Even with autonomy turned off in the settings and for each Zoi indivudually, my Zois constantly get involved in negative conversations initiated by mean/rude NPCs.
In the scene below, I stopped the first rude interaction but the NPC immediately started another one -.-
There was this karma setting for positive interactions, it got removed (it didn’t work anyway) but is it possible to bring in back, but functional?
This is so annoying.
And on top of that my Zois suffer from negative moodlets for 2 hours, even if I stop it(!)
And as if this isn’t weird enough, the NPC has a postive impression -.-
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I have a Zoi with the “Emotionally Demanding” trait who is very disturbed by these types of interactions.
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Jeb also got the worried mood on top of that -.-
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This time or another… Always. Discord
It’s really great that many people are talking about these intriguing and unique options in the game! I really hope that karma, the conversation positivity/negativity sliders tied to it, as well as the values linked to Bubbly actions and rumours, are already being reworked, improved, and will return in a better form ASAP. Without them, inZOI kinda loses its identity and feels way more generic, whatever they offer instead <
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Just checked, he even has the cheerful trait and gets affected so negatively from these unavoidable conversations.
And this cursed fishing box at the pier even gives an additional +3 worried mood for hours omg
So Jeb just went to the pier to pick up Ji Ho and suffers from +6 negative moodlets ‘just because’.
That’s no fun 
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Over the last days I noticed it gets even worse.
Before, I only had to cancel the rude NPC interaction once and it stopped.
Still annoying enough as is.
But now my Zois get disturbed up to three times in a row in a very short amount of time.
Please give us the option to stop this.
It’s hard enough to take photos in this game with them not holding still for a second and looking anywhere but in the camera, but this nonsense makes it nearly impossible. Whenever Vlad runs of to that NPC, Mrs Kareem changes position too and I have to place them all over again -.-
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You think it is from the “introverted” trait? I could see how someone who is introverted would react more so to a negative convo, than an extroverted ZOI would?
Either way, I get your point and it does stink. I always had my negativity/positivity settings set the same way. But either way, my other settings are always positive, too.
Your post also made think of something I noticed in a game recently that would ultimately lead to this - a few NPC families all had babies around the same time, like 5 babies total.
All but one of the babies had the “malicious” trait 
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I get it that some players love to watch the drama and chaos unfold and this all happens to appease them, but the devs should also have respect for - and cater to - those players who want to play the game how they want to, and give us options to avoid this.
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Well, I think this is also a problem of miscommunication. When crime was being discussed starting in July, there were hundreds of brainstorming messages supporting each other. How is this thread different from “crime”, except that it’s in wishlists instead of brainstorms? This is feedback, not a new feature. And in brainstorms, even if you try to raise a wave, it’s just two and a half people. I’m so sorry, but we had the Discord link in this thread too.
/no other brainstorming posts about personalities
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I’m also bothered by this situation. My own child does the same things in the game. agreed.
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Nope, my zoi is not introverted and yet I noticed recently that she frequently picks up the “flustered” moodlet while at work, due to one of her colleagues initiating some negative interaction. This happens even if I cancel the action, which I sometimes need to do 3 or more times in succession.
Even more annoyingly, my zoi’s work task is continually interrupted by npc employees who want to “act cold”. How can they do this while working, when my zoi has to drop everything in order to be insulted?
This must be even more of a nightmare in multi-zoi households, as Lenny Ogg says. And obviously disabling autonomy makes no difference at all given npc’s actions can evidently override player queued actions.
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