- Aug 1, 2017
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The key is in the dialogue. It's probably charm, it's always charm ^^it doesn't make sense why I can't turn in the second (I've checked for things like diseases/bruises/pregnancy. I'm sure its another stat other than the specialization skills/overall grade, like IDK... pride/obedience/taming or something? but I've got no clue, and the hgames wiki is old and not really very clear any more. This was with slaves from the auction house, because I froze an almost perfect contract slave I got on the original contract.
Great, I'm all for rigor put in the game designAlso, I've been mulling making the underlying psychology (I've done quite a bit of academic reading on the subject) a little more accurate to how behavioral extinction/operant conditioning actually works.
To nuance everything beforehand, I think we'll agree that there are no laws in psychology. In human science, knowledge is true in a referential, historically and perhaps even geographically contingent. With the premise that humans come from different worlds and arrive in a world where cannibalism is legal and there are non-humans... that's a whole other paradigm with completely different rules than ours. So we'll have to transpose psychology knowledge to this dark fantasy world. But I'm sure we can make it. Especially if there is scientific data on the psychology of slaves and sexual slaves in societies where it is/was the norm.
I don't remember having seen a slave that get 5 degrees of guilt at the first disobedience. It's usually 1 or 2 at the beginning.1) Guilt being random from 1-5 (it seems like,) when the "correct" and non-spoiling thing to do is to match the punishment to the guilt level. Would a slave feel guilty enough to be tortured over a flame pit (and spoiled otherwise,) when they're a new slave and just refused a consensual blow job? My concept is that the slave should not be guiltier than 1 (or 2 randomly maybe?) more than the maximum fear that they've experienced. Thus that could ramp up quickly, but just starting out with torture doesn't give much of a realistic progression.
But you know, one girl that was rescued from being raped by an orc and arrives in a home... maybe she'll act mighty, but, there are chances that she'll still have a fear of having to be on her own again in the fog. So if she strongly disobey, she will still be sad of being threatened of death (as the mood malus shows), but she won't feel like this comes out of nowhere.
I mean if my boss starts to whip me at work because I ruined the company I'll tell him to fuck himself. But during slavery it becomes the norm just to walk faster. There was also something like, putting a knife below the testicles for hours until the slave was too exhausted, kinda for the lulz. And these real life slaves despite their numbers didn't rebel.
Never managed to get a slave spoiled. Maybe it's the slaver's stat? So I can't speak on that matter.2) Spoiling is surprisingly persistent if you don't nip it in the bud, even with a slave that's punished appropriately and harshly on regular occasions, and "put in place" isn't viable. The game does need challenge, so it shouldn't be press one button to win, but at the same time, it doesn't seem like horrific consequences are as effective on a spoiled brat as they should be.
That's a bit blurry for now, but as you said it's a mockup. I'll be looking forward to your future proof of concept3) One of the most important things with operant conditioning is consistency, adaptive punishments (a punishing/reward act isn't a punishment/reward technically, if it doesn't alter behavior) so escalating threats/promises with follow through of associated punishments/rewards should result in a graduated measure of punishment_consistency and reward_consistency, which is how much a slave trusts whether a master will follow through on threats and promises, and that their refusals/agreements have consequences (this is already partially in place with obedience/fear/mood/taming but operant conditioning has a concept of frequency and regularity of punishment and reward effecting behavior. I think these two consistency stats would allow a more appropriate forced type of communication of how slavery works, even when the slave is uncooperative.)
Agreed that some things are dumb. For exemple, you get a slave to eat your shit easily, but asking her to act like a pet she'll refused even after all the punishments possible, because it's locked behind the devotion stat. heh'4) Incredibly aversive acts for the slave should have slaves begging for the slaver to not do those things, unprovoked -- provided that punishments are consistent with guilt (And there could be multiple cognitive behavioral messaging options in response. I.E. Glass half empty "I'm doing this because you refused to do what I want," or Glass half full "If you don't do what I want."
That's part of the things to change!
No ^^5) Are imprisonment and isolation mechanics clear and do they make sense?
I mean, that and the dungeon... a former developer examined the system and told me it had a use, but I almost don't see any. However, everyone has his techniques to get a slave to be obedient and maybe that's effective for some players.