Show of hands; Who else is excited for traits being worked on?

Started by Ramsis, July 21, 2014, 10:05:28 AM

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Shinzy

Quote from: vagineer1 on July 24, 2014, 04:58:49 AM
Quote from: ParagonTerminus on July 24, 2014, 04:42:26 AM
Quote from: Ramsis on July 23, 2014, 08:11:34 PM
Quote from: Tynan on July 23, 2014, 08:08:19 PM
Trait interest really depends on the other game systems they have to interact with. So we'll be adding more traits continuously as the game develops.

Speaking for everyone else here but you've built some serious interest with the supposed new additions; can't wait to try them on release.

Nudist colony wooo!

A colony where everyone has awesome fashion sense and wears dusters!

And wears top hats whilst wielding miniguns. Oh lord the dapperness is leaking out of every pore.

wait if I read it correctly that would make it a colony of flashers with victorian fashion sense and miniguns?

"A merry band of friendly outlanders from 'The Mooners of Poshville' have arrived nearby.
They are moving in to 'help' you immediately"


Tynan

Quote from: Rahjital on July 24, 2014, 02:33:28 AM
Does that mean all unfinished traits will be disabled in the next version, or that the working traits will simply become more common?

The unfinished traits are all gone, we're starting clean.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

praguepride

Traits are going to add tremendous depth. At first anyone could do anything. Then passions gave you HUGE perks towards specializations.

Now traits will add even more personality and hidden features? AWWWESSOME.

I only hope that the traits are not JUST stat based.

Shinzy

Quote from: praguepride on July 25, 2014, 10:26:32 PM
Traits are going to add tremendous depth. At first anyone could do anything. Then passions gave you HUGE perks towards specializations.

Now traits will add even more personality and hidden features? AWWWESSOME.

I only hope that the traits are not JUST stat based.

Yeah they could feel really flat if they don't add any behavioural quirks
like Urban Bourbon talked about there, much earlier

but flat or not! I don't discriminate, I'm going to like it. and there's going to be hats, aswell

Garen

Quote from: praguepride on July 25, 2014, 10:26:32 PM
Traits are going to add tremendous depth. At first anyone could do anything. Then passions gave you HUGE perks towards specializations.

Now traits will add even more personality and hidden features? AWWWESSOME.

I only hope that the traits are not JUST stat based.

i assume that the spectrums are traits that can have varying degrees of strength
just like real spectrums

(also i suggest change move speed spec to hyperactive spectrum, it kinda breaks the 4th wall)

James009

Yeah, the new traits system is awesome and I'm REALLY glad it was implemented. Can't wait to see it developed more!

Maybe, in the future, traits can change? For example, a good leader might become a better leader or a jogger becomes a better jogger? idk.
Lets Crashland Here Simulator!

milon

*Raises hand*
I'm liking the trait system so far.  I don't have any great suggestions, but I'm eager to see where it goes.

HatesYourFace

#22
I really hope most of the traits from the old list come back, and I hope some of them aren't just simple stat buffs/penalties. The Trait system promised to add a lot of character and intrigue to the game and I'd hate to see that promise abandoned. The current iteration is cool and all but after a couple hours I stopped even checking which traits new colonists had because there aren't that many of them and none of them really require you to treat or use that colonist any differently yet. That's OK though, Alpha and all. I have faith in Ludeon/Tynan!

Quote from: Tynan on October 07, 2013, 07:32:23 PM
There are about 200 traits in the game. Four of them have gameplay effects. Yeah, there's some work to do :) The rest are just fun storytelling notes, for now. I want to have most of them have a real effect eventually.
If you have any 2 of the following 3 things: Time, Interest, or Ability; Head on over to the RimWorld wiki and help improve/update it! http://rimworldwiki.com

StorymasterQ

What about traits that have no effect by themselves, but instead with other traits or even particular backgrounds.

So, for example the sexually experienced and inexperienced traits. On their own, they don't have an effect, but in a colony, these colonists would prefer the company of the other, as in their Social skill increases faster when they are within a certain distance of each other.
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