Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Nation Traits
#1
So, we're getting cool new nation based traits.. Right now we have Duyuei tribes which is real cool, but i want to voice a tiny worry.

Having nation traits based on roles/tribes/(maybe economic classes for meiaquar?(give slumrat trait pls)), might eventually fill up the trait menu like crazy, while it's not a huge issue, I believe there's a cleaner way to introduce them, which would be adding nation member traits as a prerequisite to said traits along with them, and then opening up the more specific nation traits when said trait is taken, this way the trait menu wouldn't end up being filled with a potentially crazy amount of traits if/when more nations would get added to the trait pool.

Now, in technical terms idk if the current system supports giving talent points only to certain talents, but my imagining would be something like:

Duyuein: +2 Talent points to distribute in Occult talents (Or maybe weaponry given the whole Wall.)

Telegradian: +2 Talent points to distribute in  Survival talents (To represent all the hard workin' talents)

Geldynian: +2 talent points to distribute in  War talents (..Because.. Duh.)

Meiaquarise: This one's a toughie since I could see an argument for Survival (this is where concealment, security, preparation and packrat are) or Weaponry (Since everyone is fucking armed).

Independent: +1 Talent point. (this one might not be great compared to the others given pretty much every build will invest 1 in Occult for Astrology so it'd probably need something else) This could also be a prereq for traits for places like the Vale and other independent groups.

Now, potentially this might just be too much of a pain in the ass to implement, but I've mostly made this thread to try to point at the potential problem of a multitude of nation traits cluttering the trait selection screen, the traits could be more interesting or more intuitive to implement if they were something other than my proposed ones, so please don't devour me over my mid ass benefit suggestions, but I do feel like these traits should be sort of universally useful given how many people would want the deeper flavor traits that these traits are gatekeeping.

I would also propose adding an extra trait point if these were implemented because trait-tax.
[-] The following 1 user Likes zericosmic's post:
  • Toffee
Reply
#2
Meiaquar's technical side having a trait that goes hand-in-hand with either guns, engineering, or both; would be very neat. To that end I feel like marksmanship and maintenance are both fitting talents to be improved on, or garner more bonuses from.
Maybe buffed healing/repairing on machine races depending on their level of maintenance/some other fitting talent. I'm also bad at balancing ideas, but anything along those lines would be cool.
[Image: chad-mewing.gif]
[-] The following 1 user Likes Toffee's post:
  • zericosmic
Reply
#3
Giving talents points, even to a specific class of thing, isn't a particularly desirable trait. It would be a lot better if it gave some minor stat bonuses or passives. I'm thinking something akin to the prayers in g6.
Reply
#4
(09-06-2024, 04:38 PM)Poruku Wrote: Giving talents points, even to a specific class of thing, isn't a particularly desirable trait. It would be a lot better if it gave some minor stat bonuses or passives. I'm thinking something akin to the prayers in g6.
Given the Duyuei traits we have in the testing server synergize with different talents, I don't see the issue with looking into that same feature for other nations.
[Image: chad-mewing.gif]
Reply
#5
I'm with Polk. 'Giving' talent points is not a good thing and can end mega buggy in a game where we're constantly redoing this and that. I'd rather those be bonus effects to specific talents, that much is probably what we're all nodding together at. But the 'what' is the problem here, not the 'why'.

I have no idea how to better transpose talents to gameplay, because SL2 sorely lacks ways to make the player meaningfully interact with the world beyond typing in an emote box.

We could have things such as pickpocketing, or a more detailed healthcare system that is limited to specialists, not people who 'pick a trait and we're kay with it'. These things should be much more difficult to be obtained, or come with hefty sacrifices that may obviously keep you from being good at doing everything.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
Reply
#6
(09-07-2024, 08:55 PM)Snake Wrote: I'm with Polk. 'Giving' talent points is not a good thing and can end mega buggy in a game where we're constantly redoing this and that. I'd rather those be bonus effects to specific talents, that much is probably what we're all nodding together at. But the 'what' is the problem here, not the 'why'.

I have no idea how to better transpose talents to gameplay, because SL2 sorely lacks ways to make the player meaningfully interact with the world beyond typing in an emote box.

We could have things such as pickpocketing, or a more detailed healthcare system that is limited to specialists, not people who 'pick a trait and we're kay with it'. These things should be much more difficult to be obtained, or come with hefty sacrifices that may obviously keep you from being good at doing everything.
I was never referring to giving talents more points anyway, only bonuses or additions to existing investment in the talents.
[Image: chad-mewing.gif]
Reply
#7
Bonuses to talents sounds awesome, but the OP proposed extra talent points, that's why. The issue with it is that some builds have extra free talent points while others don't have enough. It's a bit of a weird system and the value of a single talent point varies a lot. Imo anything tangible is better than talent points. An upgrade to the profession talents sounds fun
[-] The following 1 user Likes Poruku's post:
  • Sawrock
Reply
#8
(09-08-2024, 05:04 AM)Poruku Wrote: Bonuses to talents sounds awesome, but the OP proposed extra talent points, that's why. The issue with it is that some builds have extra free talent points while others don't have enough. It's a bit of a weird system and the value of a single talent point varies a lot. Imo anything tangible is better than talent points. An upgrade to the profession talents sounds fun
oh u right, my bad og (original gangster)
Yeah, I think adding bonuses to talent effects is definitely the way to go. I'm interested to see how Dev implements them.
[Image: chad-mewing.gif]
Reply
#9
the simple brain dead choice for meiaquar is haha gambling but toffee brought the idea of weapons and i thought hey daggers are equip-able by all classes anyways, why not give meiaquarise something like a marksmanship-adaptation/balance adjacent to your gui or something, everyone lives in nevada. sure it gets useless at a certain point and it's not for everyone (it's a trait it's optional anyways) but it beats the arguement against 'no free talent points'

maybe for telegrad, the traits could probably give incentive for people to utilize like campfires or stargazing or whatever, these have no use in korvara
[Image: Elhe3rK.gif]
[-] The following 2 users Like Ham's post:
  • Poruku, Toffee
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)
Sigrogana Legend 2 Discord