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Mood
Jan 24, 2014 16:52:12 GMT 1
Post by Quatannens on Jan 24, 2014 16:52:12 GMT 1
Is there anybody that knows the difference mood makes? I suppose, you get multiplier factor that is higher with higher mood, but is there anybody who has an idea how big it is? (I believe it is really big ) For example: Wants to leave the team as fast as possible: 80% Ok: 100% Delighted: 120% The easiest way to check this is in ITT's I think because there is no influence from other cyclists and you can compare cyclists if you know their skills including decimals. Unfortunately all my cyclists have about the same mood...
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Mood
Jan 24, 2014 17:54:57 GMT 1
Post by Ab Normaal on Jan 24, 2014 17:54:57 GMT 1
Well, we can test this in a fun race.
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Mood
Jan 24, 2014 23:54:11 GMT 1
Post by Schizm on Jan 24, 2014 23:54:11 GMT 1
I remember seeing the numbers somewehere on the forum , have to look it up. but probably the figures there are outdated anyway. Edit : here are the numbers , but I guess somekind of multiplier is used in the real influence: here it is! Mood | percentage | he wants to leave the team as fast as possible | 0-9% | very unhappy | 10-19% | unhappy | 20-29% | unsettled | 30-39% | not very happy | 40-49% | ok | 50-59% | content | 60-69% | pleased | 70-79% | happy | 80-89% | very happy | 90-99% | delighted | 100% |
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Mood
Jan 25, 2014 9:42:02 GMT 1
Post by Quatannens on Jan 25, 2014 9:42:02 GMT 1
I really hope those numbers are outdated... A delighted cyclist being twice as good as an ok cyclist would be too much Testing in a funrace is possible indeed
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Mood
Jan 25, 2014 11:57:31 GMT 1
Post by eboese on Jan 25, 2014 11:57:31 GMT 1
Wauw, that impact is huge indeed. So that means a very happy cyclist will keep beating a less happy one, making the happy one even happier and the less happy one even unhappier. End result is that once you start losing you will get in a bit of downward spiral. Solution would be to offer huge contracts to your riders to make them happier..
Now I also get why Malton lost his magic.
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Mood
Jan 25, 2014 13:21:14 GMT 1
Post by Schizm on Jan 25, 2014 13:21:14 GMT 1
Like I said there is probably a multiplier involved :
I don't know the exact figures but this f.i. was the influence of the trainers mood in the v1 beta :
(x - 65) / 250 ->
so if delighted => x = 100 so (100-65/250 = 0.14
edit : (so the trainers skill was 14% higher then a content trainer meaning skill 10 became 11.4, 20 became 22.8)
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Mood
Jan 25, 2014 14:37:13 GMT 1
Post by Quatannens on Jan 25, 2014 14:37:13 GMT 1
Ok, that would already make more sense. But still, the difference is huge. If it's still the same formula that would mean that an ok (50) with 15 skill would be the same as a delighted (100) with 12.37 skill. Maybe every mood should go back to content slowly?
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Mood
Jan 25, 2014 21:40:35 GMT 1
Post by goof on Jan 25, 2014 21:40:35 GMT 1
So there is even some variation per mood as well? I didn't know that. I actually never paid much attention to this. Maybe I should.
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Posts: 0
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Mood
Dec 18, 2019 16:00:01 GMT 1
Post by Deleted on Dec 18, 2019 16:00:01 GMT 1
Mood | percentage | he wants to leave the team as fast as possible | 0-9% | very unhappy | 10-19% | unhappy | 20-29% | unsettled | 30-39% | not very happy | 40-49% | ok | 50-59% | content | 60-69% | pleased | 70-79% | happy | 80-89% | very happy | 90-99% | delighted | 100% |
Is this still valid?
Or has it already been changed?
Thanks
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Mood
Dec 19, 2019 9:57:58 GMT 1
Post by headcase on Dec 19, 2019 9:57:58 GMT 1
Some seasons ago it was announced that Mood-influence would decrease. As far as I know any numbers were not given.
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Mood
Dec 19, 2019 10:58:04 GMT 1
Post by Schizm on Dec 19, 2019 10:58:04 GMT 1
The original info was wrong back then, the numbers and names are correct though, mood is a value between 0 and 100. But the % sign behind the numbers is giving a false impression, the influence is much lower ans slightly more complicated to calculate (and like headcase reported, it was also decreased (halved) recently).
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