Headchef wrote:You need to get the bonus 24/24 hours instead of 16/24?
So the game is only punishes me for playing the game when I'm actually playing the game. Big brain argument that definitely doesn't exemplify why the bonus being conditional should be changed
Headchef wrote:Also to just adress cave hermit like this is a bit strange.
Many credos hold overpowered otherwise inaccessible features.
idk, I feel like we all agree credos are busted. I'm pretty sure all credos could be fixed with tweaks/balancing as opposed to an overhaul to the entire system, though. Saying one thing is bad, therefore you can't fix another bad thing seems super reductive.
MooCow wrote:All Credos already come with a penalty.
Simply untrue, there is no direct downside from any credo, including cave hermit. It incentivizes playing in an unfun way. Point me to a credo with a penalty attached to it.
MooCow wrote:Personal beliefs had penalties, and people liked them
Citation needed. I hated having to arbitrarily switch characters to do different things. I think most people did. The only arguably interesting thing about the sliders was tradition/progress.
MooCow wrote:If credos that had powerful bonuses also had penalties, they would ideally no longer be "mandatory"
Yes, if we lived in a different world where things worked differently, then things would work differently. All of the relevant credos are functionally mandatory.
MooCow wrote:Specialization is an interesting and relevant trade-off.
I guess I specialized into sleeping in a cave and consuming resources at a faster rate, while losing benefits if I attempt to create these resources myself? This specialization is sure gonna attract a very specific kind of person, and they sure aren't any kind of hermit.
MooCow wrote:and working on minimizing their impact is interesting.

iNtErEsTiNg AnD fUn WoRkArOuNd
MooCow wrote:Imagine a credo that increased your weapon damage by 50%, but cut your health in half. An ideal group of solders would have some with the credo and some without. Why? technically, in point for point fight the person with 150% damage and 50% health will lose. In a 2v2 having one person with the credo gives you an advantage.
idk how you came to this conclusion, or why you think it's relevant... But I'd like to point out this game has static damage reduction on armor, and also you're allowed to pick your target
MooCow wrote:Optimizing the fun out of the game is a natural part of being ultra-competitive.
Wanting a development rate bonus better than a Pneck is not being "ultra-competitive", it's being a normal human that vaguely cares at least a little bit. Also, "games should intentionally be made less fun for competitive players with no discernible upside" is not exactly a sentiment that will get you a bunch of game design awards.
MooCow wrote:The point of the cave hermit credo was always to be a cave hermit. If you live outside, only diving into a whole when you study, you are not a cave hermit. For these people, the credo isn't functioning as intended. The fun part comes when you build your base underground, and never see the light of day again
Really? When did Jorb/Loftar tell you they intended this, because from the outside perspective it seemed like a bunch of semi-arbitrary objectives to achieve semi-arbitrary rewards with a theme vaguely attached. If this is the case I'd point out 100% of the cave hermits I know are in fact not hermits, and consume/interact with objects that require overworld access to produce more than anything in caves. Seems like cavehermit is way more broken than we thought, bois
My friends, I just want to use alts less.
There is literally no upside to this being conditional, and no downside to the condition being removed