Topic on User talk:Harakoni

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Hordes (talkcontribs)

I feel like the current drug standard (go-juice) is inadequate.

I wrote how I would design the page in User:Hordes/Go-juice (mind the errors). Basically:

Combining "On Injection" and "While High" would make things clearer for the reader. People want to know, "What (positive) effects does taking this drug have?".

While the, "These can be broken into effects that occur..." spiel will theoretically make things clearer, it makes it harder for the intended purpose. The new Drug Effects subsection IMO sufficiently distinguishes between the high effects and immediate effects. Then players are smart enough to know that addiction and withdrawal are completely seperate, which means that the page can be more concise.

In the same vein, I feel like listing addiction need/progression in "On Injection" ends up being messy. Addiction stuff only applies to addicted pawns, while drug effects and overdose apply to every pawn who takes the drug. Addiction was already explained in full detail in the current page's addiction section, and i feel like an addiction section is enough to explain how addiction mechanics work.

Harakoni (talkcontribs)

This is going to sound a little curt cause I'm a little busy atm and I'm in a bit of a rush.

I disagree that your version of differentiating between instantaneous and continuous effects is clearer than User:Ickputzdirwech's version (the current standard). Keeping them under separate headings reinforces the difference and helps get readers to check why they're separate, and combining them doesn't significantly improve clarity or reading time.

Addiction effects are applied upon consumption and putting it where it is makes that clear, especially for new players that are checking the effects.

These are all considerations that were discussed and iterated upon when the standard was built.

Ick might also want to weigh in.

Ickputzdirwech (talkcontribs)

I'm of course a bit biased in this matter, but I must say I would like to mostly keep it as is. Drugs are messy. Before I rewrote the go-juice page I had pretty much no clue how drugs worked in-game - and reading the wiki didn't really help. The current design of the Summary is therefore heavily oriented on the technical side - which I think it should.

What really helped wrapping my head around drugs, was to realise that high and addiction are just one-time effects a pawn will/can get when taking the drug. I therefore think it's important to keep those numbers under "on injection". This also means having a separate section for the high is necessary to avoid confusion about what the high severity actually means.

A positive side effect of me trying to calculate as much values as possible automatically, is that the page naturally can't present you with a number that wasn't introduced earlier. This of course also means, that the result of a calculation is always to the end of a paragraph. I understand that it might seem better to put the result first. But for people to understand what it actually means, they need to read the explanations anyway. Better to guide them through it from the start.

I don't want to say it's perfect. Some sentences could certainly be split and some wording simplified. But I think the most important thing should be to keep it as precise as possible.

Hordes (talkcontribs)

Completely unrelated, but what are your thoughts on 1= headers?

I know you're not supposed to use them, but some pages are just really long. For Endings in particular, each ending has its own page worth of content. But I am probably overusing them in general.

Ickputzdirwech (talkcontribs)

What is the advantage of using 1= headers over starting with 2= headers and shifting everything one header down?

Hordes (talkcontribs)

This is kinda unrelated (again) but I didn't know where to put this.

For pages explaining comfort, like Armchair#Analysis and Meditation throne#Analysis, you mention that beer gives +10 mood, but increases social fight chance. However, according to the actual Beer page, "Tispy" doesn't increase social fighting. I would assume that Tipsy is the level most players will keep colonists at, because more than 1 drink / day can cause beer addiction.

Harakoni (talkcontribs)

Fixed.