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Sign upRebalance some traits #11582
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I like this. |
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Out of the scope of the PR here, but I think traits/skill/stat selection could use a similar approach in PR #11497 . Multiply everything by 10 so we can have a more gradual balacing. |
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@lain: Agreed. @Coolthulhu : Good thinking on carnivore cancelling plant hate traits. |
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I'm not 100% sold on multiplying everything by 10 for traits, but I do agree that this PR is a good step towards making more traits useful. |
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The balancing seems good to me. Multiplying everything by ten is probably hard to do, as the same points are being used to get stats and professions. |
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It wouldn't be hard (simple value replacement), but it could lead to traits being rebalanced by changing their point values rather than their effects. Traits like Thick Skin should get buffed to be worth 1 point rather than balanced by lowering its point cost to a fraction. I didn't balance mechanics behind many of those traits (even those that should get it), because I didn't want to make giant changes in a single PR. I intend to follow up with more balancing PRs, especially for the really weak stuff. |
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graysage1
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Mar 14, 2015
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@Coolthulhu I strongly agree with your comments. However, in this case:
Is it possible to make "high adrenaline" more interesting instead? It's more work, but wouldn't it be better to have a fun trait instead of a nearly useless one that will probably never kick in, even if it is cheap? How about making high adrenaline kick in if any body part drops below 60% hp or takes more than 15% hp damage in a single hit?
Cool, so maybe in the future then. |
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@graysage1 Yes, it is possible to rebalance it. I didn't play with the trait long enough to get a good idea on how would I do that, though. It isn't a simple numerical trait you can just increase or lower. One of the reasons to lower the point costs of bad traits is to make players take them and get familiar with them - that way someone can offer valid criticism and suggest how it should work. In the end it should probably: counter pain (preferably without using painkillers), activate before it's too late, last long enough to escape/kill stuff, maybe activate without getting damaged (just a lot of tough stuff nearby) and maybe even save the player from death unless HP reaches high negatives. I'd rather delay fiddling with adrenaline for now. Kevin wants to introduce fatigue mechanics (real fatigue, not sleepiness), so adrenaline mechanics will have to be changed anyway. |
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I don't appreciate this being done on a straight "DX or this" basis, as that encourages point-optimization. Would have liked to have heard about it earlier as well. |
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Point optimization is the ultimate goal of balancing and there is no going around it. Dex vs trait is for the minimum point value. If there is no reason to ever take the trait over dex (Deft), the trait is simply bad and there's no masquerading it as a design choice. Some traits are more or less bad - Light Eater for example can be useful for new players who don't know how to cook, but for everyone else (except for challenges) it simply wasn't worth the 3 points. |
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Or it could be that DX is overpowered. I'm not terribly interested in perfect balancing. |
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Perfect balancing isn't possible, but many of the traits were simply too weak to be taken. And others too good not to be taken. |
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graysage1
commented
Mar 15, 2015
This makes a lot of sense to me. |
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Are you sure about Light Eater? It is incredibly useful because you save on carrying capacity. Plus the convenience of having to stop to eat less often. Also, Less Sleep is totally a no-brainer. |
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Could nerf back light eater, but I'm pretty sure the convenience of it is far outweighed by its crippling cost. It is clearly worse than Quick, Fleet-footed or Fast learner, for example. Less sleep is not a no-brainer, because it makes it significantly harder to heal early on and later on becomes obsolete due to (atomic) coffee. |
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OK, so we increase the problems for hunger. I'm thinking some of these traits need reworked--Inconspicuous, for example, is obsolete w/o dynamic spawn; I'm thinking that it should give critters a penalty to see you--and I'd prefer that to messing around with the point values, especially when I've not had the time to go through and give this a hard review. |
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I agree about Inconspicuous - it needs a rework, plus your idea is quite good. However as it stands, there are many skills that could use just a simple point buff/nerf. Many of those skills simply need testing. High point costs heavily discourage taking skills with no obvious benefits. Someone who takes High adrenaline once will probably not take it a second time after not noticing any effects. If it did cost 1 point, it wouldn't scare away experimentation. Deft, Inconspicuous and Terrifying should get reworked completely, but traits like Tough or Masochist could just get a point buff. Their effects aren't mechanically unsound, just heavily overpriced. |
Marrim
reviewed
Mar 30, 2015
| } else { | ||
| // Make it harder for insomniac to get around the trait | ||
| sleepy -= stim; | ||
| } |
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Marrim
Mar 30, 2015
Contributor
Doesn't that also incidentally make positive stim less of an issue when trying to sleep as insomniac?
Perhaps
if( !has_trait("INSOMNIA") || ( stim > 0 ) ) {
would work better?
Coolthulhu commentedMar 14, 2015
Conservatively rebalanced some traits, mostly the starting ones. Mostly 1 point adjustments, even when the trait in question would deserve 2 point changes.
When balancing, it is often a good idea to compare point values to dexterity. If putting the points in dexterity would certainly be better than taking the trait, the trait is not worth its value in points.
Human traits:
Mutant starting traits (Experiment or Lab scenarios):
Also rebalanced some mutations where point values are irrelevant. Maybe someday someone will want to make a scenario that includes heavy mutations. Though then we'd need to rebalance all the other traits with zero balance.