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So far as I know the only traits you can gain or lose in vanilla are weight related.
Such as beating smokers addiction, becoming desensitized to fear of blood or panick oriented traits. And gaining trait like outdoorsy if you sleep in a tent for over a month.
What do people think of this?
Besides, smoking removes the magazine game encourages the player to believe that all stress is solved by smoking and then all magazines and junk loot then gets in the way of the skill books. And its a vicious cycle.
Thus smoking loosing smoking cold turkey, you picked it because the character would always be a smoker. Even if they went 3 months without the character would live with permanent penalty like thumbs would.
if this is a issue they address, one solution they might try is flat nerf smoker to 1 point.
So its no longer in thumbs league. Then maybe if its loosable even if picked for the build maybe then as its not worth much its like clawing back 1 point from the build for a month or 2 of suffering.
Well i'd not be against a total re-design, for like
They may just drop smoker from the traits all together eventually, if it become a habit anyone chooses to pick up and anyone chooses to quit at any time, with lingering crave effects being added stress. In the instances you were not paid to take it would anyone do it, in that instance, the value of obtaining the state of character where smoke solves all stress, would be unique to the strategy and changable over time.
out of shape and overweight can also be dynamic traits that are aquired or lost, but not worth points. U know what i mean?
to define these things they are like 'Character States', the state of the character is obese or out of shape, underweight, or the state of the character is addicted to nictoine, mostly smoking is not considered an abstract negative unless un-realistic attributes are added to it. like random coughing conflicting with sneak moments.
So if smoking boils down to in balance terms, making it less fun.
its better for it to not be a trait at all then it to be worth 1 point. or a questionable 2.
so the better way is to let it be something player chooses for the character at anytime, but not a something u have to do from build. It is just a route for stress resoluition. And its addictive route, which means that if you kept on that path, you would solve all stress thru it. but loose ability to solve stress by other means.
That aspect neither negative or perk, it is preference
i mean
they can replace smoker with addictive personality
where you are simply more likely to become addicted and find it harder to quit.
And this can apply, potentially to pain killers resolving stress, and cigarettes resolving stress, and maybe eating resolving stress. or alcohol resolving stress.
That for old version of the game, it is about role play the starting condition where you need to go get smokes. With Addictive Personality, you are not a smoker until you actually smoke. You could be an alcoholic if that is how you chose to drown your stresses. or maybe sweet tooth sugar addict, but to be smoker and consider it a way to obtain 2 points, and to channel stress resolution to one form of resolution. I'd say we are watching it ascend to a state of realism, from a more simple design thru its decline in value, and difficulty balancing it
Sugar Addiction -
Alcohol Addiction -
Nicotine Addiction -
Medical Addiction -
And these are attributes that consuming a type adds to these global character variables representing addiction. And over time not consuming them decays the addiction variable.
Each addiction gave unique effect when at maximum addiction threshold -
Sugar - random drowsiness
Alcohol - random pain (headache)
Nicotine - random cough
Medical - random sweating
What happens is with the trait Addictive Personality addiction can be combined I can be 50% medical addict 50% smoker
And what this does is it reduces the Addictive stress reduction provided by the consumable to its percentage of dependence.
When you pick Addictive Personality you are always addicted to something. But it begins at 0 on all types. And the first type you consume becomes your 100% addiction. And if you smoked with your bottle of gin, then it's shared 50/50. And the Addictive player has to balance these things.
A regular player finds it harder to reach Addictive stress thresholds. And would have to consume these things in large or regulsr quantity to have any effect there.
Ultimately some players would want addiction others would want to avoid addiction. With the benefits being that having one go to source for absolute stress reduction is useful at times, as at times it is not convenient to read a magazine, it may be more suitable in combat stress reduction to be a drinker smoker sugar or med addict than it is to not be an addict at all. But being vulnerable to addiction chaos, addicted to multiple things at differing percentages simultaneously may encourage more usage of consumables for Addictive stress reduction, and it could make harder to understand which is the best source of reduction for the character.
Here we can have all properties of addiction and basically broaden the trait so it's less specific that you are simply a smoker and you cough.
This take and define -
Beta Blockers provide stress reduction
Sleeping Pill provide stress reduction
Pain Killer provide stress reduction
Antibiotic provide stress reduction
caffeine pill indeed could be it's own addiction type making 5 addiction types. Which is 2 less than 7 which would be the ultimate number of possible addictions. Never the less it would be similar to sugar. So maybe it classified under sugar addiction
Basically addiction threshold is value 0-100% defines whether you become addicted. When addicted addictions are shared by number of variables you are addicted to. So that is minimum of 25% for all four simultaneously. So that smoking a cig in combat at that point won't kill all the stress and is the lesser ideal situation set up by the trait. With the ideal being a focussed player who is mindful of becoming addicted to anything but the specific thing they want to use.
In terms of extending addiction to a potential total of 7 Pornographic, addicted to hotties reading effect at primary Discomfort, indeed. Caffeine effect at primary, potentially panic aftacks, and 1 more is needed. And you had there 6 deadly sins of addiction sugar, alcohol, nicotine, medical, caffeine, pornography
And the Addictive Personality can be addicted to them all! For reduced stress reduction across the board. Or addicted to one for increased reductio. But living with symptom
So what we have we have
Addictive Stress Type - structure
Type ID - caffeine
Float - Threshold
Boolean - Hooked
Void - symptom / effect
Float - Multiplier, increased stress benefit while hooked. (Divides by number of current hooks) This for a consumable that outputs this addiction type ID threshold. And takes in Multiplier on it's stress reducing output under hooked condition
So then. When you hit threshold become hooked, hooked don't falsify until 0. And so as threshold drops and drop rate divides by hooks, then stress output Multiplier of connected TypeID reduces alongside.
Okay, And then we make sure we can do Pornographic addiction as rarest type and hardest to satisfy but with most manageable symptom
So on consume when you consume the consumable it checks if it outputs an addiction type, which decides if it's contributing to addiction or satisfying it