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They've made the negatives just as negative, if not worse, but then made the positives alot less positive or, in some cases, removed them entirely. Then they took away some of the negatives that would help balance things out.
When looking at changes like this my calculus is simple. More negatives than positives=nerf.
I used to start my characters as obese, weak and unfit. So, zero strength, zero fitness and fat as hell on top of it. ROUGH start, but with work (and LOTS of it) you can become a lean mean zombie killing machine.
Not really. Food rationing/management was an actual issue you had to plan around to turn your character fit. Now these traits are worthless and I only need to eat exclusively when hungry.
And besides, if I wanted "free" trait points I'd just change them in the sandbox settings...
The ability to load yourself up with particularly temporary issues and work your way out of them (such in, for example, the CDDA challenge) is an important aspect of the game. I can see why these sorts of free traits were changed to be inline with all the other traits which are permanent, but I'm sure there's some way in the future that we can work something in.
I'm thinking of maybe an additional part of character creation to customise starting penalties - like the things in the CDDA challenge, but each optional. So, for instance, starting the game obese, or drunk, or incredibly tired, or anything else which can produce problematic moodle consequences. On the flip side, you could also give yourself a boost by starting the game well fed, etc.
So yeah, I think there is a way to satisfy you - we'd just need to think about how the best way to do that is - whether it should tie into trait points, be its own point system thing, or be a sandbox thing, etc.
I feel like the game did this well before 42 already. The obese and malnourished traits pretty much already did exactly what you described... and now they got nerfed/removed.
Same as smoker, but that one had it coming I guess.
My only option now is to take BOTH the unfit and weak traits for negative trait points... and I usually only had to choose one or the other. I assume these STILL depend on your Fitness/Strength skill levels...?
IMO this system just needs a bit more complexity, and the game needs to be more clear during character creation which traits are removable and which are permanent.
The ability to front-load the difficulty without permanently handicapping your character is SO important. Otherwise, it reinforces the idea of a "meta" build. I hate playing meta's. It just shoehorns every play session into the same mold.
And it was such a strong meta that it was basically the defacto way to play once you passed a certain threshold of game knowledge.
Having permanent handicaps to balance yourself out with by comparison is, at least imo, less meta-forming, Because you're going to take positives and negatives that suit you or your character build goal, instead of Obese/Underweight + smoker + weak stomach + thin skin +weak/unfit every single time.
Maybe YOU were playing the meta by maximising your fun. :)