Other > Winter 2011/2012
Loner trait
baaelSiljan:
This is for loner only pattern ;D
JovankaB:
--- Quote from: baaelSiljan on December 23, 2011, 03:54:24 pm ---This is for loner only pattern ;D
--- End quote ---
OH, sorry then I misunderstood. Then maybe it's not a bad idea because the point of crafting alt is to XP it fast.
As long as bonuses were non-pvp related it could work.
Tomowolf:
For me , as a loner - it would be only pain in ass trait. Better would be one which would have adv in PvE and disadv in PvP - that would help much more. In other way loner would give + for healing yourself, + for giving outdoors to yourself but would not heal much other and do not travel well with Players (not counting dogs :P) or slaves/mercs. That would be more usable than some alter trait.
avv:
--- Quote from: JovankaB on December 23, 2011, 01:50:48 pm ---I guess my argument is that this trait, if properly balanced bonus and malus, wouldn't encourage alting.
--- End quote ---
Listen the first 14 seconds of this song and you will get the picture of typical powergamer mentality. So basically only way to balance this trait so that it won't encourage alting would be that it gives you access to every option alts provide. And I mean every.
SmallGreg:
Loner player needs:
* character with good combat skills
* get rid of crafting/barter alts
* maybe extra carryweight?
What about this:
* +2 CH (you can talk to merchants, take quests...)
* you can have only 2 NPC followers
* you can't have any player followers
* you occupy four seats while travelling by car with party
* you are count four times while joining party
And another proposal:
* +2 CH (you can talk to merchants, take quests...)
* +50% to science, repair, doctor, first aid, outdoorsman
* you can have only 2 NPC followers
* you can't have any player followers
* you occupy four seats while travelling by car with party
* you are count four times while joining party
* you can't join player-driven faction
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