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In a game like this, it's okay to have bad traits. Even 'balanced' games have good and bad traits, and at least here they still have a purpose.
Even for role-playing purposes they need to be a bit better, don't have to be the best trait ever but shouldn't be utter poop either. With Very Strong there are a very few builds where I almost considered it, but yeah the worker % increase would have needed to be a bit higher for 3 points, 7.5-10% and then it would have still been sub-optimal but fun for the build.
Also, Not part of the OP, but trait related: Paradox have consistantly added positive traits; its time to add a few more negative traits to give us a bit more varity on the downside also.
You make a good point. This trait also has some very edge case utility for the Life-Seeded origin because it gets the planetary features for a crystal mine, gas well, & mote trap. The Strong trait is still way better and easier to fit in at the game's start.
Good suggestion; that would be a welcome addition. I'd also like to see negative traits with tiny upside benefits. "Variety is the spice of life" and all that.
I agree that "perfect is the enemy of the good" but I think these traits fall far from their potential for fun. For example, the Resilient trait would still be suboptimal if it applied to all armies but it would be way more fun. I do agree with you that not everything needs to be a good pick. I would like most things to be a fun & beneficial pick for sometimes builds and role-players alike.
You of course want to try and use all the traits you are allowed at creation, but often I'm stuck using the same negatives for nearly everyone. There are twice as many positive picks, and sometimes I really wish I could have a wider selection of negatives.
As far as positive, I agree Resilient is pretty much a dead pick. Armies matter so little in this game the buffs to them are completely worthless, making the trait subsequently worthless. I'd almost consider it a negative since it takes up a slot for an otherwise useful trait. I'd use it for RP, but considering how detailed I end up getting...there is a dozen other things that the race can RP with besides Resilient.
Come to think of it, was Resilient EVER useful? Cause I don't even remember using it when I first started playing back on release, and if I did I was under the impression that armies actually mattered.
Not really no. The reason I chose to focus on Resilient and Very Strong is because they almost never fit. People (myself included) do try to use Very Strong, but Resilient is just nothing. Worse still, Resilient cannot be removed without the right technology because it is a positive trait.
Ditto
I do the same with Very Strong and Venerable. I do feel that Venerable also needs a cost reduction but it still does its job as a trait. Very Strong is much harder to slot in at the game's start and is lackluster in its performance when compared to the Strong trait. If you go Genetic Ascension you will have the points for Very Strong but you also now have many good options and Very Strong is only an okay option at that point.
True; we shouldn't be expecting a ground combat fix; that's lots of work and might detract from core game play. Changing these traits is much simpler and could be achieved as a part of any patch without hassle.
Right that's why I think it would be more fun at 2 points or with an appropriate bonus adjustment.