Other > Winter 2011/2012
Loner trait
Gunduz:
Let's keep the negative effect at not being able to be in a party or join a faction.
As for the positive, I think one option is that you start with a dog companion who is yours forever (I keep picturing that photo of Mad Max and his dog). You travel 10% faster on the WM and your dog provides Awareness for you?
"It's you and your dog against the world. You can't join others, but your dog keeps watch and helps you navigate the wasteland."
Solar:
Things are not a malus if you will already avoid them - hopefully we will make trading on the world map not needed so much anyway.
I like the free dog companion idea :)
Wichura:
Almost every trait, perk or feature can be used by these nasty PvP apes, I heard there are even BG sneakers. Let's leave that "argument", shall we?
For now Loner is useless as it is (to keep classic quote alive). To make it useful, we need to answer one important question - what solo player needs? Higher combat skill? Not much. Higher barter skill? Kinda. Higher "crafting" skills, to get rid of alts? Yes.
So in my not humble opinion Loner should work like a decent bonus for Science, Repair, Outdoorsman, maybe even Barter, maybe even ability to set a Ranger Camp without having a Ranger perk. I mean hell, you resign from having any in-game friends or gang mates, you can't join any group, you can't buy a base, you have to be self-sufficient Mad Max Wannabe wastelander, no alts required. That's real sacrifice in multiplayer game.
JovankaB:
--- Quote from: Solar on December 19, 2011, 08:08:26 pm ---Things are not a malus if you will already avoid them
--- End quote ---
The malus is you can't break the rule, and it's a rather harsh rule.
You can say the same about most (if not all) traits. If you never carry more than 20, small frame isn't a malus, and so on.
I have played loners (or semi-loners), I know if you play actively there are plenty of situations when you would hate that you took this trait, even as a loner. You met some cool people, they go hunting, oh crap - you can't join them ;D
gr1m055:
All this trait does is make it where you can't have any followers and gain 10% experience more. So basically if you have 10 cha or 1 cha you cannot taxi anybody and can't have mercs but you can still join groups and be taxied.
I think its like a role play trait or if you want to level faster but I have never seen 10% more experience ever be of any use. So for example a mutated molerat instead of 300exp you get 310 experience. I see this as the anti-tent follower perk or maybe it well level a tad bit faster but not by much. Its a useless trait if you ask me.
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