A lot of suggestions is to make Dwarfs a bit smarter in their need fulfillment. But I think we need to first fix how the system work. Currently, getting in the rain is the same effect as have a nice place or contact to your family.

My current suggestion for the stress system would be a 3-layer Split up. An Emotional layer, a Mind/Memory layer and the Character layer.
You could think about this with a permanent stress and a temporary stress.
Every thing they see, do or experience go first in the Emotional layer. It has a fast Impact on stress but is replaced fast as well. Strong emotional reaction can become memories.
Memory's and thoughts are something that a dwarf will have from time to time and have a similar stress change then the real thing would have. If he remembers something or encounter a similar situation he will strength the memory otherwise its slowly decay until the dwarf forget it.
If a memory is long enough in the mind of a dwarf it can start to effect the Character. Character should have 2 influences on the stress system. One is the resilient to stress this does't make stress slower to accumulate its more to determinant the break point of the dwarf. The other one is the factors how certain things impact the Dwarf. Value Family for example make every emotional or memory around this have a bigger impact on stress(positive and negative).

This would be my suggestion to change the system. Its more realistic than the current one in my opinion, it gives you a better response time to stress, less to worry about some once in the blue moon things and it gives a lot more balance levers than the current one what will later be useful I guess.

I know I could talk a lot about changing the system that is already in the game but I don't see a lot of potential to archive with this one the thing DF is all about. To be a good simulation of a fantasy world with a good simulation of characters.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 05, 2019, 06:13:36 am
Longish term player here @ThreeToe, since least before the tavern arc went in and the last few builds before 40. Things markedly changed in dwarf behaviour beyond the tavern Arc in general and it became a real slog with stress afterwards in 44.10. I've posted every manner of theory and practical demonstration but there are a four constant factors

Four particular points to mention.

Everything beside, taverns dont work, i never build inefficient 10x10 ones because they fit 200 dwarves packed into the squares and massive voids of space when using anything less than that amount of patrons. I've already offered suggestions like special code for spacing them out (http://www.bay12forums.com/smf/index.php?topic=173962.msg7971552#msg7971552). Temples never require more than 1x3/1x5 on the logic that a small shrine fits 12-20 worshippers because they stand on the same tiles.

Libraries are the most succesuful becuase they dont have a floor activity and are just modified meeting area's with a activity to fufill within them if it is a bit repetitive because of possible dwarf code, which should ideally be the archetype like we have in the previous definition of statue garden modifiers to art, or meeting halls all being one big dining room.
Title: Re: *We need your help with game ending stress*
Post by: ZM5 on November 05, 2019, 08:28:09 am
I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences.

It doesn't show much anything of the sort, since that would suggest that there's a uniform distribution of all emotions, which... I don't know, have you ever seen grim satisfaction? I have, once.

I have actually.  Isn't this essentially what schadenfreude is?  (specifically in the case of poetic justice, where somebody who has been a source of great distress to others, suffers the consequences of such behavior in a profound, and significant fashion?)

It's a lot more visible in adventure mode if you go around killing bandits. Nonetheless its just a neutral moodlet rather than positive or negative.
Title: Re: *We need your help with game ending stress*
Post by: Splint on November 05, 2019, 12:52:29 pm
There is a problem with stress?  ???
Have you not played the game since 44.10 or so? That's when most of these issues started.

Yes I have and I found no issues with stress.

Everybody spends all their time being deliriously happy about how great their dining hall is and how great their bedrooms are as well as how interesting their chair is.  Then there is alcohol on top of that; the occasional bad thing that happens does not counteract in any way the general barrage of good things.  Bad things happen occasionally, good things happen constantly

Given your lack of mention of combat (be it with animals or invaders) it indicates you spend most of your play-time buttoned up and avoiding contact with everything if at all possible. Which is fair, that's your prerogative to do so, but it's also going to skew your perception of the topic at hand. I will concede I'm making assumptions, maybe you're just part of that 2% of the playerbase that enjoys them some hyper-micromanagement in one or more aspects of the game, in which case hats off. :P  But the point stands.

Many of the the people who've replied to the thread make mention of serious hazards beyond a troll occasionally killing one guy in a side tunnel or some other minor shock that's easy to weather. Much of then problem stems from those hazards (or even just minor inconveniences really, like rain or nausea from going topside to get something) effectively enforcing very specific playstyles that just aren't going to be fun to everyone, and preventing projects that say, demand going out on the surface - such as building an above ground tavern to prevent/reduce cave adaptation - because the work crew might get rained on or nauseated and be traumatized by one or the other forever.

There's also some needs simply being unfulfillable and causing increasing stress burdens, or due to bugs. These needs usually being focused on food and drink that can't be provided by trade or local output or are so specific as to be virtually unobtainable, or bugs concerning what they worship - a hydra for example, will never have the worship need filled, no matter how much the dwarf prays and meditates on the hydra and it's spheres, so they sit praying endlessly in a loop unable to take care of other things unless the player physically forces them to do something else.

additionally, while it's perfectly possible to crowd out a minor shock here and there (like a troll getting in and needing to be killed before it smashes everyone's bedrooms up, or a single werebeast attack,) the best thoughts to do that require ridiculous amounts of micromanagement to even give your dwarves access to in the latest version, these being from friends, pets (because you have to find them something they like and hope nobody else adopts it before them,) and marriages/having kids.

Quote
if bad things are happening constantly the problem is you the player and not the game.

Also dial back the attitude. The 'bad things' in question could be as mundane as not knowing the place one decided to start a fort lacked a dry season to interrupt the constant rainfall and not being able to get insanely specific foods in trade for a few problem dwarves, or as extreme being under attack by the local wildlife constantly and dealing with periodic necromancer attacks. You playing a specific way that minimizes absolutely every possible negative impact doesn't give you the right to essentially belittle other styles of play.


I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences.

It doesn't show much anything of the sort, since that would suggest that there's a uniform distribution of all emotions, which... I don't know, have you ever seen grim satisfaction? I have, once.

I have actually.  Isn't this essentially what schadenfreude is?  (specifically in the case of poetic justice, where somebody who has been a source of great distress to others, suffers the consequences of such behavior in a profound, and significant fashion?)

It's a lot more visible in adventure mode if you go around killing bandits. Nonetheless its just a neutral moodlet rather than positive or negative.

Honestly it'd be a better response to battlefield clean-up for most playable dudes to have. Not happy, not sad, but glad it's been dealt with, and dealt with permanently, with it being the select few true nutjobs being gleeful and bleeding hearts getting upset. Because yes, on the one hand a person died and that's terrible. But on the other, that same person wanted to kill you, your friends, your pets/livestock, and loot your corpses afterwards, so it's a little bit difficult to feel bad about their grisly demise at the hands fo the local militia/goblin grinder.

Although I will say it's ridiculous for anyone to be upset or uneasy over the corpse of a werebeast, considering if the werebeast wasn't killed, it'd just continue murdering people and killing livestock.
Title: Re: *We need your help with game ending stress*
Post by: Pillbo on November 05, 2019, 03:34:57 pm
I agree with most of comments and suggestions so far, I'd say stress doesn't make the game more challenging, it makes it less fun. Stress is bad right now, these dwarves (and elves and humans) live in a violent, monstrous world and I think they should really reflect that emotionally. Medieval people thought gruesome violence like executions and burnings was entertaining, they should at least be tolerant of the sight of the corpse of strangers.  Right now you can get 80 year old migrant axelords that will lose their minds from rain exposure, by the time you're that old you should know if you hate nature too much to travel. Migrants should show up expecting inclement weather, violence, tough living conditions, being separated from family, and not getting their favorite ingredients very often in meals. Someone prone to mental fracturing shouldn't be migrating around the world to be a pioneer, they should just stay in the mountain homes.

Just about anything I can think of has been said, but here are some suggestions that may help:

Dwarves could path around miasma, bad weather, known corpse piles or upsetting things.  It makes sense that an emotional creature would avoid upsetting things.

Allowing dwarves to craft and acquire things by their own choice would be great.  I know some people would hate materials being used without permission, but I think it's more interesting. Maybe you could designate a workshop as open to the public and have a linked stockpile of permitted materials for crafting, then anyone with a need to craft can stop in on their free time.

Highlighting in some way trade caravan goods that fulfill some dwarves food preferences, because there is no way to know what would be wanted from the trade screen.

Clothing options that protect from the weather, like raincoats, waxed hoods, jackets or boots. Alternately I'd rather a dwarf refuse to go out in the rain than do it and devolve into insanity or violence.

I love the idea of them building shrines or collecting things in their rooms that make them happy, of their own accord.

Adaptation - all people adapt to their circumstances, I read recently that levels of life satisfaction seem fairly consistent across cultural circumstances, from third-world poverty to first world comparative wealth.  Dwarves should adapt to what they have to deal with and balance their moods, but have strong reactions to things out of the norm. Like if you have a wealthy peaceful fort then everything goes to hell and their are corpses everywhere people should lose it.  But if you're living in a haunted biome with skin and hair trying to kill everyone those emotional hits should be weaker every time (barring the emotionally unbalanced).

Related to adaptation, food/drink preferences could change from experience like other personality traits.  If you have a lot of fish in a fort it's realistic that people would start to consider it a favorite food.

A simpler solution might be a stress / emotion slider so people can just decide how fragile they want the average sentient being.

Some way for corpses to disappear would be a huge help to the corpse stress too, I like the scavenger (http://www.bay12forums.com/smf/index.php?topic=174982.msg8018724) - suggestions (http://www.bay12forums.com/smf/index.php?topic=172287) people have posted. As a bonus it makes the wildlife more interesting.
___

Sorry for any redundancies, this thread is too long to read.
Title: Re: *We need your help with game ending stress*
Post by: Nameless Archon on November 05, 2019, 04:12:56 pm
Long time (2010!) player. I ran four or five forts on my livestreamed charity event this year.

The only forts which did not have eventual stress problems were those where I played in the absolute most-buttoned-up fashion possible, with minimal or no combat events. Dead bodies which were not created did not get hauled. Bodies which did not get hauled did not get dwarves onto the rainy surface to haul them. In this way I had "mostly okay" forts, with most dwarves being fine, and a few happy dwarves who made artifacts or had the right combination of personality traits and events.

If unchecked, this means an end to:

1. Fighting in the open. (Bodies, parts, rain, cave adaptation!)

2. Weapon traps. (Bodies and parts!)

3. Use of non-spear weapons. (Body parts! Teeth!)

4. Embarking in marshes or swamps. (Rain!)

5. Creating a surface-level statue garden to fight cave adaptation. (Nausea! Rain!)

Please review the impact of negative events on dwarves. The magnitude and stacking do not appear to be in sync with the frequency of events and probability of multiple exposures. Additionally, positive events are lacking, broken or do not seem to have a properly offsetting magnitude.

Provide feedback from your dwarves. If they're meeting with the manager and mayor, why aren't we getting that feedback in the announcements log? For an example (from a not-so-good game) consider Maia, where your colonists send you email about the things they're in need of.
Title: Re: *We need your help with game ending stress*
Post by: Pillbo on November 07, 2019, 04:18:21 pm
(response to derail removed)
Title: Re: *We need your help with game ending stress*
Post by: Splint on November 07, 2019, 04:42:01 pm
(response to derail removed)
Title: Re: *We need your help with game ending stress*
Post by: DG on November 07, 2019, 08:39:28 pm
Please stop engaging with GoblinCookie. There is no point. He'll go back to haunting the Suggestion Forums.
Title: Re: *We need your help with game ending stress*
Post by: ThreeToe on November 07, 2019, 09:54:42 pm
Thanks for responding everyone!  You have all been a real help moving DF forward to a more user friendly experience.  It was a real oversight not playing a game out multiple decades.  That will be corrected for sure, and we'll find more of these design problems and fix those too.  Please feel free to continue the discussion with thoughts and observations.

(Note: For the record, I should have said I gave my dwarves every kind of alcohol the wagons traded.  Acquiring every type of drink is an outstanding accomplishment!)

(Note 2: removed flaming)
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on November 07, 2019, 10:33:28 pm
Really we ought to be thanking you and Toady for being so committed to breaking down these long-standing barriers to user-friendliness in the first place, but glad we could help anyway. :)
Title: Re: *We need your help with game ending stress*
Post by: Korva on November 08, 2019, 05:29:31 pm
Bit late to the party, but let me say thanks for this thread -- and your efforts with this awesome game overall.  :)

I'm a returning player from before these reworks, and while I do like the idea of dwarves having more needs, and agree that it was too easy to make everyone permanently ecstatic in the Old Days(TM), the implementation of the new systems has been quite demotivating. A lot of good points have been made here already so I'll keep it brief. My main issues are:

1) Lack of autonomy on the dwarves' part.
2) Clunky and opaque mechanics, especially regarding socialization.
3) Being "punished" for things I can't do anything about.

I don't want my dwarves to be jaded sociopaths who wade through mountains of gore without a care in the world, but I don't want them to feel like a bunch of fragile spoiled waifs either. It makes me wonder how these beards survived the trip to my fort and how they built a society to begin with, if they'll suffer for years because of that time they got rained on when I sent them outside to gather herbs so they'd stop being unhappy about not being able to wander. I want a red arrow be an emergency, all hands on deck, what did I do wrong and how can I fix it situation, because I'm a sucker for trying to keep my fictional people happy, and the current system makes it harder to empathize and sympathize in that way.

My most urgent wishes would be:

1) Give us ways to enable dwarves to autonomously fulfill all or at least most of their needs, and improve existing ways, especially regarding socialization. Lonely dwarves are my biggest frustration right now.
2) Weather and cave adaptation effects really need toning down IMO, and proper clothing could help reduce the impact further.
3) Add more ways to give dwarves happy thoughts based on what is happening. For example, a fortress-wide mood boost after opening a tavern or beating back a siege. "Urist McSoldier was proud to defend the fortress from our enemies!" and "Urist McCivilian was relieved that the military defeated our enemies." Something like that. Such a victory, as well as events like the creation of a artifact, could also make the population like the involved dwarves a bit more? That would help the fort feel more like a community.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 10, 2019, 03:25:19 am
Personally, I think a good deal of the "I saw a bit of a corpse!! OH NO!" nonsense has to do with 3 things.

1) Each little bit of corpse counts as a whole corpse being seen (Sure, a mangled corpse is more horrific than a peacefully reposing one, but "I SAW UNCLE URIST'S HANGNAIL! OH NO! And now I am double traumatized by seeing his left index finger's fingernail! GODS!" is just absurd.  Urist is dead. That shock should happen once, and once only, no matter how many of his body parts you find.)
2) Each corpse piece can be experienced repeatedly.  (Instead of having an emotional shock about the tragic loss of Uncle Urist, followed by acceptance and going forward with life, dwarves keep re-experiencing the trauma of losing Uncle Urist over and over and over and over and over again, every time they see Uncle Urist's hangnail. This is absurd. Dwarves should move on with loss, and stop being traumatized by bits of exhumed corpse. You know that scene from Hamlet? "Alas, Poor Yorick--"? Yeah, dwarves NEVER get to that level of acceptance.)
3) Dwarves never get over emotional loss of people in general (which is why they slowly go insane from lamenting that their loved ones aren't in the fort all the damn time.)

So-- To fix:

1) Track entity ownership for corpse items.  If the dwarf has already seen one corpse item, do not keep calculating negative emotional state changes related to the death of that entity. Once is enough.

2) Once they see Urist's severed head, they should stop experiencing mortal shock after that; They already know he lost his head, and how he died. Seeing it a second or third time should not affect them much at all. 

3) Implement emotional healing such that these kinds of losses no longer continually accumulate negative emotional tallies.  EG- implement some kind of "long tail" like mechanism, where the amount of negative emotion added by "Missing Uncle Urist" gets diminished each time it gets applied, based on time passed since separation.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 10, 2019, 05:18:08 am
- If I understand it correctly, DF does NOT hit dorfs with Urist's half tooth * 20, but rather one hit per individual per time interval (so if your cleanup takes time, the dorfs may be hit by the same individuals several times). This logic requires considerable skill from the dorfs when it comes to identify all the bone pieces in a newly opened cavern, but I think that's a level of suspension of disbelief that's reasonable. Repeated hits is a somewhat questionable mechanic when applied to outsiders (forced to suffer the decay of ones mother should still be a repeated/ongoing trauma), while returning to the not yet cleared battlefield ought to "just" result in a "saw the horror of the battlefield again" of a lower impact than the first time, rather than one hit per individual.
- According to what Toady reported a while back, the corpse piece matters, so half a tooth should have little impact, a hand considerably more, and the head or other major part of the body the most. This ought to mean that first encountering a tooth and then the head should upgrade the impact to the "head" level or replace the tooth one completely. This change is the one that made caravans able to pass by goblin teeth and sometimes corpses without fleeing.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 10, 2019, 05:45:59 am
I can see that, but still suffers from the "Just like a fresh trauma!" problem.

Dwarfs appear to suffer from PTSD from the very first instance of seeing somebody die.  This is improper.  If he is looking for a model to follow, consider the "Stages of Grief" model.

https://psychcentral.com/lib/the-5-stages-of-loss-and-grief/

Thus, when a dwarf first sees that their friend is dead, they will be in denial mode straight off. "I refuse to accept that this is real. Some divine or magical trick has been pulled!"

Then comes anger "Whoever did this is going to pay dearly!"

then comes bargaining.  "I would give anything to have my buddy back.. :( "

Then comes depression "I miss my friend. (big sad)"

finally comes acceptance.  "My friend is gone, but I will always remember him... (good memories)"


The mentioned scene in Hamlet has a character holding the decayed skull of a childhood friend of his, and remarking (fondly) about the deceased.
Dwarves NEVER get there.  They see the skull, and immediately go right to "BOOO HOOO HOO!!" mode, then go stark raving mad.


Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 10, 2019, 06:07:23 am
Personally, I think a good deal of the "I saw a bit of a corpse!! OH NO!" nonsense has to do with 3 things.

1) Each little bit of corpse counts as a whole corpse being seen (Sure, a mangled corpse is more horrific than a peacefully reposing one, but "I SAW UNCLE URIST'S HANGNAIL! OH NO! And now I am double traumatized by seeing his left index finger's fingernail! GODS!" is just absurd.  Urist is dead. That shock should happen once, and once only, no matter how many of his body parts you find.)
2) Each corpse piece can be experienced repeatedly.  (Instead of having an emotional shock about the tragic loss of Uncle Urist, followed by acceptance and going forward with life, dwarves keep re-experiencing the trauma of losing Uncle Urist over and over and over and over and over again, every time they see Uncle Urist's hangnail. This is absurd. Dwarves should move on with loss, and stop being traumatized by bits of exhumed corpse. You know that scene from Hamlet? "Alas, Poor Yorick--"? Yeah, dwarves NEVER get to that level of acceptance.)
Its a bit of a paradox how constant intoxication that makes them fearless or constantly vengeful for battle (another emotion that would happily be turned down as a stress accumulator for unreachable targets to 'annoyed' or a grey 'fearless') doesn't ever really have a effect.

3) Dwarves never get over emotional loss of people in general (which is why they slowly go insane from lamenting that their loved ones aren't in the fort all the damn time.)
[snip]
3) Implement emotional healing such that these kinds of losses no longer continually accumulate negative emotional tallies.  EG- implement some kind of "long tail" like mechanism, where the amount of negative emotion added by "Missing Uncle Urist" gets diminished each time it gets applied, based on time passed since separation.

The lack of any kind of 'Grim Satisfaction (http://dwarffortresswiki.org/index.php?search=grim+satisfaction&title=Special%3ASearch&go=Go)' (<- link for the wiki for related articles as examples/stringdump/references) or alternative response including a positive or apathetic baseline, which used to be a thing against grudged targets is evidently missing probably by dwarves requiring some relationship structures to dislike them first. Dwarves don't even like nature but hate caging animals up, there's some contradictions there with the baseline response and personalities.

I've tried fortresses of goblins with native goblin ethics, and they're as affected by it as dwarves are, and they're not much different really from the code. With a intense love of violence, they still become haunted by death occurring in their presence, but revel in everything that doesn't involve corpses inbetween with feelings of euphoria.

If a invader has come on terms to no-quarter you and route your fortresses population, without recognising a fellow bond of killing another dwarf pressed into goblin's service after kidnapping (as mind twisted as it may be), why should you feel much remorse for the foriegn nation's invaders? Dwarf v Dwarf War's and traitors would be more impactful on the player this way.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 10, 2019, 06:13:03 am
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

3 months later..

"I MISS MY MOMMY!"

problem with that latter one.  Sure, being homesick *IS* natural, but you are supposed to move past that. When, 10 years later-- you are *STILL* moping about how your mom is not there in CharnelHouse-The-Fortress-Of-DOOM is a problem.

It compounds the "I Saw my friend die!" issue, becuase the dwarves are all emotionally marginal, all the time, even when there is NOT an emergency going on.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 10, 2019, 01:01:40 pm
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

Hopefully to just quip this quickly, the new divorce and re-marriage mechanics will mean that everyone on people's relationship lists won't be related, and probably more viable to have step parents and less of a onslaught of 20 cousins that even for a long lived dwarf is absurd tied into the issue of family and presumably extended family they might actually meet.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 10, 2019, 06:09:41 pm
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

Hopefully to just quip this quickly, the new divorce and re-marriage mechanics will mean that everyone on people's relationship lists won't be related, and probably more viable to have step parents and less of a onslaught of 20 cousins that even for a long lived dwarf is absurd tied into the issue of family and presumably extended family they might actually meet.
The new mechanism means essentially nothing in a fortress unless dorfs are able to make friends and get (re)married on their own. However, it seems there's a good chance they're going to address this as part of the game ending stress/needs rebalancing activities, but don't expect anything useful to happen in the Villains release in this regard, at least not the first one. I expect Toady would want to get that out the door as soon as possible, which means these things will come later, possibly as late as the Premium release, although I hope it will be pushed out before that to get feedback beyond what a closed beta can provide (and time to address the worst issues indicated by that feedback).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on November 10, 2019, 06:23:31 pm
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

Hopefully to just quip this quickly, the new divorce and re-marriage mechanics will mean that everyone on people's relationship lists won't be related, and probably more viable to have step parents and less of a onslaught of 20 cousins that even for a long lived dwarf is absurd tied into the issue of family and presumably extended family they might actually meet.
The new mechanism means essentially nothing in a fortress unless dorfs are able to make friends and get (re)married on their own. However, it seems there's a good chance they're going to address this as part of the game ending stress/needs rebalancing activities, but don't expect anything useful to happen in the Villains release in this regard, at least not the first one. I expect Toady would want to get that out the door as soon as possible, which means these things will come later, possibly as late as the Premium release, although I hope it will be pushed out before that to get feedback beyond what a closed beta can provide (and time to address the worst issues indicated by that feedback).
He already added all of the new values that go into friendship and relationship forming now and said he would have to bring fortress relationships up to date as part of this release too.
So he's going to be working very closely with the bugged code. Seems like a good chance he'll take a stab at it just to check any of it works.
Title: Re: *We need your help with game ending stress*
Post by: feelotraveller on November 10, 2019, 11:45:11 pm
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

Hopefully to just quip this quickly, the new divorce and re-marriage mechanics will mean that everyone on people's relationship lists won't be related, and probably more viable to have step parents and less of a onslaught of 20 cousins that even for a long lived dwarf is absurd tied into the issue of family and presumably extended family they might actually meet.
The new mechanism means essentially nothing in a fortress unless dorfs are able to make friends and get (re)married on their own. However, it seems there's a good chance they're going to address this as part of the game ending stress/needs rebalancing activities, but don't expect anything useful to happen in the Villains release in this regard, at least not the first one. I expect Toady would want to get that out the door as soon as possible, which means these things will come later, possibly as late as the Premium release, although I hope it will be pushed out before that to get feedback beyond what a closed beta can provide (and time to address the worst issues indicated by that feedback).
He already added all of the new values that go into friendship and relationship forming now and said he would have to bring fortress relationships up to date as part of this release too.
So he's going to be working very closely with the bugged code. Seems like a good chance he'll take a stab at it just to check any of it works.

I think you are misunderstanding where the problem lies.  There is no 'bugged code' in the sense that the relevant sections of code can function - the fact that 'Honeymoon Suites' work is proof of that.  What is 'broken' is the emergent property of 'making friends' in fortress gameplay.  That is not as a result of the 'relationship evaluation' code (is married, divorced, lover, friend, etc. ?) but rather of the 'Socialise' code where dwarfs actually build said relationships.  Or to put it in another way it is not the 'level' code that has problems (the one where multi-lover will soon be a possible evaluation) but the relationship xp gathering code, and the problem with the latter is that it is not called often enough.  So if there is (loosely) a 'bug' it lies in the 'socialise' code; we can only hope that he will be also working closely with that code... more closely than when the activities were originally introduced...

(Things are probably more complex since there could be several possible routines for pathing to relationship building events, and since ToadyOne squats on the code we can only speculate as to how the various systems are implemented/fit together, but as a rough guesstimate I suspect that the above is not inaccurate.)
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on November 11, 2019, 04:57:26 am
I was meaning more the

"Hi, I'm Urist from the mountain home! I came here, leaving mom, dad and my 20 siblings behind!"

Hopefully to just quip this quickly, the new divorce and re-marriage mechanics will mean that everyone on people's relationship lists won't be related, and probably more viable to have step parents and less of a onslaught of 20 cousins that even for a long lived dwarf is absurd tied into the issue of family and presumably extended family they might actually meet.
The new mechanism means essentially nothing in a fortress unless dorfs are able to make friends and get (re)married on their own. However, it seems there's a good chance they're going to address this as part of the game ending stress/needs rebalancing activities, but don't expect anything useful to happen in the Villains release in this regard, at least not the first one. I expect Toady would want to get that out the door as soon as possible, which means these things will come later, possibly as late as the Premium release, although I hope it will be pushed out before that to get feedback beyond what a closed beta can provide (and time to address the worst issues indicated by that feedback).
He already added all of the new values that go into friendship and relationship forming now and said he would have to bring fortress relationships up to date as part of this release too.
So he's going to be working very closely with the bugged code. Seems like a good chance he'll take a stab at it just to check any of it works.
Yes, as feelotraveller pointed out (and I tried to get across), there are no apparent major bugs in the relationship structures, which are the ones Toady has changed, with the associated code of managing it. That's all that's needed for world gen and world activation to work. The part that's not working in player fortresses and which isn't needed at all outside fortress mode is that there's no logic present for dorfs to seek out partners to socialize with once the overall logic has brought them to the tavern. They're essentially sent to the tavern (which works, as far as I can tell), but then just get dropped in a random tile with random movement until socializing time is up. Once in the tavern, they ought to look for someone(s) to interact with based on their socializing priorities (family for family needs, friends for friends needs, strangers for novelty seekers when the basic needs are met [or can't be met given the current tavern patrons], performances, etc.), move there and do their socializing, select a new target either based on a timeout or when the partner leaves.
There may well be other issues with relationship building such as quick exchanges when meeting in a corridor, chat with work mates, sparring with the same 9 dorfs for years, etc. not resulting in any visible relationship building in addition to the tavern issue.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 11, 2019, 05:03:29 am
So...

Ideal tavern size is 2 tiles then? ;)

/s


(Joking-- This means every dwarf is either occupying the same tile, or has direct proximity with all other dwarfs in the tavern. Beware fistfights!)
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 11, 2019, 06:22:06 am
So...
Ideal tavern size is 2 tiles then? ;)
/s
(Joking-- This means every dwarf is either occupying the same tile, or has direct proximity with all other dwarfs in the tavern. Beware fistfights!)

Actually this is exactly the case and not a joke at all, i run a 1x10 strip for my fortress with chairs and tables adjacent for them to talk, i hate how its turned out because id actually be much happier as my previous comments laid out with a system to populate large rooms.

  • Dwarves are now incredibly inattentive for any matter besides spotting enemies in combat, they hardly acknowledge beautiful decoration unless they are standing right beside it, unless some bad/regressive code is there for checking adjacent tiles. In the same way there's a bug which means that dwarves need additional partners to strike up a conversation in NESW directions. Said dwarves could also be immobilized (some people suggested shooting their legs off with ballistae) to strike conversation with (http://www.bay12forums.com/smf/index.php?topic=171185.msg7950181#msg7950181)
Everything beside, taverns dont work, i never build inefficient 10x10 ones because they fit 200 dwarves packed into the squares and massive voids of space when using anything less than that amount of patrons. I've already offered suggestions like special code for spacing them out (http://www.bay12forums.com/smf/index.php?topic=173962.msg7971552#msg7971552). Temples never require more than 1x3/1x5 on the logic that a small shrine fits 12-20 worshippers because they stand on the same tiles.

Libraries are the most succesuful becuase they dont have a floor activity and are just modified meeting area's with a activity to fufill within them if it is a bit repetitive because of possible dwarf code, which should ideally be the archetype like we have in the previous definition of statue garden modifiers to art, or meeting halls all being one big dining room.

There's not a lot of decoration i can pile into 1x10, though i can put down a road for them to stand on and casually gaze, and force people into adjacent dining room seats so that the socializers can actually talk to someone seated for the duration of their meal, but that's pretty much the scope of having it work 'okayish'. Even still its gradual.
Title: Re: *We need your help with game ending stress*
Post by: Atarlost on November 11, 2019, 07:14:20 am
On socialization, ToadyOne needs to admit that he can't simulate everything and a lot of socialization happens during things he can't simulate.  People socialize in bath houses and communal toilets.  They all go to the bar at the same hour.  If they're religious they socialize after church/temple/mosque/syangogue/whatever services.  They chat to shopkeepers/customers.  They chat with coworkers.  They chat between wrestling bouts and in the locker room.  Watchmen chat when they pass each other on patrol. 

Some of that could be simulated with short socialize actions appended to every job that brings residents into proximity, but the DF time scale is a severe abstraction that doesn't leave room for everyone to attend temple services or go to the bar after work at the same time.  Monte Carlo simulation of social dynamics cannot work while people aren't interacting on a realistic schedule.  These shortcomings have to be covered up by some sort of amorphous or asynchronous socializing.  If for instance the tavern logged everyone who came in and let residents socialize with people who weren't in the tavern but had been in the last month and the temple did the same and the well on top of people automatically socializing with their squads if in the military things would work a lot more realistically. 
Title: Re: *We need your help with game ending stress*
Post by: mikekchar on November 11, 2019, 08:32:29 am
Probably the wrong thread to talk about this, but I'm currently experimenting with different tavern sizes and configurations.  There are actually a lot of configurations that work.  One of the best is 3x3 with a table in the middle and chairs in the cardinal directions.  There are probably no good socialisation configurations that support dancing, though.  One other thing I realised is that limiting the number of visitors is really, really handy (in the d_init.txt file).  If you have too many, then your dwarfs make friends with the visitors, but having a few is handy to trigger the "next to in a cardinal direction" that enables socialisation in all 8 directions.  Potentially gaming that figure could allow bigger taverns, but I haven't really gotten that far yet.  Of course, wrt to this thread, this is the kind of experimentation that should *not* be necessary ;-)
Title: Re: *We need your help with game ending stress*
Post by: Bumber on November 11, 2019, 05:07:20 pm
One of the best is 3x3 with a table in the middle and chairs in the cardinal directions.
They'll get negative thoughts for sharing a table.
Title: Re: *We need your help with game ending stress*
Post by: Conor891 on November 13, 2019, 03:26:21 am
I don't think there's a problem with the stress system, there's a problem with the needs system.

I feel like fulfilling dwarves needs is the key to fixing stress and providing good thoughts while preventing bad thoughts from unfulfilled needs.

The problem is that dwarves don't prioritize needs and don't seek out the solutions to those needs despite them being provided in the fortress.

I think it'd be best if we could have some more options for micromanaging individual dwarves. Sort of like the military scheduling but for individual civilians.

This way we can have dwarves take breaks in certain areas to fulfill that specific need, or have families gather in places at certain time so they can socialize.

Basically anything that allows us to guide dwarves to the need fulfillment they need without having to do weird half-working workarounds with existing mechanics.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 13, 2019, 03:36:13 am
You kinda can, to an extent.

Create a generalized worship zone.

Inside that zone, build a table, and create a tavern on top, overlapping the worship zone.

Make sure the area is small (3x3 or so).

Dwarves should be able to get religious fulfillment and socialization in the same area. In theory.  There a tradeoffs for this of course--


A newb wont know to do this, and this will cause problems-- So I agree with your premise.  Dwarves should be willing to path to a suitable locality to mee their needs, and socialization needs an overhaul.
Title: Re: *We need your help with game ending stress*
Post by: Worblehat on November 13, 2019, 03:42:57 am
Apologies for the late feedback, I don't check the forums all that often at the moment...

With DT and a low population cap fort I was able to keep stress under control. It's still a troublesome mechanic though. My embark is a mountain jungle with continuous year-round rain. Is it worth letting dwarves go out to chop wood, harvest fruit, or haul zombite (the undead form of goblinite)? Probably not. Everyone already has some bad thoughts about rain from when they migrated (there might be a couple of toddlers who have never been rained on, not sure), but why give them more. I'd suggest some sort of forgetting time for stressful events, such that a dwarf will forget being rained on very quickly but remember serious stress for many years, and will never forget the most seriously stressful events.

The other stress-related annoyance was the impossible food preferences. Of the 30 dwarves in the fort as of when I put it on hold this summer, only one had a satisfiable food preference. They like perry, there are lots of pear trees on the surface, and in principle I could harvest some, brew it, booze-cook it, and hope that someday that particular dwarf would eat from that stack of meals. Everyone else liked some combination of meats from animals not present on the embark (usually fish of various kinds) and booze from surface plants not present on the embark. So I had to give up on even attempting to satisfy food needs. It would be nice if food needs could be biased toward foods that are actually available within the home civilization, so that at least the annual caravan can help out, and unless the embark is unusually distant there'd be a decent chance of some being in the embark.

Not game-ending problems by any means, but they do negatively impact the game, and I think I play a more cautious, turtling, micromanaging style than most. Not to mention relying heavily on DT and editing the population cap to keep a fairly small and manageable fort.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 13, 2019, 03:48:47 am
I would like to see a change in food prefs too.

Instead of "All or nothing!" on food prefs, I would like to see a weighted list.

EG,

"Greatly prefers prepared Draltha meat"
"Enjoys blueberries"
"Is content with Plump Helmet"
"Hates rocknuts"

Where any one of the 3 positive prefs will satisfy the "desired food" need, but with a different level of boost.  The "Content with" selection should be in the statistically median availability standard deviation.  (EG, nearly all forts should have access to it.)

 
Title: Re: *We need your help with game ending stress*
Post by: Splint on November 13, 2019, 04:49:39 am
Honestly I prefer how it used to be - getting favorite foods for people wasn't required (or at least it didn't seem to be,) but rather a luxury that gave a good boost to morale for those dwarves whose preferences you could meet somehow (usually via trade or unintentionally good embark choice.)

Nobody should ever become insanely depressed just because they can't get giant hamster products or rye beer used to glaze everything they eat for every meal. They should be getting depressed about not having any food or drink at all, or from only eating and drinking the same 3-4 things all day, every day, with almost no variance in their diet.
Title: Re: *We need your help with game ending stress*
Post by: wierd on November 13, 2019, 05:14:27 am
If you give "content with" more than one option (say 3, very common ones), they are about equivalent...


Content with would be "Satisfied, no boost", where the other two are boosts, and are luxuries. (since the need can be met with the content with options). 


They wouldn't need rye beer drenching everything to satisfy their diet wants, since they have some staples that they find "good enough" that should already be in basically every meal already. (Say strawberry, plump helmet, cave wheat-- or similar.  If you have several kinds of farm plot going, your standard crops are going to be strawberry, prickle berry, longland grass, cave wheat, plump helmet, rock nut, and the alcohols from those.  Basically every embark should have those, unless you purposefully embarked in one that has no surface plants at all and cannot grow any. (Undead biome, et al.) In which case, this is part of the FUN.

I would put desires for less common plants, and the like-- in the "Enjoys" category, and put rare items (like sunberry, et al) in the "greatly enjoys" category.  If you can *GET* it, it's worth it--- but if you cant, don't sweat it-- They are content with strawberries.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 13, 2019, 05:20:09 am
I believe you're right, and the eventual leap to recipies, but what we get off bodies is not in a good place and has been neglected for a few versions because there's no standard to what is 'tasty' or not if everything is determined by quality and other miscellaneous bugs.

Bodies leave a lot of items that are kind of detritus or inefficient use of stockpile cloggers ('chunks of meat', 'stacks of bones' coming back to having dwarves go bug eyed at the large quatity of mis-attributed bodyparts), or are too small to manifest at all. If we kept pigs simply because they tasted good (gammon/bacon/pork) and gave dwarves positive modifiers to eating the meat then that'd make all the difference depending on whether dwarves have a palette of things they like rather than (i flat out refuse to eat this, or begrudgingly eat what im given until my very specific demand is caved in).

little off topic maybe, but just one of the annoying needs that would be gratefully reworked, including the ones players actually have no direct control over fufilling like nature (how are we supposed to achieve that? bring plants inside to gawp at?, i've tried wild zoo animals and it hasn't achieved much)
Title: Re: *We need your help with game ending stress*
Post by: Splint on November 13, 2019, 05:51:35 am
If you give "content with" more than one option (say 3, very common ones), they are about equivalent...


Content with would be "Satisfied, no boost", where the other two are boosts, and are luxuries. (since the need can be met with the content with options). 


They wouldn't need rye beer drenching everything to satisfy their diet wants, since they have some staples that they find "good enough" that should already be in basically every meal already. (Say strawberry, plump helmet, cave wheat-- or similar.  If you have several kinds of farm plot going, your standard crops are going to be strawberry, prickle berry, longland grass, cave wheat, plump helmet, rock nut, and the alcohols from those.  Basically every embark should have those, unless you purposefully embarked in one that has no surface plants at all and cannot grow any. (Undead biome, et al.) In which case, this is part of the FUN.

I would put desires for less common plants, and the like-- in the "Enjoys" category, and put rare items (like sunberry, et al) in the "greatly enjoys" category.  If you can *GET* it, it's worth it--- but if you cant, don't sweat it-- They are content with strawberries.

I was just pulling random examples, because I've had dwarves who don't actually have preferred food, just preferred drinks and yet they still bitched about not having decent meals, with the drinks in question often being things that had to be imported because their source crop couldn't grow where I embarked, or was flat out unavailable (gutter cruror and sunshine being the worst offenders I've had.)

But yeah, having a compromise would be fine so it's at least a wash. Not really arguing there, I just find it absurd that presently it's basically demanded and for all intents, treated by your dudes (be they dwarves, humans, or whatever,) as a right to have whatever retarded meats, drinks, or plants they consider their favorites to be available at all times they get peckish or thristy.
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on November 13, 2019, 05:53:16 am
I think the point of Loci's needs experiment was that needs aren't actually the primary thing causing the bad thoughts; rain, body-parts and personality changes seem to be the main cause. However, the needs system is a UX bug, as people are trying to fill needs in an attempt to regain control over the dwarf's stress situation.

Wandering is among the bugged needs, as in adventure mode all it requires is wandering on the map, and I am 90%(haven't bothered modding yet) sure this is the cause for elves taking mass-strolls in droves in adventure mode, but fortress mode characters don't know how to take strolls yet...
Title: Re: *We need your help with game ending stress*
Post by: Fleeting Frames on November 13, 2019, 08:02:40 am
I can totally understand making the conclusion that they do. If you have screen like this:

|(https://i.imgur.com/IdMleyM.png)|

And it includes one thought of drinking without a mug, the natural conclusion is that lack of mugs makes dwarves insane.
Title: Re: *We need your help with game ending stress*
Post by: mikekchar on November 15, 2019, 06:55:19 am
Just a quick note: "Wandering" need is satisfied by hunting, fishing and plant gathering.  ob_keeping_this_on_topic: This is the kind of thing that makes it hard to manage stress -- no discernable feedback between what's wrong and what you need to do to fix it.  Although if Loci is right you can just ignore the wandering need and it won't have any impact on stress.  It's all very confusing.
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on November 17, 2019, 12:19:42 pm
Just a quick note: "Wandering" need is satisfied by hunting, fishing and plant gathering.  ob_keeping_this_on_topic: This is the kind of thing that makes it hard to manage stress -- no discernable feedback between what's wrong and what you need to do to fix it.  Although if Loci is right you can just ignore the wandering need and it won't have any impact on stress.  It's all very confusing.

It some cases we shouldn't have to fix it.  In some cases they should be able to fix it themselves.  For instance we often have family related unhappy thoughts despite family being present in the fortress; it would be good if the lonely dwarves would deliberately seek out their family members for a meeting.  A lot of social related stress-thoughts should lead to targeted socialising, so if I have no friends I should zero-in on someone in particular to actually befriend them. 

If they literally have no family in the fort however, I am quite happy with them not be able to do anything about their stress-thoughts however. 
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on November 17, 2019, 03:17:03 pm
Just a quick note: "Wandering" need is satisfied by hunting, fishing and plant gathering.  ob_keeping_this_on_topic: This is the kind of thing that makes it hard to manage stress -- no discernable feedback between what's wrong and what you need to do to fix it.  Although if Loci is right you can just ignore the wandering need and it won't have any impact on stress.  It's all very confusing.

It some cases we shouldn't have to fix it.  In some cases they should be able to fix it themselves.  For instance we often have family related unhappy thoughts despite family being present in the fortress; it would be good if the lonely dwarves would deliberately seek out their family members for a meeting.  A lot of social related stress-thoughts should lead to targeted socialising, so if I have no friends I should zero-in on someone in particular to actually befriend them. 

If they literally have no family in the fort however, I am quite happy with them not be able to do anything about their stress-thoughts however.
Leaving the fortress to go visit/rescue them (or petitioning to do so) would be nice to see. Then at least it's a player decision to lose a dwarf or try to keep its stress under control.

Really, this whole barrier surrounding the fortress is kind of silly. Just watched the circus wipe out a fortress, a lot of whom were outside hunting and gathering plants. Yeah, like, no that doesn't actually make sense.
Title: Re: *We need your help with game ending stress*
Post by: Tabbyman on November 19, 2019, 02:49:40 am
Chiming in after years of lurking because I saw a comment pointing out that feedback is probably skewed to people who've been tolerating the system well enough to troop through it somewhat, or just really dedicated fans. As I've not been trooping it and have essentially been driven away but took a peek at the website to see what's up, I'll leave a message now to share the perspective of someone who's been playing for a long time but can't handle it in the current state. Then I'll probably just disappear again for a few years at least. (I'm just not a social person)

I'll try not to go into much detail (try...) since so many others seem to have highlighted the points I found difficult and other points I myself wasn't perceptive enough to see.

I've played the game on and off since before Z levels and I've enjoyed the complexity, the difficulty, the psychological management, all up until the stress system came around. The idea of the system sounded really awesome, and I'm glad a legendary dining room isn't enough to have your dwarves run around with a mindless drooling grin everywhere they go, but...

They've become waaaaaaaaaaaay too sensitive. I feel like they don't de-stress, don't adapt, don't become students of the school of hard knocks. This is a medieval world. There should be some amount of "deal with it" mentality, along with some amount of alleviating factors from good fortress management.

I feel that favourite foods should be a bonus, not a necessity. Well prepared not-favourite food should still be enjoyable. If my favourite food is tacos but I have the opportunity to eat a damn good stir fry, I feel quite satisfied. If a dwarf likes cheetah spleen but has the opportunity to eat a damn good cat roast, he or she should at least feel marginally satisfied, if not ecstatic.

If the good outweighs the bad, they should think back on stressful events in times passed as having built character. I used to live in the same house as a guy who ended up killing two people and getting into a shootout with the cops, but I don't look back in horror at the time I lived with the guy. (It wasn't fun.) On the contrary it gives me a story to tell people, and almost a sense of pride to have encountered difficulty and gotten through it (alive). And people like to share screwed up stories... (or maybe I'm just special...)

And maybe some people in real life have PTSD but they don't generally all go on a mindless rampage and kill 2 or 3 coworkers at McDonald's leading 10 of the surviving coworkers to develop PTSD and go on to kill the rest. Maybe once in a while... Who knows... But the level of lethality of psychological torment in this game has gone from a possibility to what seems to me to be inevitability.

Think back on the medieval times in the real world. Did every single village, town and city on earth end in a tantrum spiral? No. Did the surviving cities, towns and villages in the world today have a super experienced OCD overseer or benevolent dictator watching over them, tweaking everything to perfection to ensure survival? No. Did a rainy day lead to mayhem, destruction, and PTSD?...

I love this game and have been looking forward to the new features for a long time, but I can't take it...

Some point by point thoughts/ideas:

-Make dwarves less sensitive. PLEASE. Make them hardy but not invincible.
-Make nice things all around the board work a little better, without drooling ecstasy as a result (with the exception of some kind of godlike super-managed utopic fort design, which thus-far results in some super-genius players having a fort actually survive).
-Allow dwarves to put up with missing a need or two or three, as long as most aspects of their life are decent.
-Cut down on the building up of a psychological doomsday counter, and maybe focus more on shifting through levels of moodiness depending on a combination of whether it's been a crappy day and the general thickness of skin / positive or negative attitude an individual has.
-Don't have dwarves experience permanent unending trauma from things that happened in the past, with the exception of a few dwarves who just couldn't take some VERY screwed up thing happening (like having all their family murdered infront of them), and allow even them to be able to live on with help from friends, family, etc, with the occasional case of someone who snaps and takes some final way out (and depending on temperment, brings others with them).
-Give tormented dwarves a way to seek spiritual healing, comfort... Give them therapists, give them concerned family members, give them figures they can look up to for words of encouragement in troubled times.
-Let them actively seek the things they like (as has been mentioned).
-Maybe even have sort of a slider for each dwarf for how hard they should work on a daily basis, a work day length/free time per day timer. Give them assignable weekends. Apply the same mechanic to active and inactive military dwarves.
-Maybe even let them coordinate outings like ordinary real world people, let them agree to go for a beer after work so that they'll actually be guaranteed to socialize AND drink a beer.
-Give tavern keepers some amount of responsible alcohol dosing judgement ability (in real life we have certification for that). Only allow truly disturbed or problematic alcohol-addicted dwarves to poison themselves, with the occasional stupid teenager passing out and throwing up from inexperience. Have them learn from their mistakes with alcohol.
-Maybe give them an analogue to the labour menu in the form of a leisure menu where you can pick what leisure activities to spend the most time on so they spend more time praying, socializing etc.

I have no idea how difficult any suggestions I make would be to implement and am by no means making demands or ultimatums. Just sharing thoughts.

Well, that's my 2 cents, for whatever it's worth. Love this game, will continue donating regularly to feed the beast and watch it grow. Take care of yourselves. Bye for now. *poof*
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on November 20, 2019, 06:08:19 am
Leaving the fortress to go visit/rescue them (or petitioning to do so) would be nice to see. Then at least it's a player decision to lose a dwarf or try to keep its stress under control.

Really, this whole barrier surrounding the fortress is kind of silly. Just watched the circus wipe out a fortress, a lot of whom were outside hunting and gathering plants. Yeah, like, no that doesn't actually make sense.

The 'barrier' is a function of how the world beyond the fortress does not really exist when we are not there. 

There is no real reason why we cannot use the visitor mechanics to have off-site relatives come visit their on-site relatives to arrange meetings similar to how the outpost liaison does. 

But I am not bothered by people with no family members having unmeetable family demands. 
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on November 20, 2019, 06:52:36 am
Apologies, deleted this post.
Title: Re: *We need your help with game ending stress*
Post by: Swordtoguts on November 20, 2019, 04:29:54 pm
I went back to examine some of my more troublesome dwarves that were being driven insane by need thoughts and monitored their issues in dwarf therapist as to what their current stress levels where. Ultimately Loci is right when he says it isn't the needs system exactly to blame, in a bubble as his experiment goes the dwarves get bad thoughts from needs but do to the long drive time on needs to get really bad they do not get bad enough to start effecting most dwarves to stress immediately some don't build any lasting stress do to their own personality even with an abundance of bad thoughts related to needs.

What seems to be a problem is the effects of the number of bad thoughts and specifically the ones that cause people to dwell on them after "traumatic events"(rain too) dwarves start thinking and the personality starts to get hammered and it seems to be the not the needs themselves but how all bad thoughts that effect personalities seem to target the stress vulnerability long before anybody notices the problem and from there is where the needs system seems to catch the most of its bad wrap.

Once that stress is established on a small handful of dwarves out of so many the ones prone to violence tend to inflict trama on others and they too seem overly prone to having their stress vulnerability tweeked eventually as well and dwarf by dwarf they all get the sanity chipped away and banishment becomes really the best option.

While playing as a goblin civ in my recent games with the all races playable the need to eat didn't bother them too much but of the starting 7 one goblin who used to be at a more manageable stress vulnerability saw a few dead bodies starting with werecreatures and following into actual invaders and one day he changed to 100 stress vulnerablity when I checked him with dfhack.
From there no matter how much I tried to save a legendary axemen from his stress, stacks of positives thoughts only brought him down by around 1.8k. By this time he stopped reacting to dead bodies but the stress vulnerability was done.
Now the only thing that is ruining his life now is how a single bad need at that level of vulnerability jumps his stress back up by 2k-3k. Ironically its the need to eat or dring most of the time which a goblin won't willfully do.

Perhaps someone is more aware but is stress vulnerability just how stress is scaled up in power when its applied(Like the stress hits harder) or is it a reduction of the effects of positive thoughts(as if the value is to retain stress) its could honestly be either but I have never seen a single positive thought ever be a quarter as powerful as the strongest negative thought so every bad thought needs to be drowned in a sea of happiness.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on November 23, 2019, 05:41:47 am
Chiming in after years of lurking because I saw a comment pointing out that feedback is probably skewed to people who've been tolerating the system well enough to troop through it somewhat, or just really dedicated fans. As I've not been trooping it and have essentially been driven away but took a peek at the website to see what's up, I'll leave a message now to share the perspective of someone who's been playing for a long time but can't handle it in the current state. Then I'll probably just disappear again for a few years at least. (I'm just not a social person)

[snip]✂️[/snip]

Some point by point thoughts/ideas:

-Make nice things all around the board work a little better, without drooling ecstasy as a result (with the exception of some kind of godlike super-managed utopic fort design, which thus-far results in some super-genius players having a fort actually survive).
-Cut down on the building up of a psychological doomsday counter, and maybe focus more on shifting through levels of moodiness depending on a combination of whether it's been a crappy day and the general thickness of skin / positive or negative attitude an individual has.
-Maybe even let them coordinate outings like ordinary real world people, let them agree to go for a beer after work so that they'll actually be guaranteed to socialize AND drink a beer.
-Give tavern keepers some amount of responsible alcohol dosing judgement ability (in real life we have certification for that). Only allow truly disturbed or problematic alcohol-addicted dwarves to poison themselves, with the occasional stupid teenager passing out and throwing up from inexperience. Have them learn from their mistakes with alcohol.
-Maybe give them an analogue to the labour menu in the form of a leisure menu where you can pick what leisure activities to spend the most time on so they spend more time praying, socializing etc.

I have no idea how difficult any suggestions I make would be to implement and am by no means making demands or ultimatums. Just sharing thoughts.

Well, that's my 2 cents, for whatever it's worth. Love this game, will continue donating regularly to feed the beast and watch it grow. Take care of yourselves. Bye for now. *poof*

Sorry to hear that, its kind of true statement i can empathize with though, i've dropped off playing pretty much entirely after hitting my limit of toleration for having to design my fortress a particular kind of way best theorized, i've had some enjoyable runs but it is frustrating to know the game won't run without my explicit supervision or outright cheating (most people just DFhack to reset negative stress and traits, which defeats points of the game), havent picked it up in like... two weeks rather than just on-off.

Your suggestions are pretty good, you should honestly go platform them in suggestions for best effect even if just to elaborate for yourself and Toady's sake if nobody replies or it generates mild interest

I would back
Quote
-Maybe give them an analogue to the labour menu in the form of a leisure menu where you can pick what leisure activities to spend the most time on so they spend more time praying, socializing etc. ((You follow them on the jobs screen *not that you can actually stop them, but it'd be nice to illustrate the places they are not allowed to be, such as pulling away permission from the dwarves you rely to pull levers to get caught up in a tavern dance routine so they are restricted to meeting zones. Sober designated driver kind of deal))

-Make nice things all around the board work a little better, without drooling ecstasy as a result (with the exception of some kind of godlike super-managed utopic fort design, which thus-far results in some super-genius players having a fort actually survive). ((i mean, meeting zones used to be enough, but religion comes in close but is eclipsed by the need to use it building anxiety, some dwarves seperately have religious needs so skewered they do literally nothing but pray and fufill their needs, these are the kind of people you throw away into monastic cults or something and still suffer because they can't get enough god.))

-Allow dwarves to put up with missing a need or two or three, as long as most aspects of their life are decent.

-Cut down on the building up of a psychological doomsday counter, and maybe focus more on shifting through levels of moodiness depending on a combination of whether it's been a crappy day and the general thickness of skin / positive or negative attitude an individual has.  ((though that's what a stress-tantrum is, a treasured part of DF. But the negative moods precluding it are if not almost worse and a freefall))

-Give tavern keepers some amount of responsible alcohol dosing judgement ability (in real life we have certification for that). Only allow truly disturbed or problematic alcohol-addicted dwarves to poison themselves, with the occasional stupid teenager passing out and throwing up from inexperience. Have them learn from their mistakes with alcohol. ((Tavern keepers really are a unpolished feature, i support but dwarves will inexplicably always abuse alcohol for numerous cultural and creature based reasons, so a figure for temperance of the habit in charge of drinks to be chosen is fine, greedy dwarves will just be annoyed to not be served more than they were expecting and go drink extra from a barrel or something))
Title: Re: *We need your help with game ending stress*
Post by: clockwork on November 23, 2019, 03:19:43 pm
I've been playing dwarf fortress on and off since version 23...something? I don't remember at this point anymore since it's been a while, but I have seen nothing but varied improvements since (and bugs which have mostly been fixed!  :) ). In fact, I haven't had a fort downfall due to a stress spiral in a really long time..since v0.34? Within the more recent versions, I have never had a fortress end or become unenjoyable to play because of "game ending stress" Maybe I cater to my dwarfs needs earlier on than the average player? Hard to say.

I believe the game was made to be more difficult over the years with more surprises - and there is nothing wrong with that. Just taking a look at something along the lines of nethack, which is quite difficult to beat, I think dwarf fortress was designed in the spirit of a roguelike's difficulty at it's heart. I don't think there's anything wrong with dwarves being "too sensitive" nor do I think the psychological development in game, is flawed. Now, could it be tweaked here and there? Even further developed perhaps? Yeah sure, maybe.

There's nothing wrong with listening to your community when developing a game, as that is somewhat important - but don't let the popular consensus drive away features and changes you want to implement. Sometimes, communities latch on to a concept and never let it go. Ż\_(ツ)_/Ż
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on November 24, 2019, 12:18:34 am
I honestly think the truth is more nuanced than either the "everything is fine" or "stress will be the end of DF" viewpoints suggest. I would say some players are probably blowing the problem out of proportion, but that doesn't mean problems with the system don't exist. Dwarfs suffering total PTSD from things as simple as bad weather or substandard food is at the very least an issue from a standpoint of game immersion, regardless of how one feels about difficulty.
Title: Re: *We need your help with game ending stress*
Post by: thompson on November 24, 2019, 01:31:57 am
My take after reading these comments is that the issue boils down to traumatic experiences sensitizing dwarves to stress, which leads them to more easily experience trauma, which further sensitizes them until one or two eventually explode, who then go on to traumatize others in the fort.

To put it another way, the stress system is designed as a positive feedback loop, where stress becomes progressively more difficult to manage until it becomes impossible. It should arguably work the other way, where dwarves become desensitized to particular traumas, but where unhappiness leads to reduced productivity or something. A small minority might crack after a significant trauma, but the numbers would have to be fairly small as a lon-lived fort should be able to survive dozens of sieges with most dwarves just"getting on" with the business of survival.

Conversely, a more prosperous fort that experiences little conflict should be more sensitive to violence induced trauma. This would be due to having few dwarves desensitized to violence, and all dwarves maintaining higher lifestyle expectations.

Perhaps some "expectation" mechanic is needed. If a dwarf is heading to a frontier in a haunted glacier they should expect to spend half their time hauling corpses. As the body count rises, new migrants will know by reputation what they're getting into, so negative experiences have a smaller impact on stress while positive experiences become better for them. If the fort ever overcomes these challenges expectations will rise, and dwarves may let their guard down a bit. You may even have a few dwarves quietly harbouring PTSD who quietly suffered in silence but put up with it because there was simply no alternative. Now, with the stress of constant zombie invasions out of the way they may have nothing left holding them together, just as returned soldiers often crack after returning home. The stress keeps them going, but without it they just can't cope. Conversely, others may enjoy a boost to motivation with their improved lot in life and really strive.

On the other hand, expectations rise for wealthy forts, who then become more difficult to please.

One key thing I think is to tone down the consequences of stress. Reduced productivity or lower quality crafts should be the main problems, maybe increased alcohol consumption and more time drowning their sorrows rather than working. Nothing fort crippling, just a 20-30% drop in total work achieved, with a 50% drop in quality at worst. On a small minority of cases you might get a suicide or someone going bezerk. Most people in the real world will just put up with whatever shit they have to deal with. You can research how people dealt with the world wars or even the holocaust to gain some more insight there.
Title: Re: *We need your help with game ending stress*
Post by: thompson on November 26, 2019, 07:03:05 pm
I'll been thinking about this a little more. Presumably there is some periodic test that determines whether a stressed dwarf commits an assault or goes insane. If the game tracked how many times a dwarf has taken one of these "stress tests" it could factor that information into future calculations. For instance, if the probability a dwarf will go insane is P, and the number of times the dwarf has been tested for insanity without going insane is N, you could modify the probability of future stress tests to be P/(1+N)^2. If the dwarf is tested an infinite number of times the probability goes to zero and the series converges, with the probably of going insane from stress after an infinite number of trials being 2P. This allows the developers to bake appropriate long-term behaviour into the game, while allowing it to be dynamic and unpredictable.

As an aside, N doesn't need to be incremented by 1 each time. The more stressful the event the more N should increase. This way you don't get dwarves becoming invulnerable to stress after drinking without a mug a few dozen times. If the current stress level of a dwarf is S and the maximum possible level M, you could increase N by S/M each test. If you want integers, just change the equation to:

100P / (10 + N)^2

Where N is incremented by 10S/M each time a stress test is passed without the dwarf doing something antisocial. Note that the upper limit for the probability of insanity becomes 20P in this case. Changing the constant factors on the numerator and denominator allow precise control over long-term statistically averaged behaviour.
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on November 28, 2019, 01:27:00 pm
Spoiler (click to show/hide)

EDIT: nvm, I was reading the stress levels wrong!
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on December 02, 2019, 10:55:15 am
With a lot of things, mugs, being raining on or drinking without a well for instance the first few instances should simply be ignored.  Maybe it should add the really adjective whenever the emotion is actually causing stress.
Title: Re: *We need your help with game ending stress*
Post by: Bortness on December 03, 2019, 08:06:16 pm
I have found atom smashing to be an excellent solution to stress.  In a world where multiple previous forts have either been retired or have gone down (in one spectacular case to a dragon), many migrant dwarves are re-migrating to new fortresses as I oversee them.  The current one is intended to be the capital of Dorf Island, and we will not tolerate dwarves who start fights over and over again.

Any dwarf who enters with a red status arrow is checked.  Any who are subsequently found to have personality traits making them susceptible to stress (almost 100% of cases, things like "doesn't handle stress well" or my favorite "is in a constant state of internal rage") are immediately sent to the garbage disposal via military conscription for atom-smashing.  It's clean, no bodies to worry about.  Engrave a slab, install it, and you're done.

It's been very, very effective thus far.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on December 03, 2019, 08:32:19 pm
I have found atom smashing to be an excellent solution to stress.  In a world where multiple previous forts have either been retired or have gone down (in one spectacular case to a dragon), many migrant dwarves are re-migrating to new fortresses as I oversee them.  The current one is intended to be the capital of Dorf Island, and we will not tolerate dwarves who start fights over and over again.

Any dwarf who enters with a red status arrow is checked.  Any who are subsequently found to have personality traits making them susceptible to stress (almost 100% of cases, things like "doesn't handle stress well" or my favorite "is in a constant state of internal rage") are immediately sent to the garbage disposal via military conscription for atom-smashing.  It's clean, no bodies to worry about.  Engrave a slab, install it, and you're done.

It's been very, very effective thus far.
Expelling is just as efficient. And doesn't involve forcing players to kill their dwarves.
Gotta fix the "child not present" bug though.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on December 04, 2019, 07:56:27 am
I have found atom smashing to be an excellent solution to stress.  In a world where multiple previous forts have either been retired or have gone down (in one spectacular case to a dragon), many migrant dwarves are re-migrating to new fortresses as I oversee them.  The current one is intended to be the capital of Dorf Island, and we will not tolerate dwarves who start fights over and over again.

Any dwarf who enters with a red status arrow is checked.  Any who are subsequently found to have personality traits making them susceptible to stress (almost 100% of cases, things like "doesn't handle stress well" or my favorite "is in a constant state of internal rage") are immediately sent to the garbage disposal via military conscription for atom-smashing.  It's clean, no bodies to worry about.  Engrave a slab, install it, and you're done.

It's been very, very effective thus far.
Expelling is just as efficient. And doesn't involve forcing players to kill their dwarves.
Gotta fix the "child not present" bug though.

For some reason the dwarves I expel always come back.  Death seems to be the only liberation from their stress induced mischief.
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on December 04, 2019, 09:59:18 am
For some reason the dwarves I expel always come back.  Death seems to be the only liberation from their stress induced mischief.

Or pressing the expel button again.   ;)
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on December 04, 2019, 04:40:02 pm
I have found atom smashing to be an excellent solution to stress.  In a world where multiple previous forts have either been retired or have gone down (in one spectacular case to a dragon), many migrant dwarves are re-migrating to new fortresses as I oversee them.  The current one is intended to be the capital of Dorf Island, and we will not tolerate dwarves who start fights over and over again.

Any dwarf who enters with a red status arrow is checked.  Any who are subsequently found to have personality traits making them susceptible to stress (almost 100% of cases, things like "doesn't handle stress well" or my favorite "is in a constant state of internal rage") are immediately sent to the garbage disposal via military conscription for atom-smashing.  It's clean, no bodies to worry about.  Engrave a slab, install it, and you're done.

It's been very, very effective thus far.
Expelling is just as efficient. And doesn't involve forcing players to kill their dwarves.
Gotta fix the "child not present" bug though.

For some reason the dwarves I expel always come back.  Death seems to be the only liberation from their stress induced mischief.
Are you expelling them, or sending them off to one of your holdings (like the dark pits which are now handily economically linked to your site  ;) )? Just wondering if having them roam the wilderness near your site makes them more likely to try to come back.
Title: Re: *We need your help with game ending stress*
Post by: Galap on December 05, 2019, 02:19:31 am
This is part of my post in the Save the Noobs thread, but it's also relevant here, so I'll put it here too with some additions:

I think that the balance of death to external vs internal forces is a little too skewed toward internal now: a lot of the stuff that can attack you has been nerfed and/or doesn't always appear. for example, I see new players often asking things like "am I ever going to get goblins attacking?" And I think the undead need a bit of a buff again. Additionally, I would make it harder to wall yourself off and prevent enemies from coming in. A dirt wall construction shouldn't be completely indestructible in my opinion, for example. It would be a bit much for things to be able to dig in at you, but I think there should be some circumstances where constructions can be unmade by attackers.

However, I think the whole stress thing is a little out of wack. Specifically, the fact that dwarves get stress from seeing the corpses of sentients, regardless of whether they are enemy or ally, is rather extreme in practice. I think it is right and proper for there to be significant negative thoughts from seeing the corpses of their fellow fortressmates, but the effect should be a LOT less for those who have to clean up a bunch of dead troglodytes, or goblins that tried to raid the fort.

Ultimately, It's Fun to lose because you got killed by an enemy attack,  and it's also Fun to mess up when playing with water pressure and flood yourself or wreck youself with some self-made disaster like that. Unfortunately, it's not really so fun to have the thing that does you in be things like stress from having to bury the goblins, or a loyalty cascade that is completely inexplicable, even in hindsight. Or additionally, the inevitability of FPS death.

Maybe there should be an option to disable stress, for those who don't want to play with it in the game. That's a bit of a cop-out for the problem, though, since I feel like there probably is a way to have it in the game that makes it more fun to play, but right now, it's kind of like the money that existed in times older than these; currently it really only serves to make things frustrating, since It's not really fun to lose to internal issues like that. At least it shouldn't be nearly as common as it is.

In general, the problem with stress is that it's mostly a positive feedback loop with not very much of a counter-force, and that it gets disproportionately harder to recover from once it's already happened.
Title: Re: *We need your help with game ending stress*
Post by: gchristopher on December 05, 2019, 10:58:26 pm
I've found that almost all dwarves can have their stress managed, even if it means they go on permanent socializing vacations next to a waterfall surrounded by artifacts, plus occasional activities tailored to their needs. Also, make sure corpses are always contained in a self-managing (atom smashing or lava floodable) area so you don't have to deal with corpse sight. If that's the case, you really don't need a military, just make that a trap killing ground with your method of choice.

Of course, what I just described is an awfully boring fortress, so maybe one problem with stress is that the available solutions lead to uninteresting, tedious game solutions?

I think a bigger problem is that individual stress isn't frequently tied to a larger narrative that the player would care about. Reading Galap's "death to external vs internal forces" comment, I realized that there's no "concerned about the direction of the fortress" or "worried about dwindling metal supply" or "fearful of another bad harvest" or "dreading going outside where the goblins might be lying in ambush" or "worried about rumors of Zombie Giant Kea nearby" thoughts for dwarves.

Simply put, the dwarves don't seem to care about anything the player cares about, and vice versa. Since a lot of the fun of DF is the emergent story that the game tells, this disconnect makes the stress system less of a feature and more of a random bit of busywork to manage while you go about the parts of the game and story that are of more interest.

What if dwarves dreamed of conquest and grew restless if never sent on raids? Or a powerful fortress led to a rising wave of nationalism and dwarves demanding the collection of far-flung artifacts, by force if necessary? What if subgroups of dwarves with conflicting values were stressed, sometimes to the point of conflict, over their political polarization?

Connecting the stress system to the more collective goals of the fortress might make it more relevant and permit more interesting stress reactions, positive and negative?

All of the collective-oriented thoughts above are pretty common in real life.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on December 06, 2019, 03:54:07 am
Just having traps doesn't work for a number of reasons:
- You'll have corpse bits to haul, resulting in corpse hauling stress.
- At least I got campers after most sieges, which required the use of a cleanup squad.
- "Spies" (goblin civ members in performance troupes) report the location of the traps they've seen to their home civ. It looks like this will be more common in the Villains release, added to active sabotage from the inside.
You can block off the surface completely, of course, which results in a fairly boring fortress.

I think gchristopher has a point when it comes to stress thoughts disconnected from player interests, but I don't see the added focii suggested being reasonable targets for the Premium release: it seems like something more aligned with Starting Scenarios.
Title: Re: *We need your help with game ending stress*
Post by: gchristopher on December 06, 2019, 11:29:35 am
Just having traps doesn't work for a number of reasons
Sorry, to clarify, I didn't mean trap, the boring little one tile stock construction. I meant Trap, the fun, large, overly complicated things-moving-flying-and-flowing design of your choice.

And I remember post-siege campers being an issue, but sieges are so rare now, or require so much extra effort to trigger, that they aren't really part of my expectation when I pick DF back up to play anymore.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on December 06, 2019, 05:38:15 pm
Just having traps doesn't work for a number of reasons
Sorry, to clarify, I didn't mean trap, the boring little one tile stock construction. I meant Trap, the fun, large, overly complicated things-moving-flying-and-flowing design of your choice.

And I remember post-siege campers being an issue, but sieges are so rare now, or require so much extra effort to trigger, that they aren't really part of my expectation when I pick DF back up to play anymore.
Sieges are rare now? Hmm. Best check your settings. Missing sieges haven't been a thing since 40.24.

I mean, you might easily miss the option to reduce the population siege triggers or turn on the wealth triggers, but, hey, that's why there's a user friendliness update coming.
Title: Re: *We need your help with game ending stress*
Post by: anewaname on December 06, 2019, 05:43:43 pm
This is not a response to anything posted recently in this thread, although others might have already expressed this...

It seems strange that a dwarf that has been pushed past the brink will drag others with them, while none of the other dwarfs will attempt actively to pull the dwarf back from the brink.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on December 07, 2019, 01:35:37 pm
I have found atom smashing to be an excellent solution to stress.  In a world where multiple previous forts have either been retired or have gone down (in one spectacular case to a dragon), many migrant dwarves are re-migrating to new fortresses as I oversee them.  The current one is intended to be the capital of Dorf Island, and we will not tolerate dwarves who start fights over and over again.

Any dwarf who enters with a red status arrow is checked.  Any who are subsequently found to have personality traits making them susceptible to stress (almost 100% of cases, things like "doesn't handle stress well" or my favorite "is in a constant state of internal rage") are immediately sent to the garbage disposal via military conscription for atom-smashing.  It's clean, no bodies to worry about.  Engrave a slab, install it, and you're done.

It's been very, very effective thus far.
Expelling is just as efficient. And doesn't involve forcing players to kill their dwarves.
Gotta fix the "child not present" bug though.

For some reason the dwarves I expel always come back.  Death seems to be the only liberation from their stress induced mischief.
Are you expelling them, or sending them off to one of your holdings (like the dark pits which are now handily economically linked to your site  ;) )? Just wondering if having them roam the wilderness near your site makes them more likely to try to come back.
I was just expelling them, but they all come back a few seasons later, just as stressed.  It's like they forgot they were expelled.  It's more of a timeout than an expulsion.  I don't even bother with expelling them now, it just kicks the can down the road.
Title: Re: *We need your help with game ending stress*
Post by: Loci on December 07, 2019, 02:44:20 pm
I was just expelling them, but they all come back a few seasons later, just as stressed.

According to Toady's devlog on 6/15/18, expelled citizens should not return in subsequent immigration waves. (That likely doesn't apply to new fortresses, retired/unretired fortresses, etc.) If you have an example of an expelled dwarf immigrating back to your fortress, please report the bug (http://www.bay12games.com/dwarves/mantisbt/bug_report_page.php) on the tracker.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on December 07, 2019, 03:43:40 pm
I was just expelling them, but they all come back a few seasons later, just as stressed.

According to Toady's devlog on 6/15/18, expelled citizens should not return in subsequent immigration waves. (That likely doesn't apply to new fortresses, retired/unretired fortresses, etc.) If you have an example of an expelled dwarf immigrating back to your fortress, please report the bug (http://www.bay12games.com/dwarves/mantisbt/bug_report_page.php) on the tracker.

They don't come back with immigrant waves at all, just randomly on their own.  I suppose I'll hold off on dumping them into the pit and see if I can get some more details about it if it is indeed not supposed to work this way.
Title: Re: *We need your help with game ending stress*
Post by: Rekov on December 07, 2019, 05:22:24 pm
I think the two points that have been made in here that most strike home are the following:

1: The causes of stress need to intuitively make sense to the player.
Things like being rained on should never cause a Dwarf to have serious stress related problems. Stress should have to do with things like worrying about there being enough food/drink, or having a strong enough military to defend against the local dangers.  Being locked in a fortress under siege should cause stress. Being responsible for all of a large fortress' food might cause stress.

It's difficult, because these kind of higher level concerns would seem to require a lot more sophistication than stress that is the result of simple one-off events.


2: Dwarves with the ability to alleviate their stress need to do so without micromanagement.
If perfectly good lavish meals of favoured ingredients are sitting around in a stockpile, dwarves need to eat them at STFU about the food. If there is a temple to a dwarf's deity available, they need to pray and be done with it. If they need to socialize, they should do that without needing to be locked into a room with other dwarves.

The problem here is essentially that the player does their part (collective will of the fortress), but that isn't good enough. They currently also need to trick the dwarves into doing their part, and they shouldn't have to.
Title: Re: *We need your help with game ending stress*
Post by: GoblinCookie on December 08, 2019, 07:09:07 am
In other words, the AI needs improving.
Title: Re: *We need your help with game ending stress*
Post by: Scruiser on December 08, 2019, 04:24:01 pm
I'll second the big things others have already repeatedly said: greatly reduced to negative response to rain/snow (maybe give immunity with hoods and cloaks?); cap out the effect of repeated exposures in the case of cleaning up goblin corpses... maybe even add a positive effect for seeing enemy corpses if the dwarf has the right personality; less micromanagement of emotional needs through more automation of dwarf's seeking their own needs; limiting factors that balance out the downward spiral of PTSD and dwelling on negative memories and developing negative personality traits.

This falls under automation, but it was really bothering me in a recent game, so I'll emphasize it further... in the previous version where dwarfs regularly held parties when given sufficient free time, it was straightforward for the dwarves to form friendships and relationships.  In this version, I've seen multiple dwarves that only have "passing acquaintances", no friends, no lovers.  I make sure they have wide swathes of time open... and they read books okay and pray/meditate and even "socialize" at taverns, but they never actually form friendships.  It seems like something about the new tavern system screwed up the socialization mechanic and/or the meeting hall mechanic so that dwarf don't properly form relationships.  I've seen some speculation that the radius at which socialization happens means that too large taverns/temples/libraries cause dwarves to never actually socialize.  The wiki recommends burrowing dwarves together to force relationships if the player needs babies (for instance in the case of dead civs). Whatever the mechanism, it needs to be changed to allow more friendships to occur more easily.  Also, even if the dwarf has friends/family, they never seem to proactively seek out interaction.  I had a dwarf that had a wife and three kids (came with him in the migration wave) and plenty of free time with worsening negative thoughts from never seeing friends and negative thoughts from never seeing family.

So make dwarfs seek out friends (and family) to socialize with during their "No Job" times and make them automatically do so if their need is bad enough.  Maybe even bring back the old party system and allow dwarfs to organize parties.
Title: Re: *We need your help with game ending stress*
Post by: Mephansteras on December 08, 2019, 04:48:33 pm
I haven't had too many issues, but I will chime in that the thing that annoys me the most is dwarves with a persistent bad thought of a fixable nature that they just don't do. I have a dwarf in one fort who constantly feels sad because they don't get enough interaction. I have multiple meeting areas and taverns with people in them at all times. Just go take a break and hang out!

Or the other dwarf who has multiple negative thoughts from not praying...but I have a temple to that god. Just...go pray! It's what it is there for!

Title: Re: *We need your help with game ending stress*
Post by: Rumrusher on December 11, 2019, 02:03:08 pm
do wanna say it's just Them remembering all the stressful moments in their life is causing the stress uptick. like I think taverns back before the remember update only downside were the spies, artifact hunters and probably the dwarves potential of getting so drunk they suffocate on their booze and/or get into fist fights killing each other, and most of that is manageable.

so before you need to like combo a series of bad emotional trauma to super stress a dwarf out, where now there's a bucket that just sits in the dwarf's mind and constantly pools over negative energy, and said negative energy can add negative energy that stresses the dwarf out. though now I wonder is it possible for an adventurer to calm down someone dealing with high stress? like the player can give gifts and talk about stuff and do performances which all these are mood boosters.
Title: Re: *We need your help with game ending stress*
Post by: âbirtobul on December 15, 2019, 05:31:31 am
New player, had about 5 forts now ranging from 1-5 years in duration.

If I see a dwarf is stressed I read their thoughts and feel pretty good about being able to improve their situation. Unless its after a bloody siege. I'm learning I have to quarantine those. If my dwarfs kinda ignore my commands tho it can be tricky. I do sometimes kill high stress dorfs discretely.

On the dwarf labor screen I have numbers that show stress 0, -5000, etc. I'm not sure if that is an addon or base game but it helps me a looot. If that's an addon I'd suggest something similar for new players to track the meta stress of their colony.

Title: Re: *We need your help with game ending stress*
Post by: Rumrusher on December 16, 2019, 01:22:54 pm
New player, had about 5 forts now ranging from 1-5 years in duration.

If I see a dwarf is stressed I read their thoughts and feel pretty good about being able to improve their situation. Unless its after a bloody siege. I'm learning I have to quarantine those. If my dwarfs kinda ignore my commands tho it can be tricky. I do sometimes kill high stress dorfs discretely.

On the dwarf labor screen I have numbers that show stress 0, -5000, etc. I'm not sure if that is an addon or base game but it helps me a looot. If that's an addon I'd suggest something similar for new players to track the meta stress of their colony.
this depends are you using Lazy newb pack or just download fresh from toady links Dwarf fortress?
because I don't think the game legit tells you how stressed the dwarves are on a number standpoint or how happy they are going by the -5000.
Title: Re: *We need your help with game ending stress*
Post by: Splint on December 16, 2019, 02:13:27 pm
New player, had about 5 forts now ranging from 1-5 years in duration.

If I see a dwarf is stressed I read their thoughts and feel pretty good about being able to improve their situation. Unless its after a bloody siege. I'm learning I have to quarantine those. If my dwarfs kinda ignore my commands tho it can be tricky. I do sometimes kill high stress dorfs discretely.

On the dwarf labor screen I have numbers that show stress 0, -5000, etc. I'm not sure if that is an addon or base game but it helps me a looot. If that's an addon I'd suggest something similar for new players to track the meta stress of their colony.
this depends are you using Lazy newb pack or just download fresh from toady links Dwarf fortress?
because I don't think the game legit tells you how stressed the dwarves are on a number standpoint or how happy they are going by the -5000.

It's a DFhack plugin.

do wanna say it's just Them remembering all the stressful moments in their life is causing the stress uptick. like I think taverns back before the remember update only downside were the spies, artifact hunters and probably the dwarves potential of getting so drunk they suffocate on their booze and/or get into fist fights killing each other, and most of that is manageable.

so before you need to like combo a series of bad emotional trauma to super stress a dwarf out, where now there's a bucket that just sits in the dwarf's mind and constantly pools over negative energy, and said negative energy can add negative energy that stresses the dwarf out. though now I wonder is it possible for an adventurer to calm down someone dealing with high stress? like the player can give gifts and talk about stuff and do performances which all these are mood boosters.

The memory system is definitely shouldering a huge part of it, and it's made worse with the currently-broken socialization not providing the relationships necessary to combat the bad memories without serious micromanagement or packing dorfs into a tiny space for a year or more with literally nothing else to do (not even pray or visit libraries.) All the "satisfied" and such thoughts clearly don't have the same weight to match a lot of the bad thoughts - I'm sure I'm not alone is seeing stressed out dwarves with almost nothing but positives but the one negative they remember (usually disgust, trauma, or irritation/dejection/embarrassment) is keeping them hyper stressed.
Title: Re: *We need your help with game ending stress*
Post by: Rekov on December 19, 2019, 01:38:32 pm
What if instead of getting stressed for getting rained/snowed on, there was instead 'stress for lacking proper shelter from the elements'.

I think this fits in more with the other stress themes, in that it's long term, and not incidental. It fits with lack of place to pray, lack of proper room, etc.

This would also make it more possible to have human style villages, where your guys live and work in buildings, but occasionally walk outside to hunt or get from one building to another.
Title: Re: *We need your help with game ending stress*
Post by: Egan_BW on December 19, 2019, 04:54:09 pm
I haven't had too many issues, but I will chime in that the thing that annoys me the most is dwarves with a persistent bad thought of a fixable nature that they just don't do. I have a dwarf in one fort who constantly feels sad because they don't get enough interaction. I have multiple meeting areas and taverns with people in them at all times. Just go take a break and hang out!

Or the other dwarf who has multiple negative thoughts from not praying...but I have a temple to that god. Just...go pray! It's what it is there for!

So they have a need, and are physically able to fulfill it, but don't and get stressed instead.
Seems like Toady added a simulation of depression as hidden fun stuff! 🤔
Title: Re: *We need your help with game ending stress*
Post by: Zebra2 on December 19, 2019, 05:30:25 pm
I'm showing up way late to the thread, but I've been having this issue a lot in my recent fort and had some thoughts about it. I think the core flaw of the stress system can be summed up in one thought:

I have never successfully sent a dwarf from a stressed state to an unstressed one.

Okay, that's a slight exaggeration. But the fact remains that it is excruciatingly hard to un-stress a dwarf.

That coupled with the fact that so many mundane things lead to stress, and that higher levels of stress have a contagious nature (via tantrums etc.), means that stress basically rules the game at the moment.

A couple ideas on how it can be resolved:

Jailing should have a rehabilitating capacity. Right now it seems like there's no good thing that can come from jails. Having the chance for dwarves to reflect on their time and get a stress-nullifying thought would make a lot of sense for both features.

It really seems like a dwarven counselor is a thing we need. A fortress counselor could provide an outlet for stress-relief (like the mayor/expedition leader does now through meetings), but also could additionally promote positive turnarounds in personality traits to render dwarves more stress-resistant. To me, this seems like it would really round-out the stress and personality feature.
Title: Re: *We need your help with game ending stress*
Post by: Splint on December 19, 2019, 05:40:40 pm
Funnily enough, it seems that jailtime often does have something of a rehab effect, but it's because of the isolation from any possible negative stimuli and the constant thoughts from being given food and water if I had to guess, at least in regards to long-term sentences, plus the strong one from being released when their sentence is up.
Title: Re: *We need your help with game ending stress*
Post by: Dragonslayerelf on December 24, 2019, 03:24:06 pm
Picture a fortress that has slain a plethora of megabeasts, raids of every race, has legendary squads of warriors that can thanos snap a forgotten beast out of existence and are ready to take on the circus. You get close to that candy, however, you want to build infrastructure to make it possible for your warriors to fight one clown at a time, so you build a winding series of hallways. Somewhere along the line, one of your haulers you didn't even bother to notice was getting a bit stressed because the cook has been building instead of cooking lavish meals, the alcohol's been running dry and he hasn't prayed in a while. Suddenly, he throws a tantrum and beats another dwarf to near death. Now that dwarf is stressed because he almost died, so he throws a tantrum and beats several dwarves up, who themselves become stressed. Then, the original dwarf goes berserk and one of your military dwarves has to kill him, and now that military dwarf is stressed because he just killed another dwarf. Soon, more dwarves are becoming depressed, looney, and going berserk. One of your legendary military dwarves with masterwork steel armor and weapons goes berserk in the middle of your meeting hall and slaughters half your fort before the other military dwarves can take him down: However, they are stressed about killing other dwarves too and seeing all that death, so some of them go berserk. When the dust clears, you have a few military dwarves - if you're lucky - who are all depressed and experiencing traumatic flashbacks every 5 seconds and peasants with miles of corpses to clean. Your fort of 200 was rapidly reduced to 12 lucky dwarves who have 188 corpses to clear out. That, Toady, is the problem with stress. It stacks too much and too quickly.

Not to mention, there's also the memories of a sentient being that died in front of someone years ago haunting them forever and causing them to stop whatever they're doing for a while. I once had a dwarf who was attacked by a cat when he was gelding it and that became a 'traumatic memory' for him, so every 5 minutes or so (50 fps, 30 gfps) he'd just stop doing everything was doing and 'experience horror' for a while.

tl;dr it lasts too long and can pile up quickly. Ntm all this puts a deadline on your fort and usually the average DF player can run a fort for 15-20 years before it collapses due to a stress spiral. I've had forts where I was reckless and killed bards and tantrummers in front of people last shorter, up to 5.
Title: Re: *We need your help with game ending stress*
Post by: Lord Snow on December 30, 2019, 08:17:16 am
Quote
Most of these people don't bother giving us any feedback, which is understandable.  The game just sucks and why play?
Sorry.
If you haven't noticed complaints that the game is getting less and less playable with every new feature on the same old clunky interface since at least the military revamp update, you have been listening to only the same 5 people.

It's slow and getting slower yet.
World Gen parameters are all but useless (hello 23000 living historical figures in 8000 popcap world)
You're getting too many dwarves too soon with no chance to identify with any.
Dwarves have more needs but less use.
A lot of jobs have very little impact.
Training military is a dance on a knives edge between having 30 dwarves get chopped up by a single properly equipped goblin because they kept their training swords on vs. dwarves slicing each other up with real weapons in the barracks barely gaining any skill.
Forgotten Beasts syndromes are getting too many shots off.
Dwarves are still horrendously stupid about cleaning/getting cleaned up as well as avoiding obviously contaminated areas.
Blaaa bla bla

A couple of versions back i coped by atom-smashing 75% of each migration wave, walling in and building traps. Lately i just don't play anymore.
For all the interesting detail in DF worlds, other games let me actually experience fun stuff and lose in interesting and comprehensible, in-the-future-avoidable ways. DF .28 was a lot more accessible than what we have now.
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on December 30, 2019, 01:03:19 pm
Not sure why the aggressive and accusatory tone of your post is necessary, but I guess if Toady and Threetoe took the time to create these threads for player feedback then they're obviously ignoring people as you say.
Title: Re: *We need your help with game ending stress*
Post by: Telgin on December 30, 2019, 01:32:14 pm
Training military is a dance on a knives edge between having 30 dwarves get chopped up by a single properly equipped goblin because they kept their training swords on vs. dwarves slicing each other up with real weapons in the barracks barely gaining any skill.

I agree with a lot of what you said, but is this actually true?  Last few times I played you didn't even need to make training weapons because dwarves trained safely with real weapons.

Of course, that highlights a separate issue - why are training weapons still in the game if they have no use and only introduce liabilities?
Title: Re: *We need your help with game ending stress*
Post by: Splint on December 30, 2019, 02:32:38 pm
why are training weapons still in the game if they have no use and only introduce liabilities?

They're probably just relics from when it was an actual issue, but I'm sure some people use them as a stopgap to train their militias in metal-poor environments (we're talking those shit embarks that only have gold and zinc or some other militarily useless ore resources,) with new squads being given place-holder training weapons until actual ones can be imported or made from imported raw materials.

Wouldn't be shocking if they were also given to those problem dwarves who so very desperately want to practice a martial art but their stats (physical, mental, or both) are so terrible that they really have no business engaging in such at all. Basically something just to shut them up and train combat skills that are more efficient at dispatching intruders than crossbows, should a player be forced to call upon those... Less than ideal recruits.
Title: Re: *We need your help with game ending stress*
Post by: therahedwig on December 30, 2019, 03:04:26 pm
Now now, it's also to equip your fort guard with so they hold back a little.

I think it's rather that they were going to be necessary back in the .31 release(when materials were rewritten to work as they do now and we got the current military), but then the escalation levels got introduced which made the AI smart enough to understand what is ok in specific escalation levels, such as sparring. Maybe they'll get recycled at some point to be children's toys? ;)
Title: Re: *We need your help with game ending stress*
Post by: Splint on December 30, 2019, 04:45:43 pm
Now now, it's also to equip your fort guard with so they hold back a little.

What, you mean I'm the only one who gives the police iron maces for doling out punishments? :P
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on January 01, 2020, 08:20:28 am
Training military is a dance on a knives edge between having 30 dwarves get chopped up by a single properly equipped goblin because they kept their training swords on vs. dwarves slicing each other up with real weapons in the barracks barely gaining any skill.

I agree with a lot of what you said, but is this actually true?  Last few times I played you didn't even need to make training weapons because dwarves trained safely with real weapons.

Of course, that highlights a separate issue - why are training weapons still in the game if they have no use and only introduce liabilities?

My sheriff ripped out a formerly tantrumming cook's throat in the middle of a punishment beating with his teeth (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10861) leading to fatal suffocation and bleeding, i think some more fine tuning is required of the escalation levels in general.
Title: Re: *We need your help with game ending stress*
Post by: Splint on January 08, 2020, 08:47:31 pm
Training military is a dance on a knives edge between having 30 dwarves get chopped up by a single properly equipped goblin because they kept their training swords on vs. dwarves slicing each other up with real weapons in the barracks barely gaining any skill.

I agree with a lot of what you said, but is this actually true?  Last few times I played you didn't even need to make training weapons because dwarves trained safely with real weapons.

Of course, that highlights a separate issue - why are training weapons still in the game if they have no use and only introduce liabilities?

My sheriff ripped out a formerly tantrumming cook's throat in the middle of a punishment beating with his teeth (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10861) leading to fatal suffocation and bleeding, i think some more fine tuning is required of the escalation levels in general.

Can't say I've ever seen that particular incident, but my own law enforcement deaths tend to be related to blows to the head causing torsion damage to the upper spinal tissue - the hit itself usually does nothing but bruise and stun which are boo boos that are perfectly survivable on their own, but the imparted force ends up essentially snapping the apparent law-breaker's neck.

The same also happens if they hit the criminal in the lower arms, legs, or feet: Imparted force leads to broken/torn bones and muscle, courtesy of a barehanded beating for some minor offense. While I'm personally fine with this since it encourages me to not faff about and ignore mandates, others probably consider this to be a bit... Much, on the part of law enforcement.

Obviously this is all bad because it can lead to: experiencing trauma, suffering a major/minor injury, potentially being shocked/panicked at being beaten, and if the lawbreaker dies, a nice healthy dose of "Horrified after seeing Urist McCriminal's dead body" for literally everyone who happened to be nearby without a wall in the way. And obviously, in the case of the criminal not dying, they're also going to be hit with restlessness/resentfulness a lot of the time at being imprisoned, if a prison sentence was on the docket for one of their offenses if they had multiple. All of which can potentially stack up to haunt the criminal and depending on temperment, cause them to become a violent repeat offender.

And speaking of the restless thought, that needs to go away for medical patients. Instead of being happy they aren't dead, they get a stressor more often than not, at least in my experience (so take it with a grain of salt,) about being restless because they're laid up while the doctors duct tape thier limbs back together and keep thier internal systems from becoming external. This is generally instead of  being happy and grateful that assuming the injuries aren't serious and/or the docs are quick, they aren't going to be taking a dirt nap because their fellow citizens were quick to help them.
Title: Re: *We need your help with game ending stress*
Post by: Egan_BW on January 08, 2020, 09:23:14 pm
I dunno, it's pretty reasonable to be unhappy about being stuck in a hospital.
Title: Re: *We need your help with game ending stress*
Post by: Splint on January 08, 2020, 11:03:58 pm
I dunno, it's pretty reasonable to be unhappy about being stuck in a hospital.

For an extended period of time, certainly. Anyone would be grumpy if they ended up stuck in traction for months because both thier legs got broken by a rampaging enemy mount or something.  But they get the stressor as soon as they get put in bed, not after long stays stuck in the broken bone ward (injuries to soft tissues tend to be in-and-out cases.) While this makes sense for the energetic and maybe the prideful who aren't given to accepting help, most I imagine would be happy to have somewhere presumably safe to go to get patched up instead of a medic having to make a damned house call or treat them in the field where they're at the mercy of the elements, enemies, and wildlife.

With the less serious injuries though, this means usually no food or water reception destressors to balance it out, and it seems like being restless is more common than it it should be. They get one for being hospitalized, no matter how minor the wound(s) in question are, one for the injury itself which varies in strength, and potentially one for being attacked, and others if they were wounded in a battle. It basically throws an additional negative thought on an already potentially heavy pile.
Title: Re: *We need your help with game ending stress*
Post by: wierd on January 09, 2020, 01:02:23 am
Devil's advocate:

Dwarven Healthcare is not this (http://sc01.alicdn.com/kf/HTB1o8xqLwHqK1RjSZJnq6zNLpXam/Medical-blue-SMS-hospital-sterile-disposable-surgical.jpg).

It is totally this. (http://www.transforminghealth.org/stories/civil-war-600.jpg)
Title: Re: *We need your help with game ending stress*
Post by: nautilu on January 11, 2020, 06:03:22 am
It would be neat to have an order where the mayor/king/leader of the fort could call a court meeting. All dwarves must attend, all jobs are postponed, dwarves who defy the order to go for one reason or another are punished for breaking the law (those in prison either are exempt or are brought by guards),  children are exempt.
The purpose is it gives a boost in mood to all who attend, maybe the leader can also use skills to make peace between dwarves or lighten their mood with an inspirational speech. The effects lasting depends on the skill level. A leader with no skill whatsoever might even make it worse or cause riots, so as to make it a risky order. This would make leadership more important in the current build.
Also, the player would have to design a courtroom big enough to hold everyone, or the dwarves that dont fit wont get the benefits. Maybe even have a "too crowded" modifier?
Maybe other civ diplomats can attend and get a relations boost or end a war.

I can imagine this becoming an important game milestone. When to call your first council, with risks and benefits and also how soon to call a council after bad events or prior to battle so that the survivors will have a mood boost for the hard times ahead. LOTR is full of examples.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on January 11, 2020, 07:56:24 am
It would be neat to have an order where the mayor/king/leader of the fort could call a court meeting. All dwarves must attend, all jobs are postponed, dwarves who defy the order to go for one reason or another are punished for breaking the law (those in prison either are exempt or are brought by guards),  children are exempt.

The purpose is it gives a boost in mood to all who attend, maybe the leader can also use skills to make peace between dwarves or lighten their mood with an inspirational speech. [snip]

I can imagine this becoming an important game milestone. When to call your first council, with risks and benefits and also how soon to call a council after bad events or prior to battle so that the survivors will have a mood boost for the hard times ahead. LOTR is full of examples.

Linking it implicit to or require the attendance of important fortress nobles like [MANAGE_WORKERS] to enable more features would be cool.

Sort of like having a liason visit but quarterly during the civ's active season to update on what events have happened, which would be useful for comprehending also any particular meta-concerns that can be raised such as unhappy guilds, and as you said milestones of mayors & monarchs could help give a fortress wide good mood thought like justice about having competent leadership if there isn't actually any room to hold bystanders.
Title: Re: *We need your help with game ending stress*
Post by: nautilu on January 11, 2020, 08:57:06 am
Yeah. Leaders should do more and the more complex the fort becomes the more dedicated the rulers have to be to their job. Maybe it could lead to a faction system where a greedy ruler will extort citizens, etc. If the ruler is skilled and popular enough then they have support, or if not then maybe a real civil war could happen, with each side wishing to install its leader to the throne.
Imagine a scenario where the king keeps taking a dwarfs socks because they are his favorite item, but the dwarf happens to be an elite guard in the kings throne room... And so goes the tale of Urist "The Headless" Longhose....

Or religious wars... "What do you mean you dont want to join the vampire kings religion??? Infidel!!"
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on January 11, 2020, 09:42:26 am
Yeah. Leaders should do more and the more complex the fort becomes the more dedicated the rulers have to be to their job. Maybe it could lead to a faction system where a greedy ruler will extort citizens, etc.

If the ruler is skilled and popular enough then they have support, or if not then maybe a real civil war could happen, with each side wishing to install its leader to the throne.
Imagine a scenario where the king keeps taking a dwarfs socks because they are his favorite item, but the dwarf happens to be an elite guard in the kings throne room... And so goes the tale of Urist "The Headless" Longhose....

There's already the upcoming law arc for flexible application of entities governence but pretty much, but it'd be helpful if actual insurrections would formally generate a new governmental name and some way to mediate the conflicts.

If dwarves can put forward a ultimatum first in a emergency roundtable meeting like a diplomat from the mountainhome asking that you surrender to the will of the Dwarven kingdom and accept a administrator peacefully to avert a siege, or the enraged/villian network leader of the opposition they can probably solve the problem without resorting first to violence.

Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on January 11, 2020, 01:16:32 pm
Isn't the law arc, in all likelihood, still nearly a decade away? I agree that some work before then would be helpful.
Title: Re: *We need your help with game ending stress*
Post by: Manveru Taurënér on January 11, 2020, 04:02:46 pm
Isn't the law arc, in all likelihood, still nearly a decade away? I agree that some work before then would be helpful.

If I recall correctly it's set to be right after the Myth and Magic arc, which is pretty much as close in time as possible in the grand scheme of things (which may very well be 5 years or so off still, but definitely not a decade).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on January 11, 2020, 06:45:25 pm
Isn't the law arc, in all likelihood, still nearly a decade away? I agree that some work before then would be helpful.

If I recall correctly it's set to be right after the Myth and Magic arc, which is pretty much as close in time as possible in the grand scheme of things (which may very well be 5 years or so off still, but definitely not a decade).
Myth and Magic at least a couple of long development phases. 3 years for one 1.5 for the other 6 months brush up/bugs in between, then development starts. Getting close to a decade.

And M&M won't get started for at least a year or two.
Title: Re: *We need your help with game ending stress*
Post by: PlumpHelmetMan on January 11, 2020, 06:55:23 pm
Yeah, that's kind of what I was thinking, which is where I was getting a decade from.
Title: Re: *We need your help with game ending stress*
Post by: Manveru Taurënér on January 11, 2020, 07:05:40 pm
Well, even if that kind of scenario would play out it's still just around the corner in df development terms I'd say ^^
Title: Re: *We need your help with game ending stress*
Post by: nautilu on January 12, 2020, 11:52:07 am
There's already the upcoming law arc for flexible application of entities governence but pretty much, but it'd be helpful if actual insurrections would formally generate a new governmental name and some way to mediate the conflicts.

If dwarves can put forward a ultimatum first in a emergency roundtable meeting like a diplomat from the mountainhome asking that you surrender to the will of the Dwarven kingdom and accept a administrator peacefully to avert a siege, or the enraged/villian network leader of the opposition they can probably solve the problem without resorting first to violence.
I like your idea. A fort call to court should be easy and quick to implement and can solve some unhappiness problems without breaking the game. And can always be expanded into diplomacy later.
Title: Re: *We need your help with game ending stress*
Post by: Splint on January 13, 2020, 09:36:57 pm
There's already the upcoming law arc for flexible application of entities governence but pretty much, but it'd be helpful if actual insurrections would formally generate a new governmental name and some way to mediate the conflicts.

If dwarves can put forward a ultimatum first in a emergency roundtable meeting like a diplomat from the mountainhome asking that you surrender to the will of the Dwarven kingdom and accept a administrator peacefully to avert a siege, or the enraged/villian network leader of the opposition they can probably solve the problem without resorting first to violence.
I like your idea. A fort call to court should be easy and quick to implement and can solve some unhappiness problems without breaking the game. And can always be expanded into diplomacy later.

Main utility in the short term would be calling a fort-wide meeting so everyone can tell you what their biggest gripe is via the mayor or whoever's in charge in the aristocracy on-site. Would at least give the player some idea of what the biggest problems currently are in regards to stress besides the super-obvious like post-siege clean-up. Would be useful once the population grows beyond a certain size I would think, and I think someone floated an idea to that effect earlier in the thread.
Title: Re: *We need your help with game ending stress*
Post by: Mephansteras on January 13, 2020, 09:52:03 pm
That and more proactive stress fixing behavior on the part of the dwarves. If you've got taverns and temples and mugs and whatnot no one should be getting super stressed out about missing those things. I'd say once a dwarf gets stressed about stuff they should start prioritizing fixing what they can.

More spontaneous parties would be good. Or even cultural/religious holidays to give more of a fortress-wide break.
Title: Re: *We need your help with game ending stress*
Post by: Symmetry on January 30, 2020, 05:10:46 pm
I'm very late but I had some things to add that I didn't feel were mentioned.

Looking here on the wiki we can see the complete list of emotions generated and their effect on stress https://dwarffortresswiki.org/index.php/DF2014:Emotion
If the game is going to colour code them the thing that makes most sense is to colour code by strength of effect on stress.  If there's a pattern at the moment I can't see it.
Knowing what affects stress is one of the ways experts (who know this page on the wiki) can keep things under control.


Second, the stress system just keeps linearly adding up forever.  At the end of the second year anyone with less than 0 stress is going to be fine (if you keep them out of the rain etc.) but anyone above 0 is dead.
They are doomed.  There is no hope for them.  At some point they will go mad and it's just a question of how long it takes for the maths to hit 10000 and how many others they take with them.
I would expect dwarves to reach some kind of stress equilibrium, where more stress has less effect and vice versa for happiness.  This can't happen with the current system and is why the anxiety and dealing with stress personality entries are so important, and why the personality change from them is so devastating.
Personally I think the mood change from the rain thoughts is actually ok, it's the mathematically certain madness that results from these depressive personalities that breaks it.

There are two ways a dwarf mitigates stress when it gets bad, shouting at a mayor, tantrums.  Any other mitigation can happen at any time and is under player control.
So if a dwarf is stressed they will take these activities to cheer up, but none of them have a strong enough affect to actually help anything.  I've never seen them do a thing. 
Worse they just mean the dwarf spends forever running to the mayor and never takes care of their other needs.
So there's an attempt at auto balancing stress when the dwarf is very stressed but it doesn't seem to be doing nearly enough to offset the linear steady decrease over time when the daily / weekly adjustment is unbalanced.

I'm suggesting something like, at 5000 stress more stress counts for half and stress reduction count normal.  There will be some number here that balances stressed dwarves into a kind of annoying limbo where they can tantrum a bit, shout at the mayor, stumble obliviously now and then, but not be literally doomed.  There's still a game in there, not certain fortress destruction.


Finally, I hope the original post by ThreeToe isn't actually what we want...
It's hard to know how bad it is to lose 3 haulers to madness from a goblin clean up because I don't know how many there are or how long after the cleanup he waited but with 200 haul jobs in a death zone and 50 dwarves doing it I would expect to see 10 dwarves go mad over a few years.
In practice you don't let your "real" dwarves haul to keep them away from the death zones.  And also you have to keep the haul path for the corpses completely separate to the main fort so they don't see them.  At the moment the personality change consequences of seeing a corpse are too risky to let a legendary anywhere near them.
This makes using warriors quite risky.


The way the really bad personalities have such a strong effect has been mentioned by others but I wanted to repeat it.  It outweighs everything.
The way friendship/marriage is broken is only so important for stress because of the strength of these bad personality changes and how children is the best (repeatable!) way to get a positive personality change.
The second god not being worshipped only becomes important because of these super sad dwarves who can't be allowed a single unhappy thought.

For what it's worth I managed stress ok in my last fort six months ago, I lost a few soldiers after a fight and a couple of very depressed ones due to personality changes.
I stopped playing because I couldn't make more children without too much bedroom micro, but the stress management wasn't fun either.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on January 30, 2020, 06:42:17 pm
saying of 47.01, the new intermingling of values from migration to be less straightly set in stone does add complexity to dealing with needs but things are much more managable now. Here's to more refinement with 47.02 onwards.
Title: Re: *We need your help with game ending stress*
Post by: Hinaichigo on January 30, 2020, 11:06:36 pm
I really don't have a problem with the stress system as it is. If you make alcohol, nice accommodations, food, avoid bathing your dwarves in miasma, etc. it doesn't seem to be like a big problem.
Title: Re: *We need your help with game ending stress*
Post by: Symmetry on February 01, 2020, 03:29:25 pm
saying of 47.01, the new intermingling of values from migration to be less straightly set in stone does add complexity to dealing with needs but things are much more managable now. Here's to more refinement with 47.02 onwards.

Superficially it's even better than that.  I have dwarves who worship 8 gods and they've managed to do the top 3 already with just a single all purpose temple and relatively little downtime.
I'm playing a bit differently without dfhack etc. and I only have this one temple, I usually make one per god, but still it's interesting.
Title: Re: *We need your help with game ending stress*
Post by: Scruiser on February 02, 2020, 11:33:38 am
I really don't have a problem with the stress system as it is. If you make alcohol, nice accommodations, food, avoid bathing your dwarves in miasma, etc. it doesn't seem to be like a big problem.

Are you referring to the latest version (47.01) or the older versions (44.x)?

What's the largest siege you've cleaned up after?  I thought it was manageable (except for the rain), then I had a couple 100+ goblin sieges to deal with.  The military took care of them, but it turned the entrance of my fort into a death trap of negative thoughts from all the corpses until I got them cleaned up, and the process of cleaning them up pushed several dwarfs over the edge.  After the first siege, I started using dwarf therapist to sort by stress and micromanage the corpse hauling labor.  (This was in 44.x, haven't gotten that far in 47.01).

This is one of the big ones, but there were many little things that were also broken in 44.x.  Dwarfs with multiple gods only praying to one of them (I've heard one account that this is fixed in 47.x); migrants with family outside the fort continually accumulating negative thoughts from missing their family; socialization not forming friendships properly/incredibly slowly (I think this is fixed in 47.x); dwarfs with no relevant skills wanting to practice a craft (Toady has apparently partially addressed this with guildhalls in 47.x, but I have tested it myself yet); Goblin migrants that joined through petitions getting stress from not eating good food or drink (Goblins don't eat or drink).
Title: Re: *We need your help with game ending stress*
Post by: Splint on February 02, 2020, 03:28:18 pm
Goblin migrants that joined through petitions getting stress from not eating good food or drink (Goblins don't eat or drink).

Honestly, for creatures that don't need to it should be that they don't need to, not that they can't. Would also allow for vampires and similar things to mask their presence even more effectively too, while allowing those needs to be filled.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on February 02, 2020, 04:01:23 pm
Goblin migrants that joined through petitions getting stress from not eating good food or drink (Goblins don't eat or drink).

Honestly, for creatures that don't need to it should be that they don't need to, not that they can't. Would also allow for vampires and similar things to mask their presence even more effectively too, while allowing those needs to be filled.
So long as you have a tavern keeper, vampires drink in taverns now, goblins too. Goblins have a tendancy to overindulge and die though. Acquiring the need to eat after petitioning to join the fortress needs to be fixed though, sure.
Title: Re: *We need your help with game ending stress*
Post by: Scruiser on February 02, 2020, 06:22:59 pm
So long as you have a tavern keeper, vampires drink in taverns now, goblins too. Goblins have a tendancy to overindulge and die though. Acquiring the need to eat after petitioning to join the fortress needs to be fixed though, sure.
I've heard the tavern keepers basically poison your fort members if the booze stockpile is too close or you have too many of them, so the fort where I noted multiple goblins upset by lack of food/drink I only had a single tavern keeper with a reasonably long distance to the booze stockpile.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on February 02, 2020, 10:17:58 pm
So long as you have a tavern keeper, vampires drink in taverns now, goblins too. Goblins have a tendancy to overindulge and die though. Acquiring the need to eat after petitioning to join the fortress needs to be fixed though, sure.
I've heard the tavern keepers basically poison your fort members if the booze stockpile is too close or you have too many of them, so the fort where I noted multiple goblins upset by lack of food/drink I only had a single tavern keeper with a reasonably long distance to the booze stockpile.
Doesn't happen often enough to worry about. I always assign the Chief Medical Dwarf as tavern keeper (and manager). He's not only to busy to kill everyone, he possibly ensures people get to the hospital in a timely manner (no proof that this works, just second-hand evidence of wine soaked beds in the hospital and dwarves being "rescued" while in the tavern, apparently not under attack from time to time). Sadly my first fortress in 47.01 saw the Tavern keeper drink himself to death. Damn. Proves that dwarves can manage to die just fine by themselves, I guess.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on February 03, 2020, 03:45:18 am
So long as you have a tavern keeper, vampires drink in taverns now, goblins too. Goblins have a tendancy to overindulge and die though. Acquiring the need to eat after petitioning to join the fortress needs to be fixed though, sure.
I've heard the tavern keepers basically poison your fort members if the booze stockpile is too close or you have too many of them, so the fort where I noted multiple goblins upset by lack of food/drink I only had a single tavern keeper with a reasonably long distance to the booze stockpile.
Doesn't happen often enough to worry about. I always assign the Chief Medical Dwarf as tavern keeper (and manager). He's not only to busy to kill everyone, he possibly ensures people get to the hospital in a timely manner (no proof that this works, just second-hand evidence of wine soaked beds in the hospital and dwarves being "rescued" while in the tavern, apparently not under attack from time to time). Sadly my first fortress in 47.01 saw the Tavern keeper drink himself to death. Damn. Proves that dwarves can manage to die just fine by themselves, I guess.
It seems that new residents always get "rescued" the first time they get a drink in a fortress, at least in 0.44.12, so observations of dorfs being rescued would have to account for, and eliminate, those bugged cases.
Title: Re: *We need your help with game ending stress*
Post by: Pancakes on February 04, 2020, 07:40:20 pm
I think part of the problem regarding compounding stress is that all stress sources add to the same stress total, especially once your fortress starts getting mature (10+ years, with various beasts and sieges).

For example (I'm going to make up numbers for simplicity's sake), say that getting rained on for an average dwarf, Urist, adds +100 stress. Urist then goes on to not have any good food for a while, adding +100 stress. Urist now has a stress level of 200. After some time without becoming more stressed out, Urist's stress drops by, say, 10 per day. Therefore, after 20 days, Urist is back to their base level of 0. This is, if I'm not mistaken, how stress currently works. Of course, we're ignoring that dwarf's personality, but we'll get to that.

Now, we're going to break up the sources of stress. We still have the total level of stress, but now it's a summation of the other stress levels, and every stress "pool" drains (and fills!) independently of one another. Using our example: Let's assume that Urist hasn't begun to de-stress yet. While the total level of Urist's stress is 200, it is composed of 2 values, 100 (Stress from rain) & 100 (Stress from bad diet). Suddenly, they have a meal with their favorite ingredient. Hurrah! This doesn't make Urist instantly de-stress, but it does allow them to quickly de-stress at a rate of 50 per day. Now, after 2 days, Urist's stress level is at 80 (50 per day for diet stress, 10 per day for rain stress). Then, after becoming totally de-stressed in regards to their diet, Urist de-stresses at the normal rate of 10 per day for their rain stress, taking

Now, this is grossly simplified, but I think it is something to consider when deciding on how to balance stress. Again, this is all assuming that stress is currently just a sum.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on February 05, 2020, 05:33:31 am
If your dwarves are drunk anyway and braver than they would usually be, it seems like discipline got a big buff this version since a pet grazing animal collapsed in my meeting hall, fearing the worst i quickly arranged for it to be buried but nobody cared and the pet owner wasn't around to witness it and no discipline xp was gained from seeing it.

So hopefully no more thoughts about rhesus macaques & inefficient monster hunters in general now as long as i keep them absolutely sloshed with alcohol. Bit of discipline training wont hurt either, i still don't take risks letting my dwarves pick up after sieges but as long as i put some disciplined folks to pick up corpse pieces, keep the alcohol-tap flowing & quickly remove the body parts piece by piece with wheelbarrows it should be ok.

But since goblins are so finnicky, i dont know if a crueller race has amblivient opinons on it (i could change goblins to 'town' temporarily) or even positive ones without opportunity to observe and try.


I've also heard that if you put your beer further away from a tavern, and do some nifty maneuvers with jobs restricted to burrows the distance of the tavern keeper walking to collect more alcohol helps pace the amount that dwarves drink when being served.
Title: Re: *We need your help with game ending stress*
Post by: Naryar on February 12, 2020, 05:44:45 am
I haven't yet encountered stress problems in the new version. Yet again, no sieges, just rain changing moods and a few miasma clouds here and there. I got one unhappy dwarf in a fort of 90, but that's to be expected cuz he's military and has been cut off from things like socialization and prayer for several months- now that he's off duty, I expect him to get better.

That being said, it seems that dwarves worshipping two dozen deities now sounds like a problem (I assume it is a bug, though ?) because it seems dwarves will just spend their time praying and become unfocused / have unhappy thoughts due to being unable to pray to them all.
Title: Re: *We need your help with game ending stress*
Post by: Splint on February 12, 2020, 11:19:57 am
I've had a few problems due to a lot of one-sided relationships and that damned food demand - in particular there's some who only like carambolas or types of flour I physically can't provide them (neither trade nor the local biome can produce them.)

There's more than one dwarf who is all kinds of upset because they've been away from friends for too long, while others purport to have at least a few.... Some of them being the dwarves who apparently have nothing but passing acquaintances.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on February 12, 2020, 01:23:01 pm
I have a suggestion thread up specifically to combat food 'needs' (http://www.bay12forums.com/smf/index.php?topic=175536.0), lets just hope toady's taking notes of the demand for change in that area. Since the related threads going moreso to general complaints about finished food in general being generic and overvalued stretch all the way back to 2010.

Im still trying out a brand new scheme for my temples & dance areas since i will need new areas to do it in. Basically its a raised 12x5 dining room with a 1x12 strip floor tavern down the middle so overflow is forced onto the dining room chairs, and around it are pits carefully tailored to give dwarves spaces for 5x5 activites to fill their needs. Gets consistently good thoughts over legendary dining room and performance pits will allow dwarves to hear music & dance without being on the same z.

(http://puu.sh/F9YUW/03925d47fc.png)

I guess the point i was trying to drive towards is that not every fortress a new player makes (or even a experienced player) will be as deliberately thought out and designed, and a lot of fortresses are creations of circumstance. So on the other hand i dont think Toady should explicitly *dumb down* (to use a strong expression) the game for absolutely everybody, but just refine it in areas like was done in 47.xx and hopefully the future.
Title: Re: *We need your help with game ending stress*
Post by: Loci on February 12, 2020, 09:20:23 pm
As far as I know, needs are still not causing "game ending stress" (http://www.bay12forums.com/smf/index.php?topic=174931.msg8049126#msg8049126).

Back on topic, a case study of one stress-death in v0.47.02:

As Letmosushat immigrated in Fall 201 as a normal dwarf. In 201 As was caught in the rain and experienced a personality change robbing her of the ability to handle stress. In 202 As saw a goblin snatcher die and experienced a personality change triggering constant internal rage. By early 204 As was forcibly emmigrated as an over-stressed shell of her former self. That's less than 3 years to go from dependable dwarf to ticking time-bomb.

Constant internal rage is a personality trait on the tail end of the bell curve, occurring in 0.4% of generated dwarves ( 1 out of 250 ). Unfortunately, it is much more common as a result of personality changes. Constant internal rage is almost always fatal, though the loss of stress handling accelerated the process a fair bit for As. It appears that the stress behavior was designed under the premise that "constant internal rage" would be exceedingly rare, but the newer personality change code shifts dwarves in that direction far more frequently. By year 206, my fortress already has three other dwarves with "constant internal rage" who will soon be following As on her final mission. (That's 4 out of 50, and doesn't include those who are just more "quick to anger" now.)
Title: Re: *We need your help with game ending stress*
Post by: Hyndis on February 12, 2020, 10:16:01 pm
As far as I know, needs are still not causing "game ending stress" (http://www.bay12forums.com/smf/index.php?topic=174931.msg8049126#msg8049126).


Really? Huh, never knew that. Always thought it did. Having unmet needs can result in negative thoughts, and it seems that stress is a mixture of positive and negative thoughts. If some thoughts create stress while other thoughts do not create stress how's the player to know that unmet needs don't cause stress? How is the player supposed to fix the problem if they're not presented with accurate information?

The stress system is completely opaque and needs to be explained to the player far better.

I like the way Rimworld handles it. Thoughts have a magnitude and a duration. You know exactly why your pawns are happy/unhappy, and how long the current mood buff/debuff will last. Moods are complex because pawns may be under the influence of 20 different thoughts at the same time. This not only provides the player information on what precisely is causing unhappiness, but it also tells the player how to fix it and how long the player needs to hold on while the pawn recovers from her terrible mode. Some thoughts may last for multiple seasons, such as getting married or having a family member die. Some are brief, such as having eaten a fine meal or eating without a table. Rimworld communicates this information to the player very well.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on February 12, 2020, 10:33:09 pm
Loci, I think Hyndis is referring to the thoughts about "same old food" and "lack of decent meals" - which are negative thoughts categorized in the stress side. Dwarf Therapist shows they cause a small amount (but consistent and unavoidable) of stress.

Your research into needs is important, though - and you're right about the two being commonly conflated.

The fact that this keeps coming up and needing to be clarified is exemplary of the issue: stress is complicated and not clear to new players in the least.
Title: Re: *We need your help with game ending stress*
Post by: Hyndis on February 12, 2020, 11:13:43 pm
I'm not even a newbie player, and its still confusing to me!

Check my forum account. Registered in 2008. Been around DF for a while now, and the only way I've been able to cope with the stress system is to edit the raws to set dwarven stress vulnerability to 0, discipline as a natural skill to 15, and then add in a reaction to booze to make booze alter personality to keep stress vulnerability at minimum. And still, despite all of this, one siege or one rainstorm can ruin a dwarf forever.

I do not know how to reduce stress. Masterwork everything. Bedrooms like personal palaces. Temples and taverns and safety, and yet still stress inexorably climbs.

The only way I've ever been able to keep stress from inevitably climbing is to simply seal off the fortress like its a Vault-Tec vault.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on February 13, 2020, 12:44:58 pm
Some thoughts remove stress, some thoughts add stress, and different thoughts and emotions cause different amounts. Unmet needs cause very minor stress.

Personally, I inadvertently made a race that can easily be prevented from game-ending stress by just making them especially violent and having them all regularly do military training. This was sufficient, which surprised me.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on February 13, 2020, 01:13:37 pm
Some thoughts remove stress, some thoughts add stress, and different thoughts and emotions cause different amounts. Unmet needs cause very minor stress.

Personally, I inadvertently made a race that can easily be prevented from game-ending stress by just making them especially violent and having them all regularly do military training. This was sufficient, which surprised me.

hehehe Goblins in a nutshell. Only ones you have to watch out about those are that there are plenty of other reasons goblins want to stab each other like bad temperament, corruption and jealousy. You might want to make them unequip their weapons off duty just to be sure it doesn't sink into anybody else.

Saying that, the clogged up load of military bugs and screens don't help new players get into the swing of making effective fighting forces and curb the Dwarven (and otherwise other race) itch to practice martial combat or just a few sparring sessions to beat out the stress, if there was a guild like establishment (of which there are still none for philosophers) for military subjects that crossed this need off it'll probably not require mass conscription for a minimum level of training.
Perhaps replace martial practice with uhh exercise (http://www.bay12forums.com/smf/index.php?topic=144864.msg5742308#msg5742308)?
Title: Re: *We need your help with game ending stress*
Post by: Riemann on February 13, 2020, 02:18:51 pm
I really do not think that there is no connection between unmet needs / distraction and stress.

The investigation by Loci is interesting:
Far too many people are conflating needs with stress. Needs are a separate system, primarily resulting in distraction, not stress. Yes, difficult and impossible needs are annoying; yes, unmet needs add a handful of minor bad thoughts; but needs are quite unlikely to be a source of "game ending stress".

To illustrate that point, I modded dwarves with [NO_EAT][NO_DRINK][NO_SLEEP], disabled weather, invaders, and immigration, and removed the active season (and clothing) tokens from the mountain entity. I then embarked with sets of leather armor, assigned uniforms, isolated each dwarf in a one tile area, and let the game run for 10 years. Despite *actively not meeting* all of their needs, not a single dwarf complained about stress, threw a tantrum, or went insane. This is a worst case scenario; even a dabbling overseer can be expected to satisfy some of their dwarves' needs by, say, brewing alcohol and assigning work, so "real game" stress from neglected needs would accumulate even slower than in this test. Additionally, the moderate stress from unmet needs could presumably be offset by positive thoughts the dwarves experienced. If you want to see some heavily-distracted-but-sane dwarves, you can download my test embark (http://dffd.bay12games.com/file.php?id=14592) or recreate the setup from the description above.

But there are too many possible explanations of the result due to the mods needed to run the test. We just don't know what side effects may have been disabled due to all the codepaths that were cut off.

I will try to do some more digging into my recent late game fort ( http://www.bay12forums.com/smf/index.php?topic=175583.0 ) with dwarf therapist. See if I just had a lot of internal-ragers. But the correlation between multiple stacked different kinds of distraction and stress was just too big to ignore.

And really, if we are talking about the actual point of this thread ( "We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration." ) then the needs system and distraction is absolutely one of those things.

In all of the UI the unmet needs look bad. Players will want to "fix" the problems their dwarves are having. That kind of empathy is what makes DF such a good game. And right now that is impossible or requires tedious, game breaking micro.

All of the stuff in worldgen and adventure mode is really interesting to read about on the dev blog. No question about that. But worldgen and adventure mode could be in the same state they were literally 10 years ago and it wouldn't impact the actual gameplay experience of Dwarf Fortress hardly at all. The broken needs system and stress problems actually do make a huge impact on gameplay.
Title: Re: *We need your help with game ending stress*
Post by: Symmetry on February 13, 2020, 02:55:00 pm
It's confusing because many "haggard" dwarves will have no bad thoughts in the top block except unmet needs.
I don't doubt Loci's result but it just raises more questions than it answers to me.
Title: Re: *We need your help with game ending stress*
Post by: Hyndis on February 13, 2020, 08:36:46 pm
It's confusing because many "haggard" dwarves will have no bad thoughts in the top block except unmet needs.


I see the same behavior all the time. A wall of positive, happy thoughts and yet the dwarf is still haggard. There does not appear to be any way to reduce stress no matter how charmed of a life the dwarf lives. All the luxuries in the world, every need met, and still stress climbs.

The lack of control is whats frustrating. I understand if I screw up and doom everyone its my own fault. Flooding the dining room with pressurized water from an ocean is entirely my own fault. This doesn't cause me any frustration because cause and effect are linked.

Stress frustrates me because cause and effect are not linked. I have no idea what causes stress and I have no ability to reduce stress. I have zero control about this, yet I'm punished for it anyways. This isn't fun gameplay.

I'm not asking for a magic de-stress button (thought DFHack has one), I just want a clear path to calm dwarves and remove stress. I wish the game told me what to do so that I can do it. Does the stressed dwarf demand a zoo with a hippo and a parrot as exhibits? I can work with that! Just give me a path to fix the problem.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on February 14, 2020, 05:56:26 am
It's confusing because many "haggard" dwarves will have no bad thoughts in the top block except unmet needs.


I see the same behavior all the time. A wall of positive, happy thoughts and yet the dwarf is still haggard. There does not appear to be any way to reduce stress no matter how charmed of a life the dwarf lives. All the luxuries in the world, every need met, and still stress climbs.

The lack of control is whats frustrating. I understand if I screw up and doom everyone its my own fault. Flooding the dining room with pressurized water from an ocean is entirely my own fault. This doesn't cause me any frustration because cause and effect are linked.
[snip]

I'm not asking for a magic de-stress button (thought DFHack has one), I just want a clear path to calm dwarves and remove stress. I wish the game told me what to do so that I can do it. Does the stressed dwarf demand a zoo with a hippo and a parrot as exhibits? I can work with that! Just give me a path to fix the problem.

Saying that, that's exactly what's supposed to happen though,  least in signficiantly earlier versions before the tavern arc, the highly interesting statue gardens, zoos and pieces as popular party venues cleared schedules for some chin-wagging and revellry, but alone being put into locations and working 24/7 isn't really as stimulating as a entirely selfishly relaxing activity for knocking off stress.
Closest thing i've had is when dwarves want particularly nowhere to go, maybe because locations are overcrowded they'll go back to their private holdings and start injesting throughts of pride over their bed and other furniture. 'Treasure Rooms' intiatives are something to try, even though they don't acknowledge the statue garden or zoo amongst their posessions for private use, even though only they, thier spouse and children can freely path to it.
Title: Re: *We need your help with game ending stress*
Post by: UncleSporky on March 06, 2020, 10:52:07 pm
I learned so much while reading this thread...and in fact it's now making me lose a lot of motivation to keep playing my current fortress, if this is what I have to look forward to.  :(

I play the game in rare spurts and I think stress wasn't fully implemented last time I played.  Because I like to use the Lazy Newb Pack and also like playing on the most stable releases of things, I'm playing on the 2018 version, without any tweaks that may have happened to stress in Villains.  I realize that's less helpful for feedback but I felt compelled to post my thoughts anyway.

Early on I had most dwarves generally happy, as I usually was able to do in previous versions...though they weren't becoming ecstatic as they usually did.  And I had one particular dwarf, who practically nothing had ever happened to, who was just miserable.  Even as someone who uses the wiki quite a bit, I had no idea what was wrong with this dwarf or how to fix them.  Their thoughts were full of "admired own fine bed," "slept in a palatial bedroom," "were satisfied at work recently."  It really didn't indicate what the problem might be.  And they started tantruming, and continuously "conduct meeting," which I learned was an attempt to scream at the management.  I figured this particular dwarf's traits must've been a perfect storm of badness, so I let them starve in a locked room.  (Old habits die hard...forgot you could exile.)

Except after reading this thread, I've looked through some other dwarves' personalities, and they're all getting on that same road.  Personality changed for the worse after getting caught in the rain once several years ago.

Someone else started dipping down into the yellow, again for essentially no visible reason at all in a fort full of wonders and peace and good food.  This time it was a longstanding skilled dwarf I was kind of attached to and didn't want to lose.  I tried many things to fix their stress but it didn't seem like anything could really reduce it.  I locked them in a room with the expedition leader in an attempt to force them to yell at each other for a while, but they both just stood there with no job.  Didn't know what to do.  I ended up targeting the dwarf and typing remove-stress into DFHack, but even so I regret it.  They immediately shot up into the ecstatic range, and are essentially a drooling lobotomized happy dwarf.  It felt so artificial.

But reading this thread, it sounds like that's the only recourse.  Gotta remove-stress -all, or edit the raws to reduce/remove the effects of stress, or do both.  But I really don't want to have to do that.  I already customize the game in a few ways to my liking, such as limiting to 50 dwarves at the moment, but this just feels so cheaty, and not what's intended, and certainly damaging to the individuality of the dwarves as characters.  But on the other hand, I don't want to have to deal with dwarves losing their mind all the time for no good reason; no good reason from my point of view of course, I personally don't think being caught in the rain once is cause to become a bundle of nerves ready to explode at any moment.  That may be how dwarves are, but if that's going to be the case moving forward, then the game is going somewhere that I can't follow.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 06, 2020, 10:59:35 pm
Um....you know that rain causing too much stress is a BUG right? Not working as intended. The game isn't "moving in that direction". It has stress issues which need to be fixed exactly as Toady said not a week ago:

Toady (talking about this thread)
Quote
Yeah, the thread has been great.  We have about twenty angles to work with there, and some of them are straightforward enough that they should come up in the parallel releases rather than with the Steam/itch release.  I haven't run any numeric tests yet, so I'm not going to pin it on anything, but between siege bodies and rain and food and cave adaptation etc. there is a lot to check and change.  The needs discourse is fascinating since it doesn't seem(?) to be a numeric stress problem, but it is a presentation problem, so we'll still need to address it.  The changes made to friendship forming and vulnerable dwarves in the recent 47s is just the start.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on March 06, 2020, 11:29:49 pm
That may be how dwarves are, but if that's going to be the case moving forward, then the game is going somewhere that I can't follow.

How is this thread, made by one of the games' creators specifically because the stress and personality changes are a problem, and indicator that they don't want to change it?
Title: Re: *We need your help with game ending stress*
Post by: madpathmoth on March 07, 2020, 12:18:44 am
I'm a new player, and dwarf stress spirals are the biggest thing keeping me from playing Fortress Mode.  It feels awful to try and get started; from the moment I see my dwarves around their wagon I feel like I now have a vague but very real timer on how fast i have to get EVERYTHING done before my dwarves start becoming miserable due to things I can't control.

Rather than enjoy the game, if I embark I expect to have to spend a couple hours frantically trying to make sure I know EVERYTHING about Fortress mode so that I waste as little time as possible immediately doing everything I can do avoid stress, which I just simply cannot do.  Even if nothing "bad" is happening, any random minor cause of stress will begin to pile up from the very first second while it feels like the few painfully obscure ways to reduce stress (a "mist-generator"? are you kidding me?) require so much micro-management while literally stress just pops up everywhere at all times.

Basically Fort Mode feels like if you inherited someone's farm, and then from the moment you got there, they told you that you had to provide for and take care of their seven children while the land is actually on fire somewhere already and you have no way to put it out.  It's not fun.  All of the fun bits of the game would be accessible AFTER I have reached a stable point, but currently this game seems designed to ensure that doesn't happen.

Let me get my thoughts in order.  My issue as a new player is that immediately after embark, 1) stress begins to build immediately before any counters to it or ways to cope can even be planned, 2) the ways I can help dwarves deal with stress require enough time and resources to make that I can easily have many stress problems before those are even achievable, 3)sources of stress outnumber and outpower de-stressers even on top of being ridiculously inconvenient, elaborate, and tedious to the point of frustration

Dealing with stress IS the game right now, and it really doesn't feel like a rewarding or enjoyable one.

Not to mention, you know...  Maybe I'm asking for something unreasonable, but like, combat?  It's pretty cool?  A huge amount of detail went into it and it produces some of the most dramatic and interesting moments in the game.  I'd sure love to be able to focus on that, explore and play around--  oh look all my dwarves are suicidal now due to dead bodies and the horrors of wars.  That entire culture of warriors and craftsmen in this world of incredible violence where multiple wars are waged 24/7 and many many many conflicts can LITERALLY only be solved by violence...

Once AGAIN this game punishes the player for doing things the way they are presented to them.  "Losing Is Fun" if you can actually learn from the experience and do better next time, but...  This game is so misleading, all the time.  Purposefully obscuring what the impact of the player's actions are, or what the source of anything is (negative or positive).  And right now, if you aren't playing Fortress Mode the exact right way (like say, having every possible source of Good Thoughts by year 3 for your dwarves, with no deaths, handling every siege perfectly) then your reward is having even less time with your fort before the effort you put in goes down the drain.  Very very unrewarding of an experience, and the idea of that pushes me away.

You're basically building the game to push players towards doing as little as possible, because the ONLY way to avoid stress is to never be exposed to it, currently.  Avoid fighting.  Avoid the outdoors.  Don't build anything experimental.  Keep the caverns closed.  Fill this checklist of needs for every dwarf.  Don't bother anyone.

And it still doesn't work from what I can tell?  This game truly feels like things only get worse right now, even outside of Fortress Mode.  World gen, necromancers just taking over every world with more than 250 years of history (more than 125 even in my experience), adventurers all just becoming traumatized husks within two weeks, forts all become miserable insanity-filled hellholes.  Is there so little POSITIVE programmed into this world?  Is that why it feels like you have to reinvent the wheel every time you want to do one-tenth of what's required to keep dwarves sane for a period of time?

I wish I could give more specifics on what key mechanics are problem-causing, but I haven't been playing for very long, and this is me trying to convey how negative the experience can be for newer players due to the obscure stress system (and everything tangentially related to it being at least as obscure and punishing).
Title: Re: *We need your help with game ending stress*
Post by: muldrake on March 07, 2020, 02:52:12 pm
I find a lot more dwarves than previously become unsalvageable and just need to be expelled or launched into magma.  I even build a bridge for it fairly early on.  Just station them on it and pull the lever.  No dwarf, no stress.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 07, 2020, 08:51:30 pm
I find a lot more dwarves than previously become unsalvageable and just need to be expelled or launched into magma.  I even build a bridge for it fairly early on.  Just station them on it and pull the lever.  No dwarf, no stress.
Previously compared to when? From before 47.04 initial stress fixes?
Title: Re: *We need your help with game ending stress*
Post by: muldrake on March 07, 2020, 10:35:37 pm
I find a lot more dwarves than previously become unsalvageable and just need to be expelled or launched into magma.  I even build a bridge for it fairly early on.  Just station them on it and pull the lever.  No dwarf, no stress.
Previously compared to when? From before 47.04 initial stress fixes?

Previously from 0.44 or so and the couple years before then.  It seemed like there was a period when stress was almost nonexistent.  It would be nice to have something in between that and when tantrum spirals were normal.  I'm not really having spirals but it's only by aggressively handling dwarves who seem inevitably to lose their ability to cope.
Title: Re: *We need your help with game ending stress*
Post by: Libash_Thunderhead on March 08, 2020, 05:00:32 am
I find a lot more dwarves than previously become unsalvageable and just need to be expelled or launched into magma.  I even build a bridge for it fairly early on.  Just station them on it and pull the lever.  No dwarf, no stress.

I haven't check recent version, but last year, you have only 3 kinds of dwarf, eventually.
1) stress = 0, probably new migrants
2)  stress = -9999
3)  stress = 3000+

The 3rd type are usually unsalvagable, your efforts just delay their doom.  Sadly, the most efficient way is removing them。
Also it appears soldiers have a lower chance to snap, so maybe military training is necessary for a heathier fort.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on March 08, 2020, 06:03:45 am
Also it appears soldiers have a lower chance to snap, so maybe military training is necessary for a heathier fort.

I won't commit to saying that disicipline might give a division factor on inputs of negative stress as much as they're expected to just blunt the negative input of certain situations but all the best stories of tantrum spirals usually come about with a crazed dwarf with a axe.
Title: Re: *We need your help with game ending stress*
Post by: Splint on March 08, 2020, 12:56:09 pm
Also it appears soldiers have a lower chance to snap, so maybe military training is necessary for a heathier fort.

I won't commit to saying that disicipline might give a division factor on inputs of negative stress as much as they're expected to just blunt the negative input of certain situations but all the best stories of tantrum spirals usually come about with a crazed dwarf with a axe.

The barrage of good thoughts from sparring, teaching, improving skills, and learning actually can save some dwarves. I've had a couple problem dwarves make a turnaround from a long stretch of training.

However this is with the newer releases, and in a fort that actually needed fresh soldiers.

I imagine in a lot of forts this isn't really the most viable option, particularly smaller ones where having three squads training grinds everything to a halt for a year and a half cause that's half your people under arms training, and some forts just aren't going to need vast numbers of fighting dwarves at any point.

Forts that seldom have sieges due to an isolated location, ones that button up and wait out sieges, or that make use of various contraptions to end battles probably aren't going to ever really need more than two squads for mop-up or to deal with animals that slip in and cause a ruckus; those in metal-poor biomes may not be able to properly equip more than that either. In these kinds of places military training just isn't going to be as vital or useful as they would be in a place that has to deal with constant threats from the local fauna and/or enemy assaults, leaving many dwarves who want to serve not being put into squads simply because they aren't needed, can't be properly equipped to begin with, or because doing so would severely disrupt day-to-day fort operations.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on March 10, 2020, 11:22:30 pm
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on March 11, 2020, 02:22:03 am
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.

Is there a coinstar room style method of getting them the "doesn't really care about anything any more" trait and would this actually help?
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on March 11, 2020, 03:02:53 am
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.

Or just disable the monthly schedule altogether (by going to schedule and clearing train to leave them empty, 12 months named in installments of 3 a season for easy optimization) and the 47.03/47.04 self need fufillment AI will have them train anything related when they need to but mostly ignore consistent training. In a weird way its sort of a pseudo guildhall like location.

I wish barracks were really actually I zone locations for this purpose, it'd make life a lot easier and probably free up players from the bugs surrounding furniture and to do much more with barracks zones administratively beyond that point, like a place to marshal & rally up your troops to gather before a big raid or to join a response army in devgoals.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on March 11, 2020, 03:08:29 am
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.

Is there a coinstar room style method of getting them the "doesn't really care about anything any more" trait and would this actually help?

Combat hardness only affects the "saw a dead body" and "got into conflict" thoughts AFAIK, not stress in general.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on March 11, 2020, 03:15:54 am
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.

Is there a coinstar room style method of getting them the "doesn't really care about anything any more" trait and would this actually help?

Combat hardness only affects the "saw a dead body" and "got into conflict" thoughts AFAIK, not stress in general.

If you follow online reviews, Ssethtzentch puts out a deconstructed but detailed psyche report into DF in general, but with special mention to coinstars have become significantly more deadly because armor can be properly damaged & penetrated now in themselves, the coins becoming a 200 stack of metal blowdart like high velocity projectiles slung from the bridge in the original design, or modified to be very-very fast with a minecart ejection.

In arena mode same is true if you spawn in adamatine blowdarts to use as ammunition. Uhhhhh maybe imported wooden elf spear traps would be better, better to have bruises than to have cuts.


Back onto stress, i haven't seen jaded dwarves (as per just a means of behaviour) for a long time, but the memorization of bad events is normally helped by alcohol and personality balance shifts through memories into just not caring.
Title: Re: *We need your help with game ending stress*
Post by: Alatun on March 11, 2020, 03:21:02 pm
I'm a "medium experienced" player that started with DF about 3 years ago. I'm usually playing a few weeks after a new release until I'm running into a problem (maybe a bug or otherwise game breaking situation). Maybe I start a second fort. If I encounter the same bug/situation, I usually stop playing and wait hoping the next release will be better and fixes the problems.

I did only read about two pages from this 20 page thread and there are a lot of things, I would agree. My point of view:

There first major issue with the game: the lack of managing tools
Someone wrote, DF is a "city builder" in the beginning and a "city manager" later on. I think this is true.
If you need to "manage a city" you need tools to get an overview how certain parts of the city are developing (economical/social which includes the stress aspect). The game itself has little to none tools to achieve this. The only thing you get, is a very basic information about drinks/food. If you are using DwarfTherapist its getting better to "manage jobs", to get an overview about happiness and other needs, but I consider even this too less information, because you need "information over time" to detect trends. If a dwarfs happyness starts declining and I have a way to detect this early, I might be able to take countermeasures. If a dwarf is falling into depression, it's usually too late.
I've started to write myself some dfhack scripts to get more information (mostly for certain economic areas), but I also started to export happiness/stress data on a regular basis, but I did not have the time so far to write a tool to convert this data into a graphical form that lets you detect trends earlier.

The second issue is balancing the stress system. There are a lot of situations, where it is unavoidable that dwarfs are confronted with stressful situations (siege, trauma, dead body, missing family). So the game must also offer enough working options to get stress fixed (maybe let the impact of a bad thought decline, if a good thought is experienced). Some examples: If a dwarf needs "decent meals" and my fort offers "decent meals", the dwarf should go and eat a lavish meal instead of taking plump helmets (probably a bug). It's ridiculous, that a dwarf feels stressed about miasma that happened several years ago. There are too many events triggering "strong negative thoughts" and too less events with "strong positive thoughts" to balance (which is probably needed to fix the stress for certain personalities). Some good ideas to balance the stress system have been written (e.g. contextual impact - seeing a dead body of an enemy that was defeated by dwarfs should be evaluated differently than the mangled dead body of a close relative). As some people already wrote: there should be ways to fix stress from a "managers perspective" (without doing tons a micro management).

One idea, that came into my mind: let dwarfs craft "minor artifacts" that will be gifted to another dwarf. This should create a positive feeling for both parties and should strengthen the social bonds (maybe leading to marriage or other kinds of strong social bonds like "blood brotherhood" or similar).
Title: Re: *We need your help with game ending stress*
Post by: muldrake on March 11, 2020, 03:58:29 pm
You can pretty easily set up squad schedules to have a good chunk of your dwarves training at all times, which helps with stress a lot. "Minimum dwarves training" is actually... "maximum dwarves training". They automatically shuffle out of the squad if they have other needs.

Is there a coinstar room style method of getting them the "doesn't really care about anything any more" trait and would this actually help?

Combat hardness only affects the "saw a dead body" and "got into conflict" thoughts AFAIK, not stress in general.

This is a LOT of the stress I get, particularly after bloody fights in the early game.  The fight itself causes practically nothing compared to the months of the bodies laying around especially if they absolutely refuse to clear them or, worse, cancel jobs to bury the bodies because they're upset by the bodies, then get assigned the task again and. . .you get the idea.  It can take an unreasonable amount of time to clear up the carnage, and meanwhile, sensitive dwarves are walking past this stuff and freaking out over and over.
Title: Re: *We need your help with game ending stress*
Post by: Maltavius on March 14, 2020, 01:49:09 pm
I think 3 years is kind of a good length, that's about where I quit.

I think after 3 years my fort is too big and there is too much data to process. I have what 20-40 dwarves and they all like and hate something different. There is no way I'm going to read 40 walls of texts about my dwarves to find out I need 60+ different stones and food types.

I'm all for a summary screen, but I'd also like the game to point out that "Hey this job order has been canceled 200 times now, it's causing people to be angry" or "Half of your dwarves haven't had a proper drink this season", "5/20 dwarves are sad about their clothing."

Maybe it could be a seasonal or yearly status-screen that shows if you have a Mayor and a manager and a Therapist.


I used to play a lot when there was a mod with Simplified leather, meat etc.
There was leather, fine leather, great leather I think, that way people that wanted leather clothes where easily satisfied, instead of someone only wanting giraffe leather clothes. It also helped with my inventory clutter.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on March 14, 2020, 03:07:20 pm
You don't need to satisfy every need for every dorf for a fortress to run properly. Sure, you can go the extra lap around the Earth to try to cater to every dorf's preferences, but you don't HAVE to. While some dorf may like capybara leather, the need that needs to be fulfilled is to have clothes and occasionally get new ones. Only an exceedingly picky dorf would refuse to grab clothes not made out of a favorite material (and I don't know if such a dorf is even possible).
I've had one case of a dorf that refused to pick up trinkets despite being ordered to haul them to get him to grab one, and getting a very unfulfilled need from it until I managed to get the bugger to haul a trinket of a favorite stone, but that's a rare exception (I was actually on the way to bring the bugger back from the [mood blocked] brink of insanity when my fortress was killed by raid equipment corruption).

Thus, simplification may help with clutter, but would probably have no effect on required need fulfillment.
Title: Re: *We need your help with game ending stress*
Post by: chips on March 15, 2020, 01:26:38 am
     I found the new stress system to be pretty frustrating, I'm glad to see you are receptive to feedback on this front. Most of my negative feelings are from the religious part of the stress system. I'll go into more detail on what exactly I mean and why I feel that way.
     The problem starts with temples. Temples where all deities are worshiped never seem to be able to keep up with my dwarfs needs, regardless of how big the temple is or how many statues i place in it. It should also be noted in-game that temples require statues to function. Maybe a count of religious statues within a location the same way instruments and boxes are counted?
     The next problem I encountered was when specifing a statue's specific image in the shape of a deity, I would often not receive a statue in the specific image of that deity; instead, it will be carved in the image of a historical figure embracing the god or some other crap, which makes creating multiple statues to multiple gods a real pain. In the end, I have resorted to specifying the material as well as the image so every god has a unique material for their statues and only carving out temples 2 or 3 at a time, or else the list quickly becomes an unreadable mess. Requiring THAT much micromanagement just to build the essential furniture for a essential location isn't fun.
     Next is the size of the pantheon. The longer world history goes and the larger the map, the more likely some dwarfs are to start worshiping deities from outside their civilization. It also means more items created to glorify the deities, which also in turn can be worshiped.  For one example, the fort I'm currently playing is in year 106, a small world. My 99 dwarves worship 33 different gods. I've seen dwarfs worship as many as 5 different gods. It's basically impossible for anyone but the most skilled players to keep up with the many deities and objects your dwarfs worship.
     For my final complaint about temples, lets say you make a few temples. The value of the temples seems to have no effect on the stress reduction or anything else, it produces no goods, trains no skills, and attracts no visitors. The only tangible benefit is fulfilling the prayer need. Compared to a libraries, guildhalls, or taverns, temples have the least amount of player interaction and almost no effect on the game; yet with every dwarf worshiping at least 1 deity, I still find myself making many temples. At a minimum temples should be comparable to the other locations. There should be a benefit to having a higher value temple to reward the players  who choose to go the extra mile and boost the shrines value up to a temple complex. Temples should also have unique visitors, like libraries have scholars or taverns with traveling bards, that can give you benefits.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 15, 2020, 01:54:43 am
No specific deity is working just fine for me. Doubt any "skilled player" ever makes a temple to every single god in the fortress (I make it a long, long term goal but it's not a necessity). Give them enough time to pray don't wait until they're in the purple. They won't deal with their needs themselves until they're desperate (which is one thing that needs improving).

Also ensure you're playing 47.04 of course. A lot less gods to deal with.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on March 15, 2020, 02:32:57 am
Your dwarves are too busy to pray - not that the temple is full. Any meeting area can be made a temple, I believe. A statue isn't purely necessary. Sounds like you're having a labor management issue rather than a temple issue.

Though, again, the fact this mistake is a reasonable one to make is an issue with stress.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on March 15, 2020, 03:24:11 am
Priests are fast and apparently convert according to Toady's comments in the intelligent-gamer podcast (whether thats implemented or not or if he was jumping the gun and forgot what we currently had we'll have to see) as normally dwarves now will have least a majority religion.

Preists spot dwarves and gives them a sermon real nice and smooth-like.
Title: Re: *We need your help with game ending stress*
Post by: Stadfradt on March 16, 2020, 07:54:14 pm
We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration. ...I want to know what kind of play style is causing people to quit in frustration.
1. A prepare-carefully screen that learns my preferences.
2. A way to make small forts less boring/frustrating.*
3. I would say dwarves who aren't so incredibly stupid, but I work with a guy who thinks that self-employed people should get unemployment even though they don't pay unemployment insurance and the risk of fraud would be ridiculous, so, yeah, dwarves are no more stupid than half the people I work with.**

*Or a good wiki article explaining how to make small forts work and be fun.

**Seriously, I work with people who would knowingly let ten lavish meals rot and then spend the rest of their lives tormented from gagging on miasma. They would also throw up their hands and say, "I got no seeds!" because they're too lazy to look in a barrel. They would also drop their masterpiece steel crossbow in a puddle of mud and wander off because you told them to stop hunting.
Title: Re: *We need your help with game ending stress*
Post by: clinodev on March 17, 2020, 03:44:13 am
We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration. ...I want to know what kind of play style is causing people to quit in frustration.
1. A prepare-carefully screen that learns my preferences.

The fact that it's not obvious to new players may well be a problem, but the base game does in fact include this. Spend your points as you prefer, then click 's', and you will be prompted to name your new embark profile, which then will be added to data/init/embark_profile.txt, and the next time you embark, you'll be offered that set of settings again with that name under "Prepare for the Journey Carefully."

There are many community embark profiles as well, incidentally. Here's a popular set. You can just copy and paste this text to the bottom of your embark_profiles.txt (you may need to create it,) and save, any they'll show up as well. https://pastebin.com/p0fzepqk
Title: Re: *We need your help with game ending stress*
Post by: delphonso on March 17, 2020, 04:51:29 am
I recommend saving your embark profile after the items are finished if you want to choose suitable skills to suitable dwarves - as they're randomized each time. This is, however, a level of micromanagement that isn't very necessary.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on March 17, 2020, 05:27:07 am
I recommend saving your embark profile after the items are finished if you want to choose suitable skills to suitable dwarves - as they're randomized each time. This is, however, a level of micromanagement that isn't very necessary.
By the time you should be able to request additional expedition members as part of your embark arrangements, the micromanagement aspect of specialising the randomized dwarves could be knocked out by just deleting a member of the party (to six) and re-adding them to get a new dwarf (or adding more dwarves until there's a stable amount of them to be marriagable/friends and inverse, having barely 2 etc so they're always intimately close to each other)

Its just one of the things that hasn't been changed or touched in a little while but for player benefit could be more friendly. For instance by eventual horizon where we have fortress scenario framework, it'll probably need to be redone by scratch to accomoddate different classes of citizens
Quote from: examples
  • Etc, how many guards and how many prisoners are you embarking with you are in charge of, possibly raising your embark point allowance and how does this affect your goals for setting up a prison, does your prison require skilled prisoners for forced labor?
  • Are there any normal citizens amongst your monastary complex to help complete labor while the erudite priests can only really watch on from afar?
  • If you are playing a group of exiled dwarves per scenario, how should all the dwarves relate to one another? Is it a family group, perfect strangers, or are they sharing a commonality between each other like being members of the same overthrown site administration and how does the player have input into these social connections?


As a experienced vanilla 'out of the box' DF player, i know that 'Play Now' is typically advantageous and how to manage that group, in modded settings i usually trust player embark recommendations set by the content creator and its slightly annoying to have to back out and hit 'abort' and re-enter the world within those two weeks if i get some really odd-ball citizens.
Title: Re: *We need your help with game ending stress*
Post by: Vorox on March 17, 2020, 02:23:30 pm
A small but annoying thing I have noticed in my current fort. I failed to create a proper Temple after accepting a petition to do so, and no one cared except one dwarf. He actually isn't very stressed, but he seems to experience "dismay" every few weeks - he will cancel his current task, stop for a moment, then start another task. The thoughts and preferences screen says something like "He was dismayed after reliving  ."

This isn't game breaking or a big problem, but I think this isn't working as intended.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 17, 2020, 04:49:22 pm
A small but annoying thing I have noticed in my current fort. I failed to create a proper Temple after accepting a petition to do so, and no one cared except one dwarf. He actually isn't very stressed, but he seems to experience "dismay" every few weeks - he will cancel his current task, stop for a moment, then start another task. The thoughts and preferences screen says something like "He was dismayed after reliving  ."

This isn't game breaking or a big problem, but I think this isn't working as intended.
That's a bug. Needs to be on the bug tracker. Temple and guild thoughts are coming up incomplete here and there. This is a new one I haven't seen before.
Title: Re: *We need your help with game ending stress*
Post by: Sarmatian123 on March 21, 2020, 08:23:27 am
I just posted an article on forum about this issue "Topic: All Dwarves in Dwarf Fortress have to go crazy and die! Everyone must die!".
In the article I am describing the whole stress mechanic and why it fails and how it fails.

http://www.bay12forums.com/smf/index.php?topic=175955.0

I was pointed to this thread. I will not copy-paste whole thing, but it has 2 very easy and simple fixes to this issue.
BTW, It takes about 5 years for 1st psycho Dwarf to pop-up, but then they come in steadily one by one. About 5 new cases yearly.
5%-10% yearly death rate from insanity on 200 Dwarves fortress is a predicted rate by me from my observations. Though I rather expel.
Rain is being major executioner of Dwarves, because of peculiarity of this stress mechanic.
Peculiarity results from many unfinished features from past releases, which unfortunately pile upon each other in this mechanic.
I described those peculiarities in greater detail in my article.

Alternative 1.
To make the whole month lasting prayer or socializing and such,
not last a whole one month to fulfill into green color just one need put in yellow or in red color!
How about 5 days at max? This is not a sleep.
Alternative 2.
To make satisfaction from fulfilled needs last not 1 season, but 1 whole year.
This would help in adventure mode a lot too, despite time being calculated differently there for 1 month/season/year in Fortress Mode.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on March 25, 2020, 02:36:46 am
I'd like to mention that I'm experiencing a much better management of stress in the current version. Still not perfect, but definitely better.

My fort has been going for a few years - I was feeling confident in my military and bored with the lack of raids (no necromancers in this world - just by chance.) A forgotten beast composed of water entered the caverns and I took it on. It could shoot webs, but I figured my marksdwarves could take it down before that was really an issue. A few minutes later, 20 dwarves had died.

Dwarves did the thing they do and gathered all the clothes instead of the bodies - exposing themselves and their friends to extra negative thoughts. Luckily, body bits weren't causing it, as the beast preferred kicking people in the head, some teeth had been scattered about. Dwarves buried their dead and I spent some time managing labors and refilling blank positions. Three dwarves came undone - the leader of the military being one of them. They all did so either in a depressed way or far from anyone else (this fight happened about 100 levels deep, so the clean up was sort of far from the main fortress.)

Those three were a lost cause and either died or were exiled. There are 4 more very upset dwarves who I have been paying close attention to. I've given them a bit of work to do, and avoided further bad thoughts and it's working. It seems, the fort will recover, even if a few of these guys go mad later on.

This is really nice compared to 44.12. Without a doubt, this would have been a death sentence to the fort, but in my fort now, nearly a year later, the scar is there, but the wound is recovering.

Not sure how everyone else is doing, and there still remain some issue (needs and thoughts being confused, this whole thing being a bit unclear to new players), but I'm happy with the improvements so far.
Title: Re: *We need your help with game ending stress*
Post by: Sarmatian123 on March 25, 2020, 07:33:33 am
I played DF on 0.47.04. It endured now for 16 game-years. During this game time, I had to put down 30 depressed oblivious or tantruming Dwarves. First 25 got just banished, but then I had a second thought about infecting world with haggard, depressed and harrowed Dwarves. Last 5 got slabs. I think they all should get slabs from the beginning. I think I ruined this map.

Rain is the only cause of my 30 Dwarven casualties. 2 Dwarves spiraling down into naked suicide squad under atom smasher every year, it seems.

Some had cloths rotting from them though, as I didn't manage to change all 180 of them with military menu. Mittens, caps, vests, robes, tunics and shoes are banned from my fortress. Selection in military menu is too indistinguishable and too tiny for scrolling 180 Dwarves.

No dead bodies, as I use cages and bridges. Something sentient dead outside? Set 1 Dwarf for the job of dumping the corpse and use remote lever. In worst case there will be just 1 master quality slab more.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 25, 2020, 07:40:30 am
Some had cloths rotting from them though, as I didn't manage to change all 180 of them with military menu. Mittens, caps, vests, robes, tunics and shoes are banned from my fortress. Selection in military menu is too indistinguishable and too tiny for scrolling 180 Dwarves.
Why do you need to put 180 dwarves in the military just to have them wear clothes? I don't think that's actually a thing, is it?
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on March 25, 2020, 08:05:23 am
Some had cloths rotting from them though, as I didn't manage to change all 180 of them with military menu. Mittens, caps, vests, robes, tunics and shoes are banned from my fortress. Selection in military menu is too indistinguishable and too tiny for scrolling 180 Dwarves.
Why do you need to put 180 dwarves in the military just to have them wear clothes? I don't think that's actually a thing, is it?
If you decide to use a play style that does not produce certain clothing layers DF does not provide specific support for that play style to ban all usage of the forbidden layer clothing. A possible work around is to draft everyone in squads and use replace clothing, or else they'll keep the old things until they rot off or can be replaced by items scavenged from invaders (possibly before the player stops them from grabbing replacements). [Trying to explain a reason for having an issue: it's not my play style].
It can be noted that providing all clothing layers possible maximizes the number of happy thoughts dorfs get from acquiring new clothing (at the expense of a rather massive amount of old clothing to deal with).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on March 25, 2020, 08:39:54 am
Some had cloths rotting from them though, as I didn't manage to change all 180 of them with military menu. Mittens, caps, vests, robes, tunics and shoes are banned from my fortress. Selection in military menu is too indistinguishable and too tiny for scrolling 180 Dwarves.
Why do you need to put 180 dwarves in the military just to have them wear clothes? I don't think that's actually a thing, is it?
If you decide to use a play style that does not produce certain clothing layers DF does not provide specific support for that play style to ban all usage of the forbidden layer clothing. A possible work around is to draft everyone in squads and use replace clothing, or else they'll keep the old things until they rot off or can be replaced by items scavenged from invaders (possibly before the player stops them from grabbing replacements). [Trying to explain a reason for having an issue: it's not my play style].
It can be noted that providing all clothing layers possible maximizes the number of happy thoughts dorfs get from acquiring new clothing (at the expense of a rather massive amount of old clothing to deal with).
Fascinating!
One for the suggestions forum I'd think rather than this thread on stress balance.
Title: Re: *We need your help with game ending stress*
Post by: Sarmatian123 on March 25, 2020, 07:58:30 pm
Some had cloths rotting from them though, as I didn't manage to change all 180 of them with military menu. Mittens, caps, vests, robes, tunics and shoes are banned from my fortress. Selection in military menu is too indistinguishable and too tiny for scrolling 180 Dwarves.
Why do you need to put 180 dwarves in the military just to have them wear clothes? I don't think that's actually a thing, is it?
If you decide to use a play style that does not produce certain clothing layers DF does not provide specific support for that play style to ban all usage of the forbidden layer clothing. A possible work around is to draft everyone in squads and use replace clothing, or else they'll keep the old things until they rot off or can be replaced by items scavenged from invaders (possibly before the player stops them from grabbing replacements). [Trying to explain a reason for having an issue: it's not my play style].
It can be noted that providing all clothing layers possible maximizes the number of happy thoughts dorfs get from acquiring new clothing (at the expense of a rather massive amount of old clothing to deal with).
Fascinating!
One for the suggestions forum I'd think rather than this thread on stress balance.

Suggestions for any fixes in military or in cloths go now in thousands. People had years to write them and they kept doing that tediously. I would have nothing new to add there. Any fixes in military or cloths will be after kitchen been dealt with, which will happen well after map rewrite and magic system. Plus DF could use GPU support at least for Floyd-Warshall algorithm, which handles path finding in linear time. About Floyd-Warshall I could write a suggestion. How to install OpenCL for example (do not touch the 700$ expensive trap SDK from the Intel's site!). With code and some pictures to show time measurements. With math, though this is simple ordo and theta comparisons.

Back to topic.

For some reason cases of depression among my military (60 military and 120 civilian) is far smaller then among civilians. The only difference is, my civilians had rotting cloths (caps, mittens, shoes).

When I started to play, I ignored all petitions for new crafts locations. I think I remember a Dwarf going into tantrums and depression over it, as soon as I started sending Dwarves outside into rain after wood for clear glass making. I restarted of course. All locations got their master steel mechanism in a lever and init_d.txt got correction for no-profession migrants. Not bad thing though. I can hand-pick profession according to their aptitudes, so they skill 2x-5x faster then usual crafts-dwarves. Though you can't expect that from any new player, can you.
Title: Re: *We need your help with game ending stress*
Post by: Immortal-D on May 03, 2020, 08:18:05 pm
I'd like to mention that I'm experiencing a much better management of stress in the current version. Still not perfect, but definitely better.

My fort has been going for a few years - I was feeling confident in my military and bored with the lack of raids (no necromancers in this world - just by chance.) A forgotten beast composed of water entered the caverns and I took it on. It could shoot webs, but I figured my marksdwarves could take it down before that was really an issue. A few minutes later, 20 dwarves had died.

Dwarves did the thing they do and gathered all the clothes instead of the bodies - exposing themselves and their friends to extra negative thoughts. Luckily, body bits weren't causing it, as the beast preferred kicking people in the head, some teeth had been scattered about. Dwarves buried their dead and I spent some time managing labors and refilling blank positions. Three dwarves came undone - the leader of the military being one of them. They all did so either in a depressed way or far from anyone else (this fight happened about 100 levels deep, so the clean up was sort of far from the main fortress.)

Those three were a lost cause and either died or were exiled. There are 4 more very upset dwarves who I have been paying close attention to. I've given them a bit of work to do, and avoided further bad thoughts and it's working. It seems, the fort will recover, even if a few of these guys go mad later on.

This is really nice compared to 44.12. Without a doubt, this would have been a death sentence to the fort, but in my fort now, nearly a year later, the scar is there, but the wound is recovering.

Not sure how everyone else is doing, and there still remain some issue (needs and thoughts being confused, this whole thing being a bit unclear to new players), but I'm happy with the improvements so far.
Fascinating.  I didn't see anything explicitly mentioned in the patch notes, but good news if this is repeatable.  IIRC, the biggest non-social issues were weather and sentient body parts.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on May 04, 2020, 12:49:23 am
Poor wording on my part - mostly comparing 44.12 to 47.x, but this was 47.04
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 04, 2020, 04:59:05 am
The "attend meeting" stress relief action has to be toned down. As far as I can see, literally every second action of a stressed character (probably modified by traits) is to cry/yell at the expedition leader, leaving even less time for fulfilling the neglected needs (as well as making it neigh impossible for players to force the morons into temples to pray, rooms to spend time with the spouse/friends/intended future friends using burrows, as they'll just sit there with "attend meeting" rather than actually do anything useful).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on May 04, 2020, 06:04:28 am
The "attend meeting" stress relief action has to be toned down. As far as I can see, literally every second action of a stressed character (probably modified by traits) is to cry/yell at the expedition leader, leaving even less time for fulfilling the neglected needs (as well as making it neigh impossible for players to force the morons into temples to pray, rooms to spend time with the spouse/friends/intended future friends using burrows, as they'll just sit there with "attend meeting" rather than actually do anything useful).
Priests were meant to help there, but in my experience having them tied to the temple demand system means there's almost never a chance to appoint one. You can lower the demand cap, but it mght be more useful to have temple demands and preist setting separate so they start working right away like taverns and guildhalls. Also someone in charge of the "no specific deity" zone to shout at would be nice.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 04, 2020, 07:31:40 am
The "attend meeting" stress relief action has to be toned down. As far as I can see, literally every second action of a stressed character (probably modified by traits) is to cry/yell at the expedition leader, leaving even less time for fulfilling the neglected needs (as well as making it neigh impossible for players to force the morons into temples to pray, rooms to spend time with the spouse/friends/intended future friends using burrows, as they'll just sit there with "attend meeting" rather than actually do anything useful).
Priests were meant to help there, but in my experience having them tied to the temple demand system means there's almost never a chance to appoint one. You can lower the demand cap, but it mght be more useful to have temple demands and preist setting separate so they start working right away like taverns and guildhalls. Also someone in charge of the "no specific deity" zone to shout at would be nice.
Ah, well, I DID get a demand for a temple (a first for me), and I appointed the trouble dorf as the priest... Sounds like that was a mistake, but at least it was his sect.
However, the bugger should still at least leave some time to actually fulfill their needs, not allocate all the time to complain about them not being met, regardless who the receiver of the complaints is. With the current system, a single consoler would be fully occupied by 2 unhappy dorfs who'd take turns yelling and crying, who'd be stashing away a worn out sock in between the bouts rather than address their needs.

Edit: Just looked at a dorf who'd been yelling at a priest. Every second action in the thoughts was yelling at a priest, with an occasional case of two performances in a row, which is WAY too often unless yelling is the absolutely most potent stress reduction possible for that dorf.

Apart from managing the stress, it's extremely frustrating to try to address the dorfs that show signs of stress by micro managing them, only to see the stress just continue to climb (assuming you use Dwarf Therapist or similar to actually see the numbers: vanilla you'll just see no improvement, and eventually cracking events [stumbling obliviously, tantruming, etc.]), with no indication of why that happens, as the visible need fulfillment situation is better than it was, new sources of stress have been removed, and the visible thoughts are dominated by good ones (and you can't do anything about the flashbacks).
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 10, 2020, 06:05:02 am
Lotsa stuff, in DF lose its luster, with this stress settings off. Very little of it worth doing. Anotherwords. Payoffs are just not there. Stress mechanic makes the game look like an idiot made it. We know thats not the case. However, thats a big elephant's ass to look around, but here goes.

Why must I lose a well honed, well armored, well intoxicated dorf to hold a victoriously battled neighbor who is not helping me economically one iota, especially with manpower? This messenger is just kinda dumb. That satisfy the one dwarf who likes to travel? He didnt return. Now the el, "l" menu has ghost dorfs. Couple absent npcs in there, giving me the willies. I lost a good guy for well, shit on a shingle, not like hes taking a ship, and this is a pirate sim. No bootie, mate. I spent 2yrs dressing that captain!

Gimme all the recipes, already. The dorfs trade with longshanks and treehuggers.

Tell me whats going on with my prisoners in gossip, 1st off, rest of it is flavor txt. I wanna rescue um.

Gimme a feeder option, like workstations for my 12 catapults. Tired of dumb AI choosing to throw good stone away to practice me aim. Stockpile should link to siege engines. If for no other reason to toss full animal cages.

Do not wear down furniture and metal gear. That sucked frog juice, when I saw I had to rebuild from scratch. Hell, we'll just quit, and embark again. Not a lasting, or good change, that was.

The OPs example could never happen in real life. Without digging straight to magma, and thoroughly researching the military menu. Just not seeing that example for a new player. Sorry. Did someone buy out bay12, this version is bad, like corp weasels made it the design changes. Harks of WB buying Turbine. Or Quicksilver giving the goldmine to Atari, and the shaft to its playerbase. The crappy 5x scifi sandbox liars, MOO3 was only 4x.

 I digress, but the real Toadie would never have released a product with conflicting keybinds. Anyone who has played more than 100 embarks has um engraved on their gray matter.


Title: Re: *We need your help with game ending stress*
Post by: tonnot98 on May 10, 2020, 09:20:55 pm
maybe calm down a little and rehash your thoughts? I had trouble parsing through that rather confusing text.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on May 10, 2020, 09:44:54 pm
maybe calm down a little and rehash your thoughts? I had trouble parsing through that rather confusing text.
It says "stress is an issue".

(And also they're playing someone's mod with conflicting keybinds for some reason).
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 11, 2020, 12:40:24 am
maybe calm down a little and rehash your thoughts? I had trouble parsing through that rather confusing text.
What part twiddled your parser?

Made sense to me. But I'm showing senile behavior, sometimes, age of youth, passed me by. I apologize. They asked for opinions, in this one, poured it on. Usually I hold the troll in deep inside.

The keybind is not from a modded game. My rage at it, was misplaced. I am sorry, for ghe record. Had an older version file. See it on Mantis. Shonai even fixed it there, too. Congrats, I will name a dwarf in your honor, in my next embark. What nickname does thee wish, to be named?
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 11, 2020, 03:32:46 am
maybe calm down a little and rehash your thoughts? I had trouble parsing through that rather confusing text.
What part twiddled your parser?

Made sense to me. But I'm showing senile behavior, sometimes, age of youth, passed me by. I apologize. They asked for opinions, in this one, poured it on. Usually I hold the troll in deep inside.

The keybind is not from a modded game. My rage at it, was misplaced. I am sorry, for ghe record. Had an older version file. See it on Mantis. Shonai even fixed it there, too. Congrats, I will name a dwarf in your honor, in my next embark. What nickname does thee wish, to be named?
@knutor: I too, have significant problems interpreting what you mean (in other threads as well), as you make liberal use of some slang I'm unfamiliar with (and some which I do recognize), together with jumbled typing and farfetched analogies. It may also be worth remembering that a lot of people on the forum are not native English speakers, and so may struggle even with normal text.
Title: Re: *We need your help with game ending stress*
Post by: boogiemanspud on May 13, 2020, 06:51:03 am
This is the kind of problem we want solved: http://www.bay12forums.com/smf/index.php?topic=171185.msg7839740#msg7839740

We really don't want “a cancer of red arrows”

Maybe such a thing as a dwarf psychiatrist lol. I don't know how it would work, but maybe similar to a manager or something. Of course this would have to be properly dwarfy. Maybe when they can talk to the barkeep and telling their problems would relieve some stress, or a close family member, a diety etc. They need some kind of way to process and deal with their problems, be it in a healthy or unhealthy way. I know there are ways to deal with it and give happy thoughts, but there needs to be a mechanism to heal too.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 13, 2020, 07:41:26 am
This is the kind of problem we want solved: http://www.bay12forums.com/smf/index.php?topic=171185.msg7839740#msg7839740

We really don't want “a cancer of red arrows”

Maybe such a thing as a dwarf psychiatrist lol. I don't know how it would work, but maybe similar to a manager or something. Of course this would have to be properly dwarfy. Maybe when they can talk to the barkeep and telling their problems would relieve some stress, or a close family member, a diety etc. They need some kind of way to process and deal with their problems, be it in a healthy or unhealthy way. I know there are ways to deal with it and give happy thoughts, but there needs to be a mechanism to heal too.
That mechanism already exists: crying/yelling at a person in charge/priest. It needs to be toned down in frequency (currently every second action), but the mechanism is there.
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 15, 2020, 03:12:07 pm
Here again. It is impossible for the scenario given by the OP to occur. Threetoe the OP states

 
Quote
I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.

No, I do NOT get the picture. It takes me 5yrs just to establish a well in one of the 3 caverns. Three priests by yr3? Everytype of booze, even mead? This does not sound like an experienced player speaking. Whether the mechanism exists or not, is irrelevant, no 3yr old squad is leaving the fortress to win against 3 goblin invasions. That example and previous fellas mechanism just does not exist robustly enough, when the official claims of it ecisting should. This incompetence is game balance breaking. Coupla broken games and the randomness of history in the fixed worldgen spline, stop being attractive. What patch did bay12 make adamantine and unattacked furniture wearout?  This is crucial as its a horrible change.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 15, 2020, 04:18:53 pm
You've probably not read the whole thread. Threetoe admitted early on that "every type of alcohol" wasn't correct. I don't remember if it was all the underground ones (all 3 of them), or if it included a small number of surface ones as well. Threetoe has also admitted that a starting fortress is far too short a time to draw any long term inferences from (also elsewhere in this thread).

A tavern and a couple of temples (no mention of priests) by year 3? Perfectly possible. I struggle with clothes due to an insatiable demand for bags, but if you skip the bags clothing is not a big problem as long as you don't demand masterwork quality, nor is trinket production, if that means some stone/bone ones, possibly with wood thrown in.

Nice accomodation for everyone is at that time gets trickier, in particular if the fortress has unlimited monster migration waves, but that means a lot of dwarf power for trinket and meal production (although lavish meals were crippled from a usefulness perspective with the introduction of the needs system).
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on May 15, 2020, 05:10:13 pm
I thought Threetoe intended that post to be more of an example as to the sort of information about your own fort that would help most.  Not literally what you should be striving for. 

I had a dwarf who liked battle axes, and was a little stressed.  So I had him craft battle axes.  His stress reduced, but not as much as another dwarf, also crafting battle axes.  I initially thought the preference for battle axes would have a big impact on reducing stress by crafting them, but other factors, unknown to me, appear to have a stronger effect.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on May 15, 2020, 05:12:22 pm
Quote
Here again. It is impossible for the scenario given by the OP to occur. Threetoe the OP states...
Wow, someone completely missed the point of this thread.
Op said how can I experience the uncontrollable stress people are getting, with an example of a fortress in which he didn't have much yet (quickly established as being because it's only 3 years old). 22 pages of invaluable discussion followed.
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 16, 2020, 12:55:24 am
If OP is refering to the benefit I get in Architecture skill improving by year 3 of rebuilding my Still and Kitchen, 8 times over, from the 6-10 bitter beards, that are now stronger than my last 2 dead sheriffs, I get his point. Why I'll have the best looking and designed well, for suicidal dorfs to jump into, this side of Hillock heaven.

After 2 murdered sheriffs, there is no coming back to a stable goblin invasion thwarting fortress, you do realize that? But he failed to type that which is so often happening to players. Instead he glorified a product, with a delusional example. Newbies are just not familiar enough with simplifying game mechanics as Threetoe, Shonai, and whoever else(me too)sneaks peaks into the raws.

Spoiler (click to show/hide)
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on May 16, 2020, 03:56:11 am
If OP is refering to the benefit I get in Architecture skill improving by year 3 of rebuilding my Still and Kitchen, 8 times over, from the 6-10 bitter beards, that are now stronger than my last 2 dead sheriffs, I get his point. Why I'll have the best looking and designed well, for suicidal dorfs to jump into, this side of Hillock heaven.

After 2 murdered sheriffs, there is no coming back to a stable goblin invasion thwarting fortress, you do realize that? But he failed to type that which is so often happening to players. Instead he glorified a product, with a delusional example. Newbies are just not familiar enough with simplifying game mechanics as Threetoe, Shonai, and whoever else(me too)sneaks peaks into the raws.

Spoiler (click to show/hide)
Threetoe s asking what's causing game quitting dwarf stress. Nothing more, nothing less. He gave an example of a 3-year fort with little stress, I and many others also could post many 3-year forts with little stress. He wants to know how to get from there to a crushing forest of red arrows so he can fix the game.

Not sure what's so hard to understand.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on May 19, 2020, 05:51:26 pm
If OP is refering to the benefit I get in Architecture skill improving by year 3 of rebuilding my Still and Kitchen, 8 times over, from the 6-10 bitter beards, that are now stronger than my last 2 dead sheriffs, I get his point. Why I'll have the best looking and designed well, for suicidal dorfs to jump into, this side of Hillock heaven.

I have a 3 year old fort and this is what I have been doing.

It's a volcano embark, so there's lots of obsidian.  I have given every dwarf at least a 3x3 room, dug into some valuable material, smoothed and engraved, with a bed, weapon rack and chest, items made of at least bismuth bronze quality metal, unless they have a preference.  I dig down to the room in the center tile so all the walls are unbroken with no doors, although some of them have precious metal hatch covers on top.  My favorite place to put these is directly next to the volcano so that some of the walls are obsidian, and where possible, there are at least a couple gemstones, metal ore like hematite, or other valuable substance.

Also, the magma-adjacent walls are "warm detailed obsidian."  I'm pretty sure it has no measurable in-game effect but I like the idea of the rooms being toasty warm from natural heat.

I have rapidly fulfilled requests for temples and guildhalls, and put instruments and drink stockpiles in them.  I have also made all the guildhalls open to all long term residents and citizens, and put a workshop related to the profession in the hall itself, or even a small farm in the farmer's guildhall.

I have built a legendary dining hall that routinely causes good thoughts.  Similarly I have built a well and a meeting hall around it, the well of only the finest components (one of my favorite artifacts to get are artifact-grade buckets, chains, etc. that can be used in wells).

I have also made a large indoor "outdoor" farm for a large variety of crops and buy every single plant that comes in a caravan, for 20+ different kinds of booze, and routinely change up the crops that can fill a 15x15 area.  So there's a good chance of any dorf getting high quality booze when they want it or satisfying a preference.

So far almost everyone's stress is below zero, often in the -10000 to -20000 range.  The only dorfs with positive stress were generally involved in some traumatic event, like the catastrophe I caused while digging the outdoor farm because I am too dumb to figure out safe channeling apparently, and the occasional encounter with some inordinately tough cave critter.  Voracious cave crawlers have been a bit of a pain.  Even the "stressed" dwarves are below 1000 although if they continue ticking upward I may have to intervene.

I haven't even done anything fancy like mist machines yet, although I think getting soap production up (other than what I already have for the hospital) is a good next step.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 20, 2020, 03:01:37 am
It can be noted that DF does not display stress levels. You suddenly get a red arrow and constant meetings instead. You need third party tools to see stress levels (but it would be very useful if that was visible in vanilla).
Title: Re: *We need your help with game ending stress*
Post by: muldrake on May 20, 2020, 03:37:29 am
It can be noted that DF does not display stress levels. You suddenly get a red arrow and constant meetings instead. You need third party tools to see stress levels (but it would be very useful if that was visible in vanilla).

I have a dfhack plugin, not sure which one, that adds a labor tool to the user menu, accessed via 'l' that gives stress levels.  You can even sort by them.  And obviously Dwarf Therapist does this by default.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on May 20, 2020, 03:49:18 am
It can be noted that DF does not display stress levels. You suddenly get a red arrow and constant meetings instead. You need third party tools to see stress levels (but it would be very useful if that was visible in vanilla).

I have a dfhack plugin, not sure which one, that adds a labor tool to the user menu, accessed via 'l' that gives stress levels.  You can even sort by them.  And obviously Dwarf Therapist does this by default.

"Dwarf manipulator" is the name of that one.
Title: Re: *We need your help with game ending stress*
Post by: Warmist on May 20, 2020, 08:07:13 am
It can be noted that DF does not display stress levels. You suddenly get a red arrow and constant meetings instead. You need third party tools to see stress levels (but it would be very useful if that was visible in vanilla).

I have a dfhack plugin, not sure which one, that adds a labor tool to the user menu, accessed via 'l' that gives stress levels.  You can even sort by them.  And obviously Dwarf Therapist does this by default.

Imho DF needs more immersive way of doing that. E.g. a complaint board that gets visited by dwarves and displays that regions hottest problems or a new position that manages most important topics (either if a lot of dwarves say the same or few are very angry about).
Title: Re: *We need your help with game ending stress*
Post by: Blomquistador on May 20, 2020, 10:45:02 am
Imho DF needs more immersive way of doing that. E.g. a complaint board that gets visited by dwarves and displays that regions hottest problems or a new position that manages most important topics (either if a lot of dwarves say the same or few are very angry about).

This would be really great. Having a UI version of dwarf therapist would be one thing, but actually having it become part of the immersion would be much better. It would be interesting to even have a new noble position and skill for "therapist/consoler" or something. They would need an office and would periodically have meetings with stressed dwarves. The meetings could help console the dwarves, (and might even make some of them more upset... leading to more !!FUN!!).
In the 'z' screen there could then be a tab for "Stress" (much like "health") where you could see an evaluation from that chief therapist.

That's a lot, but with some effort the stress "bug" could be turned into a gameplay mechanic.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 20, 2020, 12:49:01 pm
Imho DF needs more immersive way of doing that. E.g. a complaint board that gets visited by dwarves and displays that regions hottest problems or a new position that manages most important topics (either if a lot of dwarves say the same or few are very angry about).

This would be really great. Having a UI version of dwarf therapist would be one thing, but actually having it become part of the immersion would be much better. It would be interesting to even have a new noble position and skill for "therapist/consoler" or something. They would need an office and would periodically have meetings with stressed dwarves. The meetings could help console the dwarves, (and might even make some of them more upset... leading to more !!FUN!!).
In the 'z' screen there could then be a tab for "Stress" (much like "health") where you could see an evaluation from that chief therapist.
:
The role exists since a fair while. Yelling at/crying at the expedition leader/mayor... 0.47 introduced thos role (in parallel) for priests as well. A complaints summary doesn't exist, though, but most stress cases are not about fortress features, although it would still be useful if such general complaints (lack of tables/clean water/...) were highlighted.
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 20, 2020, 07:54:11 pm
The stress 0.0.0 joyous embark, I am on, as a cure all, hopefully, to the rage the stress mechanics is giving me, is playing out well. Ive had to do some dfhack liquids cheating, tho. 2yrs away from DF in RL has made me rusty at well building, really rusty.

On the topic of the unmod df showing a stress scale, can anyone please explain the blinking names in 'u' menu of dorfs. Some blink and some dont, Ive always wondered why the game does that. Those blinkers trying to draw my attn to them?

Im for toning back the stress turning into corruption features. Justice gets stressed too, not fair to lay on so heavy a load on the caltain of the guard. He is a very busy dorf, in a mid to late cascade, if he lives. Game completely ignores domestic disturbanecs and goes straight for vandal, destruction, and murder.
Title: Re: *We need your help with game ending stress*
Post by: kaijyuu on May 21, 2020, 12:12:38 am
Blinking names mean they're legendary (level 15+) in a skill. It could be any skill, including something lame like crutch walking.
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 21, 2020, 02:52:50 am
Kaijyuu, thank you. I guess that feature could be enhanced some, I mean the blink, to show Legendary is as designed, as you state, but maybe include another colorblind/flash epileptic indicator in here and a legend for me, and other senile players, for us to prepare and find a dropping stressed out ant.

Since rain is such a factor, maybe put close to freak guys, or soon to freak out dorfs, in that underwater blue typeface. Just a thought. Perfect for my current problem, that idea is. Alcohol poisoning, like stress, just shows up with fatal consequences, like in RL.

Players deserve some msg or alert when dorf is getting close to dying of a preventable addiction. Somethings, that one, mirrored from reality are just not FUN. Although I imagine there are some players that wanna build virtual crappers, and fill um. A virtual toilet paper industry, may just improve papermaking. Of course my dwarfs dont wipe, they quaff to disenfect things down below. Oh this post has taken an odd turn. But Im not sure an all nature potash production work shop would improve fortress play.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on May 21, 2020, 07:35:54 am
If you don't assign poisoners to your taverns the taverns won't have anyone to force booze down the throats of their patrons, and it should reduce the number of fatal non lethal bar room brawls as well. The down side to that is that a staffed tavern is the only way to get gobbos, vampires, and necros to drink booze and get the benefits of that.
Title: Re: *We need your help with game ending stress*
Post by: clinodev on May 22, 2020, 03:28:45 am
If you don't assign poisoners to your taverns the taverns won't have anyone to force booze down the throats of their patrons, and it should reduce the number of fatal non lethal bar room brawls as well. The down side to that is that a staffed tavern is the only way to get gobbos, vampires, and necros to drink booze and get the benefits of that.

Just to add to this for knutor and newer players reading through, it seems many players do not realize that entertainers assigned to taverns also serve drinks. A tavernkeeper and 3 entertainers, for instance, is a lot of drink serving.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on May 23, 2020, 01:47:57 am
If you don't assign poisoners to your taverns the taverns won't have anyone to force booze down the throats of their patrons, and it should reduce the number of fatal non lethal bar room brawls as well. The down side to that is that a staffed tavern is the only way to get gobbos, vampires, and necros to drink booze and get the benefits of that.

I usually don't assign these.  I've never really had trouble with dwarves being able to hold their liquor but it isn't very helpful when your tavern keeper poisons some human diplomat.
Title: Re: *We need your help with game ending stress*
Post by: LoneIgadzra on May 23, 2020, 06:37:36 pm
What makes humans interesting is that we are often terrible at meeting our needs, and fall back on all kinds of destructive behavior. We can also learn and grow. It might be more endearing if a Dwarf was failing to meet their social needs because they had terrible social skills, rather than (apparently) random happenstance (maybe this is already the case?). It would be pretty awesome if they could fall into a depression either come out the other side stronger (realizing they need to change) or despair (as they mostly seem to do currently).

I don't know if that helps un-break the game though.
Title: Re: *We need your help with game ending stress*
Post by: knutor on May 24, 2020, 12:43:52 am
Married dorfs, should require socialize 0.5x as much as romancing dorfs, and romancing dorfs should socialize 0.5x as much as single dorfs. Then apply the attributes(romance, lust, etc..) to the result.

/gui family-affairs, really is a good dfHack for fleshing out unupdated relationships in migrants, and nonmigrants with a dead hubby. This static relationship function may or maynot be causing long term stress. Missing family, etc.

Ive noticed marriages, do not occur in temples, also. Socialize! is drastically realistic in some aspects, but horribly unrealistic in others. A noble should preside over the wed, and get to exercise his hairy beast with one or both on the honeymoon. The release of spores should produce much stress reduction in all involved.
Title: Re: *We need your help with game ending stress*
Post by: recon1o6 on May 27, 2020, 09:46:55 am
This may be a bit of an unpopular idea, what about bringing back on break and parties for stressed dwarves that end up with no job for a period of time.

Parties for social dwarves with antisocial dwarves simply getting a better bonus over being able to go on break and admire furniture. Something to compensate for not being likely to go to a party, or if they do end up going a chance to enjoy it with a bigger bonus and a positive personality change


Could also have it so a civ alert or high priority job can break someone out of the party coupled with a minor negative thought (frustrated at leaving party early) or a positive one for antisocial ones (relieved to be able to get away from a party)
Title: Re: *We need your help with game ending stress*
Post by: Nagidal on May 28, 2020, 10:49:13 pm
I find the stress level indicator of DFHack extremely useful it makes you anticipate mental troubles long time ahead. I have a three year old fort and while my militia commander seemed to be doing well the first years, he recently became extremely stressed and started throwing tantrums, despite eating and sleeping greatly, and putting on great clothing. I called him the fortress's crybaby until I read his thoughts more carefully: he has changed attitude towards war: He personally believes that the idea of war is utterly repellent and would have peace at all costs (due to a new romance in 125) ... He dreams of creating a great work of art..

I let him focus on crafting stuff and picked another militia commander. His stress level has been dropping (raw DFHack value raising) significantly ever since.
Title: Re: *We need your help with game ending stress*
Post by: Red Diamond on May 29, 2020, 05:32:36 am
This may be a bit of an unpopular idea, what about bringing back on break and parties for stressed dwarves that end up with no job for a period of time.

Parties for social dwarves with antisocial dwarves simply getting a better bonus over being able to go on break and admire furniture. Something to compensate for not being likely to go to a party, or if they do end up going a chance to enjoy it with a bigger bonus and a positive personality change


Could also have it so a civ alert or high priority job can break someone out of the party coupled with a minor negative thought (frustrated at leaving party early) or a positive one for antisocial ones (relieved to be able to get away from a party)

That is sort of how it works, everyone starts 'socialising' if they have no job.  In my fortresses I deliberately create 'holidays' to facilitate socializing.

I find the stress level indicator of DFHack extremely useful it makes you anticipate mental troubles long time ahead. I have a three year old fort and while my militia commander seemed to be doing well the first years, he recently became extremely stressed and started throwing tantrums, despite eating and sleeping greatly, and putting on great clothing. I called him the fortress's crybaby until I read his thoughts more carefully: he has changed attitude towards war: He personally believes that the idea of war is utterly repellent and would have peace at all costs (due to a new romance in 125) ... He dreams of creating a great work of art..

I let him focus on crafting stuff and picked another militia commander. His stress level has been dropping (raw DFHack value raising) significantly ever since.

The problem is they place a huge burden on the player to force them to do things they should be able to do on their own. 
Title: Re: *We need your help with game ending stress*
Post by: Manveru Taurënér on May 29, 2020, 05:47:34 am
I find the stress level indicator of DFHack extremely useful it makes you anticipate mental troubles long time ahead. I have a three year old fort and while my militia commander seemed to be doing well the first years, he recently became extremely stressed and started throwing tantrums, despite eating and sleeping greatly, and putting on great clothing. I called him the fortress's crybaby until I read his thoughts more carefully: he has changed attitude towards war: He personally believes that the idea of war is utterly repellent and would have peace at all costs (due to a new romance in 125) ... He dreams of creating a great work of art..

I let him focus on crafting stuff and picked another militia commander. His stress level has been dropping (raw DFHack value raising) significantly ever since.

The problem is they place a huge burden on the player to force them to do things they should be able to do on their own.

Not sure I'm reading it right, but having the militia commander just change his profession on his own without the player having input or knowing about it would be even worse imo. What's needed is for the game to tell the player that the problem exists and highlight it. Some sort of complaints tab or important issues section in the UI might work, or maybe having a pop-up when a dwarf yells at the mayor/expedition leader telling you what they're upset about.
Title: Re: *We need your help with game ending stress*
Post by: Nagidal on June 02, 2020, 10:50:25 pm
I have to take my statement back. Relieving him of his post as a militia commander did not help in the long term. He is regularly slipping into depression, complaining about the lack of decent meals and being away from family, unable to acquire, always reliving experiencing the trauma she had when the military killed the invading minotaur in second year of the fortress. He hasn't recovered in two years of pampering.

A lost case. I wish there were a possibility of dwarves just to emigrate. You're not happy in my fortress? You're free to go try find a better place, anytime!
Title: Re: *We need your help with game ending stress*
Post by: Bumber on June 03, 2020, 04:35:33 am
A lost case. I wish there were a possibility of dwarves just to emigrate. You're not happy in my fortress? You're free to go try find a better place, anytime!

You can manually expel them to a nearby town.
Title: Re: *We need your help with game ending stress*
Post by: knutor on June 03, 2020, 11:57:18 am
the squad captains, have to have a strong Leadership, Strong Tactic(if they rampage), strong Ambush(if they raid), Strong Teach(if they train), and some other criteria, like Disease Resistance, Discipline, et el.

but.. we lose these highly pampeted psychos to take a nearbye fort. That is a serious, doh, in game design. Ive all but stopped sending the squads out, for anthing, besides explore and raids to steal.

Like, here is a flaw.. I must send my Squad of 10,  about 1/10 of my population, 18d one way, to explore a cave. Upon returning, no idea, how the 3 food in their backpack lasted, or water in skin, well 36 travel days, whelp, they return, with NOTHING! That unfruitfulness right there is a bit rage quit worthy, imo.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 04, 2020, 01:58:06 am
A lost case. I wish there were a possibility of dwarves just to emigrate. You're not happy in my fortress? You're free to go try find a better place, anytime!

You can manually expel them to a nearby town.

That's super bugged though, and for absolutely no good reason (it being a bug) you can't expel anyone who has family that isn't in the fort, and if they do have family in the fort, the family leaves with them and on top of that, other relations who don't leave get really upset by it.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on June 04, 2020, 03:23:33 am
A lost case. I wish there were a possibility of dwarves just to emigrate. You're not happy in my fortress? You're free to go try find a better place, anytime!

You can manually expel them to a nearby town.

That's super bugged though, and for absolutely no good reason (it being a bug) you can't expel anyone who has family that isn't in the fort, and if they do have family in the fort, the family leaves with them and on top of that, other relations who don't leave get really upset by it.
Family leaving with them is a working-as-intended feature. As is relations getting upset.

Child not present bug is a pain though, yes.

Some self-driven fortress leaving would really help, I agree. I mean, wall them in if you're the kind of player who can't stand to have their production flow broken due to a single dwarf going to visit their family, but it should be a thing.

You can see how daft the whole "no leaving the fortress" thing is when you breach the circus. Dorfs with plenty of time to get away mill about in panic on the surface blocked by an evil invisible wall that strangely doesn't effect any other site in the world.
Title: Re: *We need your help with game ending stress*
Post by: George_Chickens on June 04, 2020, 04:33:25 am
I wish dwarfs could petition for stress leave. I have my Urists on military duty or making crafts repeatedly and  I can't always micromanage their needs when the fort starts getting 60+ inhabitants. If they could formally complain that their needs are not being met and actively seek out to meet their needs instead of needing to be manually placed in a position to do so, it would be so much easier.

I had a dwarf become haggard because of a lack of temple visits for his multiple gods. He had no job for months and had all the opportunity to go, but just never went to the temple. Practicing a craft can be like this, too, as I have had dwarfs desperate to craft things who just never do it, even while being locked in a room with a mason shop and the labor turned on.

As far as I can see this all stacks with lingering emotions on things that are unavoidable for the player, like missing family and old friends, and fixating on things for years that can't be avoided without serious micromanagement from the player, like being stuck in an argument or smelling rotten food once.
Title: Re: *We need your help with game ending stress*
Post by: Chief10 on June 07, 2020, 04:30:58 am
This has all been said, but just chiming in: I find stress related to seeing dead enemies a bit not-fun. The main reason being that it disincentivizes combat.
Title: Re: *We need your help with game ending stress*
Post by: Nagidal on June 07, 2020, 07:14:07 am
Here is an insight into the brain of a super unhappy tantruming dwarf. It just does not compute, pretty much all good thoughts, and yet, Limul Besmarlinem, Tavern Keeper is throwing a tantrum! Stress level 34018 (negative thoughts highlighted). I guess this crybaby just wants to throw tantrums.

She has become haggard and drawn due to the tremendous stresses placed on her and is throwing a tantrum.
She feels euphoric due to inebriation.
Within the last season, she felt lonely after being away from family for too long.
She felt lonely after being away from friends for too long.
She felt self-pity after a lack of abstract thinking for too long.
She felt satisfied while yelling at a priest. She felt satisfied while crying on a priest.
She felt wonder remembering communing with Istrath.
She was content after eating a pretty decent meal.
She felt satisfied at work.
She was delighted remembering putting on a truly splendid item.
She felt satisfied at work.
She felt satisfied after crying on a priest.
She felt satisfied after teaching dodging.
She was interested after learning about striking.
She felt euphoric die to inebriation.
She was uneasy dwelling upon seeing a goblin's dead body.
She didn't feel anything after seeing a giant wolverine's dead body.
She was blissful after sleeping in a fantastic bedroom.
She felt satisfied remembering the acceptance of a petition for a temple for The Order of Silver.
She felt satisfied upon improving discipline.
She didn't feel anything after seeing a wolverine's dead body.
She felt satisfied upon improving observation.
She was interested after watching a performance.
She was delighted after putting on an exceptional item.
She felt pleasure after a satisfying acquisition.
She felt pleasure remembering a sparring session.
Title: Re: *We need your help with game ending stress*
Post by: hanni79 on June 09, 2020, 06:08:33 am
Just this week I had to expel 5 dwarves, because they were inevitably going to tantrum ( two did - and kicked a lots of fellow dwarves in rather unpleasant places  :o ). And I'm playing without invasions ...

What I find most frustrating is the lack of information what is actually stressing these dwarves and how to mitigate the stress factors.

There also seems to be some things going on like dwarves having too many gods to pray to, one of my dwarves was excessively stressed because he was unable to pray to his gods, although he had every single task disabled and did basically nothing else besides praying ...

What might help a lot could be a simple holiday schedule, similar to the military schedule.
Simply give us the ability to schedule in which months a dwarf has to nothing  ( = disable all jobs, maybe even hauling jobs etc. ) but to do what he wants and/or needs.
This could also mean, he could accept jobs he simply wants to do, like accepting jobs to satisfy his crafting needs.

Also, an overhaul of food preferences and the dwarves capabilities to choose what they eat would most likely be very welcome. Most of my dwarves complain about a lack of decent meals, although 1/3 of all meals is mastercrafted and they simply choose not to eat what they like in the first place, even if what they liked were availlable.

Another thing that might be helpful, sort the thoughts of dwarves by priorities.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on June 09, 2020, 06:28:39 am
Just this week I had to expel 5 dwarves, because they were inevitably going to tantrum ( two did - and kicked a lots of fellow dwarves in rather unpleasant places  :o ). And I'm playing without invasions ...

What I find most frustrating is the lack of information what is actually stressing these dwarves and how to mitigate the stress factors.

There also seems to be some things going on like dwarves having too many gods to pray to, one of my dwarves was excessively stressed because he was unable to pray to his gods, although he had every single task disabled and did basically nothing else besides praying ...

What might help a lot could be a simple holiday schedule, similar to the military schedule.
Simply give us the ability to schedule in which months a dwarf has to nothing  ( = disable all jobs, maybe even hauling jobs etc. ) but to do what he wants and/or needs.
This could also mean, he could accept jobs he simply wants to do, like accepting jobs to satisfy his crafting needs.

Also, an overhaul of food preferences and the dwarves capabilities to choose what they eat would most likely be very welcome. Most of my dwarves complain about a lack of decent meals, although 1/3 of all meals is mastercrafted and they simply choose not to eat what they like in the first place, even if what they liked were availlable.

Another thing that might be helpful, sort the thoughts of dwarves by priorities.
Again, none of that is necessary to sort out the too many gods bug. Just write code which allows dwarves with tons of gods to get through them all without going insane or disallow worship of tons of gods. It's a bug, it doesn't need workarounds, just fixing.

But a fortress-wide automatic schedule might be useful. I switch off everything manually once or twice a year anyhow, so an automatic system would help save me couple of minutes every year.

Could make it far too complex, which would be lots of fun, with the ability to set all the levers, workshops, zones and stockpiles on different timers to switch on and off at certain times of year.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 09, 2020, 07:30:50 am
@hanni79: As far as I know, dwarves are actually fairly good at eating things that are on their preferred list. HOWEVER, there are a number of bugs and a lingering misdirection in DF.
- It used to be that the meal quality was important. Now, however, the quality has an effect only if the meal contains a favorite ingredient (misdirection).
- DF lies about what favorite ingredients are for animal products, saying Cheetah, when the actual ingredient required is Giant Cheetah Eye (the description does not distinguish between giant or regular (or, in fact, animal people when it comes to milk), and it does not point out the detailed item. Exactly the desired thing is required.
- DF generates preferences that are physically impossible, like body parts of vermin and body parts that can never be acquired by butchering an animal because the animal isn't large enough you yield that part.
- DF generates preferences without regard for whether it has actually provided that creature in any biome in the world.
- A lot of plants are bugged so they can't be farmed sustainably because you can't get seeds from them (seeds can occasionally be gotten from caravans, as can impossible body parts).
I've probably missed to mention half of the issues, but the bug tracker has all that's known.

Edit: Something completely different:
The dwarf need satisfaction decay rate is way too quick, in my view. Trying to deal with trouble dwarves, I give them time off, see that they got a need to craft, arrange for the crafting of an item: Happy, but only for a month or so before it's down to brown again, which leads to constant micro management of your grumpy buggers. Add to that that to get anything out of military training, they'll have to be at it long enough to learn something, which seems to frequently be a month, and not getting anything out of that time isn't uncommon either.

Another problem with the rapid decay rate is that you can't really plan any R&R activities so their friends (if they've managed to get any) might be off at the same time as a mitigation strategy. I've been trying to keep a yearly schedule with spring for agriculture, summer for fruit harvesting, autumn for catching up on jobs fallen behind (mostly hauling), and winter off for R&R. While the dorfs are better at recognizing each other in this release (all of them have acquaintances to several others after 4 years), the friend making is decidedly poor still.

They can also go from fine (less than 1000 stress) to 24000 stress in less than a month if caught in (harmless) freakish weather repeatedly while felling trees (despite liking being outdoors). The only indication is the red arrow you might see if you happen to look at that dorf.
Title: Re: *We need your help with game ending stress*
Post by: scriver on June 19, 2020, 04:33:16 pm
So I've been playing this a bunch since the release and for what I can see it comes down to one major thing.

Dwarves don't do anything on their own. They don't have any hobbies. They have needs to have fun in whatever ways, but they aren't able to seek activities out of their own volition. It has to be you who micromanage them and make them part of production or put them in the military or whatever.

So yeah, I think dwarves should have hobbies. Martially inclined dwarves should train on their own (or seek out other dwarves with the same interests and wrestle or box or whatever). Dwarves who want to be creative or craft things should craft things on their own. Dwarves who want to spend time with their friends and family should have a "spend time with friends/family" action that brings them together. Or "make friends" actions where they go to the tavern and have increased relationship gain or something.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on June 19, 2020, 05:37:22 pm
So I've been playing this a bunch since the release and for what I can see it comes down to one major thing.

Dwarves don't do anything on their own. They don't have any hobbies. They have needs to have fun in whatever ways, but they aren't able to seek activities out of their own volition. It has to be you who micromanage them and make them part of production or put them in the military or whatever.

So yeah, I think dwarves should have hobbies. Martially inclined dwarves should train on their own (or seek out other dwarves with the same interests and wrestle or box or whatever). Dwarves who want to be creative or craft things should craft things on their own. Dwarves who want to spend time with their friends and family should have a "spend time with friends/family" action that brings them together. Or "make friends" actions where they go to the tavern and have increased relationship gain or something.
Dwarves without jobs do all these things except joining the military. They socialize, make friends, enjoy art and get crafting needs fulfilled in the guildhalls. The micromanagement is giving them the time to do so (fortress wide holidays being the least "micro" way) and working out martial needs, which, yes, should be addressed as that's pretty fiddly.

Dwarves suffering from the "too many gods" bug don't get time to do this stuff because they're too busy praying, and dwarves who are already stressed spend too much time shouting at the person in charge and tantruming. Sort that out and we're almost there. Plus fix food needs and maybe add an indicator to warn if dwarves have "impossible" needs (needs to see family, currently residing in the dungeons of a far off Dark Pits, etc). Not that most impossible needs matter too much if they have plenty of others.

Although missing family for too long causes stress thoughts too. But, hey, most people who know their children are out there being abused by goblins to the point where they'll have to kill them next time they meet are likely to be a little stressed.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 20, 2020, 12:46:44 am
- Socialize: Yes, they are now better at not doing it alone, so after a decade they have passing knowledge of several other dorfs (ignoring the special starting 7), and occasionally even a friend. However, most of of the relations are to visitors, as those are the majority of the tavern visitors most of the time as the other dorfs work. Dorfs probably should seek out not only the closest sapient, but also fellow residents, and, in particular, friends. Kids still grow up in the fortress they were born in with only an occasional relation when they mature.
- Be with friends: First make friends (above), and then seek them out (also above).
- Be with family: The two previous points are often prerequisites for this one. Obviously, lovers ought to seek each other out, as should family. It's rather frustrating to see surly void dorfs who hate the concept of family and who refuse to marry being distracted into the red because of an unmet need to be with the family they never had and don't want to have. There's probably a need to correlate dorf properties with their need strengths.
- Guildhalls seem to mostly act as places to socialize, although I've seen occasional demonstrations (including by visitors), but it may be due to my fortresses not having many dorfs with the associated skills. Do demonstrations really fulfill the crafting need without actually consuming resources, or is it "only" the learning need?
- Martial skill: Yes, it needs balancing. Currently you have to remove squads from their training facilities when they're taken off duty as they'll spend all their off duty time on individual training rather than needs fulfillment (or work) when reaching a fairly modest skill level. It certainly wouldn't hurt if uniformed professions were either made compatible with squad assignments, or allowed to train in "public" training facilities on their off time, with a bonus of that would be permitted for all civilians (without crowding out all the other needs, of course).
A significant problem with this need is that it seems to be fulfilled only at a skill increase, and it takes a fair bit of time to train enough to reach that. Often a month, and even a month and a half, isn't enough, even when they actually trained (rather than spending the first month on picking up uniform pieces if set to switch to/from uniform). Given how long it takes for this need to be satisfied, it should take a fair while to decay (my preference would be that a month per year would be sufficient for most dorfs).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on June 20, 2020, 01:39:07 am
Ok, sorry I haven't checked that. Guildhalls are supposed to fulfil crafting needs according to Toady. Might be broken of course.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 20, 2020, 03:46:40 am
Just as a comparison, I spent a few days playing an older 0.44.12 fort and the stress was a lot worse than in the current version 0.47.  I think it's getting closer to where it should be.  It seemed for years that stress basically didn't exist at all except in extreme cases, and now it does, but is usually controllable.  I still think there's a problem with particularly stressy dwarves but it isn't an "everyone goes insane in 10 years" thing any more.

The system should reward good design and actually building nice quarters.  Maybe it shouldn't be quite so intensive about forcing you to build guildhalls and temples.  That seems like it should be something fairly easy to tweak though.  In my most recent fort I found myself building a lot of featureless guildhalls and temples because by the time I finished smoothing and engraving everything enough to get its value up, I immediately got pestered for another one.

It does seem to do a world of good for stress, though, especially when combined with the kind of quarters that get you "sleeping in a bedroom like a personal palace" messages, legendary dining halls, etc.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 20, 2020, 07:21:47 am
Yes, guild/temple parameters are reachable through the init files, so you can require more/fewer dorfs before a petition hits you, and you can also adjust the value requirements.

And yes, 0.47.04 is a lot better stress wise than 0.44.12. A lot of the remaining issues comes down to the player not being able to either find or understand WHY dorfs are stressed, and in the cases when you think you understand, you don't have any reasonable means to handle it, plus the dorfs not doing what they ought to when given time off. Also, once things go south, it can go very quickly (0 to 25000 in a month from being subjected to blood rain when working), so when you see the red arrow it may well be too late because PTSD flashbacks alone will bring them into insanity. The arrow should be a warning to take action, not an indication that it's time to write a will, because that dorf is soon lost.
Title: Re: *We need your help with game ending stress*
Post by: Leonidas on June 20, 2020, 01:24:21 pm
1) Increased Standard of Living. I'm late to the party here, but I suggest across-the-board stress relief based on percent increase in fortress wealth. This should be intuitive because it matches human psychology. We feel better when our standard of living goes up, but then the effect dissipates. It's called the hedonic treadmill (https://en.wikipedia.org/wiki/Hedonic_treadmill).

On a practical level, this would give new forts a grace period of two or three years during which it will be easy to keep the dwarves happy by creating big percent increases in fortress wealth. But those increases will eventually have to taper off as the dwarves become accustomed to living in luxury. At that point the player must have other plans in place to dissipate stress.

2) Homeostasis. A related idea is the Happiness Set Point, where an individual's happiness always trends towards a particular level. Add a number for Resilience, which would be the rate at which stress naturally moves towards the Set Point. Once the stress gets too high then the dwarf should enter Emotional Maintenance Mode, where they ignore their jobs and only do the things that make them happy. If Maintenance Mode and natural Resilience don't get them out of the high-stress zone quickly enough, then you get the tantrums, catatonia, lunacy, etc.

The amount of time that dwarves could survive in the high-stress zone would be based on Discipline. So high-Discipline troops could still be stressed by the terror and gore of battle, but their military training would give them lots of time in Maintenance Mode to drink away their sorrows, pray, or whatever.

The precise mechanism is less important than the broader idea that any stress system needs to trend towards homeostasis. The big unintuitive aspect of the current stress system is that dwarves don't naturally regulate their own emotions. Any stress should be manageable as long as it's not too big and the dwarf has time to process it without anything else going wrong.

3) Desensitization. Repeated exposure to a particular stressor or de-stressor should steadily make the dwarf less sensitive to it. So a dwarf who de-stresses with delicious food will eventually get tired of eating and look to some other source of happiness. After several months of religious rapture, he might rediscover fine dining as a source of pleasure. Pleasure desensitization would ensure that the dwarves shift naturally from one pleasure source to the next. The rate of desensitization and re-sensitization for each pleasure source would depend on individual traits.

On the stress side, let's apply the theory of systematic desensitization that's used for treating real-world phobias. A minor injury would make the dwarf less afraid of injuries. Occasional exposure to rain would make the dwarf less grumpy about weather. And exposure to corpses and body parts, such as witnessing butchering or working in the refuse stockpile, would make the dwarf less stressed when handling battlefield cleanup.

The reverse would also be true: If a dwarf has never seen a corpse before, and then he's suddenly on a battlerfield surrounded by dozens of corpses, then he would immediately hit the high-stress zone and become more sensitive to that stressor. He would develop a phobia. If a dwarf's first exposure to water is a near-drowning, then he would hate getting wet.

This could lead to players deliberately exposing their dwarves to expected stressors, trading short-term happiness for long-term desensitization. If you're expecting lots of battlefield cleanup, then put a corpse refuse stockpile in the dining room. If you want them to handle foul smells, then periodically leave a fresh corpse to rot in the tavern for a few days. If they whine about the rain, then force them into a swimming pool. If you don't want your dwarves to panic at the sight of undead, then build a zoo featuring a live zombie. This is the same pattern as what we currently have with cave adaptation: If you want your dwarves to be able to handle sunshine, then march them outside for a couple of weeks a year.

4) Social Effects on Stress Perception. Maybe this is an idea too far, but I'm thinking of how real-world soldiers cope with the stress of combat. When a soldier is tempted to panic, there's a big effect from the emotions of his fellow soldiers. If the other soldiers are steadfast and would mock him for his fear, then the scared soldier is less likely to panic. If the other soldiers share his fear, then the soldier is much more likely to panic and start a rout.

Here's a classic movie clip (https://www.youtube.com/watch?v=9cb5Ka9SqGM) illustrating how powerfully social influence can modify natural stress reactions. Suppose that Urist has a high multiplier to water, meaning that he's sensitive to the stressor and the rain falling on him is likely to send him into the High-Stress Zone. But Urist notices that the nearby dwarves have low multipliers and are insensitive to rain. Urist thinks, "They aren't complaining about the rain, so maybe I shouldn't either." Urist will take less stress from the rain and experience some desensitization from the successful exposure.

Now suppose that Dastot has a low multiplier for death of a loved one, and his pet kitten dies. The dwarves around him have high sensitivity to death of a loved one. If Dastot were by himself he would be OK with his kitten dying, meaning that the stress increase wouldn't put him in the high-stress zone. But his sensitive friends keep telling him how upset he ought to be. This raises his stress from the kitten's death into the high-stress zone, and now he has become more sensitive to the death of a loved one. And maybe his friends, being sensitive, also take on stress from Dastot's bereavement.

If "nearby dwarves" is too much calculation, then this idea could also work using a fortress-wide sensitivity number for each type of stress.
Edit: Thinking about this more, fortress-wide sensitivities would also be more fun for players. It's the better approach, easier to watch and understand.

5) Stress, Missions, and Rooms. On a separate topic, there's a major problem with any plan that relies on individualized rooms. Currently, dwarves who go on missions relinquish their rooms when they leave the map and choose new ones at random when they return and get sleepy. Maybe dwarves on missions should keep their rooms, or pick rooms based on preferences. Maybe both.
Title: Re: *We need your help with game ending stress*
Post by: Dwarf_Fever on June 20, 2020, 02:35:39 pm
I want to know what kind of play style is causing people to quit in frustration.

My biggest complaint recently: Having half of an entire fort eventually become destructive miscreants just because they had to help clean up after a siege makes no sense to most people, even if there aren't 300 kinds of drink available. Sure, there can and should be penalties, but I would suggest:

1. Stressors need a cap/counter. If you see one severed body part, seeing another one that day isn't going to double how horrible you find it. Maybe sleep cycles can reset the counter. Seeing terrible things for 10 days in a row is worse than seeing 10 severed fingers in a single day.

2. Maybe add more of a barrier between "dwarf is dealing with issues and is less effective at work" and "dwarf is useless or homicidal for the rest of his life, may as well send him to the gulag."

3. Fix the needs that are impossible (or nearly impossible) to fill and eventually cripple dwarves, please.
Title: Re: *We need your help with game ending stress*
Post by: knutor on June 20, 2020, 02:59:38 pm
Before I enable stress in raws again, I would like a lil more explanation, via the alerts as to why and what is causing the big ticket stress drops, in time to circumnavigate it. Pausing to review each dorfs thoughts, ea season, hell ea month, is a broken feature.

In the 5 games I played with stress, I lost complete faith in the stress design. Mainly because DF never included me in the problem solving. After countless vandalisms, 5 CotG murders, things start looking bad enough to resign.

Some indicator should be present, before the 1st CotG murder, that noble plays a leading role in controling a spiraling out of control situation. And for the players that do not like the justice system, some init overides.
Title: Re: *We need your help with game ending stress*
Post by: Moeteru on June 22, 2020, 06:37:20 am
1. The game makes it difficult to access the relevant information, and some of the information it presents is misleading:
2. Many of the causes of stress are stupid, while many serious events don't produce any thoughts:
3. Dwarves don't do enough to look after their own needs. If I've built temples to every god worshipped by a particular dwarf, that dwarf shouldn't still be complaining about being unable to pray. Acquiring accessories shouldn't be tied to hauling jobs. If they want to be creative, they should go and write a book or compose a piece of music or something. If they want to practice a craft, why not use one of the guild halls I've provided? The socializing changes have helped a bit, but they still don't do enough to satisfy their family-and-friends needs, let alone any others.

All these together make the current system very un-fun and frustrating. I feel like my actions as a player are almost entirely uncorrelated with the happiness of my dwarves. It's hard to figure out what they really want, and when I provide it it doesn't seem to have much of an effect. Equivalently, experiments have shown that failing to provide for their needs doesn't alter their mood much either. Their stress levels seem to be primarily governed by the random dice rolls of personality changes. The most effective actions the player can take (atom-smashing and exiling dwarves) are the least fun and least narratively satisfying.

This problem can't be fixed by just making dwarves more resistant to stress for the same reason that a racing game with floaty, sluggish controls can't be fixed by just making the car take less damage from crashing. There needs to be a much tighter link between the player's actions and the dwarves' happiness. The player should be able to easily see what problems are making their dwarves stressed, they should be given the tools to solve those problems, and when they do so they should quickly receive positive feedback.

All that said, the stress system isn't totally game-ending as long as you don't get too attached to your dwarves and don't mind exiling/killing the violent depressives. When I quit playing, it's usually because of other bugs (eg. raid equipment crashes).
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 22, 2020, 06:14:24 pm
1. The game makes it difficult to access the relevant information, and some of the information it presents is misleading:
  • There's no quick way to see which dwarves are stressed and why.

In dfhack, if you bring up the Units menu "u" and then press "l" to bring up the labor manager utility, the stress of each dwarf is shown next to their name.  You can then find out why by just looking at that dwarf.  Similarly, with Dwarf Therapist, you can sort by stress and if you hover over the box, it will pop up the text from the description showing which messages are applicable.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on June 22, 2020, 06:23:01 pm
1. The game makes it difficult to access the relevant information, and some of the information it presents is misleading:
  • There's no quick way to see which dwarves are stressed and why.

In dfhack, if you bring up the Units menu "u" and then press "l" to bring up the labor manager utility, the stress of each dwarf is shown next to their name.  You can then find out why by just looking at that dwarf.  Similarly, with Dwarf Therapist, you can sort by stress and if you hover over the box, it will pop up the text from the description showing which messages are applicable.[/list]
Yes, but those are third party utils, so kind of irrelevant to the discussion on what needs improving in the game itself except to use as reference for how ideas can be achieved.

And personally, while it's nice for micromanagement, and useful in the current version where stress needs to be watched closely, I'd hate to have dwarf thoughts reduced to a list of numbers as part of the standard interface.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 22, 2020, 06:26:40 pm
Yes, but those are third party utils, so kind of irrelevant to the discussion on what needs improving in the game itself except to use as reference for how ideas can be achieved.

That's exactly what should be done, though.  Almost anything where there is a third party tool considered nearly essential is something that should actually be in the game.  Just adding some of the features of the dfhack labor manager/DT directly into the Units menu, for instance, would help a lot.

Or for a more narrative driven approach, add some meat to the bones of the priest/boss/etc. thing where some dwarf is yelling at someone in charge all the time.  Pop up a notification about what actually happened, other than just wasting your time with opaque jobs like "Attend Meeting" which appears to be when this stuff happens (and sometimes dwarves get stuck in an endless cycle of endlessly complaining to someone who then is always stuck in an endless cycle of "Conduct Meeting" even if nobody is benefiting from all this complaining).
Title: Re: *We need your help with game ending stress*
Post by: knutor on June 22, 2020, 08:48:10 pm
The virtual antimosity present, just does not reflect nature. Simulated "generous tit-for-tat" entity interactions should be occuring. 1 in 10 times, its screw your neighbor. No more, no less.

Stressed entities, should only screw, 1 of 10 times, prior to haggard or melancoly. Not so.

In this scheme, the same wacko is running amock, tipping workstations, attacking pets, bar fighting, etc. until he is murdered. That is unbalanced. That is not natural.

That is what I see as wrong. DF plays really well without stress. I really enjoy being able to see the surrounding areas. I cannot wait for raiding to evolve.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on June 24, 2020, 08:24:46 am
  • Clearing up enemy corpses shouldn't be nearly as stressful as clearing up corpses of citizens/allies. Some dwarves could even get a happy thought from seeing a pile of dead goblins.

Dwarves don't hold any animosity for invaders in the fortress, which is funny because being attacked or being historically attacked would probably give over enough justification to have a negative opinion that some strangers are attempting to kill them today. Its one of the reasons why i hope diplomatic actions will enter the game for the player to access sooner than later so there's more detail to these events and circumstances in the active game rather than just the perspective of the player.

If all dwarves were clued in as to the reasons why a war was taking place or was to signal their own intent for a war with a subjective opinon as the news breaks out via a diplomatic announcement it'd be much more meaningful whether your fortress supports the decision or not.  I can definitely think dwarves would be reluctant to attack another dwarf civilization for absolutely no reason other than a raid (assuming the raids act outside the bounds of diplomacy as hostility), but would be pretty stoked if they were going to reclaim a artifact as their war declaration.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 25, 2020, 06:54:21 am
Visitors shouldn't build up needs over years of visiting only to have it all dumped on them as their petition is finally accepted.
An an example, I finally accepted a petition from a constantly returning scholar after 20 or so years, and looked at his thoughts screen immediately after acceptance:
- distracted/badly distracted from not having prayed to any of a dozen gods for the last 20 years.
- Unfettered after spending time with people (reasonable, as that's what that time been spent on, largely)
- Unfocused after being unoccupied.
- Unfocused after doing nothing creative (can't do anything about that for the next two years)
- Unfocused after leading an unexciting life (ditto)
- Unfocused after being unable to acquire something (ditto: residents don't haul crafts)
- Unfocused after being kept from alcohol (finally something that can be addressed. Will be taken care of when thirsty the next time)
- Unfocused after a lack of decent meals: blackberry wine roasts can be arranged (using DFHackery), two-grain wheat seeds might be possible as well, using the same approach.
- Unfocused after being unable to fight: I know how that goes. Excited and then traumatized for life with recurring flashbacks when fighting results in an enemy corpse. Both the gobbos and necros are out of people to send, so it will probably be another 30-70 years before a new siege.
- Not distracted after a lack of trouble-making: At least that's something
- Unfocused after being unable to be extravagant: Fixed when he bothers to pick up some clothes from the stores. Good.
- Unfettered after learning something: That's the life of a scholar. That's something, at least.
- Unfocused after being unable to help anybody: Can't be addressed for two years. On the other hand the introduction drink spilling and leading to hospital will give someone else a good though (it refers to a bug).
- Unfettered after thinking abstractly: Yes, he's a scholar.
- Unfettered after making merry: Researching and socializing has been the life for the last 20 year. It will continue for at least 2.
- Unfocused after being away from friends: Despite all that socializing in my fortress the bugger doesn't recognize anyone (anywhere) apart from his family. Over the next 20 years he'll get a dozen or more passing relations, but probably nothing closer than that unless micro managed.

Title: Re: *We need your help with game ending stress*
Post by: expertnoob on June 26, 2020, 10:25:19 am
Hello and goodbye community,

I have thought long and hard whether or not I would take the time to type this up and share this.

I am a n00b Dwarf Fortress player, only been playing for 3 weeks. I am also an expert, because I have produced, designed and sold games. So I am in the "fortunate" position of both being a fresh set of eyes as well as someone who can articulate very clearly why I am leaving. The reason is quite heavy however, so this is my third rewrite of this post. First some context:

The bane of my existence was Doren the metalcrafter. My first fort fell to a stress-spiral and she was there. The moment I saw her come in at my second fort, I knew she was trouble and tried everything to make her happy. The third fort I made just for dwarves like her with all the knowledge of the wiki and this forum and she followed me there too, but she slipped out of the burrow/locked door combination during the food delivery (didn't know about food drops back then) and stress spiraled the third fortress as well. So I made another world and another fortress.

I want to stress that my perspective is not negative, not at all. I LOVE this game and in the last three weeks have played hours and hours and hours of it. The reason that I am leaving is heavy, yes, but the main emotion I feel is gratitude. I am leaving out of love of the game. Which is why I am going to spend a lot of my time trying to think along on how to solve this and share that with you. Call it a parting gift if you will.

I also want to state that with the help of this thread and especially Loci's !!Science!! on the stress mechanic, I have been able to 'solve' the stress problem. This has given me a much better and more profound way of looking at this problem, so I want to thank @Loci specifically for all he has done for the community.

What do we know:
- Loci has clearly demonstrated that unmet needs and stress share no correlation or causation. Both trigger show up in the thoughts section and that is it. Contrary to popular belief meeting the needs of your dwarves does nothing for their stress relief.

- Certain trait_facets are detrimental. Stress_vulnerability is the most important one to avoid. "Cracks easily" is the worst, because at 'becomes completely helpless' you at least have a 50% of the dwarf going catatonic which ends the problem quickly for the Armok.

- A build up of stress leads to: catatonic, melancholy, madness,  berserk. Concretely this means: death, death, some extra stress spreading and then death, or a lot of extreme stress spreading through wantom murder and then death. In all cases the corpses and loss of loved ones cause stress to spread.

- Memories of negative events create more negative events in the future. This means big negative events have lasting big negative consequences. This creates negative feedbackloops depending on the stress_vulnarability facet (see above).
- Given infinite time three types of dwarves will emerge:  +9.999 "coolheaders" or minus -180.000 "breakers" and 0 for new arrivals. (the exact numbers do not matter much, it's the process that counts)

- Given that stress spreads automatically (death of lost ones and seeing corpses on the mimimum) as well as unavoidably and 'coolness of head'  does not spread automatically (every dwarf can tantrum, not every dwarf can console or get yelled at) and does not spread unavoidably, stress spirals on the long run are now mechanically unavoidable. This means the system will automatically devolve into stress spirals with more -180.000 'breakers' than +9.999 " coolheaders", unless action is undertaken. I would like to remind people that this is NOT a design problem per se. Invaders are also mechanically unavoidable, and that is fine. Because we get to stop that from happening it becomes a design feature. That's the core of the losing is fun cycle remember.

If I have missed important data, please let me know. I will check back in a week.   

Finally the softer data or the interests&viewpoints: Grouping the interests and viewpoints is important, because if we wanna talk about solutions, we need to take all viewpoints into account. Ideally everyone gets their cookie.

When it comes to stress I see about three types of responses in this thread:
1) The pragmatists: Any solution is a good solution.
2) The immersionists: I want to save all my dwarves.
3) The high overs: I want my dwarves to be happy, but I don't want to micromanage them.

These groups also explain easily why this problem wasn't a big issue in the past, but is big now and how we got here: (explanatory power is important for these kinds of groupings)

In the past we had the 'My child died, but hey, look at my new ferrari. It's all good now'-dwarven solution to stress. The group 2 people didn't like that very much. Mind you, they didn't actively hate it, they just didn't like it. The group 1 and 3 were fine with this, or even thought it was funny. Silly dwarves, ferrari's don't solve your lifes problems. Funny, because it's true.

The current situation only works for pragmatist group 1. You wait for a tantrum and atomsmash those that break. Easy enough. Group 2 still do not want ' my ferrari makes everything ok'-dwarves, but having to atomsmash those that mentally break down is very much not ok. Much worse than 'my new ferrari makes everything ok'-dwarves. Lastly, the current situation creates a lot of micromanagement to make sure your fort survives to FPS death (or whatever your long term goal is), so group 3 is really annoyed with this.

So the small problem is now a big problem and we can easily explain why using the perspectives and interests of the three groups.

Mind you, this is a global description, people can fall into multiple categories, so please bear with me. (unless I have actually missed an important 4th perspective, in that case please let me know. I will be back next week for the last time to answer questions and a final update and such.)

So far I haven't said anything new. This all shouldn't surprise any of you.

Now to my proposed solutions.

I am going to assume that Threetoes falls in group 2 and Toadyone mostly wants to know how much coding will be necessary to create the changes. So I will be grouping them by the amount of coding necessary. I will add which groups will be satisfied with each solution.

Solutions

No code solution

- Change the flavour text
Description: Don't change the code, change the player expectation. By changing the flavour text we can change the way the players view the problem. Examples: Harrowed changes to "This dwarf is beyond redemption. Some just do not make it." Haggard changes to "This dwarf is becoming a danger to himself and others. At this stage only a miracle can still save this dwarf." Stressed with life changes to "This dwarf is teetering on the edge of madness. Despite your best efforts this dwarf is nearly certainly destined to go insane."
Solves for group: 2 and 3. Group 2 will know that it will be impossible to save them and stop trying to save those that cannot be saved. Same goes for group 3. Beginners will probably view this as a not fun failure, so for the beginner group this is probably not the most optimal solution.
Code implications: None, the code can remain the same, only the content changes.

Low Code solutions

- the pilgrimage
Description: Since time memorial people have gone on pilgrimages&walkabouts to find profound personal change. Why not make that a feature? What if those that go on a pilgrimage change their trait_facets in a new random roll? Not only gives this dwarves that lose the DNA-randomisation lottery a second chance, but it gives the world a deeper flavour. All those dwarven pilgrims you see at your fortress? Well, now they all have a mysterious reason to be there. They didn't like themselves and will return one day to their own forts, changed dwarves. You toss them out, and you may see them again, you may not, but you know you have done a good thing regardless.
Solves for group: 2 and beginners. For group 2 instead of expelling dwarves you send them on a pilgrimage. Behind the scenes these dwarves reroll their trait_facets and get tossed into the pile of dwarves that can potentially return to your fortress. Beginners will need to learn about this through the wiki, as it isn't intuitive that sending your dwarves on pilgrimages will help with stress, but it is a lot easier then making a waterpump, so this should be doable. For group 3 this still means micromanaging unfortunately, because you have to actually still 'expel' them manually and if they return there are no guarantees the dwarf will right him/herself without a lot of manual labor. (not unless toadyone uses the lazy option see below).
Code implications: We take the "expel" codebase and copy paste it, with a different title. Instead of expel, we name it 'pilgrimage.' We add code from the character generator and overwrite the current trait_facets, or if you wanna be lazy about it, just change all the stress_vulnerability pilgrims to "is confident under pressure." The big benefit is that if you solve it the lazy way that once the dwarf returns he/she will eventually 'automatically' overcome all the negative memories without player intervention. Note that the lazy option can lead to player abuse though mass expelling. On the other hand, if players are willing to spend hours on sending every new dwarf on a pilgrimage to play the numbers game, then why not let them?

Medium code solutions

- the sanatorium
Description: Make it a feature, not a bug! This solution leans into the idea that the current codebase is exactly what we want, just like the invasions. It adds a way to build a solution for the players recreating what already works from a design perspective, just in a different format. Say you can make a "temple complex" that needs a 1.000.000 dwarfbucks value and inside it the sanatorium become tranquil. You create a space wheren negative modifiers no longer apply. Negative memories, seeing corpses, getting rained on, it all doesn't matter anymore inside the sanatorium. A place where stressed out dwarves can go and recuperate from the stress of life. Some dwarves will need to go their regularly, others only sometimes and the 'cracks easily, quick to anger, childess'-types will have to live there permanently. That way we Armoks have to make a ridiculously expensive sanatorium, but it gives us the possibility to correct our mistakes in a way that makes intuitive sense.
Solves for group: 2, 3 and beginners. In the beginning a player will not realize that they need to burrow their sanatorium, because the patients will get out. Once they figure that out however, they can just send dwarves in there from time to time if they are caring group 2 Armoks. Or if they are high overs they can just wait for which dwarves crack and get them in there. So this fixes it for everyone AND adds features AND is intuitive.
Code implications: We take the codebase of the temple. We change 'shrine' into the name 'retreat' and 'temple complex' into 'sanatorium.' We change the name of the highpriest to psychologist. The change that priests can console is already in the code, so we are good to go on that front. Then the only major change, inside the sanatorium we code that the negative modifiers of stress can no longer occur. (psychologists immediately become the most sane dwarves, which is not realistic, but it's a fantasy world, we can look the other way)

High code solutions

- the 2 factor way
Description: Change the underlying system. At the moment we have 1 variable that goes up and down. This creates the ferrari-dwarves no matter what you do. In real life motivation and demotivation are not 1 variable. Intuitively we know that a new ferrari doesn't make the death of a child go away. As grateful as we would be to receive a ferrari in those times, they aren't related in any way. We can feel both motivated and demotivated at the same time. So instead of representing (simulating) the dwarven state of mind with 1 variable, we do it with 2 interconnected variables. (IRL science: Herzberg Two factor theory.) We also introduce the hedonistic threadmill that every month lowers the scores by a random 10-50%. That way the ferrari dwarves become used to their good lives, although their ferarri will immediately start to make them feel better again every month so the ferarri is still worth giving. Better yet, taking the ferarri away will actually make them unhappier on the long run. A nice little bonus I would say.

 On the other end of the spectrum, the stress_vulnarable will get a boost every month, although their bad memories will immediately start to make them feel worse again unless action is taken by the Armok. The central idea is to create a system that doesn't let ferarri-dwarves coast through life, as well as making sure that stress_vulnerable get some reprieve every now and then. It also creates a very valuable regressing to mean for player actions, which means that players that actively try to help their stress_vulnerable will see immediate effects after a month or 2 while still ensuring that actually getting them completely happy will be extremely hard for the stress_vulnerable. Actively getting involved as an Armok will help immediately, giving you the agency as a player, while also acknowledging that really helping the stress_vulnerable dwarf become extatic would be a monumental task.
Solves for group: 2, 3 and beginners.
Code implications: We keep the 'stress' variable and rename it to demotivation. (just trust me on this one, "getting rained on/seeing a corpse" being called a demotivator instead of a stressor just works better for marketing reasons). We define a secondary value called 'motivation.' Then we add a couple of clauses that make intuitive sense. If 100% motivation + 100% demotivation = full blown burn out, or catatonic dwarf. If 0% motivation + 100% demotivation = rebelling against the unjust system, or berserk. if 0% motivation + 0% demotivation = depression. We also keep the warning behaviour but we code it differently. Obliviousness will be for instance 75%+ motivation and 75%+ demotivation. This clearly signals to the player, this dwarf is going catatonic unless you do something. Finally we add a line that every month the variable is lowered by 10-50%.

Or as I reread it for the final time before posting: Maybe we can use the distraction table with the needs. We have the stress variable, we have the needs/distraction variable, if we just rename them motivation and demotivation variables and we add the clauses that would work as well, with a lot less coding. Well, that and adding the variable lowering 10-50% each month of course.

- the five factor way.

Description: The two factor way is an obvious gross simplification of the human mind. If we want to create something deeper, than taking the five basic emotions would be a much more realistic representation. For dwarf fortress I think the motivation/demotivation is the main thing, because as Fortresses get higher than 150 dwarves we are humanly incapable of feeling empathy for that many dwarves. At that level demotivation/motivation is really all that matters. You don't wanna work your dwarves to death and want to keep them modically happy, but you don't have the time and/or brainspace to care for all of them. At more than 150 dwarves we all become group 3, whether we ackknowledge our human limitations or we do not.
Solves for group: Mainly for group 2. Group 3 will have a lot more to worry about, so that means more micromanaging.
Code implications: The Dwarf Fortress game and (for instance) Dawn of Man already have a lot of problems going from the level of the starting micromanagement game to the higher macromanagement level, let alone to the economic level (I have seen the failed economics experiment, and Dawn of Man also has trouble going to the next complexity level of social interaction where institutional behaviour becomes important, so this is not a DF only problem). 5 factor emotions would only excacerbate that problem. Still, if more emotional depth is wanted on the micro level, we could start with the 5 basic emotions. Fear, anger, happy, sad, disgust. It would be wise to code this more as colors than variables. Just like 3 base colors create all the other colors in existence, the five basic emotions create all the emotions in existence. Plus all the emotions people have are created the moment something happens, so this abstraction would work extremely well. So seeing 1 friendly corpse would immediately give a dwarf a disgust, sad and fear emotion. Or seeing 1 enemy corpse could give a disgust, happy, anger emotion, etc. It would make for dwarves that on a micro level will very quickly become nearly indistinguishable from normal humans.

Conclusion

Personally I really love the pilgrimage option. It gives DF so many more layers. The idea of looking at the dwarven pilgrims in my Fortress and thinking... Jep... I feel you man... self betterment is hard. But more importantly seeing a 'perpetual angry, cracks easily, childless'-Doran come back and overcoming the memories of her past is just... yeah... I would really love that.

I think the sanctuary option is the one most in line with the idea of adding new features and for beginners it is probably the best option. As a beginner you encounter your first tantrum and then find the sanitorium and think: Ah! That is what I need to build to solve this and you would be right. Or you have seen the sanitorium first and thought... Pfah, I dont need that. And then after the first tantrum-spiral you are like... Well, I guess I really needed that!!! Losing is fun and all that beautiful Miles Davis jazz...

Specific reason for leaving.

And finally why I am still leaving out of love, or an in depth answer to Threetoes question.

The main strength of Dwarf Fortress is the fact that it is an input randomisation driven game. Humans tend to hate output driven pure randomness, but we love input driven randomness.

It's like poker. You get a random set of cards and need to work with what you get, but you know what everything does. DF is even better in that regard: With the "prepare carefully embark" you get to stack the deck in your favour by getting to 'choose 2 kings' so in poker you always have at least 2 kings in your hand. Pretty neat, and very usefull because DF has a lot more input variables to take into account than poker.
 
Abstractly from a game design perspective Dwarf fortress however has even more in common with Magic the card game, than poker. This should easily be understood from even an intuitive level.

In Magic the gathering and other input randomized driven cardgames I have no problem tossing cards to the side and never look at them again. This card is so bad that it willl simply never make it. Toss it, and done. The earlier you do this, the better. The later, the worse. The theory is sound&easy.

But we aren't talking about tossing cards away here. We are talking about dwarves. Dwarves that live, eat and feel in my mind. When I watch Kruggsmash I can see him love (some of) his dwarves and I do to. To me they are like little tiny wonder machines. I don't expel or atomsmash unfeeling playing cards here, I have to expel or atomsmash dwarves.

I feel disgusted with myself every new migrant wave: You are... cheerful, that's good. Doesn't like authority and is conflicted for many reasons, well, not good-good but we can work with that. Cracks easily under pressure. Ah you are one of those ones. The cracks easily ones. Can't have those around here. We do not take kindly to your kind here. Expelled.

The worst decision I had to make was a "cracks easily" of the "quick to anger"-type. Easy decision right? Both cracks and anger means violent tantrums in the future. Expel! But as I clicked expel, the game stated that this one had a child in the fort and I had to check.

The daugther was cheerful, helpful and most importantly she handled stress very well (confident under pressure) and was also new. In my mind I immediately saw her as the rock that her mother relied on. They hadn't come to my fortress because of the mother, it was the child that had carried them here. To this fort where stress was taken seriously. That safe haven where there were no stressed out dwarves. The fort that they would finally find the peace the daughter so wanted for her mother. She was the adult in this mother-daughter relationship, she was the one that always made sure that her mother was cared for. She took all that motherly abuse on the chin and remained cheerful in spite of all the tantrumming, violence and stress her mother put her through. The child had learned early in life, that she could never rely on her mother, had taken up that role and made the wise decision to come to an Armok that cared... And I... I expelled them both.

It took me five minutes to click the expel button, but I did it. It made me feel as disgusted with myself as I ever have been playing this 'solution,' but I did it. Because I needed to know if this expelling/atomsmashing stress-supremacy solution would work. And it did. I had my first FPS death fort. "Rejoice!"

So now, you would say I could finally save Doren right? I learned my lesson and the 'losing is fun'-cycle can start by reloading the old Doren fort right? No.

Doren is a "cracks easily, constant state of anger, childless bugged"-type. She didn't just lose the DNA-randomisation lottery, she fell down the tree and hit every branch on the way down. I have tried everything, but the memories come back to haunt her and undo everything I did everytime. I now know why she is unsaveable. I need to go back and atomsmash her. It's the only way. And I cannot do it. I will not do it. This game is looking me straight in the eye and taunts me to do it and I am saying no. I refuse. Sometimes the only way to "win" a game, is to not play it.

That is a high level concept, so let me explain:

In "Wargames"  (a movie) an AI named Joshua learns by playing tic-tac-toe that the only way to win, is to not play. That way world war 3 does not get started and everyone gets saved. In my case it just saves Doren, but the principle stands. Dwarf Fortress is teaching me this lesson on a much deeper and more profound social level and I am grateful for it.

The fact that Dwarf Fortress can make me feel digusted with myself by expelling dwarves based on the dwarven DNA-lottery and makes actively me reject that I do that, teaches me one of the most profound lessons in life. It is a testamount to both it's depth and it's undisputed and rightful place as art.

@Threetoes: You asked why n00bs like myself stop playing the game and this is my answer: Because your game teaches me to stop playing and I am deeply grateful for that lesson. I look around in the world today, and I believe that this is one of the more profound lessons that many of us have forgotten or never learned. Sometimes the only way to "win" is not to play. Thank you for this experience.

For those that have read this far, I thank you. I will check back one last time next week to answer any questions the community has, because you guys are awesome. I wish you all and the game nothing but the best and IF the stress problem gets other more humane ways of dealing with it, (or someone actually has turned a "cracks easily, constant state of anger, childless bugged"-type back to a semblance of functionality) I will be back. Until that time, farewell,

Julian

Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 26, 2020, 12:09:17 pm
DF will have to decide whether "the save everyone" play style is intended to be viable. I don't think that's the intention. I've played that way for years, but the new stress system has shown that it's not always possible, and I don't think it will be after stress balancing either. Note that "expel to site" is a lot more humane than atom smashing, though (at least if the site isn't run by goblins).

Pilgrimage: I don't like that at all, because it's far too gamey. Dorfs leaving the fortress on their own volition would be far better, and if they get "revelations" out of that I certainly wouldn't be unhappy with that. Dorfs applying for a leave (from which they intend to return) and dwarves demanding to be released from service would be much better ways of dealing with unhappiness, although expelling should still be an option.

Sanatorium: Don't like that either, because it's just weird (sane psychologists? magical tranquility waves?). Making it extremely expensive also means only the fortresses that don't need them will be able to make them.
A far better coding solution would be for dorfs to get more agency so they petition to change jobs and get allowed to pass up corpse and refuse hauling jobs without forcing the player to engage in job (de)assignment micro management hell.
- Hates the scary outdoors and rain? Request permission to skip those jobs.
- Want to do research? Request to be allowed to do so.
- Want to change the job career? Request to change it to a suitable (listed) range of professions.
- Want to do some hobby crafting? Use the hobby workshops using hobby approved materials (could be similar to the stone selection screen, with reasonable defaults [you don't want the one shell you've gotten out of a FB to be used up only to have a dorf go bonkers on a strange mood]). This shouldn't require any permission.
- Want to engage in martial training? Use some free time to do so at a barracks with permission for recreational training.
- Want to engage in maritial (or just love making) training? Target socializing at likely partners.
- Want to spend time with friends? Seek out friends when socializing, or likely targets for friendship to get friends.

It would also help to weed out the most stupid RNG trait combinations (pining for starting a family while being asexual, feel disgusted by the notion of marriage, and never having felt a connection to any other being in their whole life, or the ones that want to fight and feel excitement and run into depression because of that, only to get immediate PTSD with lethally frequent flashbacks for the rest of their short lives ones given the chance to fulfill that need).
Title: Re: *We need your help with game ending stress*
Post by: Salmeuk on June 27, 2020, 01:52:50 am
DF will have to decide whether "the save everyone" play style is intended to be viable. I don't think that's the intention. I've played that way for years, but the new stress system has shown that it's not always possible, and I don't think it will be after stress balancing either. Note that "expel to site" is a lot more humane than atom smashing, though (at least if the site isn't run by goblins).

This idea of intended viability is important to understand. Many management games allow for perfect states, where all your actors are happy and peaceable, and barring RNG disasters, these perfect states can go on and on and on. It gives the player a feeling of security, however it's also kind of boring.

And your follow up idea with petition-based need solving is brilliant. Though perhaps a bit too easy - I don't think anyone knows exactly what it takes to make themselves happy, but most people will rightly tell you sleeping on bed is preferable to wet mud. A balance would have to be found between solving micromanagement, and the simulation of individuals navigating a social sphere.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 27, 2020, 03:24:22 am
Dorfs know what they're pining for in terms of needs, but I agree it's a lot easier to recognize things you don't like "(I really don't like hauling corpses"). I don't think dorfs should petition for basics such as beds, etc., although I'm definitely not against a complaints board (which I believe has been suggested in the past) where you'd be able to see common complaints (i.e. not per dorf, but on the fortress level), such as lack of chairs and bedrooms, basically simulating the process of management picking up the complaints of the population.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 27, 2020, 03:55:29 am
I haven't read all of that tome, which I'll get to, but the one idea I liked was the idea of a sanctuary, but I think it might be more milieu-appropriate if instead of a sanitarium, since it is in the temple family, an actual monastery.  Some dwarves can't cope with the outside world, but suppose they could retreat into a monastery.  This would have stress relieving capabilities enough to cure almost any dwarf, but the stress relief would only exist if the dwarf remained within the monastery.  So you could have a population of partly hermit monks, the previously unsalvageable.  I'd suggest something like a burrow if they weren't so horribly bugged as to be nearly useless.

However, the monastery would be a separate fort with its own workshops, stills, kitchens, etc.  Perhaps there could be a special secret, holy beverage brewed in stills in the monastery much as the real world has such beverages, maybe randomly generated for each religious group like instruments are. 

Also, in terms of helping the fort at large, people could seek out the non-hermit monks and complain to them and get advice and get some smaller amount of stress relief.  The beverage from the monastery could also be of particularly high quality and give a good thought, as well as books and other appropriate products.  Worship services in the temple of such a monastery could be particularly potent.

That said, I really don't think there are that many dwarves in 0.47.04 who are completely unsalvageable, unlike the mess that was 0.44.12.  I think it is actually approaching being a non-broken mechanic.
Title: Re: *We need your help with game ending stress*
Post by: Moeteru on June 27, 2020, 06:23:40 am
I don't think it's an intentional mechanic that some dwarves are doomed to inevitable insanity due to their personality rolls at birth. Those dwarves manage just fine during worldgen and in non-player sites. It doesn't make any sense for a 100 year old dwarf to show up to your fort feeling fine, then suddenly remember that they can't cope with life and start sliding into despair. The player inevitably ends up wondering what they're doing wrong to cause the dwarf's happiness to start declining. Anyway, incurable clinical depression just isn't a very fun mechanic.

I don't mind losing dwarves. I'm not above savescumming if I feel I've made a particularly poor decision, but I always end up building a fairly substantial burial/memorial complex sooner or later. The difference with stress is that the deaths are usually stupid and immersion-breaking.

I'd actually keep the system of traumatic experiences causing PTSD-like flashbacks and personality changes. If a dwarf sees their whole family get killed by abyssal horrors, then it makes narrative sense for them to suffer some psychological trauma. It would be nice if there were more end-points for those dwarves than insanity, exile, or "unfortunate accident" though. I like the pilgrimage (AKA. "Sod it I've had enough of this dump!") idea, but I'd make the dwarf initiate it instead of the player. Maybe they could petition to be allowed to leave the fortress, or they could just declare that they're leaving and walk out. Given the dangers in the wilderness, it would be nice if they waited to leave with a caravan.

The current system of meetings with the mayor/priests could be improved upon. Rather than just providing a small and temporary decrease in stress it could provide a means for particularly traumatised dwarves to receive a major personality change, possibly at some cost to the player. For example, a very stressed dwarf might have a religious epiphany which allows them to overcome their past trauma, but they become a devout worshipper of that god and now spend half their time praying instead of working. Or, as above, they could decide to become a missionary and petition to leave to spread word of their religion. Or a mayor with high consoler skill might be able to help them come to terms with their trauma and end the recurring negative thoughts.

The same sort of thing could even be done with the justice system and libraries. Let incarcerated dwarves have a chance to receive a major personality change, either from introspection while imprisoned, or from being visited by the captain of the guard, the mayor, or a priest. Of course the player should be able to control whether they run a nice, rehabilitative justice system with luxuriously furnished cells, or a cruel, punitive injustice system where isolation and beatings are the norm. Libraries could provide certain stressed and creatively-inclined dwarves the option of overcoming their trauma by writing about it (with the bonus of adding more interesting books to the world!). You could even add a category of knowledge dealing with psychotherapy and self-help, and allow dwarves to gain psychological benefits from reading books dealing with those subjects.

Or, hell, dwarves could just snap in more interesting ways. Maybe the dwarf who has lost their whole family becomes obsessed with mortality and starts looking for ways to bring their loved ones back from the dead. They petition for you to build a temple to a death god and the next thing you know they've got their hands on a slab, raided your graveyard, and are headed off into the wilderness to build a tower.

Honestly though, I don't mind what system gets implemented as long as the player feels like they're in control and can make meaningful choices which affect the happiness of their dwarves. Even a very gamey system would be an improvement.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on June 27, 2020, 06:56:54 am
I don't mind losing dwarves. I'm not above savescumming if I feel I've made a particularly poor decision, but I always end up building a fairly substantial burial/memorial complex sooner or later. The difference with stress is that the deaths are usually stupid and immersion-breaking.

A major problem is if you rely on the game itself to warn you, the warning is nearly invariably too late.  If they're already slipping into a depression or canceling jobs it's usually already too late and they are going to lose their minds.  If you consistently attack it whenever they're substantially above 0 it seems to work better.  But this requires micromanaging.

Also there are certain dwarves that have ridiculous preferences that can't be met because that substance just doesn't exist in your fort and can't be obtained, or for whatever reason, they get little to no benefit from stress relieving activities, or at least, it isn't obvious or determinable which activities would actually work, if any.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 27, 2020, 07:57:04 am
As muldrake said, attacking issues when they're starting gives you a chance to succeed, but you need 3:rd party tools to get that info, and even then, you'd have to scan the list regularly (with DT you can sort on "Happiness to only have to look at the worst ones, but that still would have you change the sorting). Once DF indicates issues with a red arrow the dorf is lost much of the time, as any action you take won't prevent the stress from continue to climb up the roof for reasons not displayed (+500 stress from finishing having a good drink to finishing the next, typical, job of yelling at the expedition leader [with no rain or other unpleasantries when chasing the expedition leader around the map], with no visible thoughts added).
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on June 27, 2020, 07:10:21 pm
I'd actually keep the system of traumatic experiences causing PTSD-like flashbacks and personality changes. If a dwarf sees their whole family get killed by abyssal horrors, then it makes narrative sense for them to suffer some psychological trauma. It would be nice if there were more end-points for those dwarves than insanity, exile, or "unfortunate accident" though. I like the pilgrimage (AKA. "Sod it I've had enough of this dump!") idea, but I'd make the dwarf initiate it instead of the player. Maybe they could petition to be allowed to leave the fortress, or they could just declare that they're leaving and walk out. Given the dangers in the wilderness, it would be nice if they waited to leave with a caravan.

Any sort of crueller race might have shipped the dwarf away with the caravan in a cage, but waiting as a visitor to have opportunity for second thoughts for the caravan season to arrive would be sensible.

Though on a off-chance, it feels like a lot of deaths may have been preventable by a non-lethal way of taking them out of the game to be transferred to someone's labor camp or just some sort of capital prison/private royal menangerie for giants and such. Its a pity the bug that releases them is not fixed.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on June 28, 2020, 03:16:25 am
:
Though on a off-chance, it feels like a lot of deaths may have been preventable by a non-lethal way of taking them out of the game to be transferred to someone's labor camp or just some sort of capital prison/private royal menangerie for giants and such. Its a pity the bug that releases them is not fixed.
Bug? Dwarven ethics does not allow for slavery, and so you can't sell sapients. If dorfs would refuse to move containers containing things that cannot get sold you'd get even more problem with bins, so either "items" that cannot be sold are removed or the dorfs would refuse to move containers containing goods that cannot be sold.
Title: Re: *We need your help with game ending stress*
Post by: A_Curious_Cat on July 01, 2020, 12:19:13 am
I think I know what happened.  At least for the problems people keep having after sieges.

I think what happened was that late one night Toady One was working on DF and he noticed that his map_rejection_log.txt was full of lines that said "Not enough low attitudes after s*** goes down" and he endeavored to fix the problem...


I'll be here all evening.
Title: Re: *We need your help with game ending stress*
Post by: Mort Stroodle on July 01, 2020, 05:07:26 pm
I've noticed that simply having a number showing the exact numeric stress value of each dwarf like in dfhack makes dwarven stress management far less of a headache. It's impossible to tell if your current stress strategy is working for some particular dwarf when the only information you get on their condition is these huge bins of "Stressed", "Haggard", or "Harrowed". By the time you learn that a stressed dwarf's condition is getting worse, they've already hit haggard and it's too late to prevent tantrums. Being able to see a dwarf's stress level slowly increase or decrease lets me know if my strategy is working or if I need to get that dwarf doing something else.
Title: Re: *We need your help with game ending stress*
Post by: A_Curious_Cat on July 01, 2020, 05:31:36 pm
I, ultimately, see DF as a story generator.  I believe the overseer should be able to get a fort to a point where they can sit back and let the stories unfold in front of them.  This is why I support the idea of dwarves taking care of their own needs and also why I oppose anything that makes micro-management mandatory.
Title: Re: *We need your help with game ending stress*
Post by: Mr_Salty on July 01, 2020, 05:35:04 pm
As a relatively new player (I just started a couple of weeks ago), I can only relate the struggles I've had with getting up to speed. 

1.  It's a lot of information to take in, especially as your fortress gets larger.  It's not intuitive to figure out what's wrong and what to do to go about trying to correct it.  There's a lot of looking up on the wiki to do.  For me, that's fine but I wonder how many stop there after the first dozen lookups or so?  Do many simply write it off, after a while, as the game is "too hard"?

2.  Some of these things seem straight forward, but are not.  For example, a dwarf stating that they're unhappy from not sleeping in a proper bed.  I have more rooms (bed, chest and cabinet) than I do dwarves.  Why are they not sleeping in it?  Or, unhappiness about an inadequate meal when I have tons of masterpiece meals available.  Why are they not eating it?  Why are they unhappy drinking without a goblet when there are tons available?  What seems to be a responsive solution to the problem doesn't "fix it" leading to a frustrating experience making the player feel like they're doing something wrong.

3.  When you do finally see a problem with a dwarf and figure out the resolution, it doesn't always seem to address the issue.  Perhaps it takes time, after implementing the fix (e.g. adding a bed), to see the happiness turnaround.  But it feels like, it's a downward spiral that can be impossible to turn around from once it's started.  As in, once they start spiraling it "feels" like it's almost too late at that point.

I knew going in that there was a steep learning curve, so these are not complaints, but merely my observations in response to the the original question.  I'm way too new to suggest the fixes, but I am curious if there is a way to show that you're moving in the right direction as problems crop up?

Title: Re: *We need your help with game ending stress*
Post by: FrankMcFuzz on July 01, 2020, 08:05:57 pm
The problem is that there is no easy way to meet the things that they are mildly upset about, and all that is adding up faster than positives.

Things like not being able to practice a craft. Yes. You're not a craftsdwarf; you have no useful skills! Of course you're not able to practice a craft! That and martial arts, and just generally a lot of stuff you'd need to micro to ensure all your dwarves get to experience them. I have a few ideas that could help with these issues.

1) I think that having a workshop be allocated as "Any idle dwarves who want to practice a skill may use" just to sate this need may fix this one thought issue.
2) Having a squad assigned that appoints idle dwarves who want to practice a martial art.
3) Assign a location job as 'part time', so that any job who wants to socialize can be a performer or tavern keeper or priest etc, in their down time.

The problem here is finding ways to avoid micromanaging when a macro approach will make the experience more seamless. Having workshops, squads, taverns etc that appoint people who want to work there in their off time will sort out the needs that minorly frustrate them, and generally improve the fortress overall!

It may just be as easy as a button on each dwarf preferences screen; allow down time y/n, maybe with a yearly/monthly toggle, and then they'll go work on the things that dissatisfy them. Could be fun to see how dwarves act in this mode too, but the issue with the current system is that I don't really want to have to turn off 120 dwarves skills individually so they have less stress.

So then when they walk past Bomrek's rotting corpse in the hallway, it will be less stressful, because they are satisfied on improving a skill recently.
Title: Re: *We need your help with game ending stress*
Post by: BrythonLexi on July 02, 2020, 01:10:03 pm
I just saw the Reddit stress thread here: https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/ (https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/)

TL;DR Equal strength long-term memories cannot overwrite eachother.  If a dwarf has 5 traumatic memories of +1 and 3 good memories of -1, nothing will change and that dwarf will always slowly succumb to stress without micromanagement.

That's not okay and explains why some of my dwarves just crash.  Would be best to have some n% chance of overwriting equal strength memories so that no dwarf is irredeemable, and no dwarf is 100% happy 100% of their life.

EDIT:  As someone who has personally lived through the trauma of being homeless with an injury and lack of income, even I have been able to see some stabilisation in my mood - even with the trauma still present in my memory and hurting to this day.
Title: Re: *We need your help with game ending stress*
Post by: NordicNooob on July 02, 2020, 09:27:19 pm
I'm midway through my longest-running and happiest fort ever (I've had two slightly stressed dwarves ever, and am hovering at 7/8th's of the fortress being -100k stress, mostly because some dwarves die and get replaced by normal stress dwarves), and have some new observations on what exactly is the cause of all this. (Do note that this fort has had basically nothing but down time and me doing moderate micromanagement at stress)


Summary:

Personality change needs fixing (less extreme change for less extreme incidents), give weather acclimation so aboveground forts aren't impossible, don't worry about un-meetable focus needs, and of course, corpse thought stacking.

Causes:
1. The surface. I get it, dwarves don't like vomiting (who does!) from the sun, rain sucks, and seeing standing trees is downright offensive.
2. Sentient corpses. Still. Corpse stockpiles are useless due to how bad they are for stress, and it's just another trap for newbies to fall in, since they're supposed to be the actual way of disposing of these kinds of things but are actually not at all how you should do it unless you want your fort to go insane. Potential solutions to this are all well elaborated. I'm partial to the "corpse thought stacking" solution (which would also make corpse stockpiles viable again) rather than another nerf to the power of corpse thoughts.
3. Personality change. The surface can generate enough bad thoughts on its own, as can sentient corpse. But the real killer is personality change. Sometimes it'll make a dwarf immune to stress, but just as often it'll make them in a constant state of internal rage. This might technically be close to net stress zero, but nobody cares if a dwarf is doing "just fine" or "super uber happy because I'm immune to stress." The problem is that for every dwarf who wasn't a problem before and is now definitely not a problem there's one that wasn't a problem and is now absolutely going to go insane unless you pamper them in a sealed room, and even then not eating prepared fly brain will drive them over the edge. Personality change absolutely needs to be fixed: a dwarf with an insufferable personality every now and then as a rare migrant is fine, but the occasional miasma incident and having to use the surface for anything is basically executing a dwarf or two every time you do it in a bigger fort. Minor incidents should have smaller ranges for their changed attributes (so a dwarf can't go from impervious to the effects of stress to a nervous wreck or vice versa), and major incidents (loss of loved ones, permanent major injury, all that life altering stuff) should be the only things that can ruin a dwarf.

Stopping stress:
1. Avoid the causes. Duh. Automate siege disposal and just abandon the surface. I have yet to fight a siege in this fort mostly due to lack of methods, and I've avoided the surface entirely. This is something that needs to go. The surface can't be something you have to abandon just to keep your dwarves happy. I'd love to see acclimation to the weather be something a dwarf can get (or already have based off personality and beliefs), much like they can become desensitized to death.
2. Little happy thoughts. Offtime, offtime, offtime! This is an intended mechanic working as intended (least, since socializing was fixed). Taverns, temples, libraries, and guildhalls are all great ways of reducing fortwide stress, long as everybody has time to use them.
3. Big happy thoughts. Personality change is busted. Use it to your advantage. Birthing children and gaining siblings are extremely useful in making dwarves less prone to stress. I wouldn't call it overpowered as most forts aren't long-term, and also since most of the personality changes don't affect stress a ton, but it's still a powerful tool in the arsenal of anybody looking for a happy fort. When a dwarf has 10 siblings all born in the fort, you can bet they've got at least 1 or 2 changes that make them less susceptible to stress somehow.
4. Daily happy thoughts. Stuff that happens without your intervention is what keeps the hardier dwarves going, even in a hellish fort. Drinking, sleeping in a good room, dining in a legendary dining hall, all that. Not really anything you can do about this one. If your fort's residents aren't getting these thoughts, you sort of deserve to have your fort unhappy.

Things that aren't a problem:
1. Focus. Unmet needs aren't an issue in my opinion. Being a bit unhappy because you haven't had family time is fine, even for dwarves who don't have family. That's something that would realistically be entirely reasonable. If your literal life goal is raising a family and you constantly yearn for love or whatever, then obviously yes, you're gonna be lonely if you don't have a family. A few of them (like wanting foods that they've never tried before) are a bit silly, but still pass as reasonable complaints most of the time. It can be handwaved as "hey this dwarf heard of a great dish from their mom/dad, and really wants to try it," even for dwarves born in the fort. And they aren't typically problems for overall stress. It's a reminder that you can't make everybody perfectly happy, that there's at least a little bit of autonomy in these dwarves and they're not perfectly content being your slaves as long as you give them their basic needs and a bunch of zones to chill in. From a gameplay perspective it's an issue, but from a simulation perspective I think it's interesting flavor.
2. Military dwarves. Military training is quite powerful for alleviating stress, simple as that. I have three soldiers go insane ever (as a player who likes military a lot), even through 44.10-12 being my newbie days, and those were from personality change reasons more than the "seeing a lot of bodies" reasons, since they were accustomed to death by the time their stress started increasing. Soldiers going insane from invader corpses isn't the issue, it's the civilians doing cleanup.

Much of the stress system is pretty tough on new players, as while the needs/focus stuff gives you a decent idea of "hey, I should make this for my dwarves" there's still a lot of gimmicks involved in not having your fort go insane. It's entirely possible to have a happy fort as it stands, which is where I can see players who say stress isn't that broken are coming from, except they're wrong, because alleviating stress issues currently involve ignoring a good portion of the game (abandoning surface, not using corpse stockpiles), making game-y choices rather than ones that would be reasonable (who knew non-stop military training would be good for dwarves who are unhappy from being worked to death? also, atom smashing is basically required), and just in general doing that gimmicky stuff to get by. My current fort is happy because I'm doing all of those gimmicks. My two stressed dwarves happened during, news flash, a time where everybody was seeing sentient corpses. I've otherwise been lucky to only have semi-fragile personalities from inevitable incidents over the long term, and most of those have died from other reasons over the years.

Thank you for coming to my DWARF talk.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on July 03, 2020, 03:14:09 am
The claims that unmet needs isn't a problem doesn't match my experience.
Two cases seen:

0.44.12 fairly long term fortress: One of the starting 7 (carpenter, I think) gradually sunk into depression over the years, but never permanently due to being immune (having mooded), and ended up at 100000 stress. The bugger had a red need for trinkets, but steadfastly refused to pick any up when hauling them. Eventually I managed to organize the making of trinkets out of a favored stone for hauling, and those were actually picked up. The stress gradually decreased to around 70000 after that (at which time the fortress suddenly was killed by equipment corruption, so I wasn't able to see the full recovery).

Current fortress (0.47.04): At year 11 (of the fortress) one of the friends of a miner (typically the happiest dorfs in my fortresses, as engraving is one of their tasks) died due to deadly evil rain, and the miner suffered flashbacks for many years after that (but they've seen to have ended). One day, several years later, I caught the miner at 10100 stress (red arrow, and check with Dwarf Therapist) while caught in the rain (safely building a roof for the deadly rain, while exposed to the normal variety), and immediately changed the tasks (no outdoors work, no hauling except trade goods), as well as setting in therapy (a lot of engraving, plus regular crafting sessions). This dorf was kept at around 0 stress for a decade through regular therapy, but without would accumulate around 5000 stress per year (while doing the work that kept the other miner ecstatic). All needs were met at least yearly, except "be with family", as void dorfs don't have family, and there wasn't any male available for marriage (A recruited poet was far too young. A decade or two later he came into range, nuptial encouragement treatment resulted in kindred spirit status, but wouldn't progress further despite about half a year of treatment, plus a later attempt a few years later). After many additional years of continued regular therapy, the miner was still kept in check, when there suddenly was a message that she and the poet had finally married. From then on, she's slowly but steadily on the path towards heavenly bliss, despite being back to regular work (including vomit comet outdoors work).
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on July 03, 2020, 03:51:52 am
The claims that unmet needs isn't a problem doesn't match my experience.
Two cases seen:

0.44.12 fairly long term fortress: One of the starting 7 (carpenter, I think) gradually sunk into depression over the years, but never permanently due to being immune (having mooded), and ended up at 100000 stress. The bugger had a red need for trinkets, but steadfastly refused to pick any up when hauling them. Eventually I managed to organize the making of trinkets out of a favored stone for hauling, and those were actually picked up. The stress gradually decreased to around 70000 after that (at which time the fortress suddenly was killed by equipment corruption, so I wasn't able to see the full recovery).

What was actually causing the stress to this first dwarf?
You cured her of stress by picking up trinkets, there's a happy thought related to picking up new stuff. Happy thoughts cure stress (usually not quickly enough, but whatever). Yes, it met her needs too, and yes there's almost certainly a correlation (Dwarf who likes stuff needs new stuff. Dwarf who likes stuff is extra happy when getting new stuff), but you see how this is not the same thing mechanically as "Dwarf is focused therefore dwarf stress is reduced", right?
Title: Re: *We need your help with game ending stress*
Post by: Moeteru on July 03, 2020, 05:27:11 am
I just saw the Reddit stress thread here: https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/ (https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/)
That's really interesting and explains a lot of the behaviour people have reported.
Is there any way to view dwarves' memory slots (https://dwarffortresswiki.org/index.php/DF2014:Memories) using DFhack or other utilities?
Title: Re: *We need your help with game ending stress*
Post by: expertnoob on July 03, 2020, 06:17:05 am
As I promised I returned 1 week after my final post to answer those that replied to me. I believe I have answered all that seem to be replying to my post. Farewell, and I hope you all enjoy yourselves.

@PatrickLundell: I agree that saving every dwarf should not be possible. As a player goal however, it should be something we can strive for and if willing to spend a lot of effort to do, be possible. (meaning avoiding all conflict, not playing around with magma, etc.). Furthermore expulsion based on losing the DNA lottery is still inhumane, no matter how much worse others can be.

I like your idea of stressed out dwarves would apply for behaviour that saves them. Point is that as soon as you hit 'stressed' there is no way back. With what we know I do not see how your solution would 'weed out the most stupid RNG combinations.' I am very happy to hear that we are aligned in our goals however, even if I do not understand how your solution would lead to the goal.

@muldrake Sanctuary or sanatorium, or monastary will all work for me. I agree that there not many dwarves, only the ones that get a low stess_vulnarability score are unsalvageable. Getting the few bad apples out of the batch however, creates a lot of micromanagement, because you have to check them all.

@Moeteru: Having the dwarfs initiate it, is indeed even better. I do believe it would requite a lot more coding, but as a player I would love that.

I agree that the system for change I propose could be incorporated into the justice and/or temple structure and that would be awesome. I believe that that would take care of the problem without players understanding the problem (because you usually build temples way before tantrumming can occur timelinewise), but I would love the solution, because it would indeed solve the problem.

Your idea of snapping in more interesting ways was something I was toying with as well. Point is that it would require a lot more coding, because as far as I can see the tantrumming system was built a long time ago. I friggin love the idea though.

"Honestly though, I don't mind what system gets implemented as long as the player feels like they're in control and can make meaningful choices which affect the happiness of their dwarves. Even a very gamey system would be an improvement." I so agree with you here, that I had to quote it. This^

@FantasticDwarf: replacing the problem of being Mengele on the train platform, by giving the player to become a worse human being by creating slaves of your own dwarves, does not appeal to me.

@MortStroodle: I agree, but Toadyone as explicitely stated that he didn't want to include gamey elements like that. It makes his job a lot harder, so I respect that decision. I do agree that a way to show the player that it works or does not work, could change the perception of the player.

@shonai_dweller: I don't know if you were actually talking about Doran, but in her case it was a miasma (my first one, I had put my kitchen in a stockroom a lot of dwarves travelled through) and several deaths that kept haunting her. I deleted Dwarf fortress so I cannot go back to check, but it was the memories in combination with her losing the DNA lottery that made her unsalvageable.





Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on July 03, 2020, 06:22:01 am
@shonai_dweller: I don't know if you were actually talking about Doran, but in her case it was a miasma (my first one, I had put my kitchen in a stockroom a lot of dwarves travelled through) and several deaths that kept haunting her. I deleted Dwarf fortress so I cannot go back to check, but it was the memories in combination with her losing the DNA lottery that made her unsalvageable.

Ah, sorry, was a reply to Patrik. Just annoying to edit long posts on a phone. Will edit properly when I get back home. This post too...
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on July 03, 2020, 07:40:06 am
The claims that unmet needs isn't a problem doesn't match my experience.
Two cases seen:

0.44.12 fairly long term fortress: One of the starting 7 (carpenter, I think) gradually sunk into depression over the years, but never permanently due to being immune (having mooded), and ended up at 100000 stress. The bugger had a red need for trinkets, but steadfastly refused to pick any up when hauling them. Eventually I managed to organize the making of trinkets out of a favored stone for hauling, and those were actually picked up. The stress gradually decreased to around 70000 after that (at which time the fortress suddenly was killed by equipment corruption, so I wasn't able to see the full recovery).

What was actually causing the stress to this first dwarf?
You cured her of stress by picking up trinkets, there's a happy thought related to picking up new stuff. Happy thoughts cure stress (usually not quickly enough, but whatever). Yes, it met her needs too, and yes there's almost certainly a correlation (Dwarf who likes stuff needs new stuff. Dwarf who likes stuff is extra happy when getting new stuff), but you see how this is not the same thing mechanically as "Dwarf is focused therefore dwarf stress is reduced", right?
I don't remember what was causing the first dorf to slide (the game crashed 1˝ years ago), but I don't think it was any one event (although it may well be the bugger that was pining badly for excitement and then went into shock when that excitement, against all reasonable expectations, of course, turned into a gobbo corpse). However, what I'm saying is that chronically unmet needs produce a constant stress pressure (dwelling on not getting any shinies * a bazillion, over time), so it's probably not the need itself, but the effects of it being unmet (repeated bad thoughts), which doesn't affect the outcome (but possibly Toady & Threetoe's evaluation of what to do). Meeting the bad need provides the benefit both of a positive thought (unless the bugger was ambivalent about getting new clothes [not the case here]), as well as interrupting the stream of bad thoughts (repeated dwelling on the unmet need). In most cases dorfs can handle one or even two impossible needs [like eating fairy brain and drinking bumblebee mead], but it's still a drain, and some can't handle even a small constant drain.

There's probably a need for a spring like functionality such that the further away dorfs are from their normal "base" state (personality based) the higher the pressure to go further away should be (or the weight of the events pushing it further would have to higher), and the higher force pulling back would become (until it snaps into a new relation that may or may not be recoverable).

Edit: It should also be noted that these examples are ones where the decline is slow but unstoppable (without access to the right medicine or active therapy). The more common case is the dorf that has a red flag, taken off stressful work, and becomes a danger to himself or the fortress 1-2 months later. There's probably nothing that can be done about those cases with the current system (like the one that racked up 500 stress from finishing a preferred drink to finishing yelling at the manager (the next job, as usual), with no displayed thoughts indicating why the stress increased (and not going anywhere stressful to interrupt the manager either).
Title: Re: *We need your help with game ending stress*
Post by: muldrake on July 04, 2020, 02:16:57 am
I've noticed that simply having a number showing the exact numeric stress value of each dwarf like in dfhack makes dwarven stress management far less of a headache. It's impossible to tell if your current stress strategy is working for some particular dwarf when the only information you get on their condition is these huge bins of "Stressed", "Haggard", or "Harrowed". By the time you learn that a stressed dwarf's condition is getting worse, they've already hit haggard and it's too late to prevent tantrums. Being able to see a dwarf's stress level slowly increase or decrease lets me know if my strategy is working or if I need to get that dwarf doing something else.

I immediately start attacking stress when it's positive, at all, for any reason.  And if my efforts do not actually start lowering stress, bye bye dwarf.  It makes me feel like a real jerk, though.

Seriously, though, give most dwarves a smoothed, engraved bedroom with a weapon rack of a substance they love, their own personal shrine to their god, etc. etc. and they're really really super happy with negative stress in the tens of thousands.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on July 04, 2020, 05:06:32 am
:
Though on a off-chance, it feels like a lot of deaths may have been preventable by a non-lethal way of taking them out of the game to be transferred to someone's labor camp or just some sort of capital prison/private royal menangerie for giants and such. Its a pity the bug that releases them is not fixed.
Bug? Dwarven ethics does not allow for slavery, and so you can't sell sapients. If dorfs would refuse to move containers containing things that cannot get sold you'd get even more problem with bins, so either "items" that cannot be sold are removed or the dorfs would refuse to move containers containing goods that cannot be sold.
@FantasticDwarf: replacing the problem of being Mengele on the train platform, by giving the player to become a worse human being by creating slaves of your own dwarves, does not appeal to me.

Sorry for leaving you hanging, this 'bug' persisted before the implementation of ethics (well detailed in df's social history of webcomics and memes) where any sort of reasonable reproach to get rid of any intelligent creature in a cage would backfire spectacularly. Though saying that, merchants can still import them to your fortress fine in modded settings.

And to @expertnoob , Dwarves in the setting of a fortress may not always agree with this, but if you were playing in a Dwarf-Prison as per the point of gameplay scenarios that Toady has discussed and only recieved your free shipment of new prisoners inside cages this alleviates a lot of the questions of where they are coming from and going. There will also be the case that eventually we will not always be playing dwarves, even if we shift over to humans who are entirely variable in their approach they may have a different take of cultural understanding in their 'forts' with slaves around doing menial jobs either born into the role or captured after warring.

Title: Re: *We need your help with game ending stress*
Post by: NordicNooob on July 04, 2020, 02:05:41 pm
The claims that unmet needs isn't a problem doesn't match my experience.
Two cases seen:

0.44.12 fairly long term fortress: One of the starting 7 (carpenter, I think) gradually sunk into depression over the years, but never permanently due to being immune (having mooded), and ended up at 100000 stress. The bugger had a red need for trinkets, but steadfastly refused to pick any up when hauling them. Eventually I managed to organize the making of trinkets out of a favored stone for hauling, and those were actually picked up. The stress gradually decreased to around 70000 after that (at which time the fortress suddenly was killed by equipment corruption, so I wasn't able to see the full recovery).

Current fortress (0.47.04): At year 11 (of the fortress) one of the friends of a miner (typically the happiest dorfs in my fortresses, as engraving is one of their tasks) died due to deadly evil rain, and the miner suffered flashbacks for many years after that (but they've seen to have ended). One day, several years later, I caught the miner at 10100 stress (red arrow, and check with Dwarf Therapist) while caught in the rain (safely building a roof for the deadly rain, while exposed to the normal variety), and immediately changed the tasks (no outdoors work, no hauling except trade goods), as well as setting in therapy (a lot of engraving, plus regular crafting sessions). This dorf was kept at around 0 stress for a decade through regular therapy, but without would accumulate around 5000 stress per year (while doing the work that kept the other miner ecstatic). All needs were met at least yearly, except "be with family", as void dorfs don't have family, and there wasn't any male available for marriage (A recruited poet was far too young. A decade or two later he came into range, nuptial encouragement treatment resulted in kindred spirit status, but wouldn't progress further despite about half a year of treatment, plus a later attempt a few years later). After many additional years of continued regular therapy, the miner was still kept in check, when there suddenly was a message that she and the poet had finally married. From then on, she's slowly but steadily on the path towards heavenly bliss, despite being back to regular work (including vomit comet outdoors work).

Those all sounds like clear cut cases of personality change (or the rarer awful starting personalities). Unmet needs should never be able to drive a dwarf insane as long as you're meeting a few of them, which is as simple as having a tavern and temple (and in older forts a library and guildhall). Unmet needs can drive dwarves with crappy personalities down, hence me saying that personality change is the issue, not unmet needs. Especially since you had a miner in a worse situation that was doing better, that points to your dwarf just not being able to handle stress well.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on July 05, 2020, 02:41:47 am
  • I can't recollect if i mentioned it before, but personalities are universally timid to violence, which is sort of a failing of the psychology to project on how people (i wont say specifically dwarves) view things, as some of the more extreme facets (extremely cruel for instance) end up extremely positively receptive to mundane violence (beatings, fistfights, sparring) but harrowed by anything slightly more than that and its straight back to coddling emotionally fragile dwarves again.

There's the occasional dwarf who seems to really like getting in fistfights.  I haven't figured out a way to use this without all the other dwarves who do not like fistfights suffering from it.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on July 05, 2020, 03:14:34 am
  • I can't recollect if i mentioned it before, but personalities are universally timid to violence, which is sort of a failing of the psychology to project on how people (i wont say specifically dwarves) view things, as some of the more extreme facets (extremely cruel for instance) end up extremely positively receptive to mundane violence (beatings, fistfights, sparring) but harrowed by anything slightly more than that and its straight back to coddling emotionally fragile dwarves again.

There's the occasional dwarf who seems to really like getting in fistfights.  I haven't figured out a way to use this without all the other dwarves who do not like fistfights suffering from it.
Make two taverns, have one accept visitors and put it somewhere way out of the way so no citizen dorfs want to go there. Burrow your fistfight loving dwarf in there from time to time.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on July 05, 2020, 05:17:31 am
Also what is the mechanic where most dwarves seem to benefit immensely from being in the military?  Because that's something I always do now, put everyone in the military and just watch stress skyrocket down to huge negative amounts.

I schedule so a couple squads are always training but most aren't.

There are always a couple dwarves who do not benefit and I take them out.  Is it just the stress relief from boosting skills?  I'm not sure but it has huge benefits and on top of that you have an entire fort full of military dwarves who can kill nearly anything even with crummy weapons.
Title: Re: *We need your help with game ending stress*
Post by: delphonso on July 05, 2020, 05:48:21 am
That's them benefitting from Discipline (also, probably beneifitting from getting martial practice thoughts, which is oft ignored source of minor stress)
Title: Re: *We need your help with game ending stress*
Post by: muldrake on July 05, 2020, 06:42:46 pm
That's them benefitting from Discipline (also, probably beneifitting from getting martial practice thoughts, which is oft ignored source of minor stress)

I think it's a number of things and military practice bundles a bunch of beneficial activities together.  It has both negative stress effects such as both boosting resistance to stress from common things (like massacres) and just being more resistant to stress in general (from discipline), practicing skills for martial thoughts, and since the military gets the highest quality metal and items as weapons, there's probably a benefit from that, too.  And then there are incidental effects like mostly being indoors, but going outside often enough to deal with nuisances they don't get cave-adapted as often.

You'd really have to micromanage to get all these things together without being in the military.

I seem to get nearly the same benefits from half-on half-off military time, whether it's six months, three months, or on a month off a month.

It still doesn't seem to help the now fairly rare "hopeless" dwarves who go nuts no matter what.  Those seem to be at about 1% with another 10% or so susceptible to stress but able to be controlled so long as things don't get genuinely grim, and then there are the absurdly happy dwarves who can be walking around in a fort full of dead rotting bodies of their friends and family whistling a happy tune and just not caring.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on July 06, 2020, 03:51:34 am
By the way: easiest way to have "stress-relief squads" is to simply schedule the squads every month at minimum 5; they'll train when they're on schedule then take a break when they need to, basically, and the overall effect is that they spend 50% of their time training.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on July 07, 2020, 04:42:36 am
By the way: easiest way to have "stress-relief squads" is to simply schedule the squads every month at minimum 5; they'll train when they're on schedule then take a break when they need to, basically, and the overall effect is that they spend 50% of their time training.

If you turn off `Train` from the schedule in a perpetually active state they'll train only to their related martial needs and do other activities like swap out their civilian clothes, pray etc. In reality if you have other facilities in your fortress like a tavern and a stocked library, you're pulling dwarves away from them unnessecarily and priest sermons are great for your militia-dwarves who often spend long amounts of time in active duty for a big dump of religion from a especially zealous priest.

In a way the priest is almost blessing them so they can be mind-focused with a green upward arrow (rare and coveted if they can max out least 80% of their needs) when they're at the very sharpest edge of martial proficiency. Sleeping in their own rooms or very comfortable barracks rooms is advisable.

Dance areas are not because they're very hard to enforce and manage since dwarves stand all over it and it widens the room unnessecarily to the desired cramped area which by rule of thumb is two dwarves for every space, 200 dwarves in a 10x10 required for the biggest events, and the logic in place will mean dwarves will willingly just do that. Its a bit less of a pressing issue recently because of the new dwarf-finding socialization, but it reduced pathfinding to keep things dinky & small.
Title: Re: *We need your help with game ending stress*
Post by: scriver on July 07, 2020, 04:46:00 am
By the way: easiest way to have "stress-relief squads" is to simply schedule the squads every month at minimum 5; they'll train when they're on schedule then take a break when they need to, basically, and the overall effect is that they spend 50% of their time training.

If you turn off `Train` from the schedule in a perpetually active state

What does this even mean
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on July 07, 2020, 05:13:34 am
By the way: easiest way to have "stress-relief squads" is to simply schedule the squads every month at minimum 5; they'll train when they're on schedule then take a break when they need to, basically, and the overall effect is that they spend 50% of their time training.

If you turn off `Train` from the schedule in a perpetually active state

What does this even mean

Sorry i should have elaborated. If you go to the military screen, and check the squad `schedule` it's by default set to 'train' at all dwarf month phases which when the squad is in a active state, makes them actively hone their skills non-stop only stopping to drink, eat & rest. There are other options you can choose like 'Guard' & 'Patrol' but neither of these in my experience work particularly well, simply cancelling train creates nothing for that scheduled month.

Guard particularly is bugged, they often starve to death on duty because they don't tend to restock their backpacks, so my guarded museum became a exercise in micromanaging a small amount of dwarves. And patrol will tire them out but may be good to use infrequently on a big circular trip around your surface walls to shake off sunlight sickness before you send them out on important missions or precluding a battle (requires routes, so working out how minecarts work first is kind of a prequisite to wrapping your head around it)

Normally i just set a entire season off so another squad can use the barracks or archery range in the meantime, the transitioning does make a mess of their thought screen though, as being re-activated to respond to a threat acts like they were just drafted. The game can't quite grasp that during a inactive month they're not actually unassigned from the squad.
Title: Re: *We need your help with game ending stress*
Post by: WindComeCalling on July 07, 2020, 07:36:12 am
Note: I was wrong, the following speculation about stress and memory is incorrect. See https://www.reddit.com/r/dwarffortress/comments/il1i4z/so_looks_like_toady_shot_down_the_recently/. I'm preserving this so people can see I made a mistake and understand what that mistake was. See also https://www.reddit.com/r/dwarffortress/comments/il1i4z/so_looks_like_toady_shot_down_the_recently/g3p7b8a?utm_source=share&utm_medium=web2x&context=3 if you want to read some more up-to-date speculation about the logical consequences of how memory seems to work.

I just saw the Reddit stress thread here: https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/ (https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/)

TL;DR Equal strength long-term memories cannot overwrite eachother.  If a dwarf has 5 traumatic memories of +1 and 3 good memories of -1, nothing will change and that dwarf will always slowly succumb to stress without micromanagement.

That's not okay and explains why some of my dwarves just crash.  Would be best to have some n% chance of overwriting equal strength memories so that no dwarf is irredeemable, and no dwarf is 100% happy 100% of their life.

EDIT:  As someone who has personally lived through the trauma of being homeless with an injury and lack of income, even I have been able to see some stabilisation in my mood - even with the trauma still present in my memory and hurting to this day.

Hello, I'm the author of that stress investigation thread. Basically, yeah, the problem is that certain memories are permanent since equal strength memories cannot overwrite each other. (see https://dwarffortresswiki.org/index.php/DF2014:Memories)

I went into more detail in the thread, but the consequence is that the current system devolves into a race to shove eight -1 divisor happy memories into fresh migrants and children before they accumulate eight +1 divisor stressful memories. If you accomplish that, then nothing can touch their source of happiness and they'll be immune to stress forever; if you fail and they split 5 unhappy/3 happy permanent memories, they'll trend downwards forever since note even an infinite stream of -1 divisor happy thoughts can repair their irremovable and constantly recurring source of stress; and if you fail such that a dwarf is filled with 8 unhappy permanent memories (i.e. a fresh migrant gets rained on, attacked, sees corpses, et cetera on the way into your fort), then they're a lost cause.

As far as I can tell, this logic explains basically all of the observed problems with the stress system: unmet needs don't actually cause all that much stress despite their blaring importance on the thoughts screen (as demonstrated by http://www.bay12forums.com/smf/index.php?topic=174931.msg8049126#msg8049126, where an experimental fort that never met any of its dwarves' needs never had any problems with stress - unmet needs don't generate +1 divisor stressful thoughts that can become permanent sources of stress); dwarves being immune to stress in older versions (back when euphoria from drinking was a -1 divisor thought or thereabouts, and a dwarf could therefore rapidly perma-fill up their long term memory with untouchable stress relief - fixing this is probably why euphoria no longer has any effect on stress, according to https://dwarffortresswiki.org/index.php/DF2014:Emotion); and of course dwarves being consumed by stress in more recent versions of the game no matter what you do (because it's already too late for them by the time you act, they're filled with trauma that will literally never fade).

Fixing this is simple though: Give equal strength memories a small chance to overwrite each other. I'm not sure what the exact percentage chance should be - maybe 20%? - but it should be benchmarked around completely changing a dwarf from eight -1s to eight +1s or vice versa over ~5 years of unrelenting pleasure/torture. That way, a dwarf with eight +1 memories can still be saved, and a dwarf with eight -1 memories can still be doomed if your fort falls apart and their life turns into a living nightmare.

People have had some other suggestions of course. u/Orange-of-Cthullu on the subreddit suggests 2/4/6/8 of a dwarf's long term memory slots should be permanent, depending on their personality as shaped by their culture, so that the slate can never be fully wiped clean no matter what you do. u/QuantGadzooks suggests just having the intensity of memories inherently fade over time so more recent, more intense memories will take their place. And finally, I've come up with a system more closely modeled on what I've seen of real world mental health and therapy - namely that awful memories overwrite happy memories of equal strength, but awful memories reduce in intensity when you talk about them.

[Mechanics wise perhaps they'd only reduce when talking to the 'therapist' nobles (Mayor, Priest, High Priest, any future ones), or talking to dwarves with good Consoler skill, or talking to any dwarf (though ones with better Consoler skill would obviously do better). So for example that +1 'Shaken' memory of being seriously wounded becomes a +2 'Hopelessness' memory when you talk to a therapist enough, and is eventually overwritten by a -1 'Love' memory of gaining a sibling if you live in a safe and caring fortress where no new trauma occurs.

The goal would be to show a realistic process of healing from trauma - you talk to others about the darkest moments of your life, they no longer feel quite as awful, and eventually new experiences show you that the old ones don’t define you. Hopefully this sort of message would be helpful to people - an even more realistic system would include random relapses, but even without that this basic system should be both realistic and helpful. People can change for the better or worse, no matter what happened in their past. It just takes time.]

As for what players can do now... one option is to work around it. Prevent migrants and children from being exposed to any +1 divisor causing thoughts, like death and corpses (see https://dwarffortresswiki.org/index.php/DF2014:Emotion & https://dwarffortresswiki.org/index.php/DF2014:Stress to work out which ones). Then, when they're immune to stress and memory change, feel free to send them to the corpse hauling teams. It's not at all intuitive (migrants are generally far more expendable than long term citizens), and can lead to a weird fort (all the old dwarves should be ushered away to die, grandma and grandpa should just mysteriously disappear when children are involved) but it is how it currently works.

Another option is to paper over it. Mod all the +1 divisor emotions to be +2, so that only pleasant memories can become permanent. You wouldn't have to micromanage fresh dwarves to control the positive/negative split of their memories, but run the downside of all your citizens eventually becoming immune to stress and no longer generating any FUN when you mess up.

The final option might be to rely on the tools the game already has to deal with this, albeit from the most unexpected of places. I'm talking about military training. A lot of people report seeing massive improvements in the stress levels of their dwarves after training them in the military or modding dwarves to have some natural levels in Discipline. The skill, as far as I can tell, reduces the intensity of negative thoughts from witnessing death and corpses and the like, and is rapidly developed under military training. So I speculate that a +1 divisor Horror memory may become a +4 Alarm memory with sufficient Discipline - the memory doesn't change, but the reaction to it does, and that makes the memory less intense and potentially overwrite-able. It works for dwarves witnessing fresh corpses, so perhaps it works for dwarves remembering corpses? It won't work for emotions not affected by Discipline though, if there are any... Ambusher skill seems to be the one controlling a dwarf's reaction to being rained on, so perhaps developing that is the key to saving dwarves in constant rage over memories of rain.

Anyways, hopefully those interim solutions will only be necessary for a short while. I think I've identified the crux of the problem, and some easy solutions, even though all this started with reading a DF wiki article and idly speculating about the implications of one sentence ("After a year in one of the short-term slots, a memory will then be moved to the long-term memory slots if it is stronger than the ones there..."). Hopefully the problem really is that simple, and the system will work as intended once that's resolved. If anyone wants to test this out and perform proper Science (or !!SCIENCE!!) instead of mere theorizing though, be my guest.
Title: Re: *We need your help with game ending stress*
Post by: Bumber on July 07, 2020, 09:37:37 pm
dwarves being immune to stress in older versions (back when euphoria from drinking was a -1 divisor thought or thereabouts, and a dwarf could therefore rapidly perma-fill up their long term memory with untouchable stress relief

Long term memory didn't exist at that time.
Title: Re: *We need your help with game ending stress*
Post by: scriver on July 08, 2020, 09:18:22 am
By the way: easiest way to have "stress-relief squads" is to simply schedule the squads every month at minimum 5; they'll train when they're on schedule then take a break when they need to, basically, and the overall effect is that they spend 50% of their time training.

If you turn off `Train` from the schedule in a perpetually active state

What does this even mean

Sorry i should have elaborated. If you go to the military screen, and check the squad `schedule` it's by default set to 'train' at all dwarf month phases which when the squad is in a active state, makes them actively hone their skills non-stop only stopping to drink, eat & rest. There are other options you can choose like 'Guard' & 'Patrol' but neither of these in my experience work particularly well, simply cancelling train creates nothing for that scheduled month.

That's only for the Active/Training alert. The default alert of all squads is Inactive -- and you can change the schedules for all alerts if you want to.

I still don't understand what you said in the part I quoted before though.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on July 09, 2020, 04:03:40 am
They're saying to set some of the "train" months in active/training to "nothing", which my suggestion was, well, literally a better alternative to that I suspect they didn't try; I assume they thought I simply didn't know you could cancel them, rather than having, in my 10 years of experience, maybe actually determined a more effective way than the standard "cancel every 3 months of training"?
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on July 09, 2020, 04:14:44 am
They're saying to set some of the "train" months in active/training to "nothing", which my suggestion was, well, literally a better alternative to that I suspect they didn't try; I assume they thought I simply didn't know you could cancel them, rather than having, in my 10 years of experience, maybe actually determined a more effective way than the standard "cancel every 3 months of training"?
Your suggestion was set 5 to minimum, right? That's based on a squad of 10, so half are always on break?
Title: Re: *We need your help with game ending stress*
Post by: Putnam on July 09, 2020, 04:15:52 am
Yes, but which 5 depends on which ones "need" breaks at the moment afaik.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on July 09, 2020, 12:11:04 pm
They're saying to set some of the "train" months in active/training to "nothing", which my suggestion was, well, literally a better alternative to that I suspect they didn't try; I assume they thought I simply didn't know you could cancel them, rather than having, in my 10 years of experience, maybe actually determined a more effective way than the standard "cancel every 3 months of training"?

That's kind of patronizing to draw conclusions of implied supposition from my words like that Putnam.

If im not making myself outwardly clear in my explanation; I dont know how to really elaborate any further because implicitly the schedule system is very obtuse as is. @Scriver's understanding is entirely to them, i've tried, but ill just throw them a link to the wiki about it and related topics. (http://dwarffortresswiki.org/index.php/DF2014:Scheduling#Schedules)

This quippet explains the lack of orders from a clear schedule in most relevant detail, compared to squad controls active & inactive, which beyond a point becomes a redundant distinction.
Quote
Inactive / no order
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing "Individual training" when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a lack of an order.

Yes, but which 5 depends on which ones "need" breaks at the moment afaik.

I haven't actuallly tried setting less than 10 like putnam suggested (least not in a while) because it draws out worse results from continual training than schedule cycling offduties with other squads activated to use the room in a balanced approach.

 Ranged soliders draw mainly into my concerns because of high dependency on being able to use their weapon outside of factors just like luck in order to shoot with accuracy, a group of 10 with 5 permissed to leave training will mean there will be poorly trained members on the squad that mainly deals with mass volleys of bolts or mixed midrange combat if a melee weapon & the ranged weapon are sufficiently light enough to swap on their backs (from training relating to reduced weapon weight like armor skill).
Title: Re: *We need your help with game ending stress*
Post by: knutor on July 09, 2020, 09:41:15 pm
My training order for soldiers is always an odd amount, I never use 10, 8, 6, etc.. I do both skip months and adjust squad sizes, some soldiers have a small army of beak dogs.  Dont need them pathing to racks every single month.

I force slot the militia capt to always be included in the train order. To raise his Teaching/speaking and the soldiers in Student. Not sure if this helps Leadership, but cannot hurt.

Ranged I do completely different. I superdwarf my hunters, I never bother with teach/student or ranged targets for missile squads. Superdwarf makes the quiver bug, so painfully obvious when a lil hairy psycho, decides he wants a bow or blowgun, instead of crossbow and foreverloops at loading his quiver.

I often times miss that bug when the move at normal gaits.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on July 11, 2020, 09:04:01 am
They're saying to set some of the "train" months in active/training to "nothing", which my suggestion was, well, literally a better alternative to that I suspect they didn't try; I assume they thought I simply didn't know you could cancel them, rather than having, in my 10 years of experience, maybe actually determined a more effective way than the standard "cancel every 3 months of training"?

I usually stagger training either by season/half-year or one month on one month off.  I generally want at least two full squads available (i.e. equipped) at any time, generally one heavy armor team and one smaller leather/archer team for fast responses to things that are just nuisances rather than real threats.

This way if there's suddenly some genuine menace, like an FB or other megabeast/semi-megabeast I can evaluate and decide immediately whether it's worth locking down or just going to kill the thing immediately, or whether to take some mixed approach like letting it take a cruise through the trap corridor before fighting it.
Title: Re: *We need your help with game ending stress*
Post by: Leonn3s on August 05, 2020, 10:06:22 pm
Hello everyone.

This post is old, I don't know if there is still a relevance about Stress problems. However I want to share my gaming experience and how I play. And how I still perceive problems related to Stress.

In Dwarf Fortress, in Fortress mode, I always like to start at the beginning of the history of the worlds that are generated. I like to experience the first things. The first heroes, the first monsters, the first wars, the first Scholars, the first books, the first written poems, the first necromancers. And so on. And so, follow the initial historical facts and see their possible consequences. Follow the story from there.

I like to consider details, history of dwarves that I consider important and all the historical events that he can do.

Well, saying my preferences. I'll tell you now about the last game I had in July, in version 47.04.

I started a fortress in a world in the year 5, in a temperate environment, the fortress is called Čzumorrum “Hameroared”, The Odorous Books (the name was generated randomly and I liked it)

In the year 6 a couple of Dwarfs came to migrate to the fortress and they came as Peasants, they had no skills, but with deep personalities and a newborn daughter.
I focused on choosing the Dwarf man to be a warrior, a HammerDwarf, he eventually became a “Grand Master HammerDwarf” !!! And his name is Sarvesh Udilalmôsh (Sarvesh Lantergleam), “The Hammerer of the Hameroared” (my invention)
He became a legendary warrior and he came to have 2 notable deaths, a goblin and a cyclops. However, he gained a great deal of stress. At first I thought it would be easy to deal with, but it got worse ... a lot. He now has depression.


I went to check his history. And he says he cares a lot about his family.

https://ibb.co/S526jCd (https://ibb.co/S526jCd)

 So I had left him in Idle, to do nothing, so that he might talk to his wife and daughter, to meet the need for Be With Family…. BUT…. as far as I followed, for four months (time in the game), just observing Sarvesh, he always complained about not being able to be with his family, but it seems that he never met this need while in Idle. And he also always complains about the food, even if he fed on a MasterWork Prepared Meal. Rejecting masterwork prepared meal, in my view, is a bug or something abnormal, in previous versions of Dwarf Fortress this would never happen.
And his main dish, no civilization in the region has it, no one has yet discovered potatoes. The drink was possible (River Spirits), but potatoes ... impossible.

And his stress only gets worse, I tried to intervene without using DFHack, but it seems to be impossible to deal with it in Vanilla mode.

This has somewhat frustrated the gameplay, broken my fun a little. And hope that the gameplay will improve in the coming patches.

That's it, I would like to leave it on record. And I'm sorry if I said something very wrong, my English is not good. But I felt a great need to post my experience and my problem on the Stress system.



Hi Dorfs,

We have been going through some extensive testing to find the biggest problems for new (and old!) players that make them give up in frustration.  Most of these people don't bother giving us any feedback, which is understandable.  The game just sucks and why play?  We need your help to nail down what exactly is going on. 

While we are working on every problem we can find, this thread is specifically for problems with the stress system.  There are a spattering of reports that come up on Reddit and other forums from people talking about how the stress system is so screwed up the game is unplayable.  I haven't found this to be the case so I need your help!

I have a fort that is 3 years old and has every possible stress reliever.  Plenty of taverns with every type of alcohol.  Three different taverns and temples.  New clothes.  All sorts of trinkets and trash for them to acquire.  Lavish meals.  You get the picture.

Now the negative side:  I attacked the goblins and in return weathered three sieges of over 100 goblins total.  I killed them all with trained and iron armored dwarves with only a few injuries.  Then I had my entire fortress run out and pick up the bodies.

The results were as follows:  Three dwarves went into a depression.  Some soldiers suffered post traumatic stress.  And one dwarf threw a fit and went to jail.

This kind of result isn't bad.  We want this.

I want to know what kind of play style is causing people to quit in frustration.

We are aware of socialization problems.  I haven't seen a game ending problem here, but these will definitely be addressed at some point.

This is the kind of problem we want solved: http://www.bay12forums.com/smf/index.php?topic=171185.msg7839740#msg7839740

We really don't want “a cancer of red arrows”

Help us find out what's going on and we will attempt to fix it!
Title: Re: *We need your help with game ending stress*
Post by: Sajiky on August 05, 2020, 10:51:47 pm
This kind of result isn't bad.  We want this.

I want to know what kind of play style is causing people to quit in frustration.

We are aware of socialization problems.  I haven't seen a game ending problem here, but these will definitely be addressed at some point.

Help us find out what's going on and we will attempt to fix it!

I would humbly suggest you're probably damn good at the game.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on August 06, 2020, 01:09:00 am
This kind of result isn't bad.  We want this.

I want to know what kind of play style is causing people to quit in frustration.

We are aware of socialization problems.  I haven't seen a game ending problem here, but these will definitely be addressed at some point.

Help us find out what's going on and we will attempt to fix it!

I would humbly suggest you're probably damn good at the game.
He created the game...
Title: Re: *We need your help with game ending stress*
Post by: Sajiky on August 07, 2020, 05:54:16 pm
I'm aware. Hence the suggestion :).
Title: Re: *We need your help with game ending stress*
Post by: Putnam on August 09, 2020, 01:37:38 am
Hello everyone.

This post is old, I don't know if there is still a relevance about Stress problems. However I want to share my gaming experience and how I play. And how I still perceive problems related to Stress.

In Dwarf Fortress, in Fortress mode, I always like to start at the beginning of the history of the worlds that are generated. I like to experience the first things. The first heroes, the first monsters, the first wars, the first Scholars, the first books, the first written poems, the first necromancers. And so on. And so, follow the initial historical facts and see their possible consequences. Follow the story from there.

I like to consider details, history of dwarves that I consider important and all the historical events that he can do.

Well, saying my preferences. I'll tell you now about the last game I had in July, in version 47.04.

I started a fortress in a world in the year 5, in a temperate environment, the fortress is called Čzumorrum “Hameroared”, The Odorous Books (the name was generated randomly and I liked it)

In the year 6 a couple of Dwarfs came to migrate to the fortress and they came as Peasants, they had no skills, but with deep personalities and a newborn daughter.
I focused on choosing the Dwarf man to be a warrior, a HammerDwarf, he eventually became a “Grand Master HammerDwarf” !!! And his name is Sarvesh Udilalmôsh (Sarvesh Lantergleam), “The Hammerer of the Hameroared” (my invention)
He became a legendary warrior and he came to have 2 notable deaths, a goblin and a cyclops. However, he gained a great deal of stress. At first I thought it would be easy to deal with, but it got worse ... a lot. He now has depression.


I went to check his history. And he says he cares a lot about his family.

https://ibb.co/S526jCd (https://ibb.co/S526jCd)

 So I had left him in Idle, to do nothing, so that he might talk to his wife and daughter, to meet the need for Be With Family…. BUT…. as far as I followed, for four months (time in the game), just observing Sarvesh, he always complained about not being able to be with his family, but it seems that he never met this need while in Idle. And he also always complains about the food, even if he fed on a MasterWork Prepared Meal. Rejecting masterwork prepared meal, in my view, is a bug or something abnormal, in previous versions of Dwarf Fortress this would never happen.
And his main dish, no civilization in the region has it, no one has yet discovered potatoes. The drink was possible (River Spirits), but potatoes ... impossible.

And his stress only gets worse, I tried to intervene without using DFHack, but it seems to be impossible to deal with it in Vanilla mode.

This has somewhat frustrated the gameplay, broken my fun a little. And hope that the gameplay will improve in the coming patches.

That's it, I would like to leave it on record. And I'm sorry if I said something very wrong, my English is not good. But I felt a great need to post my experience and my problem on the Stress system.

I don't think your dwarf's stress has to do with the family. You're focusing on it there, but the actual important bit here are depression propensity and anxiety propensity, both of which are very high for this particular dwarf.
Title: Re: *We need your help with game ending stress*
Post by: Jundavr on August 10, 2020, 12:05:55 pm
I think the worst stress related problem right now is the NEEDS system.

Dwarves are terrible at fulfilling their needs, and there are things that require extensive micromanagement to keep your fort satisfied. I wrote a topic on this (http://www.bay12forums.com/smf/index.php?topic=176990.0), by the way, and there are things that I still can't get a hold of.

One example is the need to Eat good meal. It's extremely frustrating and micromanage extensive to cook things to the preference of each dwarf, and with enough time they'll start to accumulate bad thoughts, and depending on their personality will enter depression solely because of that. Doing EVERYTHING ELSE the optimal way and losing a dwarf because of a broken or thoroughly unbalanced game feature sucks.

Another example is the need to be with family or friends, and that dwarf has ZERO love propensity, causing them to never making friends with anyone. I have a 25 dwarf fort and everyone has at least a page worth of friends, but there is one specific dwarf who has only "long term acquaintances". Also, dwarves that want family can be either asexual or not interested in marriage.
Title: Re: *We need your help with game ending stress*
Post by: scriver on August 10, 2020, 12:41:44 pm
Another example is the need to be with family or friends, and that dwarf has ZERO love propensity, causing them to never making friends with anyone.

Literally me in real life
Title: Re: *We need your help with game ending stress*
Post by: Bumber on August 10, 2020, 01:02:38 pm
I think the worst stress related problem right now is the NEEDS system.

Research seems to show otherwise. (https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/) Unmet needs only cause a bad thought every once in a while. Negative long term memories cause continuous stress. The memories don't seem to ever get replaced by ones of equal strength, so if you fill up too many memory slots with powerful negative memories before you can get powerful positive ones, then your dwarf is inevitably doomed.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on August 10, 2020, 04:56:11 pm
I think the worst stress related problem right now is the NEEDS system.

Research seems to show otherwise. (https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/) Unmet needs only cause a bad thought every once in a while. Negative long term memories cause continuous stress. The memories don't seem to ever get replaced by ones of equal strength, so if you fill up too many memory slots with powerful negative memories before you can get powerful positive ones, then your dwarf is inevitably doomed.
Well, sensitive dorfs can get remember the bad thoughts about missed needs very frequently, on top of the occasional thoughts about those same missed needs, causing them to crash mentally. It may well be that it might be possible to replace those memories with others, if you could devise a method, though.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on August 13, 2020, 05:02:57 pm
Im not sure on my recollection, but by the same logic that removing preference strings from animals makes them unable to appear on dwarven preferences, then by extent it should apply to everything else too.

You can remove all preference strings from the game but that of common_domestic animals, cavern plants & dwarven alcohol to narrow it down in a cultural sense surrounding easily accessible dwarven materials but that really takes a lot of the shine out of the system without some significant retooling how dwarven tastes are obtained, while being a bit ham-fisted in removing most of the quirky individualism dwarves enjoy.

Hence why i think a all new preference string field would address the problem of diagnosing the issues surrounding things like eating fancy meals, in non-broad needs without touching preference strings.

I don't mean to honk my own horn too much but two relevant ideas i've offered over on the suggestions forum, past and present.
Quote

New solid cultural finished food products in order to make a relevant dish that like alcohol has a strength of value + what a dwarf regards it as a preference to how much it fills up. (http://www.bay12forums.com/smf/index.php?topic=175536.msg8086635#msg8086635)

&

Interactable interface for interrogating some of the *context from the dwarven personality screens (http://www.bay12forums.com/smf/index.php?topic=177070.0)
Title: Re: *We need your help with game ending stress*
Post by: Jundavr on August 13, 2020, 10:10:10 pm
Im not sure on my recollection, but by the same logic that removing preference strings from animals makes them unable to appear on dwarven preferences, then by extent it should apply to everything else too.

That was a decent guess, but it's wrong, sadly.

I used a fancy text editor to find [PREFSTRING:*] and replace it with nothing in all of the raws, then I created a new world and fired up a fort. The dwarves all had preferences as normal, just not a "likes foo for their bar" entry.

In hindsight, if I had realized that things such as crafts (figurines, catapult parts, etc.) and alcohol have no prefstring whatsoever, I wouldn't have to conduct such an extreme empirical test.
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on August 14, 2020, 07:28:20 am
As far as I understand the prefstrings are for liking the animals (and other things) not eating them ("Urist likes fleshballs for their calming roundness", which, in the case of animals, would mean they'd like having that creature as a pet).
Title: Re: *We need your help with game ending stress*
Post by: Quietust on August 14, 2020, 11:12:32 am
As far as I understand the prefstrings are for liking the animals (and other things) not eating them ("Urist likes fleshballs for their calming roundness", which, in the case of animals, would mean they'd like having that creature as a pet).
The code for generating preferences (https://dwarffortresswiki.org/index.php/DF2014:Preferences) can actually reject objects lacking PREFSTRINGs, but only in the case of non-domestic animals (e.g. the case described above) - plant and tree preferences can also reference a prefstring, but they don't require it to exist like the above example would.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on August 21, 2020, 05:50:39 am
~snip~
That was a decent guess, but it's wrong, sadly.
~snip of his method~

In hindsight, if I had realized that things such as crafts (figurines, catapult parts, etc.) and alcohol have no prefstring whatsoever, I wouldn't have to conduct such an extreme empirical test.
As far as I understand the prefstrings are for liking the animals (and other things) not eating them ("Urist likes fleshballs for their calming roundness", which, in the case of animals, would mean they'd like having that creature as a pet).
The code for generating preferences (https://dwarffortresswiki.org/index.php/DF2014:Preferences) can actually reject objects lacking PREFSTRINGs, but only in the case of non-domestic animals (e.g. the case described above) - plant and tree preferences can also reference a prefstring, but they don't require it to exist like the above example would.

Thanks for the insight, though i would add that no prefstrings on exotic animals also means no products derived from them (which was what I originally meant @PatrickLundell) so there may yet be a purpose for allievating exotic panda meat cravings.


Im getting by on my micro test fortresses on a number of tricks at the moment, mainly by mixing (or in universe -dipping) as much food with alcohol as possible to create decadent meals for *some dwarves and utilizing honeymoon suites on anybody to just force relationships to form for the big deluge of one time need fufillment. Given the hostile enviroment of a death sphere evil biome needs a lot of concentration from focused militia members and the plate-spinning to keep their cool, i've chalked dwarf needs up in my fortress as a high priority.

Its starting to unravel though as locations i required for some needs, are actively undermining the usefulness of my burrows for herding people around into these suites/public need fufillment areas as people won't go to their bedrooms for the exploit until locations are turned off. Also like Bumber has mentioned seperately (http://www.bay12forums.com/smf/index.php?topic=169696.msg8176896#msg8176896), im keeping a close monitoring on memories because a lot of dwarves are experiencing attacked by the undead memories, if these are committed into dwarf psyhce, and they can't remove then then i have a significant uphill battle to keep them unstressed.
Title: Re: *We need your help with game ending stress*
Post by: Eric Blank on August 25, 2020, 12:28:23 am
Here are a few specific suggestions that would help dwarves fill their needs and avoid negative thoughts;
- dwarves should specifically seek out family members and acquaintences to socialize if they're socializing, or seek out new acquaintences if nobody they know is on break and they're not very-low on the "gregariousness" personality trait. Children should seek out and socialize with parents or other family members whenever one of them isn't working.
- dwarves should intentionally que up to do the next job of whatever skills they have enabled when they become bored from not practicing a skill/craft or being artistic. - I often see the same dwarf repeatedly performing a task until he becomes legendary while other dwarves who have that skill enabled complain of boredom. I would have to micro-manage each individual dwarf in their own private workshops with monthly manager work orders to ensure they all participate. Which turns into a nightmare to keep track of and is definitely not noob-friendly
- allow hospital labors to fulfill "help someone" and "practice a craft" (It is their craft, afterall)
- reduce the strength of the captain of the guard's "frustrated by scarcity of cages and chains" thought. That, on top of all the various sources of stress available already. They last about two years on average even with sufficient restraints, often less especially if the fortress undergoes regular stressful events like sieges or beasts and critters getting in and killing people. I consider it a death sentence for the dwarf unless I can find one with low stress-vulnerability and no "red flag" personality traits.
Title: Re: *We need your help with game ending stress*
Post by: Quietust on August 27, 2020, 08:02:41 am
As far as I understand the prefstrings are for liking the animals (and other things) not eating them ("Urist likes fleshballs for their calming roundness", which, in the case of animals, would mean they'd like having that creature as a pet).
The code for generating preferences (https://dwarffortresswiki.org/index.php/DF2014:Preferences) can actually reject objects lacking PREFSTRINGs, but only in the case of non-domestic animals (e.g. the case described above) - plant and tree preferences can also reference a prefstring, but they don't require it to exist like the above example would.

Thanks for the insight, though i would add that no prefstrings on exotic animals also means no products derived from them (which was what I originally meant @PatrickLundell) so there may yet be a purpose for allievating exotic panda meat cravings.

I suppose my explanation above wasn't as clear as it could've been - what I meant to say is that it only applies to dwarves liking animals as pets, as is indicated on the linked wiki page.

In other words, removing the PREFSTRINGs from giant pandas will stop dwarves from wanting to keep them as pets, but it won't have any effect on their desire to eat them or make crafts from their bones and/or leather.
Title: Re: *We need your help with game ending stress*
Post by: Zebulonius on September 01, 2020, 01:09:56 am
Background first; I'd say I'm a casual to intermediate DF player, I've been playing on-and-off since 2012 and have dealt with most features in the game in one form or another.

I came back to DF after not having played since around 2016 or so, went in to the current version completely blind. I'm typing this up shortly after ragequitting my third fortress, in which I googled "Dwarf Fortress stress bugged" afterward. This thread was the first result, I made an account to give my thoughts, here I am.

I like two things: dwarvern warriors and clean, above-ground fortresses. I've played fortresses where I wall up my entrance and never leave, I've played fortresses where I create cage trap labyrinths and open a goblin-only magma bath house. They have their charm, but it's glorious combat and pristine ramparts that I seek.

My first fortress was pretty standard, early needs push, no concern for aesthetics, quick 20 dwarf army in full iron. Goblin seige. Finally! Combat! An excellent first victory with many more to come, or so I thought. Cleanup time. Don't want to give a bad impression to the outpost liason. Dwarves start by grabbing the fallen foes gear. Typical dwarves. Suddenly, red arrows. Red? That's new. Let's check out Urist Corpsehauler.
>"I feel so good!"
>*Urist Corpsehauler has become haggard and drawn due to the tremendous stresses placed on him.*
>*He was uneasy seeing a goblin's dead body x10000*

Oh. New mechanic I guess. Awesome! More challenge! We'll finish this cleanup in due time. Back to your burrows, dwarves, it's time to relax. Feast upon masterwork roasts in our legendary dining room. Treat yourselves to a masterwork pair of alpaca wool mittens. Nap in your grand quarters.

A month later, the arrows persist. Alright, stress is no joke. Two months, arrows. Urist, you know we live in the lap of luxury, right? Why aren't you socializing with anyone? Lack of decent meals? We have every food type and a stack of masterwork meals of each. Why is your stress not going away? It's been six months, chill out dude.

>Urist Corpsehauler is throwing a tantrum!
>Urist Corpsehauler is fighting!
>Urist Corpsehauler punches Urist Mindshisbusiness in the head and the severed part sails off in an arc!
>Urist Corpsehauler has triggered a tantrum spiral that will cause the inevitable downfall of your fortress no matter what actions you take!


Armoks ballhair. Next fort. We'll shield our delicate dwarves from both the horrors of war AND precipitation. We'll build a grand fortress of marble to act as a bulwark against this cruel, uncaring nightmare world in which we inhabit. Sure, it's in a taiga, but you dwarves can handle a little snow, right? Start cutting those blocks. Aw nuts, siege. And we haven't even finished our bastion of reality ignorance. Avert your eyes I guess?
>Urist Corpsehauler has yadda yadda everyone is dead

Third fort. Everyone underground. As far as we're concerned the outside doesn't exist. The sky is a myth. Two years, no problems. But what are we going to do with all these adamantine shortswords? Seems a shame for them to go to waste. Alright, one squad go and raid the forbidden land for books. On queue, siege. Our warriors return, it's a massacre on both sides. Such is the way of war. But now we have to properly immortalize our fallen heroes. And Armok damn me if I'll let a legion of stinking goblin carcasses sully out beautiful fortress. Suddenly, I am transported to the forbidden lands. Dead goblins all around. Water falling on my head. WATER. The horror. Urist looks meaningfully in my direction. And then, darkness.

What I'm getting at is, it sort of feels... inevitable? It starts slow with stress that feels impossible to remove, moves on to tantrums, etc. I cover every base with almost every fulfilled need, beside socializing and family as it's bugged, but it doesn't seem to do anything to stress. And food, I still don't know what gives, but my larder is full of masterwork delicacies of every kind but my dwarves still complain. I guess I could force dwarves to prioritize corpse hauling to reduce their exposure to them, but do I need to remove all other labours one by one? I genuinely don't know. And I guess that's where the frustration comes in. I'm not getting any feedback on what I need to do to specifically stop or mitigate stress aside from remove dwarves from stress sources. Which would involve letting corpses pile up out of sight and being less militaristic. I feel like I have to avoid the things I enjoy doing in dwarf fortress if I want my game to continue.

Sorry for the word wall. Thank you if you read it all.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on September 01, 2020, 05:45:10 am
I agree with the inevitability of stress being a big problem.  I don't want to take away from that being a real issue.  But a temporary work around I've found is to just let some dwarven darwinism run its course.  Provided you have enough fresh migrants, eventually you will be left with just happy dwarves, totally unphased by corpse hauling and rain.  It does take a good bit of luck in the character traits you get, but just keep the migrants coming.  I don't particularly like this work around, and it can be difficult to employ if you embarked in a very hostile part of the world (hostile to migrant waves anyway).

I also think there is some untapped research potential with how the long term memory system affects stress levels.  There may be a small window, early in the arrival of each dwarf, where one could engineer memorable experiences of 1 kind or another.
Title: Re: *We need your help with game ending stress*
Post by: uebersoldat on September 02, 2020, 09:08:16 am
Long time lurker and player here. I don't run my forts like prisons and am well versed at going out of my way to meet needs etc and at the same time have a certain, amusing level of !FUN!. That said, I've stopped playing altogether last year sometime because of the stress issue. I'm getting the urge to play again but I'm very disheartened to see that not much has been done on that and we may not see any fixes before the Steam release, mentioned by TOne in a recent FotF.

If you're reading, I'd say overall please make Dwarves more Dwarf-like when coding the little folks' personalities and tendencies. I mean this in a general fantasy sense. As it stands now, it's just embarrassing that so many members of the mighty Dwarven race get so upset over seeing a dead corpse or slaying an enemy or being in snow. I feel like I'm managing baby elves more than Dwarves with all this depression and sadness over menial things like rain or seeing a dead gobbo.

Don't get me wrong, there should always be these types of Dwarves out there to make things interesting but it's become overwhelming and unmanageable in my last few forts.

Is there a way to simply alter the largest offenders like stress from seeing corpses and being in the rain or snow? Those few things there would make things immediately playable to me. Perhaps a RAW can be edited in the short term?

In closing, I like the comment on the first page about old timers like me playing and enjoying a city builder moreso that a Dwarven emotional manager, so spot on there. I'm in that group I reckon.

Thank you for all your hard work, looking forward to future releases!
Title: Re: *We need your help with game ending stress*
Post by: muldrake on September 03, 2020, 04:32:34 pm
If you're reading, I'd say overall please make Dwarves more Dwarf-like when coding the little folks' personalities and tendencies. I mean this in a general fantasy sense. As it stands now, it's just embarrassing that so many members of the mighty Dwarven race get so upset over seeing a dead corpse or slaying an enemy or being in snow. I feel like I'm managing baby elves more than Dwarves with all this depression and sadness over menial things like rain or seeing a dead gobbo.

This is especially irritating when they get upset about seeing a dead gobbo or elf or whatever that they actually enjoyed killing.  What the hell is that?  They should get a positive for that.  "Yep, that filthy gobbo is still dead!"  It's especially annoying when they're constantly horrified by dead bodies or body parts or whatever yet adamantly refuse to just haul them off to the dump.
Title: Re: *We need your help with game ending stress*
Post by: madpathmoth on September 03, 2020, 05:38:44 pm
If you're reading, I'd say overall please make Dwarves more Dwarf-like when coding the little folks' personalities and tendencies. I mean this in a general fantasy sense. As it stands now, it's just embarrassing that so many members of the mighty Dwarven race get so upset over seeing a dead corpse or slaying an enemy or being in snow. I feel like I'm managing baby elves more than Dwarves with all this depression and sadness over menial things like rain or seeing a dead gobbo.

This is especially irritating when they get upset about seeing a dead gobbo or elf or whatever that they actually enjoyed killing.  What the hell is that?  They should get a positive for that.  "Yep, that filthy gobbo is still dead!"  It's especially annoying when they're constantly horrified by dead bodies or body parts or whatever yet adamantly refuse to just haul them off to the dump.

The fact that none of the dwarves are like that at all bothers me.  If most dwarves were just against the violent killing of anything sentient, and only a few did enjoy seeing their murderous, child-stealing, demon-lead enemies burn and die, that'd make sense but still not feel like dwarves in basically any other fantasy setting or story.  As-is dwarves have no sense of victory, at all, while being incredibly sensitive (literally "will never recover and slowly descend towards suicide") to just boring, illogical things.

How EVERY character in this game can't emotionally handle combat is so annoying.  Especially in Adventurer Mode, where just nothing works well, it's annoying that context NEVER matters.  Oh, how true, it's terribly traumatic for a dwarf to end the life of something trying to kill him--  What's that?  This is a master warrior killing the jungle titan that eliminated his family and threatened his people for decades?  Cause for celebration, what's that?  All I see is a lone dwarf crying because he got an ouchie, shaken to the core by the death of this innocent, brutal killing machine.  Time for him to return home, less of a person, achievements and victory be damned.  It feels like you're sitting at a table to play D&D with a pissed-off, manic-depressive GM who refuses to listen to you and just physically slaps whatever you're holding from your hands every time you imply there should be any levity or characters who desire this life...  Same deal in fortress mode.  It's like there's this oppressive assumption-- more like a decree, really-- that anything that could be negative should be, and anything that could be positive only is if there's no justification for it not to be.

This is a design philosophy problem.  It's not about being more or less realistic.  So far SO MUCH of what's been focused on is purely negative for the dwarves, while positive stimuli and events have received considerably less detail.  But even then, it's still up to Three-Toe and The Toady One how much dwarves are impacted by any given thing.  The fact that getting rained is anything but the most impermanent penalty is ridiculous, let alone that it's comparable mechanically to a dwarf giving birth to her first child.  Frankly?  It's kinda stupid.  It shouldn't be a surprise that dwarves just inevitably get depressed and die when the overwhelming amount of available stimuli in the game is negative and prioritized, what else would you expect?  It's like filling a playpen full of thumbtacks then tossing a couple babies with in with a toy or two and being like "I'm surprised how often the babies step on or interact with the tacks, huhhhhh...  But they have other options!"
Title: Re: *We need your help with game ending stress*
Post by: muldrake on September 03, 2020, 06:06:55 pm
The fact that getting rained is anything but the most impermanent penalty is ridiculous, let alone that it's comparable mechanically to a dwarf giving birth to her first child.  Frankly?  It's kinda stupid.  It shouldn't be a surprise that dwarves just inevitably get depressed and die when the overwhelming amount of available stimuli in the game is negative and prioritized, what else would you expect?  It's like filling a playpen full of thumbtacks then tossing a couple babies with in with a toy or two and being like "I'm surprised how often the babies step on or interact with the tacks, huhhhhh...  But they have other options!"

It's super annoying when a dwarf spirals off into insanity not just because of being rained on, but literally going insane because of REMEMBERING being rained on over and over.  Wtf?  This is absolute bullshit.  Maybe if it was being rained on with elf vomit in a terrrifying biome but wtf?  Just rain?  How are dwarves such weak pussies?
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on September 03, 2020, 06:11:07 pm
The fact that getting rained is anything but the most impermanent penalty is ridiculous, let alone that it's comparable mechanically to a dwarf giving birth to her first child.  Frankly?  It's kinda stupid.  It shouldn't be a surprise that dwarves just inevitably get depressed and die when the overwhelming amount of available stimuli in the game is negative and prioritized, what else would you expect?  It's like filling a playpen full of thumbtacks then tossing a couple babies with in with a toy or two and being like "I'm surprised how often the babies step on or interact with the tacks, huhhhhh...  But they have other options!"

It's super annoying when a dwarf spirals off into insanity not just because of being rained on, but literally going insane because of REMEMBERING being rained on over and over.  Wtf?  This is absolute bullshit.  Maybe if it was being rained on with elf vomit in a terrrifying biome but wtf?  Just rain?  How are dwarves such weak pussies?
Because...stress system has bugs. It's a simulation. Toady didn't deliberately program dwarves to constantly remember rain just to annoy you.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on September 03, 2020, 06:20:16 pm
Because...stress system has bugs. It's a simulation. Toady didn't deliberately program dwarves to constantly remember rain just to annoy you.

And this is the thread for discussing such bugs.  Dwarves being inordinately upset (and continuing to be traumatized by such insignificant events) is one such bug.  I do not believe I ever claimed Toady put this in the game as some kind of persecution of me personally.  That would be an incredibly weird claim.
Title: Re: *We need your help with game ending stress*
Post by: Egan_BW on September 03, 2020, 06:51:38 pm
It would certainly be more dwarfy if they went insane at the sight of the gaping, infinite sky than at the minor detail that said horrifying expanse sometimes drips.
I've always seen it like the dwarves, who mostly live in the first cavern layer, are just as frightened by the strange and deadly world of the surface as we humans would be by the caverns, with flora and fauna which is, to us, completely alien.
Title: Re: *We need your help with game ending stress*
Post by: Splint on September 03, 2020, 07:00:59 pm
If you're reading, I'd say overall please make Dwarves more Dwarf-like when coding the little folks' personalities and tendencies. I mean this in a general fantasy sense. As it stands now, it's just embarrassing that so many members of the mighty Dwarven race get so upset over seeing a dead corpse or slaying an enemy or being in snow. I feel like I'm managing baby elves more than Dwarves with all this depression and sadness over menial things like rain or seeing a dead gobbo.

This is especially irritating when they get upset about seeing a dead gobbo or elf or whatever that they actually enjoyed killing.  What the hell is that?  They should get a positive for that.  "Yep, that filthy gobbo is still dead!"  It's especially annoying when they're constantly horrified by dead bodies or body parts or whatever yet adamantly refuse to just haul them off to the dump.
How EVERY character in this game can't emotionally handle combat is so annoying.  Especially in Adventurer Mode, where just nothing works well, it's annoying that context NEVER matters.  Oh, how true, it's terribly traumatic for a dwarf to end the life of something trying to kill him--  What's that?  This is a master warrior killing the jungle titan that eliminated his family and threatened his people for decades?  Cause for celebration, what's that?  All I see is a lone dwarf crying because he got an ouchie, shaken to the core by the death of this innocent, brutal killing machine. 

Actually most sapients don't have any issue with the overwhelming majority of semi/megabeasts dying cause they're just dumb animals as far as they're concerned. The trauma comes from being in combat to start with (usually being alarmed or shaken over being attacked or injured, and getting slapped with one seemingly hard-hitting Vengeful thought for every sapient ally in the fight) and some personalities legit don't feel any concern or fear about it, or even respond positively to armed conflict.

However, those personalities are few and far between, and personality changes seem to err on the side of being bad at present, causing the opposite extreme to gradually become commonplace in many players' forts over time, leading to an ever increasing stress burden caused by a mixture of unmet needs (before anyone harps on me for mentioning that, they still contribute even if it's negligible,) and personality changes causing those bad thoughts to linger and/or affect the dwarf or other citizen more severely.

Plus, those few who do get good or neutral thoughts from conflict tend to have it cancelled out by that Vengeful thought deluge if nothing else. Seriously, I've seen a dwarf go from above average mood to super stressed over vultures fighting with one other dwarf just because they and 12 others happened to be in the immediate vicinity and not even taking part ("joining an existing conflict" my ass, Urist, you were still pushing your wheelbarrow along like it was business as usual while your neighbor's kid beat large birds to death on the roof of your house.)

Quote

The fact that none of the dwarves are like that at all bothers me.  If most dwarves were just against the violent killing of anything sentient, and only a few did enjoy seeing their murderous, child-stealing, demon-lead enemies burn and die, that'd make sense but still not feel like dwarves in basically any other fantasy setting or story.  As-is dwarves have no sense of victory, at all, while being incredibly sensitive (literally "will never recover and slowly descend towards suicide") to just boring, illogical things.

[snipped bit above]

Time for him to return home, less of a person, achievements and victory be damned.  It feels like you're sitting at a table with a pissed-off, manic-depressive GM who refuses to listen to you and just physically slaps whatever you're holding from your hands every time you imply there should be any levity or characters who desire this life...  Same deal in fortress mode.  It's like there's this oppressive assumption-- more like a decree, really-- that anything that could be negative should be, and anything that could be positive only is if there's no justification for it not to be.

It's super annoying when a dwarf spirals off into insanity not just because of being rained on, but literally going insane because of REMEMBERING being rained on over and over.  Wtf?  This is absolute bullshit.  Maybe if it was being rained on with elf vomit in a terrrifying biome but wtf?  Just rain?  How are dwarves such weak pussies?

It's been discussed to death, but a very common complaint is like this; that dwarves with the way things are often don't really feel like dwarves as the average person would imagine them.

While on the one hand that's subjectively good cause it makes them stand out a bit, I would assume most people coming in are expecting something more akin to "traditional" fantasy dwarves since the game is marketed as a fantasy world simulator, if only as a baseline to work from: gruff, hardy people with souls and psychology made of solid iron able to weather the horrible worlds dwarves near universally live in where they are beset from above and below by enemies.

Will some crack? Yes! Of course a minority will. Not all iron is made equal after all, and sometimes accumulated rust is too much for that iron to bear or too much is piled on it at once and the iron buckles and breaks. But in most fantasy stories the dwarf's body will gives out and they'll croak long before their mental state implodes.

And as we all know, DF worlds left at default settings are godless fuckin' nightmares as it is, full of necromancers, vampires, goblins, belligerent humans and/or elves, and only the gods know what else.

Sure, a great deal of this can be ameliorated by modding currently, it runs the risk of making things too easy or boring (since the simplest way to get rid of 90% of the worst stimuli is to not settle evil biomes and turn off invaders and weather) and modding isn't going to be an obvious solution to newer players or long-time ones that dislike tampering with the vanilla files.

It would certainly be more dwarfy if they went insane at the sight of the gaping, infinite sky than at the minor detail that said horrifying expanse sometimes drips.
I've always seen it like the dwarves, who mostly live in the first cavern layer, are just as frightened by the strange and deadly world of the surface as we humans would be by the caverns, with flora and fauna which is, to us, completely alien.

Problem there it's clearly not alien to them. To the dwarves who live super deep underground, maybe, in the deep hold sites which I don't think are actually in yet? But Urist the Average Joe Hillock Dweller  and even the average fortress resident probably wouldn't find the surface world all that strange, seeing as they have open access to it and receive regular visits from its denizens.
Title: Re: *We need your help with game ending stress*
Post by: Egan_BW on September 03, 2020, 07:20:44 pm
Cavern-level dwarf sites have been in since 2014 iirc? And I get the impression that that's where the majority of dwarf population is supposed to be, as opposed to hillocks and fortresses. Hillocks are essentially small surface towns, fortresses are small but well-defended gateways between the surface world and the caverns, and deep sites are the dwarven equivalent to cities.
But then, dwarves have dogs and cows and such as normal livestock. I treat what I said before as just a neat headcanon to explain dwarves being "disturbed by nature" and annoyed by rain. (At least in the older versions, dwarves who minded the rain less were stated to "not mind working outside" or such, marking them as being different from most dwarves in that they don't dislike the outdoors.)
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on September 03, 2020, 07:53:13 pm
Because...stress system has bugs. It's a simulation. Toady didn't deliberately program dwarves to constantly remember rain just to annoy you.

And this is the thread for discussing such bugs.  Dwarves being inordinately upset (and continuing to be traumatized by such insignificant events) is one such bug.  I do not believe I ever claimed Toady put this in the game as some kind of persecution of me personally.  That would be an incredibly weird claim.
Ok then. Yes confirmed bug. 30 pages ago and on the tracker. What was your discussion point? Seemed like you were just venting annoyance at bugs.
Title: Re: *We need your help with game ending stress*
Post by: Salmeuk on September 04, 2020, 01:30:34 am
I'm honestly surprised people are still posting in this thread. Every salient point that could be made has already been made, and while it's up to you how you use your time, it is doubtful that Toady / Threetoe are still reading this thread thirty pages later. Hold no illusion you are talking directly to them, and perhaps direct your energy towards more useful aims like updating the wiki or playing community fortresses.
 
Here's a tip for playing DF - play WITH the game, not against it. Avoid clutching to your ideal image of a fantasy simulator, and accept that DF is currently unfinished and unbalanced. Stress killing your dwarves? Enjoy the difficulty while it lasts. Unfair bug dictating your playstyle? Well, at least you're forced outside your comfort zone. And imagine how good it will feel to finally see that bug fixed!

If you find yourself jaded towards the development, take a looooooooooong break from the game. A year or two down the road a craving will develop, as well as a newfound curiosity, "I wonder what's changed in the interim?". New mechanics will inspire your creativity, and the cycle will begin anew.
Title: Re: *We need your help with game ending stress*
Post by: Splint on September 04, 2020, 02:42:16 am
Cavern-level dwarf sites have been in since 2014 iirc? And I get the impression that that's where the majority of dwarf population is supposed to be, as opposed to hillocks and fortresses. Hillocks are essentially small surface towns, fortresses are small but well-defended gateways between the surface world and the caverns, and deep sites are the dwarven equivalent to cities.

My bad, poor word choice on my part. What I meant is I don't think we can visit these sites yet, they're like how goblin sites used be - they're there on the map and whatnot, but if you tried to find them in adventure mode you'd just be sanding in the middle of nowhere with nothing interesting around (man that was a depressing event the last time I played 31.25 adventure mode, cause I was all kinds of hyped to go beat goblins to death with my overloaded coin bag.) They're basically an intangible element of the game like goblin sites once were, there on paper but not in practice. That being said, I just did a quick look on the wiki and while not it's not infallible, it may just be that I'm extremely unobservant or mistook them for parts of the fortresses they were connected to.

At face value though, I would imagine until a fort has a tunnel network connection to facilitate safe(ish) travel, it wouldn't be deep-site dwarves coming to our forts but rather fortress and hill dwarves who are already used to or at least familiar with the hazards of the surface and looking for new opportunities and/or a change of scenery. They're already used to being on the surface, they already know what to expect, and would thus probably be more likely to survive the trip in the first place, so they should by all accounts be made of much sterner stuff than what we seem to typically get.
Title: Re: *We need your help with game ending stress*
Post by: Ziusudra on September 04, 2020, 03:16:28 am
Cavern-level dwarf sites have been in since 2014 iirc? And I get the impression that that's where the majority of dwarf population is supposed to be, as opposed to hillocks and fortresses. Hillocks are essentially small surface towns, fortresses are small but well-defended gateways between the surface world and the caverns, and deep sites are the dwarven equivalent to cities.

My bad, poor word choice on my part. What I meant is I don't think we can visit these sites yet, they're like how goblin sites used be - they're there on the map and whatnot, but if you tried to find them in adventure mode you'd just be sanding in the middle of nowhere with nothing interesting around (man that was a depressing event the last time I played 31.25 adventure mode, cause I was all kinds of hyped to go beat goblins to death with my overloaded coin bag.) They're basically an intangible element of the game like goblin sites once were, there on paper but not in practice. That being said, I just did a quick look on the wiki and while not it's not infallible, it may just be that I'm extremely unobservant or mistook them for parts of the fortresses they were connected to.
Are you talking about mountain halls? They are there but can only be accessed from the tunnels. They can be easy to miss as the entrance is just a single downstair in the tunnel floor. (Assuming they always spawn that entrance correctly.)
Title: Re: *We need your help with game ending stress*
Post by: Splint on September 04, 2020, 03:35:29 am
Cavern-level dwarf sites have been in since 2014 iirc? And I get the impression that that's where the majority of dwarf population is supposed to be, as opposed to hillocks and fortresses. Hillocks are essentially small surface towns, fortresses are small but well-defended gateways between the surface world and the caverns, and deep sites are the dwarven equivalent to cities.

My bad, poor word choice on my part. What I meant is I don't think we can visit these sites yet, they're like how goblin sites used be - they're there on the map and whatnot, but if you tried to find them in adventure mode you'd just be sanding in the middle of nowhere with nothing interesting around (man that was a depressing event the last time I played 31.25 adventure mode, cause I was all kinds of hyped to go beat goblins to death with my overloaded coin bag.) They're basically an intangible element of the game like goblin sites once were, there on paper but not in practice. That being said, I just did a quick look on the wiki and while not it's not infallible, it may just be that I'm extremely unobservant or mistook them for parts of the fortresses they were connected to.
Are you talking about mountain halls? They are there but can only be accessed from the tunnels. They can be easy to miss as the entrance is just a single downstair in the tunnel floor. (Assuming they always spawn that entrance correctly.)

Yeah, in relation to anyone who might not like to be on the surface, and thus would logically be more affected by the stuff out there. Until we can build connections to those tunnels, I don't really think most deep dwarves would want to chance some far flung community (as most non-reclaim forts tend to be in player hands,) but prefer at most to move to a fortress or maybe a hillock until they adjust to surface life.

And I figured I was just unobservant. I'm usually more concerned about animals trying to jump me than looking for stairs when I'm underground.
Title: Re: *We need your help with game ending stress*
Post by: PetGreySquirrel on September 05, 2020, 12:35:18 pm
So, I have started playing again after a few years away from the game (and community), and have spent the last month or so playing trying to get use to the new stress system...
It's been extremely frustrating, and even as I've gotten better at managing it, it still has made the game less fun for me than the previous major versions.

My most recent fort illustrates the issues I've had with the system pretty well...
First, I decided before embark that I was not building near the surface. Rain killed two previous surface-level fort by driving all my woodcutters, herbalists, outside farmers,  hunters, etc to tantrums and depression. This is.... Honestly really not fun -- I get that rain is an unhappy thought, but being a little damp on a 'grumbles only mildly at inclament weather' dwarf shouldn't cause the same sort of emotional outbursts and depression that losing a child does. The sense of scale for bad thoughts seems severely lacking.
So, I decided to cavern dive early and exist entirely underground. No rain, no nauseated by the sun, no tantrums due to bad weather.

This worked fine, once it was all set up by winter of the 1st year -- even had a trade depot 40 Z-levels deep with a ramp-road so no one ever had to go to the surface for any reason.

This, plus setting up temples, taverns, etc. Meant the first 3 years or so went by fine: no red arrows at all in that time, and population rapidly rose to over 100. 3 forgotten beasts, and a lot of cave crocodiles, so about 7 dead in that time, but the bad thoughts from the bodies were limited to only a handful of dwarves.
Around mid year 3, i got my first red arrows. I went through individually checking off all the needs for those 3 sad dwarves, reassigned labours for them to craft, let them have time with no labours enabled to socialize, pray.... And none of it made them less miserable. One died in a cave toad related drowning later that year, one i just expeled because nothing would get her to stop tantruming. And every tantrum meant injuries, more bad thoughts, another dwarf with a recurring trauma thought. She herself felt guilty about all of it, making her more stressed. Being more stressed, she threw more tantrums, and felt more guilt. I could not outpace the stress buildup. Even taking advice of locking her in a room full of happy thought generating things, she became more miserable faster than anything I could do. So I kicked her out.

The other problem dwarf at this time I couldn't exile, because his wife was our champion (and hammerer), and he had the same issue - upset, tantrum, get more upset from guilt, repeat. Same deal -- once he had the red arrow nothing could make it go away and every tantrum made it worse, including traumatizing him with new injuries and him freaking out about the body of a dwarf he had just killed.

So, there seems to be no way to destress a stressed out dwarf. I started forcing them to meet needs and have happy thoughts months before their tantrums started. Once the red arrow started it would not go away for any dwarf, in any fort for the last month or so of play, even if I went out of my way to micromanage the unhappy dwarves and make them do things that makes them happy. If I don't micromanage it, they get sad thoughts because many of them won't go pray on their own even with no labours enabled, and removed from military if they were enlisted so they don't do individual drills instead.

But -- 3 red arrows in over 100 dwarves by end of year 3... That's not too bad -- it sucks that they are incurable because it makes me reluctant to value any individual dwarf, but 3% stressed is managable and the fort continued to thrive around them.

Until I got a goblin siege. Over 100 goblins dead, and about 5 dwarves dead, and another 4 injured.
Most of my fort is overwhelmed. Suddenly, of 181 dwarves left Alive after the siege, about 30 are red arrows. Most of which got caught in the miasma from the bodies when they were collecting them and from seeing the bodies at all.
They keep dwelling on the miasma, and thus stress out faster than pampering them can hope to fix. About a sixth of my fort is basically doomed, from one siege. Maybe I can pull some of them back from this by going through a lot of effort to make sure they're pampered for a few months, but, honestly it just makes me want to retire the fort and not bother -- it's not fun to try to drag then back from red arrow status.
But if I do, they might migrate to a new fort, and throw tantrums there because of their memories of miasma and goblin bodies... maybe I should just generate another world entirely.
Increasingly, though, I've been thinking of rolling back to a version before this system until it's been rebalanced. I've read threads here, pages on the wiki, etc. about how to manage it and it's just not fun to try, it's at best a frustrating system right now, even when everything seems to be running smoothly.
Stressed out dwarves are expected -- but, because of how rare it is for a dwarf to calm back down, a major disaster like a large siege or even something as trivial as *some rain* often leads to significant chunks of my population being basically useless within 5-10 years of embark, seemingly no matter what I do to make sure the dwarves needs are met.

Edit: to clarify, I do like the idea of this system, and some of the consequences (like being in prison making it worse), and I don't want *all* my dwarves to be happy -- it would be boring if none of them ever got stressed out or threw tantrums; my main issue with it is that it seems there is no *fun* way to prevent, or recover from, stress over the long term. Solutions feel more like working around a bug than like a strategic aspect to the game, or like something that can be mitigated without tedious managing of individual dwarves' labours, burrow assignments, military enlistment status, and so on to *force* them to do happy-thought generating tasks.
The more I play the versions since this system, the less I feel like I *can* get a handle on stress and the more it starts to feel like an inevitability that I will need to constantly expel sad dwarves and replace them with new migrants if I ever want to have a fort last long-term -- which means instead of getting to know or care about the dwarves, and having some I want to keep or get attached too, I feel like I need to be ready to expel any red arrow, no matter who they are.
Title: Re: *We need your help with game ending stress*
Post by: Dwarf_Fever on September 16, 2020, 07:50:05 am
What if being unhappy caused dwarves to slowly leave the fortress? Perhaps with the exception of dwarves that have too many ties to the fortress. Other personality traits might impact their likelihood to emigrate sooner or later, too.

You might still be able to request them back from other holdings after a period. It would be nice if they de-stressed over time while being away, as well. Then you could actively send them off to other holdings to vacation, so to speak, as a method of dealing with them.

This makes stress have a negative impact on fortresses in a way that's not as destructive as tantrums, but still powerful.
Title: Re: *We need your help with game ending stress*
Post by: Bumber on September 16, 2020, 02:27:06 pm
What if being unhappy caused dwarves to slowly leave the fortress? Perhaps with the exception of dwarves that have too many ties to the fortress. Other personality traits might impact their likelihood to emigrate sooner or later, too.

You might still be able to request them back from other holdings after a period. It would be nice if they de-stressed over time while being away, as well. Then you could actively send them off to other holdings to vacation, so to speak, as a method of dealing with them.

This makes stress have a negative impact on fortresses in a way that's not as destructive as tantrums, but still powerful.

You can already do that manually. I question why the other holdings should be less stressful than a well-run player fort.
Title: Re: *We need your help with game ending stress*
Post by: adseaghtrnjty on September 24, 2020, 12:38:43 am
Hello Hello. I've wanted to say something about this, but I've had to compose myself. I've not been thinking too much of the problem much though. I don't play much, and I don't play much because of the stress thing. I'm waiting maybe 10 years so the game is somewhat better before playing fortress mode without all of the micromanaging and unfun stuff.

>I have a fort that is 3 years old and has every possible stress reliever

This is what I was thinking about. I have about a 5 year old fort with some stress relievers, but not all stress relievers. I have a goal for my fortress, and it's not to make a permanent home for my dwarves. I really don't want to have to have all the stress relievers or really focus on stress relief for my fortress or any fortress. Why should I have to prioritize stress relief in the first place? It can be really unfun to have to have to always make legendary furniture, rooms, meals (which I've heard doesn't even contribute much to happiness since ingredient preferences matter more), etc. Why do dwarves have this weird living standard when humans, goblins, and elves seem to live much less lavishly? I must baby my dwarves when they're in a time where violence is rampant, there is no running water, and going to the doctor is usually painful - especially if you broke an arm or something. How come when we look back at people from an earlier period of history, they seemed to be happier with less luxury? Honestly, if there's anything that would make dwarves happy, it should be family, friends, work, and their own accomplishments. They don't seem very "human" per se when they get (overwhelming) happy thoughts from legendary furniture and rooms.

I'm trying to think of another race like the dwarves in this game. Humans, my first thought, have small houses with multiple people in them. They're not luxurious at all, honestly, but the closest I've seen to legendary craftsmanship are the castles / forts. Castles and forts are usually just for soldiers though. All other people mostly in one room houses. I see multiple room houses, so that could be of a higher quality. I have rooms with more and higher quality furniture still being at "decent" though, so I doubt most humans are in rooms past decent.

Elves live in trees and I've only seen their inns to be of higher quality. Because of the amount of space, it's possible their inns are of "legendary" quality with most likely, just standard quality furniture and ale.

Goblins. Pfffffttttt

Kobolds. Pffffttt.

So yea, dwarves make the highest quality things and expect the highest quality items and that's kind of what I think makes their happiness the worst. While the other races aren't as picky and make lower-quality things, dwarves are masters of craftmanship but are absolutely bonkers compared to other races. They're go crazy a lot easier because they're less emotionally stable, so we really get the "cancer of red arrows" as described.

On the playstyle, it's quite obvious most people play way differently than you, the creator of the game, and I think most people agree it's not a playstyle thing it's a game thing. I have a fort that's crumbling because of animal corpses that honestly, a regular person wouldn't even blink an eye at. I think it's just part of the fragile emotional state of the common dwarf that sets them off. I'd rather just not have them freak out about seeing an animal corpse. I've had so many dwarves mentally destroyed because of animals. They come and wander in here and maybe attack to be brutally killed (good) and then they keep on causing trouble in death. It's the same thing for all corpses honestly. I have a stockpile of corpses that keeps on getting larger and it annihilates the mind of whoever goes in it. It's absolutely huge and the only solution to it is either burning the corpses in lava or leaving them outside. I could use glitches too, but that's not intended game design.


So, in short, dwarves need more mental fortitude and dwarven living standards are insane for the times. They should definitely not require all of these stress relivers and should be able to feel content with their basic existence of fulfilling dreams and socializing and connecting with friends and family. Right now, they’re quite materialistic and mentally fragile. They live in their own bubble where death doesn’t exist and animals “go to the farm” when they’re old.

By the way, isn’t it weird to have a butcher (supposedly) not have bad thoughts when killing an animal for food, but the same butcher would get depressed after seeing a corpse on the ground / in a stockpile?
Title: Re: *We need your help with game ending stress*
Post by: PetGreySquirrel on September 24, 2020, 11:30:18 pm
So, I've played a few more forts, and a few more approaches to handling stress, since my last post, and even with unavoidable temples, legendary dining halls, smoothed, engraved, furnished private bedrooms with chests and cabinets, a seemingly infinite pile of trinkets, baubles, and clothes of every type and material I could get (including many imported ones) for them to collect, luxury prisons complete with 1x1 temple, 1x2 library, and booze supply around the chain, masterwork lavish meals of every ingredient I could get my hands on, a "Vacation" burrow that restricted busy/overworked dwarves to ONLY being able to access the stress relievers, social spaces, libraries, etc and not work until they had a bunch of happy thoughts and their non-work needs were met.
All of this helped reduce stress, and some recovered from red arrow status, but even then less than half of all dwarves who ever got a red arrow after a siege cleanup died or got caught in a spiral of tantrums and guilt, and never recovered from it. Managing the accumulated stress in a mature fort of 200 dwarves is honestly a miserable experience. The last 9 months of my most recent fort was JUST trying to do damage control after a big goblin siege, and I retired the fort because it was the most frustrating and least fun experience I've had playing Dwarf Fortress since before Z levels were introduced.
Even a fairly trivial siege, the one I mentioned was about 100 goblins and trolls + some beak dogs, all of which died to the meatgrinder that was a squad of legendary sword dwarves. One dwarf injured, no dead. But within the 9 months after it, I lost 6 to tantrum-induced violence, 35 to a Tavern Keeper punching one of the legendary sword dwarves (which then lead to their squad slaughtering civilians for a while, for whatever reason), and another dozen who were either in the tantrum -> jail -> guilt -> tantrum more spiral, or who got depressed and stopped working.
Looking into their brains, my efforts to give them happy thoughts were working, they had happy thoughts from mist, socializing, praying, satisfied at work, inebriation, but nothing seems to be able to calm a lot of them down after they walk through the battlefield for a log, or worse after they have to help clean up the battlefield. I set up the bodies to be dumped on a hatch, which dropped them into an garbage chute so that as bodies were piled on, dwarves no longer had to see them while dumping more bodies, and they still ended up with full pages of "horrified" thoughts from seeing the bodies.
The post-siege stress lead to more stress because of dead dwarves, fights, tantrums, etc. and by the time I retired, the tantrums had stopped (mostly because everyone throwing tantrums was in jail or dead), my population had dropped by about 40, more than half of the survivors were still red arrows, and every single longer term project I had going on had to be stopped for months (in-game) to deal with this mess, even after all the bodied had been cleaned up.

This was the 2nd large siege this fort survived. The first was a bit over half the size, and cost about 5 dwarves of 160 population to stress-related death or exile (which isn't too bad, though the amount of micromanaging it took to keep it this low was a terrible gameplay experience), but that siege traumatized several dwarves, and left a couple with recurring "Remembering someone's death" sorts of things, and made the residents who were present for both extremely vulnerable to the stress of the 2nd siege, most of the dwarves who became useless or threw tantrums initially were long-time residents who never recovered from the first one, though by the end of the 35-dwarf slaughter even new residents who had made friends or were bad with stress were now useless.

Preventing stress after a siege seems basically impossible without some complicated automated water or magma-based body removal, and recovering from stress is even harder than preventing it.

I've been trying a lot of approaches to adapt to it, but, ultimately this system is miserable as-is, and this is the first time I have ever considered modding the game just to make it playable.
In the meantime, I have rolled back to an older version for a while because I needed a break from this. I've been a long-time player and dealing with unbalanced features and bugs is something I expect from Dwarf fortress, and usually can find some joy in, but... this is incredibly frustrating and it's neither fun nor Fun. It's just a miserable, tedious thing to try to manage.
I really hope there is a re-balance, or even removal coming soon, because as-is in the current vanilla version of the game, I have abandoned all my mature forts due to frustration trying to manage this.

Edit: I didn't mention, but for Successful ways to deal with stress the only options I've found without cheating are to exile any red arrow, no matter who it is(even the legendary armourer), and just have migrants replace them. and if they're a non-exilable noble, arrange for an "accident" to deal with the problem, then exile anyone who cared about them.
also, using some high walls and a "F*** the world" lever and magma pump stack to conveniently deal with sieges and the resulting bodies went a long way.
Both work, but they dramatically limit options for playstyle and the self-cleaning goblin oven approach takes (in-game) years to set up, during which a lot of resources are focused on making it work
Title: Re: *We need your help with game ending stress*
Post by: delphonso on September 25, 2020, 05:28:02 am
It's nuts this thread is still going.
Title: Re: *We need your help with game ending stress*
Post by: Uthimienure on September 25, 2020, 06:38:39 am
Yep.  It's nuts talking about dwarfs going nuts!

I bet if all the DF players in the world were magically transported INTO the game and became dwarfs,
there would be more red arrows among us than the game's dwarfs have, lol.
Title: Re: *We need your help with game ending stress*
Post by: clinodev on September 25, 2020, 08:29:56 am
I'm really glad it is still ongoing.

If you look back over the messages in this thread, you'll find a great number of them, with quite strong opinions, come from a very small number of posters.

The more new people posting, the better the representation of other viewpoints will be, and the better the idea of the state of the community Tarn and Zach will see from it.

After all, we already know all the "Stress is fine, git gud newbs!" people are going to buy the game, right? There's hardly any point in listening to them repeat their opinion that DF should remain only for the inner elite twice per page, but when long-time players like PetGreySquirrel opine that, yes, they can make it work with effort, but it's so unfun as to make them revert to more functional releases with fewer features, that's a useful data point. 

I see it expressed on reddit all the time, especially in the "Look I tried this game, and I could make a fort, but 20 goblins attacked, and we killed them, but moving their corpses ruined my fort! I'll wait for Premium to try again." form. It is also far more likely to reflect the experience of those without years and hundreds of hours of playtime and esoteric forum reading, i.e. those who will inevitably make up most of the market.
Title: Re: *We need your help with game ending stress*
Post by: AnotherL2 on September 25, 2020, 02:36:21 pm
I've been playing on and off for the last five years, but have recently jumped back in to teach a new friend to play DF. I don't have a lot to add about my experience with the stress system since my forts rarely last longer than 3 years before I get bored and embark again, but I will add that I think it's a little silly for dwarves to be affected so heavily by weather.

Really? You're traumatized about being in the sun? You've travelled for miles in the sun to get to some outpost in the middle of the desert, and you even worship the sun god. How should any of that even be possible?

Same goes for dwarves having insatiable bloodlust for the goblin that killed their family member, but then having an existential crisis after trying to move the corpse.

Obviously my examples are pretty hyperbolic, but it does happen.

My more serious point now. It gets frustrating when your dwarves are miserable, know they are miserable, and won't do anything about it by themselves. Additionally, I feel like I get nowhere when trying to help out my dwarves. One says he feels overworked, but when I disable his labour all of a sudden he is unfocoused for not being able to practice a skill for too long. I question whether or not to reenable his labours because I don't know if the cycle will continue. Stress is a challenge that the game presents, like sieges or FB's, but the answers to this challenge feel vague and ineffective.

Janxious, earlier in the thread linked to an idea that dwarves should petition to join the military or be assigned a craft labour when they feel that those needs are being unfulfilled by the player, and I think that's a fantastic idea if used sparingly and in severe situations. Dwarves, when threatened by goblins and monsters, will generally try to save themselves by at least running or fighting. Why can't they do the same when it comes to stress?
Title: Re: *We need your help with game ending stress*
Post by: PetGreySquirrel on September 25, 2020, 07:36:21 pm
After all, we already know all the "Stress is fine, git gud newbs!" people are going to buy the game, right? There's hardly any point in listening to them repeat their opinion that DF should remain only for the inner elite twice per page, but when long-time players like PetGreySquirrel opine that, yes, they can make it work with effort, but it's so unfun as to make them revert to more functional releases with fewer features, that's a useful data point. 

Yeah, I've played on and off (mostly on) since 2007 or so when I heard about boatmurdered (which was still a recent thing, at the time), and I do want to be clear that I still love the game, and most of the changes over the years I've liked -- even the ones that had horrible bugs and flaws when they first dropped, and this is more or less how I see the stress system. It's a neat new approach to dwarf happiness and well-being, and through much effort and compromising my ability to have fun I can *manage* this system, but it still needs a lot of work before I'd really consider it ready to upgrade to the newest version as my primary way to play dwarf fortress. There's a lot of new features in he recent releases, and I feel like I spend so much time and effort dealing with stress that I haven't gotten to really enjoy any of them, so I'm just playing older versions mainly, and occasionally trying a new approach to see if I can make this system work AND have an enjoyable time playing the game. So far, the answer seems to be no for any fort that gets over 5 years old. Maybe 6 if I'm lucky. I did have one make it to 8 with only a few red arrows, but that was on a glacier embark, so, there were no invaders and thus no piles of bodies, on a pocket world (no visitors, no villains, and nearly no mega or forgotten beasts even existed anymore, no towers, no undead -- a map specifically chosen to see how manageable stress was in the absence of any real threat or cause of horror/trauma.)
EDIT: to be clear, I have had other forts last this long woth various tricks, things like making one dwarf or one squad  clean up an entire siege alone (then exiling them if they're traumatized/stressed after they pull the lever for the atom smasher) while everyone else was locked inside for the duration of cleanup, or using magma/flood traps so they dwarves never even see a goblin (alive or dead) before the body disappears out of their accessable area, etc.

I don't provide this feedback about my experiences with this system just to whine, I want this to be improved, I'm interested to see what this system working well looks like! It has potential, but, as-is, it's just not fun (or Fun) for me, and a lot of other people (ranging from new players to long-time players) I know. Among local people I know who play DF it's been the main source of frustration and "I'll just wait for the next release..." attitudes I've seen lately, even though we all have different approaches to the game, and different degrees of familiarity with it, and different degrees of patience for it.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on September 25, 2020, 11:56:50 pm
I don't provide this feedback about my experiences with this system just to whine, I want this to be improved, I'm interested to see what this system working well looks like! It has potential, but, as-is, it's just not fun (or Fun) for me, and a lot of other people (ranging from new players to long-time players) I know. Among local people I know who play DF it's been the main source of frustration and "I'll just wait for the next release..." attitudes I've seen lately, even though we all have different approaches to the game, and different degrees of familiarity with it, and different degrees of patience for it.

I'd like to see the differences between corpse-induced stress be a lot more marked.  I don't see why it would be traumatic at all to see a goblin toe when you literally enjoyed killing that bastard.  If anything you should get a good thought from that, "yep that s.o.b.'s still dead."  However, it's entirely reasonable someone would be traumatized by, for instance, having their spouse and children rotting in their own bedroom.
Title: Re: *We need your help with game ending stress*
Post by: PetGreySquirrel on September 26, 2020, 12:51:28 am
I'd like to see the differences between corpse-induced stress be a lot more marked.  I don't see why it would be traumatic at all to see a goblin toe when you literally enjoyed killing that bastard.  If anything you should get a good thought from that, "yep that s.o.b.'s still dead."  However, it's entirely reasonable someone would be traumatized by, for instance, having their spouse and children rotting in their own bedroom.

Corpses and needs the dwarves will never take care of unless I make sure they can not possibly do anything else seem to be the main sticking points.
The bodies at least makes some sense -- seeing a pile of corpses, or a battlefield littered with bodies, even if they're "the enemy" being traumatizing makes sense from a realism perspective, though in terms of gameplay it's been really terrible mixed with the other issues with the stress and needs systems. This feels like one of those cases where things need to be less realistic/simulationist for the sake of the game overall.
I totally understand *why* dwarves who lived relatively peaceful lives with no military training would be horrified and traumatized from the aftermath of a siege, but as-is the way it's handled is making the game nearly unplayable for me.
When corpse stress is added to the slow buildup of stress from other sources after a few years of playing ((which seems inevitable because as-is some dwarves won't address their desperate need to do things like pray at all unless I burrow them in the temple with no access to a tavern, library, bed, workshop, random stone to haul somewhere, etc -- they will not handle this desperate need that is driving them to madness unless it's the only thing they can possibly do!)) you end up suddenly having a big chunk of the fort useless or tantruming. At that point, I'd rather flood the fort with magma than keep playing because I won't be able to do anything that's actually fun again in this fort unless I exile a bunch of dwarves (and their lovers, best friend, families) and then wait for enough migrnts to come back to replace the lost labour force.
Title: Re: *We need your help with game ending stress*
Post by: Loci on September 27, 2020, 03:43:46 pm
Breaking News! Unmet needs confirmed as a major source of stress... for overseers who don't realize that their dwarves really, REALLY don't care.

Having every single need unmet for 50 years didn't cause my test dwarves (http://www.bay12forums.com/smf/index.php?topic=174931.msg8049126#msg8049126) to become stressed; a few unmet needs for a few years are highly unlikely to be causing any reasonable dwarves to stress out. The next time you have "mysteriously stressed" dwarves, take a few minutes to look up their personality facets on this page (http://dwarffortresswiki.org/index.php/DF2014:Facet#Facets), paying particular attention to any extreme values. Some are obvious ("constant internal rage" sounds dire, and is); some are not ("frequently depressed" sounds mildly concerning, but it's roughly as stressful as constant rage). "Fatal personality flaws" like these cause your dwarves' stress to skyrocket, and there isn't anything you can do about it--even resetting their stress with DFHack only delays the inevitable for a few months. If your stressed dwarves don't have any "fatal personality flaws", they should respond well to standard "good-thought therapy" (which, for the record, is *not* equivalent to "needs-met therapy").

Here's a 16-year fortress (https://dffd.bay12games.com/file.php?id=15224) where I have not micromanaged my dwarves' needs. Despite having multiple needs unmet for more than a decade, 102 of my dwarves are ecstatic and all but one are at least "fine". This is also an above-ground fortress that has relied solely on militia for defense, slaughtered more than 1000 invaders, and manually dumped thousands of bodyparts, all of which have been deemed "impossible" by various people. My "secret" for avoiding game-ending stress is preventing personality changes. Many of my dwarves have only a few personality changes after 15 years at the fortress, while a typical dwarf at a typical fortress might have accumulated a dozen in the same time frame. At this rate, I expect at least some of my dwarves will die of old age before suffering a "fatal personality change" and dying of stress. The results from my fortress support my statement back on page 1 of this thread: reducing the number of personality changes, particularly from common and non-traumatic events, will likely solve the problem of game-ending stress.

If you would like to try a less-stressed fortress, here are a few key strategies:

1. Embark in the desert to avoid rain. (Overseers who don't fancy a desert fortress can disable weather in the init files instead.)

2. Don't create a corpse stockpile. (Stockpiling corpses and bodyparts roughly *triples* the number of corpse-thoughts. Create a garbage chute and either manually dump-flag corpses or change standing orders to automatically dump them.)

3. Limit corpse-handling to dedicated dwarves. (Create a "no corpses" burrow and assign all your dwarves, then create a "corpses" burrow and assign a few select dwarves. Military dwarves who don't "care about anything anymore" are ideal since they are *immune* to corpse-thoughts, but disposable dwarves can be used in a pinch.)

4. Handle cave adaption. (Either keep your dwarves aboveground so they don't become cave adapted, or keep them out of the sun so they don't become ill. You can also just create a massive "umbrella" over the site with DFHack if you're feeling lazy.)

5. Avoid miasma. (Aboveground fortress are miasma-free. Belowground fortresses will require staying on top of food handling or creating "sunlit" indoor areas to prevent miasma.)

6. Proactively manage clothing. (Either supply ample replacements for all clothing types your dwarves can get their grubby hands on, or actively confiscate clothing you don't intend to replace (e.g. loincloths). DFHack's cleanowned command is the easiest way to take worn clothing away, though forbidding problem clothing, drafting the owner in a "replace clothing" squad, activating the squad, and then undrafting the owner will work in vanilla.)

7. Catch problem thoughts early. (Regularly check your dwarves thoughts and fix any personality-change-causing problems as soon as possible. You'll still get a few personality changes, but the fewer the better.)



If all that sounds like too much work, you're in luck; here's a DFHack script that reverts personality changes:

Spoiler (click to show/hide)

Copy and paste it into hack/scripts/fix/personality.lua in your DF folder. You can then set DFHack to run it automatically every month like so:

Code: [Select]

repeat -time 1 -timeUnits months -command [ fix/personality -all ]



This won't remove stress entirely, and you can still "overwhelm" your dwarves (particularly if you insist on stockpiling corpses), but almost all of your dwarves should remain recoverable--no more inevitable personality-change-fueled stress-deaths. Give it a try; you might find needs are much less stressful than you assumed.

Title: Re: *We need your help with game ending stress*
Post by: comnom on October 04, 2020, 10:38:04 am
I've been playing since 34.11, with lots of breaks (months or years) and I play now with the new stress system much more. It's alot more interesting, I care about the little bastards now.

That said, I use dfhack's remove-stress whenever I see a red arrow, simply because now I do care, and don't want to lose dwarves. Micromanaging  dwarves gets boring when you've got say, 100 dwarves and maybe 5 or 6 special cases that take way more game time than building your stupid dwarf trick. I work, so game time is precious.

So for me, it could use some tweaks but I don't think it'll be a deal breaker for selling the game.


Some ideas (no I didn't read the thread, it's 30 pages):

Buff the stress relief of nobles. They seek them out when they're stressed, but that seems to hurt more than help since it just creates a cycle with the noble that interferes with other recovery methods. (ie, getting them better good thoughts)

Use a larger numerical range for different stressors so rain and a dead body can be much further apart severity-wise.

Have dwarves avoid things they don't like. I literally had a kid go play outside in a corpse pile post siege and sink into a depression.


That's it. Micromanaging will be better when the game gets a proper UI and people will tolerate other potential flaws because of it, so I wouldn't worry too much about it man. If all else fails and your community is still divided, just add a tag to the init. STRESS: [EASY/NORMAL/HARD], and get back to work on more interesting things ;)
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 10, 2020, 07:47:12 pm
Am I alone in this?  I am finding "game ending stress" just to be something I don't experience any more.  Now, I do a lot of micromanaging, starting out each fort with a list of preferences of every dwarf, and continue this practice well into the game, also routinely checking everyone for stress, moving everyone who seems bummed out into a room of their own, with every dedicated set of quarters smoothed, engraved, and if at all possible, I move every dwarf into a set of quarters personally designed for them out of materials they like.

And if someone seems to be losing their mind despite this I exile them, along with their entire dumb family.

And almost all my dwarves are in like the high 10K+ happiness levels.

I think guilds really help too, turn off all the restrictions on them and let everyone use them.
Title: Re: *We need your help with game ending stress*
Post by: madpathmoth on October 10, 2020, 11:19:37 pm
And if someone seems to be losing their mind despite this I exile them, along with their entire dumb family.
This is probably the most effective way for most players to handle it without much effort or having to modify anything.  It's good it works for you, but some players it doesn't work for--  They may not like having to hunt down entire families of dwarves to exile because they didn't micromanage their fort enough to avoid accidentally letting a dwarf have a bad memory.  Or for players who want to make multiple forts in the same world, it's very possible for new migrants to be the already stress-spiralling dwarves exiled from previous forts, making the problem worse.  To say it's inevitable for all or even most forts to lose everything to stress would definitely be inaccurate, but it's still a very common problem that limits potential and frustrates players.
Title: Re: *We need your help with game ending stress*
Post by: Splint on October 10, 2020, 11:49:17 pm
And if someone seems to be losing their mind despite this I exile them, along with their entire dumb family.
This is probably the most effective way for most players to handle it without much effort or having to modify anything.  It's good it works for you, but some players it doesn't work for--  They may not like having to hunt down entire families of dwarves to exile because they didn't micromanage their fort enough to avoid accidentally letting a dwarf have a bad memory.  Or for players who want to make multiple forts in the same world, it's very possible for new migrants to be the already stress-spiralling dwarves exiled from previous forts, making the problem worse.  To say it's inevitable for all or even most forts to lose everything to stress would definitely be inaccurate, but it's still a very common problem that limits potential and frustrates players.

There's also a degree of micromanagement not everyone is going to want to deal with, or problem dwarves may be the immediate family of important workers or veteran soldiers (or worse, might be those very same workers or soldiers,) one may be reluctant to let go or don't have a suitable replacement for.

It's easy to exile Urist the useless Milker and their worthless spinner of a spouse who do nothing but haul stuff and sometimes help build things and their three useless kids - literally nothing of value is being lost there. It's another to exile Urist the legendary metalsmith or Urist the useless Milker who is married to Bomrek the master clothier or hammerlord who consistently slays all the big bad gribblies that visits the fort single-handedly.

And speaking of  new forts in the world, I have to admit I haven't used that feature at all precisely because of the game seeming to prefer to yank people from player forts. Not only does it undermine a sense of permanency in the forts you set up (in my opinion anyway,) but those dwarves will come bringing all their mental baggage to a new fort with no means of mitigating it.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 11, 2020, 03:16:43 am
They may not like having to hunt down entire families of dwarves to exile because they didn't micromanage their fort enough to avoid accidentally letting a dwarf have a bad memory.

I am actually increasingly liking this level of micromanagement.  I routinely make quarters ridiculously good.  Smoothed, engraved, surrounded in blocks of crystal glass, every single dwarf with quarters with weapons racks made out of their favorite stone, armor stands, just living in absolute exquisite luxury.  Also submerged in magma.  That's for my own pleasure though.  Magma. 

Dwarves really love this.  I have my dwarves living at 10,000+ levels of happiness.

Any dwarf who isn't happy gets kicked out, because wtf is even wrong with a dwarf who is somehow unhappy under these conditions?

I just took a look at my stress situation and I think I exaggerated a trifle.  Despite this, I'm actually pretty happy with my stress levels. 

Look at this.

https://i.imgur.com/lUIVi2O.png

This is not bad at all.  This is very typical of my stress levels.

Something I don't understand is why are administrators so orgasmically happy?
Title: Re: *We need your help with game ending stress*
Post by: Splint on October 11, 2020, 05:47:58 am
You misappropriated a quote, but eh. :P

But see, micromanagement is something not everyone is going to want to do, for one reason or another, which if I were a betting man has to do with having too many people (yet on the inverse, not having enough makes getting anything done a painfully slow slog.) Still, those stress levels are comparable to what I get with my above ground forts, once my preferred accommodations are set up. Not great for most, but not terrible either, and it's... Good enough, if the trauma is kept to a minimum and the rain isn't a constant (seeing as I go out of my way to avoid miasma and cave adaptation, those are never issues for me.)

But, that's not great for places that are especially accident prone or frequently assaulted and lacking a magma trap or a hall full of trash compactors - someone still has to unjam and clear other traps, and both they and soldiers make a hell of a mess after all.

As to those administrators, my guess is one of two things - they're either popping out spawnlings like crazy, or they're elite soldiers, who tend to be some of the happiest people in the fort (or at least in mine,) due to the barrage of good thoughts from teaching and sparring they often get.
Title: Re: *We need your help with game ending stress*
Post by: scriver on October 11, 2020, 06:15:27 am
Am I alone in this?  I am finding "game ending stress" just to be something I don't experience any more.  Now, I do a lot of micromanaging, starting out each fort with a list of preferences of every dwarf, and continue this practice well into the game, also routinely checking everyone for stress, moving everyone who seems bummed out into a room of their own, with every dedicated set of quarters smoothed, engraved, and if at all possible, I move every dwarf into a set of quarters personally designed for them out of materials they like.

And if someone seems to be losing their mind despite this I exile them, along with their entire dumb family.

And almost all my dwarves are in like the high 10K+ happiness levels.

I think guilds really help too, turn off all the restrictions on them and let everyone use them.

Do you play the game as is or do you use third party apps?
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 12, 2020, 12:35:39 am
Do you play the game as is or do you use third party apps?

I use dfhack but largely for the labormanager script, autogems, decaying food, and that kind of thing.  I don't really do anything that changes the mechanics.  Dwarf Manipulator does make it a lot easier to keep track of stress though and if you proactively go after stress before it hits high levels it seems to keep it from spiraling.  It seems if for whatever reason it hits 10000 or so the dwarf is doomed.

The only dwarves that seem to end up that way though usually got one of the persistently recurring bad memories that seem to wreck a dwarf.  This is a lot less common now though.  Last version it seemed the entire fort went nuts every few years.
Title: Re: *We need your help with game ending stress*
Post by: scriver on October 12, 2020, 01:07:28 am
Is Dwarf Manipulator part of dfhack or another programme? I usually download dfhack but I only use it to change the starting dwarves number to ten, so I am very unfamiliar with it.

Anyway, the point I wanted to make is that the game should be designed from a stand point of players not using third party programmes.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 12, 2020, 09:35:41 am
Is Dwarf Manipulator part of dfhack or another programme? I usually download dfhack but I only use it to change the starting dwarves number to ten, so I am very unfamiliar with it.

Anyway, the point I wanted to make is that the game should be designed from a stand point of players not using third party programmes.

A major problem with it is it is completely impractical in a fort of any size to check stress by poring over the text describing every single dwarf.  And by the time you notice it through in-game events (like tantrums or depressions) it is often too late to do anything effective.  I usually start out by copying the preferences/dislikes of every starting dwarf to a text file, and I can generally manage this for the first couple waves but much over 50 dwarves become entirely impractical to use this method.

I think it's more effective than just looking at the raw numbers, though, and getting started off on the right foot stops the stress spirals that seem to start about 5 years in.  I think it may just be the early dwarves spend a lot more time getting rained on and having other unpleasant experiences, while also not having guildhalls, temples, mist generators, and other dwarf soothing things.

So while it's entirely possible to manage stress without the raw numbers, it's more time consuming.  The trick is more or less the same and it's just starting early and catching stress before it becomes serious, and also finding the hopeless dwarves and getting rid of them, either by exile or by arranging for an accident.  (A magma chamber in a secluded area where nobody has to witness the unfortunate event avoids more stress.)
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 12, 2020, 03:53:25 pm
New UI contains numbers of stressed/unhappy dwarves at the top of the screen, so that's done.
Title: Re: *We need your help with game ending stress*
Post by: Dorsidwarf on October 13, 2020, 01:33:07 pm
New UI contains numbers of stressed/unhappy dwarves at the top of the screen, so that's done.

Except you kinda have to catch them before they become actually stressed/unhappy, as soon as they start not being "very happy", because then they start manifesting behaviours which make them less and less happy.?
Title: Re: *We need your help with game ending stress*
Post by: PatrikLundell on October 13, 2020, 03:17:15 pm
I agree that the time DF displays them an unhappy it's too late, as they're caught up in the "cry/yell at the expedition leader" cycle every second actions at that time, ensuring they don't have time to see to their needs as well as blocking the expedition leader from achieving much work either.
Title: Re: *We need your help with game ending stress*
Post by: Shonai_Dweller on October 13, 2020, 04:27:46 pm
I agree that the time DF displays them an unhappy it's too late, as they're caught up in the "cry/yell at the expedition leader" cycle every second actions at that time, ensuring they don't have time to see to their needs as well as blocking the expedition leader from achieving much work either.
You've played with the new UI with it's DFhack style happiness indicators. Amazing!
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on October 13, 2020, 06:21:39 pm
I wonder if the happiness count in the new UI is just like the one on the bottom right in DFHack: where it just gives you total counts, but doesn't directly point out which dwarves are at what level of stress?  To save a dwarf, it can take several other dwarves and a focused effort to arrange the right conditions for them.  So not knowing which dwarves of the fort need special attention, it would be a much grander undertaking to apply the same level of coddling to every dwarf in the fort.  Other than Dwarf Therapist, what other utilities allow the player to see stress levels of individual dwarves?
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 14, 2020, 02:18:56 am
I wonder if the happiness count in the new UI is just like the one on the bottom right in DFHack: where it just gives you total counts, but doesn't directly point out which dwarves are at what level of stress?  To save a dwarf, it can take several other dwarves and a focused effort to arrange the right conditions for them.  So not knowing which dwarves of the fort need special attention, it would be a much grander undertaking to apply the same level of coddling to every dwarf in the fort.  Other than Dwarf Therapist, what other utilities allow the player to see stress levels of individual dwarves?

Is it actually wrong for dwarves to expect to live in conditions befitting their status as elite crafts-sapients and so on?  Why shouldn't dwarves live in living quarters that are absolutely lavish, filled with objects creates by expert craftsdwarfship, made out of substances entirely to their liking?  If you mistreat and neglect dwarves, why shouldn't they be unhappy with their conditions?
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on October 14, 2020, 02:54:25 am
It's not that they should be happy with neglected conditions, but that to truly bring a dwarf out of the pits of despair, it takes way more work than just nice conditions.  Crafting, praying, socializing, sparring, avoiding corpse handling, and more.  To do that for every single dwarf in a good sized fort would require all other projects to essentially stop.

But if only 3 dwarves of 20 were starting to stress out, it is a much simpler task to cater to those 3 first than to not know who is unhappy and try to cater to all 20.
Title: Re: *We need your help with game ending stress*
Post by: mikekchar on October 14, 2020, 07:47:19 am
Wow.  I haven't posted here in a long time :-)  I *have* been playing a fair amount of DF lately.  In many ways I'm with muldrake.  I *like* figuring out how to make the fortress a utopia.  I just realised today that I actually play DF like it's a puzzle game.  For example, I'm still obsessed with making meals and having absolute control over it.  So I have 1 kitchen per recipe.  Seriously.  1 booze (or anything in a container, really), and 3 solid non-container items (there is a bug where they will always take things out of the same container once they choose it, so you can't normally use containers for kitchen stockpiles).  I link all of them to the kitchen.  Then I have a manager job to make the meal once all of the ingredients are available (working out how to specify that in the manager, exploring all of the possible ways to specify "at least one pond turtle", for example -- it's not how you would think it works -- took me ages).  But like I said -- bug where it just keeps taking the same thing out of the damn container, so I get a meal with 4 finely minced pond turtle instead of pond turtle roast basted in peach cider with red spinach leaves (which you can't grow, btw!) and fisher berries.  Also there is a design flaw where once something is in a container, it can *never* be moved out of that container while it remains in a stockpile.  The upshot of all of that is that all of my food stockpiles can't have containers.  But I'm drowning in fisher berries... What to do?  Ah ha!  I can make a still that makes fisher berry wine (and a fruit -- if you want to control it exactly, the still can make exactly one plant and one fruit.... and why aren't fisher berries fruits???  Because all non-real fruits are plants, silly!)  So what I can do is make a stockpile that contains a single barrel for fisher berries.  It gives it to the still and I have a condition that I make it if I have more than one fisher berries (which is a plant, remember -- important for specifying the condition in the manager) and at most 60 fisher berries (the amount that fit in a barrel) and less than 2 seeds.  Then I have a single tile (non-container) next to the kitchen.  So what this does is make fisher berry wine if I need seeds.  Otherwise it waits until I grow enough fisher berries that it doesn't fit in the barrel -- which means that it goes into the kitchen stockpile.  Then I keep making meals with it.  This basically regulates the number of seeds that I can have and acts as a regulator so that I always have enough fisher berries that I can get seeds, but only have a few extra (basically what will grow on my one tile of farm in a stack) that will end up in the meal.  And if you think *that's* fun, you have to see how I regulate cooking liked foods that must be in bags (like seeds)!

I can honestly get the vast majority of my dwarfs eating amazing meals that they prefer and get great happy memories.  Such a fun game!

Um... well.... it is for me.  I suspect this is not the kind of thing that most people enjoy doing when they play the game.  Obviously, what I'm doing is downright crazy even if I think it is fun.  You don't have to be this obsessive and you can do a lot with the game more casually.  But my point (finally) is that many people don't want to play the game as a work flow simulation/sandbox building game.  Older versions of the game supported different gaming styles and I think it's fair that those people are unhappy that their favourite gaming style isn't as easy to play any more (in some cases it may actually be impossible).  On the other hand, I *love* the direction the game is going (well, you could make my puzzles a bit easier and I wouldn't mind), so it's a delicate balancing act.

P.S. Selling the fisher berry wine (that nobody likes) in claystone rock pots to the Elves.  "Trust me!  It's a slice of Dwarven tradition handed down from our forefathers... Oh... you don't need those stupid sun berries do you?  We can take them off your hands in exchange".  Trying to make sure your claystone rock pots don't end up holding fisher berries and breaking your automation math is also a fun puzzle...
Title: Re: *We need your help with game ending stress*
Post by: scriver on October 14, 2020, 07:56:29 am
I wonder if the happiness count in the new UI is just like the one on the bottom right in DFHack: where it just gives you total counts, but doesn't directly point out which dwarves are at what level of stress?  To save a dwarf, it can take several other dwarves and a focused effort to arrange the right conditions for them.  So not knowing which dwarves of the fort need special attention, it would be a much grander undertaking to apply the same level of coddling to every dwarf in the fort.  Other than Dwarf Therapist, what other utilities allow the player to see stress levels of individual dwarves?

Is it actually wrong for dwarves to expect to live in conditions befitting their status as elite crafts-sapients and so on?  Why shouldn't dwarves live in living quarters that are absolutely lavish, filled with objects creates by expert craftsdwarfship, made out of substances entirely to their liking?  If you mistreat and neglect dwarves, why shouldn't they be unhappy with their conditions?

Because dwarves don't pick out their furnishings themselves. Because dwarves don't put in orders at the mason's or carpenter's saying "I want a cabinet made of Sandstone" or "a bed made from Fungiwood". Because there's no way to see how much individual dwarves would like a room from the room-appointment screen. Because dwarves don't evaluate themselves which room would make them happiest when you leave a bed-/-room open to be claimed and don't move around once they claimed one.
Title: Re: *We need your help with game ending stress*
Post by: muldrake on October 14, 2020, 03:44:06 pm
It's not that they should be happy with neglected conditions, but that to truly bring a dwarf out of the pits of despair, it takes way more work than just nice conditions.  Crafting, praying, socializing, sparring, avoiding corpse handling, and more.  To do that for every single dwarf in a good sized fort would require all other projects to essentially stop.

This is why you don't let them get there in the first place.  There are only a very few genuinely "doomed" dwarves who just start out inevitably going into a depression spiral.  Although it can be rather annoying when you start out with your original contingent of dwarves incredibly intolerant of weather conditions, and you embark and it's raining.  That's the main pre-embark thing I check is whether I at least have 2 or so dwarves who don't mind working outdoors and put plant gathering and woodcutting and similar outdoors skills on them so the automated labor things I use don't needlessly send dwarves out into bad weather.

I also use the "immediately underground" embark tactic I read in a thread here, in every embark no matter how benign, treating every embark as if death rains from the sky.  It's intended for terrifying biomes, but I treat them all as if they are, because early stress from weather, if it goes into recurrent mode, is one of those dwarf-killers.

The trick is just channel down one or two z-levels wherever you embark, immediately deconstruct the wagon, designate the channel as a dump square, turn on gathering refuse from outdoors in standing orders (otherwise they won't), designate every single item in your possession for dump, assign that one square as a food stockpile (so food doesn't rot), dig a new entry to the nice quantum stockpile you now have, cover up the top, turn off the gathering refuse from outdoors order (unless you actually want to continue doing that) and then ta-da within instants in game time, you are safely underground with all your stuff and nobody is getting rained on.  ETA:  and then unforbid everything again because dumping sets forbid and you don't want to be confused why nobody is using anything.  Also don't dump things like pickaxes or other tools you'll actually need during this process.

This may sound like a really paranoid strategy and it was originated for terrifying biomes, but they're all terrifying when you really think about it.  And it avoids the early game stress that turns into fort-killers.  The happier your dwarves start, the happier they'll stay.
Title: Re: *We need your help with game ending stress*
Post by: Schmaven on October 14, 2020, 03:57:28 pm
That sounds like one way to mitigate the issue.  However, I stand by my assertion that being able to focus more on the stressed dwarves is more efficient than treating every dwarf as if they are a special case.  And the only way to do that is to be able to tell how stressed a particular dwarf is. 

Though I suppose if you limit your fort to a small number of dwarves, it's not a big deal to baby them all.  It seems to be a bigger concern for medium to large populations of dwarves. 
Title: Re: *We need your help with game ending stress*
Post by: Snow Gibbon on October 18, 2020, 08:49:36 am
I think I've just finished wrapping up with my longest fort I've had in the latest iteration, going on 12 years. Honestly even with a blood-raining evil biome start, and even being ill-prepared for sieges resulting in a good chunk of casualties it was tricky but not game-ending in the typical 3-4 year span being thrown around here. What eventually killed the game was the slow-burn of buggy behaviour and un-caterable needs.. Extremely specific meal requirements and desire to see family that was either off-site or entirely non-existent just built up until my best and oldest dwarves started offing themselves. If those issues are addressed, making dwarves have sensible, perhaps dynamic food preferences instead of craving exotic tiger flesh as soon as they crawl from the womb would be sensible, and either allowing dwarves to petition to travel to see family or making them arrive as tavern visitors would be handy. Dwarves created from thin air like your starting seven should either not care for family or have a heightened drive to start one so they don't lament what they don't have.
Title: Re: *We need your help with game ending stress*
Post by: Putnam on November 28, 2020, 03:36:34 pm
I have played this save for a while. Stress was mostly a constant stream downwards into infinite happiness and joy, with the occasional dwarf who is never happy but also never stressed.

Until a siege, at which point most dwarves saw 30 goblin bodies at once and immediately went to positive-stress, one of them gaining over 15000 ("great deal of stress") upon the instant. Precisely one dwarf was already haggard and drawn before this, because he kept seeing a dead body I couldn't find (I had missed some teeth) that nobody else was bothered by.

From what I can tell, the entire reason for the stress issues is lack of dwarven scope insensitivity: in other words, dwarves see 20 dead bodies and are 20 times as bothered by it as if they see one. This is just not realistic behavior.

I should note that I play the game in a very lackadaisical way that, well, if you'll believe it, is far more efficient than the average player, by its very lackadaisical nature. I always approve petitions from entertainers, 100% of the time, because I think it's more interesting to have a lot of them around, and I kinda feel like that might be a reason for me having little-to-no stress before the siege, combined with my spending pretty much all of my labor on luxuries: drink variety, cooking lavish meals, keeping lots of mugs, making instruments, improving the temple and library.

So, my proposed solution is: easier way to dispose of bodies, less multiplication of dead body thoughts.

Needs are a problem, and a pretty big one, but as far as I can tell they're a mostly unrelated problem.
Title: Re: *We need your help with game ending stress*
Post by: Alastar on November 28, 2020, 07:14:52 pm
Many things feel heavy-handed and deaf to scale/context. The result is that one is incentivised to avoid certain things entirely rather than deal with them.

If being caught in ordinary rain is too onerous, there is little functional difference to the extremes of evil weather. If the aftermath of a victorious battle is likely to result in a downward spiral, a defensive military is merely a failsafe to automated ways to break sieges out of sight with no player intervention. Also, seing mostly enemy corpses might be a source of grim satisfaction, and not only for hardened killers. The clothing situation encourages keeping normal clothing to a minimum and putting everyone in (light) armour.

And every misbehaving/fiddly feature that's "expected" to be used for a balanced stress system but impractical for some players encourages compensating with workarounds/exploits.

Many things would be expected to reach an equilibrium, but don't. Dwarves throw eventually murderous tantrums when they don't get  their favourite ice cream, that was discontinued years ago. Too many things scream "deal with me, play around me, or die!" when more subtle effects would be sufficient and more interesting: escapism cutting into productivity, reluctance to have kids, being more susceptible to outside influence etc.
Dwarves mostly need to get better at taking care of their own needs and shirking duties they have no stomach for,
Title: Re: *We need your help with game ending stress*
Post by: mathfreak2 on December 23, 2020, 10:54:00 pm
One of the things that gets me often, especially right after a siege during the process of cleaning up, is traumatized dwarves due to seeing dead bodies. I actually think this mechanic is really cool, but it needs some way to negate its effects over the long term.

My suggestion would be to add something like trauma centers, psychologists, and/or rehabilitation centers as locations/professions where dwarves could go to recover and talk about their issues to make themselves feel better.
Title: Re: *We need your help with game ending stress*
Post by: Bumber on December 24, 2020, 02:30:42 pm
My suggestion would be to add something like trauma centers, psychologists, and/or rehabilitation centers as locations/professions where dwarves could go to recover and talk about their issues to make themselves feel better.

Priests and mayors are supposed to be able to help with that. I don't think it does enough to counter the effect.
Title: Re: *We need your help with game ending stress*
Post by: FantasticDorf on December 25, 2020, 06:00:10 am
My suggestion would be to add something like trauma centers, psychologists, and/or rehabilitation centers as locations/professions where dwarves could go to recover and talk about their issues to make themselves feel better.

Priests and mayors are supposed to be able to help with that. I don't think it does enough to counter the effect.

I take stock in that going to dwarves as the need it with the 'quasi-new' tavernkeep code with drink in hand to just fufill a need to drink works quite well at remedying a particular problem. There can be more priests at a time to deliver sermons (which is actually very useful once its up as zeal is positive and persuasive priests strengthen bonds to religion; if you overlook requirements for it that without editing disallow them at the start) than there can be mayors to recieve dwarves.

The middle ages in slight mysticism about the cause of illness were infatuated with 'humor medicine' as a primitive form of psychiatric treatment in that sin and pent up feelings attributed to ill health as well as expelled them through confession (they do in a way we know now); mayors and priests might be a little overworked if they have to path to anybody showing a particular ``need`` to express grief but i do think its one way forward for it all. At the moment they quietly keep a lid on some problems rather than try to root it out, as mayors often deal with the tail-end of a already stressed dwarf and priests simply round up the faithful in little routines than have heart to hearts.
Title: Re: *We need your help with game ending stress*
Post by: rico6822 on December 29, 2020, 12:43:47 pm
I actually thought all the time that stress system in Dwarf Fortress is a good one since the game is supposted to be "nintendo hard". All races in Dwarf Fortress have they're own psychology and the player's primary task is to oversee a bunch of mentals. Only they can suffer from insanities from which they never recover. You can always, however try to replace them with new ones. This gets harder after first 2 immigrant waves. You will either have to wait for a tragedy to strike Dwarfs somewhere far away for them to become your new residents or make Dwarfs reproduce.
Title: Re: *We need your help with game ending stress*
Post by: Bumber on December 29, 2020, 02:59:54 pm
@rico6822
The thing is, the primary way to avoid over-stressing your dwarves is to avoid having them see a bunch of corpses. That basically means avoiding having your dwarves come in contact with enemies altogether. Far from "Nintendo hard", it's just boring.
Title: Re: *We need your help with game ending stress*
Post by: madpathmoth on December 29, 2020, 03:55:40 pm
Not to mention this game has always been more of a "play your own way" game than a "beat this incredible challenge for bragging rights", as evidenced by there being no "win screen" or any kind.  The game provides challenges, and the community has people who pursue special challenges for their own enjoyment, but Dwarf Fortress is not a game made for people who want an old-school "can you get the new high score??" set of frustrations to deal with, it's supposed to be a fantasy story generation kind of deal, where the goal is to create an environment conducive to emergent storytelling, where interesting and dramatic things happen, not just whatever is more efficient and required to "win" (or to avoid your dwarves all killing eachother or commiting suicide).

Stress has been one of if not the biggest detractor from the very core of the game in my opinion.  It is a constant lurking punishment for anything dramatic or interesting that happens, both as it happens and forever after as your dwarves regularly relive everything bad that happened to them in their digital minds.  The fact that it is so hard to reverse, and so hard to isolate, as it naturally results in more and more stress, is toxic for this game.  I am trying to get into it, but I have enough trouble as-is getting a stable fort in the first three years or so, and then?  I don't do anything.  Why would I!?  The game is ready to ruin everything I build for the hubris of trying to have an interesting story happen because my dwarves are innocent precious babies that don't match the world they live in at all and if I am not playing DF to cater to the desires of these fake digital dwarves over what I'd like to actually do in the game then oh well, the game sure isn't going to comply and I better get ready for the slow burn of having to ignore whatever I wanted to do anyways as the fortress slowly dies.

I like combat in this game, but engaging in it is a purely negative experience for my fort and my dwarves, who have no concept of victory or scale.  I have still never reached even the first cavern layer because there's nothing there I need and many many things waiting to punish me for daring to explore.  Raiding may as well not exist.  The game basically puts it up to me to invite danger and drama but then also gets ready to strike me in the head with a stick for attempting anything but the most tepid, peaceful, and cautious approach and avoiding anything that might make one of these dysfunctional babies sad :(

Whatever these are, they aren't dwarves, so maybe I'll call them "frawd" from now on until they are capable of acting like things that actually exist in the world and setting generated for them and aren't too fragile to live with a total lack of self-preservation (when it comes to anything besides direct physical harm and needing to eat).
Title: Re: *We need your help with game ending stress*
Post by: Uthimienure on December 29, 2020, 04:06:54 pm
madpathmoth, have you ever tried this little tweak to alter the stress vulnerability?  It might bring back the fun for you!

Spoiler (click to show/hide)
Title: Re: *We need your help with game ending stress*
Post by: Bumber on December 29, 2020, 04:48:45 pm
Can't the stress vulnerability of your dwarves still end up increased due to personality shifts? It's a significant part of the problem.
Title: Re: *We need your help with game ending stress*
Post by: Uthimienure on December 29, 2020, 05:05:26 pm
Can't the stress vulnerability of your dwarves still end up increased due to personality shifts? It's a significant part of the problem.

I'm not making any claims and have no ties to the method described... just thought if there's something to bring back some of the fun for a fellow player who seems discouraged by the stress system, I might share it.  But I'm hoping this doesn't morph into a discussion that would be better done in a different thread. My apology if it does.
Title: Re: *We need your help with game ending stress*
Post by: madpathmoth on December 29, 2020, 05:53:22 pm
I might give that a try.  Someone earlier in the thread posted something that prevents/fixes personality changes too, but that's a bit too complex for me to install.  This game can be very discouraging in its current release, Fortress Mode at least less so than Adventurer Mode, but oof.  I often hear that the UI is the biggest hurdle for new players, but to me it's the feeling that anything but playing a safely as possible (which isn't always easy anyways) will have longterm consequences for my fort and dwarves that I can barely catch as it's approaching, let alone address once it's arrived.  Exiling dwarves is about it.  The other things I've read people doing in their forts is beyond my skill level; I'm still at "farming is an arcane art" and "why won't my dwarves put anything the merchants dropped in stockpiles?" level.   Trying to manage every in-game month to make sure idiots actually pray instead of spending a season idle and sad about it, providing favorite meals, even something like building a mist-generator is just above me and honestly I'd like to get to do some fun or cool stuff before deep-diving into learning every method for coddling my dwarves known to man.
Title: Re: *We need your help with game ending stress*
Post by: Uthimienure on December 29, 2020, 05:59:23 pm
Well, it's hard to disagree with most of what you say, for sure!  The good news is that the devs started this thread for your input and are planning to fix things!!!  I'm looking forward to that very much  :)
Title: Re: *We need your help with game ending stress*
Post by: Toady One on January 29, 2021, 03:02:55 pm
Okay, the first pass on stress is released!  I'm going to lock this one, since a lot has (hopefully) changed.  But Immortal-D has made a stress/psyche testing thread here: http://www.bay12forums.com/smf/index.php?topic=177991.0 .  If you have new observations for 0.47.05+, don't hesitate to post!  We're still monitoring this, and there are some other fixes left to do.

Thanks to everybody that helped out in here!