I like how, in most ways, a hearthling evolves really naturally from knowing zero about the world, so it's jarring to have abilities like "sewing" and "smithing" available (and incrementable!) before your hearthling has even conceived of those things as possible. IMO, only display those abilities that you have the prereqs for.
This would help noobs, as well, since early on the only skills you really want are exploration, survival, and maybe some unarmed - but these three abilities are at random positions in a pretty intimidating list. A noob might see it as a class system and think "I want to be a smith!" and waste all his LP on raising that.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Don't display abilities you don't have the Lore/Skill fo
Bump. Would make early game less confusing for noobs and help them focus on the only 2-3 skills that matter.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Don't display abilities you don't have the Lore/Skill fo
I will agree skills need some more explanation in a tutorial system but no to the rest.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Don't display abilities you don't have the Lore/Skill fo
I would actually like an extendable system for abilities, but loftar has shot it down a couple of times. Might happen at some point, but not a priority.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose