[EBN] Ailment Cooldown is Constantly Removed, Rendering It Pointless
This issue was presented to Nate, the developer who designed the Ailment system, in the discord Q&A last week. He "noted" it, by responding, but told me to post it on the forums...
In the Balance commodity, there is a loot_on_enter_always at -35 balance.
This loot is loot_BalanceSys_RemoveMajorEffects.
This loot does absolutely nothing but remove the overall cooldown that blocks all Ailments, which you recieve after recovering from an ailment.
In a Commodity, a loot can be fired when entering a range as it decreases, or entering a range as it increases. For instance, you'll get the "really has to pee" buff when you enter a range while Bladder decreases. But obviously, as your Sim pees, their mood won't go in reverse, right? So you won't get that buff when it increases.
For Balance, and for that Cooldown Buff removing Loot, it's not on increase or decrease, it's on enter always. That means that it happens when Balance is decreasing past -35, or rising up past -35.
As a result, the following scenario is possible:
- Sim experiences Major Imbalance, and suffers an Ailment.
- Sim cures the Ailment. Curing an Ailment gives you the cooldown buff, which prevents further ailments for 1 day (which is way too low, but that's another issue).
- Because the Sim is still below -35 Balance, the next time they increase past that point, they will have the cooldown buff removed.
- This Sim who just got over an Ailment and then improved their Balance now is back at risk of getting Ailments, and can very easily get one again within the same 24 hour period as losing it.
When a Sim recovers from an Ailment, they also get a +20 boost to Balance. Imagine your Sim gets an Ailment, but you spend a couple days with it before curing it- why not, some of them have positive effects, right? By the time you cure it, let's say you're at -45 Balance.
See the problem?
You get +20 from curing the Ailment. The curing process gives you the cooldown. And because that +20 took you from -45 to -25...you passed over the -35 threshold, and the cooldown you just got is immediately removed.
In essence, the only way to ensure you actually get the cooldown is to get an ailment, raise your Balance up past -35, then cure the ailment, and receive the cooldown. It then will not be removed unless your balance lowers past -35 again.
If the devs made this loot activate on enter decreasing, this process wouldn't happen. You'd only lose the cooldown from Balance if it naturally lowered below -35.
HOWEVER, this does not solve the entire problem. Remember the loot I mentioned that we're discussing? Well, it isn't only activated from Balance at -35. It also happens every time the game tries to give your Sim an Ailment from contagion.
Above are all the situations that run this loot- so every time an incubated ailment from contagion tries to happen, it removes your cooldown. Every time pixies try to give you an ailment, it removes your cooldown.
When Sims are incubating an Ailment from Contagion, it does check for that Ailment cooldown...except, before it does that, the incubation process applies that same loot! Which means every time you are unknowingly carrying a contagion from contact with a Sim who had an Ailment, you lose the Cooldown.
There is a separate cooldown for contagion- whenever a contagion may spread, there's a chance you get the spread and start incubating, or you get a cooldown. That one only lasts 6 hours. But your Sim essentially fights the illness for 6 hours and after that period is at risk of getting it again.
Here's the process:
- Hug Sim with Ailment
- Game sends you a loot: It has two possible results. Avoid contagion and get a cooldown, or begin to incubate an Ailment.
- If you avoid contagion, you get a touch contagion cooldown, and all physical interactions for the next 6 hours cannot cause contagion.
- If you did not avoid contagion, you'll get an Ailment at the end of the incubation process.
- The incubation process removes your overall ailment prevention cooldown, rendering it worthless, and allowing you to get an Ailment even if you just recovered from one in the past 24 hours.
My guess is that Ailments are meant to be a system where "every time your Sim becomes majorly imbalanced, they can get an ailment" so the -35 system is designed to ensure that even if you have the cooldown, you'll still get an Ailment. This makes sense because there are moodlets that explain you're not guaranteed one, but at risk of one, and they dont' make any sense if the cooldown is active while your Sim enters Major Imbalance. So they simply ensured that Major Imbalance always creates an Ailment.
Because of the way this tuning is organized, it looks to me like they had a design process where having a cooldown and having guaranteed ailment-causing scenarios were at odds with each other, and ended up somehow both making a cooldown that never works and making a way to remove the cooldown that they wanted there in the first place, and nobody noticed that none of this makes any sense in practice.
The issue is that because Balance can drop so suddenly, and because entering the -35 range causes the cooldown to remove whether going up or down, and because the sources of Ailments essentially ignore the cooldown anyway, you can very quickly end up in gameplay loops where a Sim gets an Ailment, passes it to another as a contagion you don't know is happening, gets cured, is supposed to have a cooldown period, the other Sim gets the Ailment they were incubating, the first Sim starts incubating their own Ailment despite having a cooldown (in theory), the incubation ignores the cooldown whether it already got screwed up or not, and so on and so on. Even a single sim living alone not getting any contagion can suffer from a negative feedback loop of low balance -> ailment -> cure -> continued low balance -> cooldown is lost -> ailment the same day.
Neither of the "Fixes" for Ailments that added two new options menu toggles address this core, critical issue that is the actual reason that Ailments are so frequent.
There is no way the intended behavior was for this Cooldown to remove itself all the time and completely defeat its purpose. (It needs to be longer than 1 day, but that's another issue.)