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Hygiene trait/disease “ Germaphobia,Eczema”
#1
This idea can be use only in RP 
Germaphobia trait : you will feel hasitate when you or people nearby become stinky. Random faint if you expose it so long,
Eczema disease
Agent/organism : stinky / bacteria
Contact methods : no contact 
Symptom become itching dealing minor brute damage from scratching.
Prevention : become clean
Treatment : antibiotic apply on skin.
Note: hygiene in RP become nothing many people just left themself stinky.have some more thing with them to make them encourage to clean them self with some logical reason should make more fun.
Also eczema will make doctor need to use medicine properly antibiotics can be use apply in many methods apply on skin instead of inject them should be reasonable and make doctor more thinking!
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#2
Applying antibiotics isn't going to make doctors think, it will just make them go to the pharmacy and make a few bottles of it.
Giving diseases to dirty people isn't going to make people clean, it will just make them occasionally stop by medical for 20 seconds before they run off.
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#3
(05-13-2024, 08:19 AM)ju45he Wrote: Applying antibiotics isn't going to make doctors think, it will just make them go to the pharmacy and make a few bottles of it.
Giving diseases to dirty people isn't going to make people clean, it will just make them occasionally stop by medical for 20 seconds before they run off.

In some map medbey has emergency shower this is worth to use for this situation
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#4
Someone told me to make my voice heard so here I am.

Hello! I think that thinking about ways to make the hygiene motivation more engaging is good. My personal motivation for hygeine in a round on RP has been good for me, both in a character way and as an OOC thing. It means once per round at the very least I will break off from Saxum mining rocks constantly, go take a shower at the mining outpost, drink some drinks and food, and while doing so, see what's going on elsewhere via the radio chats. They might come back to the station and open some mail and go back. This can take maybe 30 seconds if I want to rush things, so it doesn't interfere.

Often, if I take more time with it, it can lead to some fun RP. It's an excuse to visit the bar, or check in with other people on the radio and see something is going on. It might make me decide to spend half the shift mining, and half the shift doing something else. As an RP thing, it's good for Saxum to just "have a break". I've even just gone and bought a pack of smokes, sat by the pool, and this has sometimes lead to interesting things happening that wouldn't have if I'd just mined all round.

The reason I say this is because ultimately I think what we have now works pretty well for me, and I hope maybe a lot of other players as a sort of gentle but visible reminder to -take a break- rather than an outright punishment for doing so. As such, I would personally argue that the concept might be better seen that way than as a way to do a bad thing to a player in a round. People might disagree there, but it's why I wouldn't want a concept like this myself in game.

If we did have it, I would be concerned that you might end up with two particular scenarios being commonplace:

1. At a certain point in a round, you are guaranteed medbay or the pharmacy or whatever you need is bombarded with players. New players who get told how to deal with X problem, and other players who were busy, or forgot. Sometimes people get stinky in real life in the midst of chaos or just hard work. It happens.
2. Like with literally anything else not bolted down: People will have a thing they insist on having prepared first thing in the round "just in case"

The second issue doesn't worry me much, I think you could probably apply that to any new mechanic with a feature that's "cured" with an item. But then I think you end up with someone ahelping about someone else grabbing these antibiotics every 0.2 seconds into a round and then an admin having to look at it, and weigh that against whether this new feature is worth that. I don't think it would be. The first issue worries me more directly, in that rather than a natural organic break, we now have a midround phenomenon that's consistent and static: People asking about how to cure a problem and going to solve that problem. Every single round.

I think it's good to think about the key idea that people sometimes will ignore motivations, and if people are really interested in that it's good to think of ideas and talk about them. I think this idea would need some refinement to achieve that goal without coming with more downsides for player and admin experience.
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#5
that was very good feedback thank sir
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