FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: SnowCrash on March 14, 2014, 12:22:54 AM

Title: Traits Suggestions
Post by: SnowCrash on March 14, 2014, 12:22:54 AM
I think traits should change your character in a unique way, in both of they effect, the positive and the negative.
Traits that affect a primary attribute turns becoming a generic bonus/malus as you can rearrange your SPECIALs as you want. For example, heavy handed and four eyes have (almost) the same drawback. So, unless the purpose of a trait is to give a generic SPECIAL bonus (like the old gifted, which btw was really OP), I would prefer other option than those stats bonus.

Here what I suggest (numbers can be tweaked)
- Bruiser: +25 HP and +10% critical ST /same drawback (good for tanks, more durability in trade of DpS)
- Small frame: your small size makes you harder to hit, you get 20 AC bonus that is active even if you aren’t moving / same drawback
- Heavy handed: same bonus/ you have 10% less chances to cause any critical hit (more similar to the original trait)
- Four Eyes: same bonus/ -30% to critical PE

Some traits like Dead man walking, drug dealer and blind luck are so situational that i can’t think of any kind of character that will pick those when there are better options.
May be some of them should be converted in support perks (like drug dealer and dead man walking bonus)


I would also like to have a lot of traits to choose, to allow for a better character customization. Some suggestions:

- Barbarian: unlock melee weapons perks require 50 less skill points and throwing require 25 less / unlock fire guns perks require 25 more skill points and item perks require 50 more

- Bloody mess: any bleed you inflict is increased by 15% / any bleed you receive its increased by 30%

- Gifted: you gain 5 extra SPECIAL points, but you don’t have tag skills

- Masochist: You enjoy pain and suffering, each time you receive direct damage you get an AP Bonus*, in the other hand you hate begin healed, any heal made on you have 50% less effect.
*it can be a fixed amount of AP like 5, but I think it will be more balanced if the amount depends on the damage (like 20% of the damage received), so this way the AP bonus its kind of limited by your HP, and doesn’t matter if the attacker weapon have low or high RoF

- Ham fisted: your big hands allow you to absorb better the weapon recoil making burst more accurate, you  get +10% max range for burst or full auto attack modes / but they also difficult the task of reloading, 25% more AP cost for reloading or unjamming your weapons

- One in a million: You dont always score a critical hit, but when you do...
Your criticals have tree times more power / but when you score a critical hit you have 66% chance that will be reverted to a normal hit

- Vampire blood: your blood coagulates faster, you get +15 bleed resistance/ but you have developed a strange weakness against light sources, you get -10% DR to fire and laser

- Death Trance:  when your hp are below 40% you enter in a berserker rage, you get +2ST, +2AP regeneration bonus, and you ignore any crippling effect, but your PE and CH are lowered to 1 / as you cant feel pain, you usually get worse injuries, any doctor check made on you has 50% more difficult, and you receive 20% more bandage when healed.

- Exoskeleton: A strange mutation provides you with a exoskeleton, you get +2DT and +5%DR / unfortunally this armor often complicate your wounds, You have -15% critical resistance

- Paranoia: you are constantly checking around but cannot focus on whats on your front, your sight range its reduced by 30%, but you can see at max distance in every direction (hex shaped FoV)

Some of them may require better names/ descriptions, or balance tweaks. or are even extremely broken...
So, what do you think?
Title: Re: Traits Suggestions
Post by: PusiteGA on March 28, 2014, 10:36:46 PM
Baked - When you were a child you mother acidencly put you in oven ,insted some gecko meat cake , 90% of wather in your system evaporeted making you almost non electrition conductiv but ready to burn (*ADDED New idea* or dusty so you have high resit to elect and plasma but kinetick weapons kick your ass expecialy explosivis and hth, ofkors +to plasma and elec resist, - to all other, and bonus -  to expolisons and hth) . You get 70% electric resistence but you also get -50% fire resist (numbers debatable)

Title: Re: Traits Suggestions
Post by: BG Sexpert on April 14, 2014, 12:29:16 PM
A lot of these are really good ideas. The trait system is pretty meh as it stands.
Title: Re: Traits Suggestions
Post by: Shangalar on April 14, 2014, 12:46:23 PM
I was actually recently thinking about traits and I forgot about this thread.

To be honest, I'm not very fan of what we currently have for traits. I would really appreciate to see someone starting building a list of 17 traits (that's the max it seems we can have) that we could perhaps use instead of ours. That would help us a lot.
Title: Re: Traits Suggestions
Post by: PusiteGA on April 20, 2014, 10:35:30 AM
The list of 17 holy thingies


1- Bloody mess: any bleed you inflict is increased by 15% / any bleed you receive its increased by 30% (is ok nothing special i think the bleeding shoud get boosted dont know didient try it in game)
2- Masochist: You enjoy pain and suffering, each time you receive direct damage 20% of goes to your AP
3- Berzaker:  when your hp are below 40% you enter in a berserker rage, you get +2ST, +2AP regeneration bonus, and you ignore any crippling effect, but your PE and CH are lowered to 1 / as you cant feel pain, you usually get worse injuries, any doctor check made on you has 50% more difficult, and you receive 20% more bandage when healed.
4- Exoskeleton: A strange mutation provides you with a exoskeleton, you get +2DT and +5%DR / unfortunally this armor often complicate your wounds, You have -15% critical resistance (and slower runing if posible)
5- Paranoia: you are constantly checking around but cannot focus on whats on your front, your sight range its reduced by 30%, but you can see at max distance in every direction (hex shaped FoV)
6- Small frame: your small size makes you harder to hit, you get 20 AC bonus that is active even if you aren’t moving / same drawback
7- Bruiser: +25 HP and +10% critical ST but beacuse you are big dude it is hard to miss you, you get - 20AC (but i like how it is now)
8- Fast shoot: 10% less action points for shooting but you cant use aimed shoots
9- Jinxed: Evrytime sombody misses you he gets criticall mis whit at least -2 on his defensiv crit roll on the other side you are realy clumshy you get -3 strengh for weapon handling trowing and -10% for all your critical defences
10- Sticky Blood: Your blood is like a glue it just wont flow out your body so you get 15% to bleed resist and to die you have to go -40hp but it comes whit cost you suffer from kinetick weapons you get -20DR and -5DT when facing Explosivs and Mele damage
11- Baked: Your mother put you acidancly in owen(insted some gecko cake) so it evaporeted all water in you, alowing  you to play alot whit electrical thingis whit no fear from geting shocked you get +50 to siance and +50DR and 10DT vs electricion but low water means you get no healing rate and you get -30 to poisen and radioation resist
12- The wey of Shadow aka Ninja:  You grown up in feudal Japan and you were train in deady art of ninja you get +50 to sneek and -5 sec to sneek penalty time but you are unconwectional whit modern weapons so you get -80 to Small guns, Big Guns,Energy Weapons
13- Four Eyes: same bonus/ -30% to critical PE
14- Barbarian: unlock melee weapons perks require 50 less skill points and throwing require 25 less / unlock fire guns perks require 25 more skill points and item perks require 50 more
15- Heavy handed: +30mele dmg but you get - 15%  critical chance
16- Peoples Man: Your unselfish concern for other may be detrimental to yourself, but it benefits the group, You get 2 +ch for determining leadership boosts for other, but -3ch for applaying them to yourself and you can beacome Squad Leader whit 150 leadership
17- The Chosen One: Your ego is too big but your winer is small nobody loves you and you dont give a f you get - 2 to all stats but you get +50dmg to all weapons This Traits uses 2 points
Title: Re: Traits Suggestions
Post by: Shangalar on April 21, 2014, 06:58:11 AM
There are some interesting things over here, though some will be hard to script at first sight. Looking at Ninja trait, I think that having a trait called 'Shi' could be nice.

I think you should continue to imagine more traits, as for now you picked a lot of 'extreme' traits (Bloody mess, Masochist, Berzerker, Barbarian,...). It would be necessary to overview all the possible character profiles and set up traits that will suit different types of players. Not everyone wanna be a beast. Traits should regularly impact your Derived stats (http://fonline-aop.net/wiki/index.php?title=Derived_stats) too.

I cannot really answer for the balance though, for example on Masochist.

There are some traits that I don't like at first sight:

- 'The wey of Shadow aka Ninja' seems too much sneak-hth oriented, and will be useless for everyone else.
- I'm not much fan of Barbarian, it should be called Raider blood or something and the effect isn't that interesting.
- Sticky blood seems too much situational, btw your char goes to -100 to die by default.
- Baked is too specific too.
- I'm not sure I wanna have Jinxed at all, I think it worked well on Fallout games but I don't think it could find its place here, aside from trolling chars.
- Peoples Man seems to refer to the current Altruist trait. We consider this trait to be a poor choice, limited to leaders and completely overpowered.
- Chosen One effect seems way too extreme.
- Vampire Blood. Vampire? Take that shit away from me. =p was never fan of bringing that into the Wasteland since Fallout 3.

Those effects I like:

- SnowCrash, your version of Gifted is interesting, and I'd like at least one trait to deeply impact your SPECIAL, at the cost of Derived stats/skills. No tag allowed seems to be rather extreme though, and would conflict with our soft cap system where you can only raise your non tagged skills up to your tagged skills levels after level 24.
- Masochist could be really nice but it needs thinking and calculations to be made.
- Ham Fisted is quite funny. Depends on what we have next.
- One in a million could constitute a really nice change to combat feeling but could also affect balance a lot, making some crits really imba.
- Death Trance / Berzerker could really be the kind of effect we would like. This brings another sweet thingy to combat.
Title: Re: Traits Suggestions
Post by: PusiteGA on April 21, 2014, 11:07:03 AM
So you want Traits thet can go for all character and i am to for removin Jinxed i was just low on idea

I thinked sticky blood and baked was good cuz it makes  you chose who to shoot in group combat
Title: Re: Traits Suggestions
Post by: Shangalar on April 21, 2014, 11:31:52 AM
Not necessarily for all characters but a good diversity would be nice. As I'm making my character, I expect to be thorn apart when choosing my traits, with hopefully at least 3 for which I'll have to carefully think. That would be a good start.
Title: Re: Traits Suggestions
Post by: SnowCrash on April 21, 2014, 11:52:40 AM
About gifted, one option will be to keep the 3 tags, but they will raise at normal skill rate (so they will only give the initial skill bonus, and wont interfere with the skill progression after lvl 24). But as you say this drawback can be extreme. Other option I have in mind is:
-You have more innate abilities than most, you gain 4 extra SPECIAL points. But you have not spent as much time honing your defensive skills, you get -20% to all critical resistances
Title: Re: Traits Suggestions
Post by: PusiteGA on April 23, 2014, 01:38:50 PM
Dont know if posible to implement this  first one and The Ant and this want will be 100% hard to implement Claustrophobia

Sprinter Gene - Your  grand grandfather runed for life from lions in africa, your grandfather was Usein Bolt, your father was some unknow dude who banged alot so you have too much cousins so he was fast too, like your predesesors you have the speed whitin, you get 30% faster runing speed  the drawback of full focus runing whit bonus of Lions fear is you get -1 or 2 AP regen+ and your sight radius while runing is reduced by 10

BodyBuilder - Like evry bodybuilder you focus on uper body and you end up whit tiny legs you get +20 to Critical Strengh but suffer -20 on Critical Agility and you get high chance to get cripled legs

Katyusha Loader - You and aiming are 2 difrent things  you have 50 miss chance but you fire alot you need 20% lower ap for shooting, 20% faster shooting animation and you get 30% biger magazine (this perk shoud be nice for Machine Gun dudes and grenade louncher bazuka cuz if you can miss you can still hit whit splash or burst)

BackStaber perk - While sneaking, you will cause 2x damage whit mele close combat attacks from behind

Rad Bload - Radiativity fills your blood like battery for evry 50 rad you gain 1 hp per second but your blood is thin so you get - 30 to bleed reisistence

The Ant - You can eat corpses so you gain 40% of corpse max hp the bad side is you have bad breath xD you get no leadership bonuses and you gain half karma for good deads (faction points)

Newspapire - +2 additional skill point whenever a skill book is read but you must have glases to read books (if books get implemented)

Black Widow - 10% more dmg vs oposit sex

Claustrophobia - + 1 to SPECIAL attributes while outdoors but - 1 to SPECIAL attributes while indoors

Skilled - you get +5 more skill point per lvl but you suffer -20% from experience gained

PS i am an copycat i steal from follout3

Alcoholic - You must be drunk and you learned to conpesate the bad effects, whenewer you are dunk  you cant be suppresed winded or disoriented but if you dont drink any alcohol  in evry 20min  you sufer -1 to all stats

The Cameleon - You have nature camo ability you dont need any sthelt boy and you have 10 to limb regen but you get small brain so  -5 to intelegance
Title: Re: Traits Suggestions
Post by: John Porno on April 26, 2014, 02:46:12 PM
The 3 hard to implement perks you mentioned would actually be able to be implemented, in the way that similar mechanincs are already present and could be adapted.

I really like bodybuilder, rad bload and the ant and we'll definitely discuss their implementation. I personally like traits like rad bload because I feel like radiation should be a very big thing in a fallout game but at the same time, it should be somewhat balanced in pvp and should force you to do repetitive tasks like drinking a beer every 20mins. Not because the trait is a bad idea, but because the act of clicking the beer in the inventory would be quite annoying after a while.

Dont forget that traits should always have a negative effect, too. Some of your suggestions could be implemented as perks rather than traits.
Title: Re: Traits Suggestions
Post by: PusiteGA on April 26, 2014, 04:09:20 PM
The 3 hard to implement perks you mentioned would actually be able to be implemented, in the way that similar mechanincs are already present and could be adapted.

I really like bodybuilder, rad bload and the ant and we'll definitely discuss their implementation. I personally like traits like rad bload because I feel like radiation should be a very big thing in a fallout game but at the same time, it should be somewhat balanced in pvp and should force you to do repetitive tasks like drinking a beer every 20mins. Not because the trait is a bad idea, but because the act of clicking the beer in the inventory would be quite annoying after a while.

Dont forget that traits should always have a negative effect, too. Some of your suggestions could be implemented as perks rather than traits.

about bear you can alwies bind key to drink but for me thet perk isent the best and i like The Ant too expecialy beacuse i hate when i cant loot cuz 1 corps landed on other
Title: Re: Traits Suggestions
Post by: Shangalar on April 27, 2014, 08:47:31 AM
Quote from: SnowCrash
About gifted, one option will be to keep the 3 tags, but they will raise at normal skill rate (so they will only give the initial skill bonus, and wont interfere with the skill progression after lvl 24). But as you say this drawback can be extreme. Other option I have in mind is:
-You have more innate abilities than most, you gain 4 extra SPECIAL points. But you have not spent as much time honing your defensive skills, you get -20% to all critical resistances

Your first suggestion sounds interesting though this would have to be tested and balanced for sure. The second one too, but I like it less, it sounds too much like your character won't be able to fight and so Gifted would be only used for some sorts of alts.

About PusiteGA's suggestions:

I agree with John about Bodybuilder, sounds like a potential replacement for bruiser. I'd say that both bonuses and maluses could be more pronounced and that those derived stats modifications would really help to differentiate characters and give them both some sort of 'secret strength' and weakness, which is interesting.

Rad Blood as well is interesting, for sure there should be a trait involving radiation. The Ant is particular, but could be interesting to have depending on the rest.

- I wouldn't keep Sprinter Gene and The Cameleon as they seem to be too convenient for alts, especially if you take both.

- I wouldn't keep Katyusha Loader, Claustrophobia, Alcoholic and Skilled as I think they are too extreme.

- 'Newspapire' and Black Widow sound more like perks, some that you could take after level 24 perhaps.

I think we should start with allocating some slots for dedicated trait types that we want. That should help picking the final list. So, let's see we want:

- 1 Radation trait
- 1 Food trait
- 1 Bleed trait
- 1 SPECIAL trait
- 5 Derived stat modifiers traits

What else do we want?



Title: Re: Traits Suggestions
Post by: PusiteGA on April 27, 2014, 09:31:01 AM
About SPECIAL it would be only viable if it gives bonus SPECIAL but dosent remove other special isted hes some other bad thing,
About food perk you want somthing like alcoholic just  no drink meybe: You eat all day your are fat as hell your belly covers your groin so you cant be shoot in it also kinetic weapons bounc of your belly so you get 20DR to them side affect is you cant run alot your moving eats more AP

or eaven better you add food counter  and as much you eat your DR increses  but you get slower max DR shoud be 50% and dont know how much slow in numbers but half, like when you cant run, and about eating you need like 50 foods to get maxed up and you lose 1 evry 15 sec or similar

Criticilator - Your aim critical chance is lowerd by 50 but you get 20 on basic crit

The Balerine - You are so fllufy you use to jump all around it has its good and bads you get 30% to critical agility but lose 30% to critical streingh (number depatable)

Power Holder - Your body has a power place hiden whithin but thet means thet spot isent filled whit meat you get -1 to endurance but you get +20 max AP

Title: Re: Traits Suggestions
Post by: SnowCrash on August 24, 2014, 05:42:40 PM
Now that the new season its coming, there will be some traits changes? Can we get a preview?
Title: Re: Traits Suggestions
Post by: faopcurious on August 25, 2014, 11:12:09 PM
*No more mister nice guy:  When you get knocked down you get 10% bonus to damage for 6 seconds  ( maybe substitute critted for kod?)
( Derived stat modifiers traits)

*Adrenaline:  10% damage resist when you get hit for 70 hit points of damage or more. for 5 seconds. (alternative name: Duck and cover)

*Run for it:  50% to runspeed for 7 seconds when your hp drop to 1/3, cooldown 30 seconds.
( Derived stat modifiers traits)

*Lucky SOB: 18% chance that an attack that would normally have killed you will leave you with 1hp.

*I'm old school: +100% damage when 1 hexing
(JUST KIDDING)

*Old hasbeen: your shots take 25% more actionpoints, but you gain 15% damage, and 15% crit chance. ( kind of lame maybe? =/)
( Derived stat modifiers traits)

*Finish The Job: +5% damage, and accuracy when targeting enemies who are down to less than 50% of their max hitpoints.
( Derived stat modifiers traits)

personally i like finish the job, it is not over powered, it doesn't require poor devs to mess with timers, and is pretty straight forward.






Title: Re: Traits Suggestions
Post by: Lidae on August 26, 2014, 02:54:08 PM
Keep in mind traits should have both a positive and a negative effect, not just positive like the perks.

I don't know if we have anything new planned at the moment, but I think the gifted trait will probably be implemented. +1 to all stats, no tag skills. It might actually be balanced, though probably not the best trait for beginners.
Title: Re: Traits Suggestions
Post by: faopcurious on August 26, 2014, 03:55:30 PM
i was making perks and traits.

old has been has both negative and positive effects.
Title: Re: Traits Suggestions
Post by: faopcurious on August 26, 2014, 04:42:13 PM
*Thin blood:
You are twice as likely to start bleeding, but you take 50% less bleeding damage.

Title: Re: Traits Suggestions
Post by: faopcurious on August 26, 2014, 09:29:44 PM
Naturalist:
You gain X2 regen health when eating healthy fruits, and 30% more regen from stims, and your health regen is +3.
you do not receive as much healing from cookies, and you take 10% more damage from poisons, toxins, and you take 5% more damage from energy weapons.
Title: Re: Traits Suggestions
Post by: Stribe on August 27, 2014, 06:20:17 AM
Poison hands  - You deal poison damage with unarmed attacks and can poison enemy but everytime you are in combat you will take poison damage too.

Plaguebearer - You have a horrible plague, this trait will increases your poison damage over time, but you are more vulnerable for poison too.
Title: Re: Traits Suggestions
Post by: SnowCrash on August 28, 2014, 10:19:17 PM
Not sure about those traits, but i'll definitely like to see poison having an impact in combat
Title: Re: Traits Suggestions
Post by: faopcurious on August 28, 2014, 10:46:12 PM
It seems getting poisoned in game does suck a lot, take like 9 points of damage every 5 seconds or something?  I can barely keep up with FA ing it.
Title: Re: Traits Suggestions
Post by: Admiral Zombie on September 02, 2014, 09:00:39 PM
My favorite part in every fonline i've played has been the buildcraft. Coming up with unique builds and such. Hell, I have as much fun coming up with trait/perk ideas in past fonline games as I did making the builds. I just hope I'm not too late to suggest some ideas.

So quick explanation of how I view traits. I think the penalty is something you should always have to deal with. If you can build your character in a way that the penalty is never relevant, then it is probably a bad trait. Additionally traits should allow or encourage significant change in the way you build your character to play the game. A generic +10% DR doesn't really change the way someone would build their character or play the game and isn't very interesting to me.

Jinxed
-The max chance to hit you receives -10%
-The max chance you have to hit receives -10%
Quote
This is a bit of an inspiration from the fast shot trait, but to be honest I'm not too particularly keen on it myself. I read the dev post that said the current jinxed would probably go, and this was an alternative that came to mind. The problem I have with it is how it doesn't really change much in gameplay for you. It might be a popular trait for looters who just want to run in and try to steal something perhaps? More opportunities for your opponent to miss as you charge and get closer? Not sure. But I figured I would post it to see if it inspires anyone else perhaps

Gifted
-Gain 7(5?) Special points to distribute as you please
-Gain a perk only once every 4 levels rather than 3 (2 perks less)
Quote
The two most influential things in the game are SPECIAL and Perks. It makes sense to have a trait I think that subtracts one in favor of the other. It would probably require careful balancing. It is basically +1 to each SPECIAL, although that may be a little strong, I'm not sure really

Skilled
-Gain a Perk every 2 levels rather than 3 (4 perks extra)
-All special points start at 4 rather than 5
Quote
This would be even more potentially powerful, because going from perk every 3 levels to perk every 2 levels is a difference of 8 perks and 12 perks. That is a rather large bump. I just learned after writing this up that most perks don't have requirements, so it is a little too strong I think if it were just -7, although it is rather hard to say since SPECIAL has a much stronger role here than most other fonlines.

Raised by Wolves
-Starting at level 1 you have a dog companion. From level 12 you have 2 dog companions. At level 24 they both become wolves (slightly stronger)
-You cannot receive nor give leadership bonuses to humans.
Quote
Personal fantasy, I've always wanted to have a character with a bunch of dog companions. I doubt this would go through since there is yet to be any kind of system mentioned of NPC companions, but it could be interesting in the future I think.

Coward
-Less likely to be suppressed when fleeing
-More likely to be suppressed when advancing
Quote
It would promote hit and run strategies, and any trait which allows for or promotes certain play styles is typically a good trait in my opinion. Not sure how easy it would be to code it, or how much of a load it would put on the server to constantly check to see if a suppression hit was "advancing" or "retreating"

Multi-Tasker
-You can reload, change held items, and perform various other simple tasks, all without having to stop moving
-All simple actions, whether you're moving or not, require a little more AP to perform
Quote
Again, not sure if the code would allow this, or even how it would work out in the current game. This fonline server is so significantly different from others it can be harder to predict for balance things. This is mostly just a copy of an idea I suggested for reloaded though which I still like. Like a couple of my other ideas, it is meant to promote more mobile run and gun gameplay.

Situational Awareness
-Receive +2 PE for purposes of vision range
-Receive -3 PE for detecting sneaked foes
Quote
The cliche of the sniper who is so focused on what is far away he fails to notice those sneaking up really close to him would make for a good trait I thought. There is so much in your field of view it can be hard to focus on any one thing was the general idea

Advancing Wall of Doom
-Receive DR/DT when you are suppressed
-Your suppression lasts 2 seconds longer
Quote
This one I'm really unsure of balance wise, which is why I didn't even attempt to include numbers for the DR/DT. Its mainly the idea that matters, and can hopefully inspire more. I had in mind the cliche horrormovie scene of the monster or killer slowly advancing towards the target, never running, but completely immune to any bullets. We don't have to go that far. The negative actually helps even more with the bonus, but can get frustrating if the person is clever enough to run away properly. It should be interesting I think, as people desire to be suppressed, when there are many ways people would pick up to avoid it

Pyromaniac
-All attacks that would deal fire damage require less AP
-All attacks that don't deal fire damage require more AP

-(Alternative) Gain AP regeneration boost if you've dealt fire damage recently (enough to exceed the penalty)
-(Alternative) Reduced AP regeneration in general

Quote
Simple and obvious. Some people just want to watch the world burn. I wasn't sure which of the two options would be better so I just put down both for now

Perkus Maximus
-All perk level requirements are -3
-All perk SPECIAL requirements are +1
Quote
The idea was to allow players to start grabbing the stronger/higher level perks, but they would have to be far more careful with their SPECIAL planning. I've just learned however that most perks actually don't have much requirement...so I'm not sure. I'll leave it as it is to see if it inspires anyone else with a similar or better idea though
Title: Re: Traits Suggestions
Post by: SnowCrash on September 02, 2014, 11:36:51 PM
I agree on your point of view about traits, i think that they really should change the way you play, afecting your character in both the bonus and the drawback.

About Advancing wall of doom, there is already a perk that works similar, http://fonline-aop.net/wiki/index.php?title=Nerves_of_Steel, the drawback of the trait may turn into a big advantage combined with that perk, especially if you are using a minigun or a weapon that prevent you from running.

Both pyromaniac options seems like the drawback can be avoided, of course you are forced to use only fire base weapons to avoid it, so that it is a kind of drawback. I personally like more the second one,  but i think the AP rege bonus should be small but stackable (to a max amount) So the max bonus its obtained if you are dealing continuous damage. And you can continue the spree as your AP regenerate faster.

Gifted probably should give 4 or even 3 SPECIAL, 2 perks less is not a big drawback concidering that some perk only provide a bonus as if you have 2 more points in a certain stat, and with 4 SPECIAL you can replace 2 of those perks with the full bonus of having 2 more specials in that stat

Pyromaniac,  raised by wolves and Multi-Tasker are the ones that i like the most
Title: Re: Traits Suggestions
Post by: Admiral Zombie on September 03, 2014, 09:49:00 AM
Quote
Gifted probably should give 4 or even 3 SPECIAL, 2 perks less is not a big drawback concidering that some perk only provide a bonus as if you have 2 more points in a certain stat, and with 4 SPECIAL you can replace 2 of those perks with the full bonus of having 2 more specials in that stat

I'm inclined to agree, mainly because the perks here seem a whole lot weaker and more defensive focused. Originally I suggested that exact trait idea for reloaded, where there are a lot more perks which are often seen as necessary for builds, whereas many of the offensive perks have been moved over to weapon perks in aop it looks like.

Just read it as "less perks, more SPECIAL" or vice versa. Numbers are always free to change for balance, its the idea that counts.

A point on multi-tasker, I'm not sure how easy it would be to code, but I figured just disabling or removing the animation you have to go through would be a possible way?
Title: Re: Traits Suggestions
Post by: mAdman on September 04, 2014, 11:29:32 AM
New guy here, first post and all :) so hello everybody.

AoP looks fantastic from what I have seen and I will definitely be playing once released.

It is awesome to see that the makers are happy to customize and rework the "canon" feats and traits, they certainly would need somewhat of an overhaul with the rest of the system overhaul.

I wanted to add in my 2 cents, knowing that I am a noob to the area, and my opinion will likely be taken very lightly but;

The fact that it was mentioned they can implement up to 17 traits sounds like they can really go to town making some new and interesting traits to add personal flare to builds in game, I really hope they utilise all of these 17 spots.

That being said 17 is quite a huge list, perhaps allowing the player to choose between 0 and 4 traits (if possible) and lessening the positive and negative effects a bit?

I remember that a lot of the original traits were positioned as direct opposites (finesse and ham fisted or gifted and skilled come to mind), but I always thought that the idea of trait opposites (or binaries) weren't really necessary, and really limited the actual selection of customisation provided by traits.

Also when it came to increasing (or decreasing) the rate of perks I always found that way too much of a draw to ever really consider anything else (the same goes for gifted really) and I personally think with a pool of 17 potential traits really powerful stuff like that should be avoided to give good reason for selection of other traits,

For example, instead of gifted, you could create a trait for each special point (strength and agility already have theirs, with bruiser and small frame respectively) that has it's own individual malus that isn't related directly to other stat points. And if the player were able to select up to 4 traits he could essentially boost the stats he needs while still taking other flare based traits.

I'll stop typing now because i could literally go on forever, and no one likes a text wall.
Title: Re: Traits Suggestions
Post by: mAdman on September 04, 2014, 08:02:51 PM
How about a "Loner" trait?

One that gives bonuses for not being in a squad/platoon (or possibly even a faction, but that might be going to far), say to crit chance or carry weight or dr or skill buff, or possibly a little of all, at the sacrifice of leadership abilities (which may be too much of a negative) or charisma, or starting reputation.

For example;

Loner; You don't work well with others, but you work exceedingly well all by your lonesome, as a result you gain 10 carry weight 5 dr and 2cc when you are not in a squad, but you lose the ability to be granted leadership bonuses by others and you can never lead a squad.
Title: Re: Traits Suggestions
Post by: faopcurious on September 04, 2014, 08:28:45 PM
oh i like that, or what if you got certain bonus, and you can use your own modules?
but not as good of bonuses when following or leading.
Title: Re: Traits Suggestions
Post by: mAdman on September 04, 2014, 08:54:40 PM
Yeah, I am not 100% on all the functions of the reworked and new systems, so I don't know what would be good balance wise (removing the leadership buffs entirely is probably going too far, maybe just halving them), but I figured people who (intend to) play outside of squads more than in squads should be able to select a trait to suit that play style. You can still be a team player and help your faction, but you don't necessarily do better with others and being by yourself doesn't always come at a disadvantage.

Anyway that's just one trait :)

I really like some of suggestions made too, especially the raised by wolves one, that is very classy, but could be hard to implement properly, but I kind of want to be a loner who was raised by wolves now >.<

A couple of others too;

Fire eater; Your body is calloused over from your obsession with fire, granting you +15% resistance to fire, but leaving your body 15% more vulnerable to radiation and poison.
(this could be good for tanks who intend to get close enough to be flamed and extra protection from say molotovs, for the cost having to deal with radiation and poison faster and more often)

Good nature; You are a kind sort, perhaps too kind for the wasteland, but nonetheless people treat you differently, you receive better prices at shops and start with a small amount of reputation with all groups, but you find it hard to pull the trigger in battle and as such deal less damage (5%?) and have a slightly reduced critical chance (1%?)
Title: Re: Traits Suggestions
Post by: mAdman on September 04, 2014, 11:02:43 PM
If there is a functioning day night cycle then you could have;

Night Owl; You mostly come out at night, mostly, during the night you have +2 to perception and +1 agility, but during the day you suffer -1 perception and -1 luck.
Title: Re: Traits Suggestions
Post by: S.T.A.L.K.E.R on September 05, 2014, 12:05:42 AM
Kamikaze should increase running speed by 30% and +3 AP Regen +

but -20% DR

so you're fast and quick but paper..unless you take drugs but still paper :P
Title: Re: Traits Suggestions
Post by: mAdman on September 06, 2014, 03:12:39 AM
So, I actually didn't select any of the traits on my first character, I couldn't find one that suited me without having terrible detrimental aspect to other parts of my build (four eyes was tempting, but its like losing vision to gain vision in circumstance, which is a positive and negative to the same derived stat).

So for the moment I will go without.

Gifted is also so heavily weighted its really hard to take it, no tag skills at all leaves you really far behind in terms of combat.
Title: Re: Traits Suggestions
Post by: mAdman on September 06, 2014, 05:16:39 PM
So while the server goes down for a bit, I thought i'd suggest some more perks, as I mentioned before, with such a large pool of traits I think gifted can be tossed out for 7 special based perks;

Strength; already has Bruiser
Perception; Cautious- +1 perception +10% chance to be suppressed
Endurance; Bulky- +2 endurance -15% movement speed (or a reasonable movement speed debuff)
Charisma; Drop dead gorgeous; +2 charisma +15% damage from members of the same sex
Intelligence; Idiot Savant; +2 intelligence -25% rewards from quests and harder dialogue choices
Agility; already has small frame
Luck; Luck of the Fried-ish; +1 luck -5% to radiation poison and fire resistance

The numbers obviously aren't set in stone, but these are just special focused traits instead of an overall one like gifted.

As I also said before being able to select more than two and lessening the effects might work better too, but who knows.
Title: Re: Traits Suggestions
Post by: SnowCrash on September 06, 2014, 06:25:47 PM
Again i want to state against those kind of traits, A specific bonus/malus in a SPECIAL dont fit well in a game where you can rearrange the point as you want. In your proposition, most players that lets say want to have high LK wont be picking the trait that increase LK, but the trait with the lighter drawback (for example idiot savant), and put those extra point in LK.

So having a trait for each attribute will probably make 1 or 2 traits be picked as a generic bonus in SPECIAL points, and the rest become ignored for its drawback.

Now, if instead of the LK bonus, the trait provides a bonus in critical chance, or critical power, a player with high luck will be more tempted to pick that trait, to be better in that area.
Title: Re: Traits Suggestions
Post by: mAdman on September 06, 2014, 06:46:24 PM
Fair enough, I did note that you were against them, but now that you have explained the reasoning clearly I can see why you feel that way and can agree to an extent, but;

As it stands I cannot put the stats I want at the levels I want (i.e no stat gets to 10, ever, its too much of a sacrifice with the trade offs for dropping stats too much), so I think it would be helpful just to push your favorite special or two to higher levels without having to completely cut off other special stats.

I think we can both agree, that at least this approach would be better than gifted? And there are still 10 more trait slots for everything in between.
Title: Re: Traits Suggestions
Post by: deadhand on September 07, 2014, 08:00:55 AM
what about a trait called going commando you character forgets his pants but it becomes harder for people/npcs to target your legs. negative effect would be a -2 to charisma
Title: Re: Traits Suggestions
Post by: mAdman on September 07, 2014, 08:36:54 AM
Tribal Heritage; You are a tribal warrior at heart, the spirit of your ancestors guides you in battle, you gain +5 melee and throwing damage, extra throwing range and +15 to outdoorsman, unfortunately the spirit of your ancestors is a technophobe and as such you lose -20% to science and -10% to engineering and can never wield energy weapons.
Title: Re: Traits Suggestions
Post by: SnowCrash on September 10, 2014, 01:52:36 PM
-Cold Blooded: you get +2PE, +2LK and +2CH when hp are over 80% / You get -2PE, -2LK,  -2CH when hp are under 60%

The CH bonus makes this trait good for team leaders (can probably replace altruist) as they will boost his team as long as they maintain high their health. It can be also appealing to sneakers and snipers as both try to avoid direct confrontation and the LK and PE bonus can boost their offensive power, but if they are caught out of guard their offensive will be reduced.
Title: Re: Traits Suggestions
Post by: mAdman on September 14, 2014, 11:30:18 PM
I thought fast metabolism was a bit much too, I almost took it just to test out a theory but decided against it.

+10 healing rate is huge, but obviously a lot of the time when you are healing you are also bleeding so it does make it redundant (except for poison, which it almost completely negates, so its almost an immunity to poison trait essentially).

How about instead of +10 HR -10 bleed resist, it is reduced to +5 or +6 HR, but halves the healing given from stimpacks and non first aid based healing.
Title: Re: Traits Suggestions
Post by: mAdman on September 15, 2014, 08:58:03 AM
One Hander; You lost your hand in the war, or maybe you just can't trust you left hand, either way you excel with one handed weapons, +10% damage and -10% to AP cost of one handed weapons, but you may never wield a two handed weapon.
Title: Re: Traits Suggestions
Post by: wojciech on September 15, 2014, 11:09:27 AM
it will be good only for pistols and aimed shoots. I am waiting for some trait which will disable aimed shoots and put some bonus into burst weapons.
Title: Re: Traits Suggestions
Post by: mAdman on September 17, 2014, 12:24:46 AM
Shotgun Surgeon; Your range and knockdown rate on shotguns is increased slightly, but the max and effective range on all other weapons is reduced.
Title: Re: Traits Suggestions
Post by: faopcurious on September 17, 2014, 03:42:07 PM
No to one hander plz -_-
Title: Re: Traits Suggestions
Post by: mAdman on September 18, 2014, 03:19:16 AM
In it for the Glory; You lose 20 persuasion and will only ever get paid half as many caps from assignments and zone control, but you will earn +50% extra experience and reputation from both.
Title: Re: Traits Suggestions
Post by: mAdman on September 18, 2014, 08:57:44 AM
Battle Scars; You are scarred up worse than a deathclaw, making you generally tougher +4% DR +1 DT, but you are always considered to be at least 20% bandaged, and the bandaged decay rate is 25% slower than normal.
Title: Re: Traits Suggestions
Post by: mAdman on October 01, 2014, 09:49:02 PM
Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
Title: Re: Traits Suggestions
Post by: Perteks on October 10, 2014, 01:42:05 PM
Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
There is no addicts
Title: Re: Traits Suggestions
Post by: Myakot on October 11, 2014, 03:11:30 AM
Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
There is no addicts
Maybe he meant after-effects like winded after voodoo? ;)
Title: Re: Traits Suggestions
Post by: mAdman on October 11, 2014, 12:02:37 PM
No I meant addicted. I guess I was tricked by the wiki, where it states how addictive the drugs are. LoL.
Title: Re: Traits Suggestions
Post by: Myakot on October 12, 2014, 07:48:11 AM
it states how addictive the drugs are. LoL.
Editors just care about your health, that's all.
Title: Re: Traits Suggestions
Post by: MARXMAN on November 05, 2014, 12:17:03 PM
In it for the Glory; You lose 20 persuasion and will only ever get paid half as many caps from assignments and zone control, but you will earn +50% extra experience and reputation from both.


I think this would be a terrible step in the wrong direction. This would be a MUST HAVE trait for super-duper carebear farming.



My own suggestion: 

Drunken Fist:  All that time spent watching cheesy kung-fu flicks in bars has paid off! You gain +10 DR and - 5% AP cost with hth weapons while under the influence of alcohol.



Title: Re: Traits Suggestions
Post by: PorkchopExpress on November 05, 2014, 12:23:41 PM
Isn't booze already counted as food,would make it op....
Title: Re: Traits Suggestions
Post by: MARXMAN on November 05, 2014, 12:24:30 PM
Isn't booze already counted as food,would make it op....

If it negated the regular effects (carry wieght and HP regen), it would be a viable double edged sword
Title: Re: Traits Suggestions
Post by: PorkchopExpress on November 05, 2014, 12:26:19 PM
It has to have some kind of negative effect,tons of different food to eat out there.Doubt i've ever seen a trait without negative effect....
Title: Re: New Trait
Post by: nailbrain on November 06, 2014, 04:39:06 AM
Small Scale
After countless time of watching and anylizing  prewar holotapes containing "Dirty seven" and "Dozen of samurai" movies u deduce that perfect squad size is between x (6) and   y (8 ) soldiers.

When the active members in your squad on the map are between 6 and 8 you can activate one more leader module, when people became more or less than that numbers you are disabled one module (down to 2 active modules)
Title: Re: Traits Suggestions
Post by: Myakot on November 06, 2014, 05:17:47 AM
That trait's actually freaking good, although the penalty should be much harsher.
Title: Re: Traits Suggestions
Post by: nailbrain on November 06, 2014, 05:58:03 AM
well since it is not typical trait with bonus and malus working at the same time my idea is that they must be equal in strenght , the dificulty must be from maintainig the status so the
actual number that must be well calculated is the gap between min and max squad memeber
numbers i gave are for dispaly purpose and actual gap in this formulation is 2 soldiers
maybe trait like this will promote  significance in Doctor squadmember

ps input from people who run Leaders will be very apriciated
Title: Re: Traits Suggestions
Post by: Myakot on November 06, 2014, 06:04:39 AM
I think that by sustaining the same mechanic, but replacing the "people count" with "hexagon range" would be better.
Title: Re: Traits Suggestions
Post by: nailbrain on November 06, 2014, 06:08:55 AM
you are right but it was discused before as general leader mech but there were presented too many engine problems that would promote lag and glitches so it was generaly ommited that is why i opted for simple count method 
Title: Re: Traits Suggestions
Post by: mAdman on November 09, 2014, 05:11:34 AM
Maybe make Small Scale force the player to tag leadership? Though that could be bypassed or create a problem with Gifted.

It just seems like obviously a leader or FTL ability specifically, forcing a leadership tag selection kind of makes sense as a "malus" (though if you took this trait you would likely be taking leadership anyway, so yeah).
Title: Re: Traits Suggestions
Post by: nailbrain on November 09, 2014, 07:05:51 AM
well heavy handed, four eyes, does not enforece any tags why should SS do ?
it is more build focus trait but there others too
Title: Re: Traits Suggestions
Post by: mAdman on November 09, 2014, 08:59:06 AM
Well four eyes isn't specific to weapon types just scopes, which can also be put in hand, and heavy handed while only benefiting close combat isn't the same as even without tagging close combat it will benefit your close combat ability either way.

Small Scale as is, is basically useless to someone without at least 150 (or 125?) leadership, as he will never be able to bestow the 4 or 2 buffs either way, and the trait will go to waste.
Title: Re: Traits Suggestions
Post by: MARXMAN on November 09, 2014, 12:29:33 PM
Blind Luck

You lose 1 PE but gain 1 Luck
Title: Re: Traits Suggestions
Post by: PorkchopExpress on November 09, 2014, 12:36:03 PM
Ummm...what's the point of that trait excactly? :o
Title: Re: Traits Suggestions
Post by: MARXMAN on November 10, 2014, 10:25:52 PM
Ummm...what's the point of that trait excactly? :o

Does there really have to be?  If it was up to me I would take no traits.
Title: Re: Traits Suggestions
Post by: nailbrain on November 11, 2014, 03:42:03 AM
Hhanded is very usefull for shooter , and 4 eyes for melee builds
traits must give certain flavor and altouh we are free to build whatever we want there are CLASSES like in any other rpg game just not set in stone
Title: Re: Traits Suggestions
Post by: SnowCrash on November 11, 2014, 07:38:09 AM
Does there really have to be?  If it was up to me I would take no traits.

But in your suggestion the trait doesnt change nothing, you can manualy substract one point of PE and raise LK

Also, traits are optional, so you can take no traits if you want.
Title: Re: Traits Suggestions
Post by: MARXMAN on November 11, 2014, 02:32:58 PM
Does there really have to be?  If it was up to me I would take no traits.

But in your suggestion the trait doesnt change nothing, you can manualy substract one point of PE and raise LK

Also, traits are optional, so you can take no traits if you want.


YOU. JUST. BLEW. MY. MIND.

(http://www.reactiongifs.com/r/2013/10/tim-and-eric-mind-blown.gif)
Title: Re: Traits Suggestions
Post by: Matulaak on February 17, 2015, 02:17:25 AM
Animal Friend - animals such as wolves, rats, mantis's, geckos etc... won't attack the player, although deathclaws, wanamingos and some of the nastier animals are not affected by this trait
Title: Re: Traits Suggestions
Post by: LagMaster on February 28, 2015, 05:28:51 AM
1 handed:
+ -ap for 1 handed weapons
+ all weapons get moving reload perk
+ further trow range
- cannot use burst on 2 handed guns
- less effective range on 2 handed(1/2 of max)
- you do not have a secondary weapon slot(to program it just make it change 2 times everytime you change it yourself, having a pocket is no biggie since steal is disabled)

Light traveler
+ run speed
(+-after a few KG you run normaly)
- carry weight

Kung Fu expert
+ CC dmg & - a lot CC AP costs
+ more CC effects on crits
+ all weapons exept miniguns have swing that works even when jammed(perks aplly on hit)
+ all 1 handed weapons have trow mode(perks aplly on hit)
(note : skills for using this new modes are still weapon skill, so for plasma pistol swing hit chance is required EW skill, not CC skill)
- no burst mode posible
- - effective range
(note, sniper kung fu experts are still viable)

Beast man:
+
Animal Friend - animals such as wolves, rats, mantis's, geckos etc... won't attack the player, although deathclaws, wanamingos and some of the nastier animals are not affected by this trait
- all NPC non faction humans are hostile
Title: Re: Traits Suggestions
Post by: PusiteGA on February 28, 2015, 05:42:40 AM
+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal
Title: Re: Traits Suggestions
Post by: LagMaster on February 28, 2015, 06:00:12 AM
+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal
more like full bonus if under x KG, since it will have strange effect with pack rat post 24 perk
Title: Re: Traits Suggestions
Post by: mAdman on March 22, 2015, 04:04:10 AM
+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal
more like full bonus if under x KG, since it will have strange effect with pack rat post 24 perk

Cool concept Pusite, it could be linked to stealth minuses and possibly other things too.
E.G. at 10 or 15 kg of weight you lose X amount of stealth skill and movement speed which increases with more weight up to a threshold.
This suggestion needs a topic of it's own really IMO, I like the concept.
Title: Re: Traits Suggestions
Post by: Chirurg on May 28, 2015, 05:20:04 AM
Module Cushion.
Your body can simultanously operate more leadership modules than an average person.
You receive +1 to your max modules count, however each time the "additional" module is activated, the effectiveness of all active modules is decreased by 7% per unit - up to total 28% on each bonus if 4 modules are active at the same time.
Title: Re: Traits Suggestions
Post by: Ratnik on July 03, 2015, 05:39:02 AM
Another version of One handed:
You immune to weapon drop critical effect. Also, with crippled arm you recieve only "Malus rate of fire" perk before arm will be fixed. If both arms crippled it will not doubles.
On other hand, your to-hit with two-handed weapons capped at 5% And becouse you use only one arm all the time, character can't oper doors if weapon slot isn't empty.
Title: Re: Traits Suggestions
Post by: S.T.A.L.K.E.R on August 24, 2015, 03:00:16 AM
Mr. Puffers
You were a heavy smoker when the bombs fell...and mixing that with radiation cause some sickening mutations to you. Your lungs and body are now filled with smoke! Everytime you are knocked down, knocked out or winded, there's a 25% chance of a 3-5 hex smoke cloud encircling you! However, food has no affect on you, and being winded last 2x longer.

Dunno just something :V

Title: Re: Traits Suggestions
Post by: Kurwier on August 24, 2015, 01:07:14 PM
Mr. Puffers
You were a heavy smoker when the bombs fell...and mixing that with radiation cause some sickening mutations to you. Your lungs and body are now filled with smoke! Everytime you are knocked down, knocked out or winded, there's a 25% chance of a 3-5 hex smoke cloud encircling you! However, food has no affect on you, and being winded last 2x longer.

Dunno just something :V

+1 sounds really falloutish and lel
Title: Re: Traits Suggestions
Post by: Combatant on September 07, 2015, 09:34:33 AM
really falloutish
Oh well.. how about  ::)

Mr. Farty

Adventages

If player typed *fart* in chat he got 25% chance to give out a distinctive sound and cause a smoke cloud. It costs 0 AP.
Disadvantages
Also 10% chances to give out a distinctive sound and lose 50 action points without result.  ;D
Title: Re: Traits Suggestions
Post by: Kurwier on October 24, 2015, 06:37:51 PM
i got some cool suggestion

add trait : Troll > your overall brainsize is corrupted by having unnaturally big eyez which however let you see way more further then wearing some 5$ sunglasses on your nose ... INT -2 PE +2

https://www.youtube.com/watch?v=5ucGx5LPwEc