DeletedUser
This is the first time I've considered actually posting one of my ideas... so please forgive me if I foul up the template somehow. I'm fully aware that there will likely be blowback from this... but it simply makes logical sense.
Proposal
Very simply, I am proposing a "fail" message whenever a task is attempted at zero motivation.
Current Workaround
To my knowledge, there isn't one. There are no serious negative consequences to doing tasks of any sort at zero motivation other than the loss of experience points, which is of negligible consequence to a great many of those who do such.
Details
I feel that tasks should produce a "fail" message at zero motivation. This reflects the fact that the character is completely burned out on a given task and simply cannot muster the strength or the intestinal fortitude to continue on with a fruitless and draining job, no matter what it might be.
"Fail" messages can be as simple as "You lack the motivation to attempt this task. A change of pace would do you good." or as detailed as "The thought of one more duel is enough to make you sick at your stomach. You lose your lunch in the street as you reach for your weapon. You take 6 points of damage and stumble back to your room in the hotel. Maybe you should try another line of work for a while."
I feel that this would bring an aspect of realism to the game in that burnout is a serious situation. Anyone who has dealt with it can readily admit that having no motivation for something means that it just isn't getting done.
Contrariwise, if a "fail" message is considered to be too limiting, perhaps imposing a severe "debuff" to the stats of the character while they continue on with a task that is at zero motivation. If dueling, then the chances of losing go up dramatically. If working at a job, the chances of finding items goes down dramatically. However, I feel that a straight "fail" message would be the easiest path to take in terms of coding and making it work in the game as it stands.
I am aware that this would make going for the one golden weapon a bit twitchy, but since the quest calls for a motivation of less than 30%, it would still be able to be accomplished so long as motivation stayed between 1% and 29%.
Abuse Prevention
I'm not entirely certain what sort of "abuse" would be a consequence from this as this is intended to close what many feel is an existing "abuse" of the system. Zero motivation is something that does bother many players. And it's not like motivation isn't easy enough to regain with a little variety in work.
Visual Aids
None that I can think of, other than the two sample messages listed above.
Summary
A significant portion of the player base finds the idea of continuing on with a task at zero motivation to be fruitless and a possible abuse of the system. Burnout is a serious issue for a great many people in real life and this would add an aspect of realism to the game that could be a benefit for those who play here.
The implementation of a "fail" message would be a relatively simple matter, so far as I am aware as it doesn't involve a lot of complicated coding or balancing and making the restriction apply to all tasks is the absolute epitome of fairness in play.
I think that this would improve the game overall by encouraging players to work at more than just one thing and thus experiencing more of the game itself.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes
Does this idea appear on any of the Previously Suggested Ideas List? No
Proposal
Very simply, I am proposing a "fail" message whenever a task is attempted at zero motivation.
Current Workaround
To my knowledge, there isn't one. There are no serious negative consequences to doing tasks of any sort at zero motivation other than the loss of experience points, which is of negligible consequence to a great many of those who do such.
Details
I feel that tasks should produce a "fail" message at zero motivation. This reflects the fact that the character is completely burned out on a given task and simply cannot muster the strength or the intestinal fortitude to continue on with a fruitless and draining job, no matter what it might be.
"Fail" messages can be as simple as "You lack the motivation to attempt this task. A change of pace would do you good." or as detailed as "The thought of one more duel is enough to make you sick at your stomach. You lose your lunch in the street as you reach for your weapon. You take 6 points of damage and stumble back to your room in the hotel. Maybe you should try another line of work for a while."
I feel that this would bring an aspect of realism to the game in that burnout is a serious situation. Anyone who has dealt with it can readily admit that having no motivation for something means that it just isn't getting done.
Contrariwise, if a "fail" message is considered to be too limiting, perhaps imposing a severe "debuff" to the stats of the character while they continue on with a task that is at zero motivation. If dueling, then the chances of losing go up dramatically. If working at a job, the chances of finding items goes down dramatically. However, I feel that a straight "fail" message would be the easiest path to take in terms of coding and making it work in the game as it stands.
I am aware that this would make going for the one golden weapon a bit twitchy, but since the quest calls for a motivation of less than 30%, it would still be able to be accomplished so long as motivation stayed between 1% and 29%.
Abuse Prevention
I'm not entirely certain what sort of "abuse" would be a consequence from this as this is intended to close what many feel is an existing "abuse" of the system. Zero motivation is something that does bother many players. And it's not like motivation isn't easy enough to regain with a little variety in work.
Visual Aids
None that I can think of, other than the two sample messages listed above.
"You lack the motivation to attempt this task. A change of pace would do you good."
"The thought of one more duel is enough to make you sick at your stomach. You lose your lunch in the street as you reach for your weapon. You take 6 points of damage and stumble back to your room in the hotel. Maybe you should try another line of work for a while."
Summary
A significant portion of the player base finds the idea of continuing on with a task at zero motivation to be fruitless and a possible abuse of the system. Burnout is a serious issue for a great many people in real life and this would add an aspect of realism to the game that could be a benefit for those who play here.
The implementation of a "fail" message would be a relatively simple matter, so far as I am aware as it doesn't involve a lot of complicated coding or balancing and making the restriction apply to all tasks is the absolute epitome of fairness in play.
I think that this would improve the game overall by encouraging players to work at more than just one thing and thus experiencing more of the game itself.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes
Does this idea appear on any of the Previously Suggested Ideas List? No