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Like farmers having starting seed packs and other farming tools, for example.
Considering the game's trait and occupation system are inspired by CDDA, if I recall, why not follow that game's idea with starting equipment as well.
I agree, to make it worthwhile. Give them both starting items and their own unique traits.
I am curious about the new professions they are adding in B42.
If that were true then none of the professions like Veteran would have their own unique traits. If none of that matters then the professions wouldn't be there in the first place.
And who said anything about it being a character? That makes no sense.
That might be true for you to decide for your own self but some of us can remain true to how we are. You cant speak for them, only you.
Me and you have tried this in another thread. This wont work.
Its nothing about being be good or bad at the game or anything like that. It gives us a reason to use these professions.
Its part of why we have such a meta min-maxing problem in the first place. Some traits and professions have no actual use.
which is useful because fisherman can then bridge into Trapping.
Since bait pulls up worms. And he doesn't have to dig furrows or mess with the dirt like everyone else.
Thats more of a bonus, not a actual trait though.
some characters can have boots on spawn
fitness instructor can have fingerless gloves
burglar can bring a dam Balaclava if they want
So circumstance can say that its a better start because of it but that depends on settings and game.
For Burglar the combination of
+2 sneak
+2 nimble
+2 lightfoot
means it is unique that it can get 125% for each with trait investment.
Its also got a decent forage meta.
10% trash and junk, 15% ignore darkness.
vs the max +33% trash and junk.
Yeah, true but why not have both starting items and a trait like I previously stated? In addition to giving each profession a bonus.
Those points into Nimble and so on dont mean much when you can alter the EXP multiplier in the sandbox settings.
And by bonus I mean, for Fisherman as an example; has a percentage of catching more fish and much bigger fish.
but even if u modify exp modifier it still gains faster
but if you modify exp modifier then iit is just wiping traits off of the viability so there should be expected problems and weaker builds because of it
This honestly should have been something that was seen from the get-go. I understand hindsight is 20/20 for the devs but it just seemed obvious to me. Given how this works, you might as well cheat your levels in and be done with it.
For that matter, one poster said none of this means anything while another poster said after awhile of doing the meta and min maxing it gets boring. Well, we all could just run Unemployed builds with no traits at all. Sure, you wont have any advantages but you wont have any disadvantages. Thats the ultimate build right there then.
So, respectfully, if they re-worked each profession and trait, giving them actual usable characteristics, this wouldn't be a concern.
Whats stopping somebody from taking some EXP boosting traits and then tweaking the EXP multiplier to be a absolute giga-chad from the start? You can see where this is going or has gone already.
And ofcourse we're not being forced to use these options but knowing that its there and all. That it is possible to do this. Is some bad design, or good design depending on how you view it.
Kinda how a sandbox works. Fast learner has value in the NON sandbox modes, Or in Sandbox modes if you aren't functionally cheating by increasing the exp gain rate. You do you.
So changing the settings no longer aligns with the balance