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They decided long ago that those skills arent going to be removable. its a matter of having to make choices that stick
It costs like 1500 Influence for the Retraining Books (for Cardio, Wits, etc) and the trader that sells them is pretty rare. Why should we be so easily, and cheaply, able to change 5th skills on a whim? Especially considering 5th skills affect the entire Community, where things like Wits and Cardio really only affect a single person.
Plus a big part of the gameplay loop is calling in Enclaves, doing quests to raise your rep with them, and fielding potential recruits. Or fielding recruits from the many random missions that pop up. If you could fully customize anyone, anywhere, at any time, you cut out a big part of that loop. Deciding to recruit someone or let them go is supposed to be a meaningful choice, with what you're asking it wouldn't be. You'd just grab the first 5 or so people you run across without a thought and change everything around.
Though as others have said, you can do that with the Community Editor, and that's fine with a mod, but it shouldn't be in the vanilla game.
"Just get rid of him, don't care" - that's just sad.
You would get rid of survivors for having useless/negative traits, would you? Why not do the same with survivors that have useless 5th skills?
i dont want to use mod for that purpose
it is so random to see them to sell this item . that why i am asking for this.
Are you being serious? There are plenty of head covers you can use to hide the survivors face. I have 2 survivors who look absolutely hideous but have excellent traits, 1 of them has unbreakable (+45 health and immune to injury), takes power naps (+20 stamina and -1 bed used) and has hygiene as her 5th skill from hygiene book. The other one has blood plague survivor (immune to blood plague), indefatigable (+30 stamina and -40 fatigue severity) and has lichenology as her 5th skill from lichenology book. And i make these two to wear wielding masks to hide their faces while i enjoy their traits.
Personally, I have made a mod that removes all skill blocking traits (ones that prevent skills from leveling) and useless quirk skills from traits and enjoying the game much better than before, when even creating a fresh community meant rolling through hairdressers and musicians.
Now the only thing that makes me avoid recruiting a stranger is when his 5th skill is already present at my community - and that IS a problem that should have been solved long ago.
I understand that in theory the idea was to make "hard choices", but in reality it simply doesn't fit the gameplay - when you have 7-8 survivors in your community recruiting becomes about finding a survivor that doesn't have a skill you already have - and that process is very tedious.
The game should have an option to unlearn the 5th skill for a high cost to IMPROVE immersion - it will make managing community better, because you could actually attach to characters and not treat them as abstractions first.
Although, I have to admit that right now you can safely remove the survivor by simply sending them to legacy pool, while in the old times there was only one choice - to whack them! Which were much less humane than what we got now.
and for the record, gardening and then agriculture is absolutely one of the essential 5th skills to keep in a community. Along with construction, mechanic, medicine. Utilities, those are the nut and bolts traits to have a functioning base.
I used to think no one in the world would become emotionally attached to sod2 characters, since sod2 is not really a story-driven game and there is barely any story for each survivors that you're using. But you proved me wrong, and more power to you if you feel that way i guess.
All of this is OK but choices matter as well as survivors in this game.
Use books, or certain outposts to teach suvivorsnthe fifth skill u want.
Why do you need or want more than 8 survivors? Just something to think about
Permadeath. Permaskills. Unique traits are all what lures players to sod. The dev ain't gonna add what ur asking for.
This isn't a problem that needs to be fixed, you just want it changed and that's OK. Dev ain't gonna do it.
And if skill swapping is in sod3 I will hate it
Permaskill is just a restriction - and the only thing it does is occasionally (in the late game - often) forces you to not recruit a survivor AFTER you spent effort (completed a mission or allied the enclave) to get the chance, effectively making that time partially wasted.
I see people use "hard choices" as a saving grace in their arguments, but what exactly is stimulating about a choice between discarding the time spent on getting to be able to recruit a character and having a character with useless 5th skill slot? "Hurray, I get to waste more time on finding other recruit" - is that what you feel?
In fact, there is no choice - the point of community and other survivors is exactly in the 5th skills they bring to the base management - if you aim to have a fully functional advanced community you have to avoid all recruits that have unusable 5th skills, that's all!
On top of that, it's illogical - why can't a character discard his knowledge in order to learn the other? I get that for a difficult field expert like chemistry or programming it would be psychologically hard to switch to other field (which is why the in-game action would have a high cost), but music and arts?
How is character not being able to learn a skill crutial for the survival of his community because he already knows hairdressing NOT supposed to be immersion breaking?
Sorry, pal, but your position has literally no feet to stand on - you just got powned by intellectually superior intellectual.