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Author Topic: Personality Science  (Read 1540 times)

IndigoFenix

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Personality Science
« on: January 13, 2015, 05:10:45 am »

So there's a list of personality traits, but besides affecting flavor text, what do they actually do?
This is the thread to discuss science done on personality traits.
The most accurate way of testing these effects is to create a creature with extreme personality values and test how this affects the behavior of that creature during gameplay, which is why I'm placing this in the modding forum.  Also, some of these traits can be very fun to mess with, and when pushed to extremes can create a race with an entirely different gameplay style.  Some personality values will affect wild animals as well, which can lead to different creature behaviors.

Current data collected:

LOVE_PROPENSITY
HATE_PROPENSITY
ENVY_PROPENSITY
CHEER_PROPENSITY
DEPRESSION_PROPENSITY: Affects probability of depression and melancholy
ANGER_PROPENSITY: Affects probability of tantrums and going berserk
ANXIETY_PROPENSITY: Affects probability of stumbling and going stark raving mad
LUST_PROPENSITY
STRESS_VULNERABILITY: Affects probability of going catatonic
GREED
IMMODERATION
VIOLENT: Affects probability of starting a fight when encountering a non-friendly creature.  May also affect good vs bad thoughts from combat.
PERSEVERENCE
WASTEFULNESS
DISCORD
FRIENDLINESS
POLITENESS
DISDAIN_ADVICE
BRAVERY: Affects probability of attacking larger enemies once in combat.  Creatures with low BRAVERY will tend to yield if they can speak or flee if they can't.
CONFIDENCE
VANITY
AMBITION
GRATITUDE
IMMODESTY
HUMOR
VENGEFUL
PRIDE
CRUELTY
SINGLEMINDED
HOPEFUL
CURIOUS
BASHFUL
PRIVACY
PERFECTIONIST
CLOSEMINDED
TOLERANT
EMOTIONALLY_OBSESSIVE
SWAYED_BY_EMOTIONS
ALTRUISM: Affects happy vs unhappy thoughts from helping wounded
DUTIFULNESS
THOUGHTLESSNESS
ORDERLINESS
TRUST
GREGARIOUSNESS: Affects happy vs unhappy thoughts from sitting at crowded tables
ASSERTIVENESS
ACTIVITY_LEVEL
EXCITEMENT_SEEKING: Affects likelihood of joining adventurers
IMAGINATION
ABSTRACT_INCLINED
ART_INCLINED

Boltgun

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Re: Personality Science
« Reply #1 on: January 13, 2015, 05:33:47 am »

I wonder how does entity traits affect the creature and how they conflict.

I would guess that they affect the strength of associated thought, a creature with no love propensity would not get happiness from that.

let's post our settings and see how it goes.
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Badger Storm

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Re: Personality Science
« Reply #2 on: January 13, 2015, 08:46:33 am »

One I distinctly remember: gregarious dwarves feel "jolly" when they sit at crowded tables.  Emotionally distant dwarves don't get a happy thought from talking to friends.  I'll report more as I see it.
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Deon

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Re: Personality Science
« Reply #3 on: January 13, 2015, 09:42:15 am »

This is very interesting, I already knew some of them but not all of the listed here.

I will definitely use this info when making my new races. Thank you so much.

I assume privacy has something to do with fact if a person has a separate bedroom or not, but we need to test it.
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Boltgun

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Re: Personality Science
« Reply #4 on: January 13, 2015, 10:07:11 am »

I wonder, if you turn off everything good in life and push everything that generate bad thought, can we make an unplayable race that goes mad at the first leaf drop?
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noobnubcakes

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Re: Personality Science
« Reply #5 on: January 13, 2015, 12:37:00 pm »

Hopefully PERFECTIONIST will or already does affect strange moods and SWAYED_BY_EMOTIONS causes dwarrowian border-line personality disorder
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Badger Storm

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Re: Personality Science
« Reply #6 on: January 13, 2015, 02:51:18 pm »

Hopefully PERFECTIONIST will or already does affect strange moods and SWAYED_BY_EMOTIONS causes dwarrowian border-line personality disorder

You mean they don't all have it already?
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IndigoFenix

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Re: Personality Science
« Reply #7 on: January 13, 2015, 02:58:07 pm »

I wonder, if you turn off everything good in life and push everything that generate bad thought, can we make an unplayable race that goes mad at the first leaf drop?

Setting the four insanity-related traits to maximum should be more than enough.

My guess is that many of the other traits probably aren't distinctly good or bad, now that we have a more complex thought system.  Chances are a lot of them can invert the standard good/bad thoughts so whether they make the game easier or harder will depend on your playstyle.