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  1. Parkour (Traceur) (+6) +1 Sprint, +1 Nimble Fencer (+6) +1 Blade Accuracy, +1 Blade Guard Tip-Toes (+3) +1 Sneaking Tinker (+4) +1 Electrical Quick Draw (+4) +1 Aim Speedloader (+4) +1 Reload Masochist (+4) Cannot become unhappy while in pain or bleeding. Ignores accuracy reduction while in pain. One Arm - (-10) Cannot use secondary slot, or wield weapons that require two hands. Terrible Cook (-2) Your cooking will never give an increase to happiness. Ever. Ombrophobia (-2) Panics during rainstorms. (panic while indoors, extreme panic outdoors) Photodermatitis (-8) Being outside during the daytime causes gradually increasing Hyperthermia, regardless of the weather. As Hyperthermia increases, Sickness and Pain develops as well. Once it reaches Fever and Agony, health starts to drop. Nyctophobia (-4) Fear of the dark. Extreme panic while outdoors at night, or indoors without a light source.
  2. At first, I thought of some traits like "Cooking hobby", "Hates fishing" that would give skills. But that would be too much of clutter for the traits list. So it may be nice to buy some skills directly for skill points in a most expensive and non-economic way! Or get some points for taking multipliers like 0.25. Any thoughts about it?
  3. Categorised professions' list. This would allow to add more of them without turning list into a mess and just look handy. I also would like to suggest few more of professions and traits. Example: Category - medic. From best to worse first aid skill, from the most expensive to the cheapest. From Norse to horse Surgeon. From what I've heard, you need years of practice and learning to start working as a surgeon. Bonus trait - treats wounds better. Therapist. Slightly cheaper, slightly lower skills. Trait - treats diseases better. Pharmacist. Not so doctor, but still. Trait - uses medicine more effectively. Or (inspired by Zorak, I think) has trait, that works like Herbalist - where, for example, other see "pills" (with exception of few common pills), pharmacist sees "beta-blockers" or something similar. Nurse. Less training, less skills, but still better than "Average Joe" in first aid. Ambulance driver. Minimal skills. He's still working near the medics, so probably could know something. Better driving skill, if there's ever gonna be one. That could add more roleplay and more fine-tuning to the character creation. Traits. More diversity - the better right? As for traits, I suggest to split them into 3 groups: Physical. Blind, wounded (I.E. starting with moderate injury) overweight etc. Skills. Herbalist, marksman, slow reader. It would be nice to see a trait for each skill Social. I know, that these would be useless right now, but when one of the main feature will come out, social skills will be needed. The main point is, that all professions and traits use those points. That way you can create pro, that doesn't know how to convince people, that leads to living alone, talkative fellow, that is almost useless in combat and crafting and many other interesting combinations. What do you think about it?
  4. Some of the trait descriptions are a bit lacking, and not fully understandable. Some of them don't even work atm. Here is a list of traits that could use some cleaning up or explanations. Baseball Player: Currently states +1 Blunt Accuracy. From what I understand, RJ said it also provides slightly faster swings with bats. Trait should state +1 Blunt Accuracy. Slightly faster bat swings. Justifiable, as blunt weapons atm are slightly weaker than sharp, and it doesn't hurt to provide this info. Lucky/Unlucky: Trolliest trait as far as descriptions go. I understand they may want this to remain as is, but the only things confirmed are loot rolls and repair chances. Not even going to dive into this one. Resilient/Prone to Ilness: Currently states Less/More prone to disease. Slower/Faster rate of zombification. This could use some clearing up. If this doesn't affect zombification from scratches, and only affects colds (as its believed to atm), it needs cleared up. Was this ever updated to provide resistance to non-zombie infections? Anyways, disease is too broad of a term, especially when there are no diseases in game other than colds (and perhaps zombification if its not space magic). If it does only affect colds, then both traits need major overhauls, as outdoorsmen makes Resilient completely useless, and makes prone to illness a free +2. Pacifist: Never taken this trait honestly, and I really have no idea what exactly it does. Description says Less effective with weapons. Is it simply less damage done, less knockback, less accuracy, less XP gains, and/or hidden skill modifier? Night Owl: Doesn't do anything, should be removed till it does. Axe Man: Currently states Better at chopping trees. Faster axe swing. Better at chopping trees part is kinda vague, but otherwise pretty self-explanatory.
  5. I was playing a multiplayer game with another player (just us). We had just started a new server with new characters and at some point I started to recklessly kill zombies with a screwdriver (headshots) thinking I'm Conan the zombie slayer from the previous save. It got me killed, twice. Seeing as the game was fairly fresh, I just spawned in a new character and basically I wasn't penalized much at all for the recklessness. Here is my suggestion: You can enable "Only the good die young" mode where you can spawn a new character, but the cost of positive traits are increased by 1 point each time, thus making your build weaker each time you respawn. This, in addition to losing all your progress could make the price of death feel a bit more impactful. If that system doesn't work, maybe you can lose a random positive trait, gain a random negative trait etc. I'm sure you catch my drift.
  6. So with the new Pick up/Place options I think Burglars should get a buff! Skill added to Burglar class: Sticky Fingers - Pick up/Place items faster(stacks with dexterous) Get it All and Go - Items grabbed with "Pick up" weigh 1 less
  7. I searched and didn't see anything. I was wondering we could do Complex Traits. Things that change the way we play rather then just a +1 this or that. Right now unhappiness doesn't really do anything, there are mods where you can reread books and wipe boredom away. you can solve boredom by reading a newspaper. But after awhile. You read. Oh hey, the Raiders won the Superbowl... Bet they won't do it again this year.. Take me for example My character gets bored when i'm screwing around sorting items. This kinda sucks because I am very OCD and a Perfectionist and I spend a lot of time sorting items in my base. It makes me happy to do these things while playing the game. You could spend points to buy this trait, I would just on this alone. However, if possible I think it would be great if the trait could have more then just one meaning. What if it started with gaining happiness to sort things, but if you are carrying bags with missorted items then it causes unhappiness. if you shove items from more then 2 or 3 different spawn types into a certain bag then it triggers (Example: A bag with a warehouse crate item, a medical item, a house food item, a weapon, a bathroom item) To bypass this is to sort bags inside of bags or carry multiple bags, or use the proper bags, like sticking medical things in a medical bag. The character could also be unhappy if stuff is on the floor, if trash items are on shelves, seeing broken windows, dirty bandages or rags as bandages instead of proper bandages. Etc. etc. Maybe call it a subtrait called Perfectionist. Maybe if your character gets to unhappy, they start to do weird things. Take my perfectionist, say he just starts picking up random trash, automatically picking up things that don't belong in the right box. Walking past a broken window may cause them to automatically just start clearing the broken glass. They might rip off dirty bandages. There are many other things, Like a Thrill Seeker needs some level of panic, a Nomad might hate staying in the same place for more then a day. A homebody might get upset if you move to far from where you slept the night before. An outdoorsy person may be unhappy sleeping in a bed or chair instead of a tent. A Socialite may need to talk to NPCs or read magazines and books, listen to the raid. An angry person may need to break things or hit zombies. A pyro may need to light a fire or will start one randomly, A fraidy cat may not be able to sleep unless ALL entrances to the room are barricaded. An architect may need to build stuff, a protector may need to make sure a whole area is clear of zombies. Each can have pluses and minuses depending on how you play. That was just an idea, Do with this what you will.
  8. Currently, if you make a profession add a 'free' trait that isn't a profession-specific one, it can still be manually removed by the player (thus creating a second duplicate of the trait in the list). This is a problem when we want to mod in our own professions that add existing traits. While there could be other ways aroudn this, it requires modifying large amounts of code, and some that cannot be modded, so... Would it be possible to make it so that *any* trait added for 'free' by a profession was 'locked' in place and unremovable when added in this way? That way, manually adding - for example - the Graceful trait would allow the player to add and remove it during character creation, but a profession that added the same trait for free would *not* allow it to be removed unless another profession was chosen? This would be a big help too if someone wanted a profession to add a permanent 'negative trait' ("Pensioner" = low vision, for example) too. If this requires a huge effort in the game code, I understand not doing it, but if it's a fairly simple change, could this perhaps be implemented?
  9. After a long time away from PZ, I've returned to the game and am loving all the new improvements since I last played! I've of course been equally excited to get back into modding again. I have been re-creating my old outdated mods such as my new professions, but I've hit upon something I never could figure out last and wanted to finally ask: If I want to assign an existing trait (e.g. Graceful) to be given 'free' by a profession, this works fine except that the player can 'remove' that trait if they want to. This is to be expected; these traits weren't designed to be exclusive to a profession. Of course, this is visually ugly (duplicate traits in trait list) and not really the designed functionality. The answer, I would have thought, would be to create a 'duplicate' of the desired existing trait (e.g. "Poised" for "Graceful") and set as an exclusive profession-only trait with a 0 point cost. Makes sense to me! Except... how *do* I duplicate the functionality of an existing trait, such as Graceful or Light Eater or Brave? Unlike the simple traits that increase skill points, I can't find the "mechanics" of these traits anywhere in the game's files (lua or otherwise). In other words, if I make my own "Eats Less" trait, how do I make sure it has the same game effect as selecting "Light Eater"? Presumably, there's some code somewhere that does some sort of "if has this trait, do X" but the place to find this is a total mystery to me, hence I have no idea how to code my own such traits! If any experts here could even just point me in the right direction, I'd really appreciate it!
  10. Just finished putting together my first proper mod for Project Zomboid (The first one I made was just a minor edit to some vanilla code for some XP values). Trait Training Books http://steamcommunity.com/sharedfiles/filedetails/?id=606059733 What does it do? Trait Training Books adds a series of books to the game that can be used to learn traits in a ladder like system of progress. Currently the mod is only in initial release so at the moment there are only books in the game to handle the reading line of traits. An example of how it works in game If your character has the "illiterate" trait, they have the option of trying to find the TTB book related to the Illiterate trait, in this case named "Burch and Friends - Let's Read Together!". If the character has the illiterate trait, when they right click the book in their inventory or another container they will see an option in the context menu for "Struggle to Read". When selected, the player will start reading through the pages of the book in the same way you would read any other skill book. When completed, the Illiterate trait is removed from your character and replaced with the Slow Reader trait. But how can you read if you're illiterate? The mod uses a custom class that is based off the ISReadABook class used to read books in order to specifically handle trait books through an action that is on the surface functionally identical to reading, making use of pages and starting and stopping reading as any other literature item in the game would do. This was to work around some of the restrictions surrounding reading timed actions that would typically fail read attempts with the native read class. Balancing I'm still pretty new to modding with PZ so I wasn't able to find a way to request the server value for DayLength which was originally the idea I was thinking of to try and make a variable timer for reading so that the same mod could be used on various server or SP configurations without becoming too impractical at either extreme of DayLengths, so that's something I may try to get in when I learn more about what's availiable to me in LUA and if I can get the DayLength from the server. Until then though, this mod is specifically balanced for use on Real-Time multiplayer servers or Real-Time SP games. Reason being I designed this primarily for use on my own MP server but it can still work in SP games or other MP games as long as you're aware of some balancing issues with the books being 25, 50 and 75 pages. The books are a rare find, with a loot distribution of 0.3, 0.2 and 0.1 in Shelves, 0.5, 0.3 and 0.1 in bookstores and then 1.0, 1.0 and 0.5 inside schoolbags for the basic, intermediate and advanced books respectively. (For comparison, books in Hydrocraft have a 1.0 loot distribution) So these should be pretty rare finds, combined with how they are consumed on use it should hopefully keep things fairly balanced. Future Plans I'm hoping to tinker around with the hobby traits over the next few days and get to grips with how the game handles them on characters, once I work things out there I'm going to start looking at getting in books that can be used to learn other positive traits or remove/lessen negative traits. I also want to look into seeing if it's possible to implement some usage of the leveling and skillpoint system in the game, so that reading a book may require you have a skill point available that would be consumed when learning or removing a trait with the book. Figure out a way to adapt the time taken to read pages of these books based on the DayLength setting for the server or SP game.Credits Robert Johnson for the original ISReadABook.lua class that was used as the basis for TTB's reading class.BryBry for help in finding a way to refresh the character's info window to display the updated trait window without requiring a relog.
  11. So I've run into something that seems to have stumped me. I'm currently experimenting with hobby traits (Traits that add an XP boost to a perk 75%/100%/125% and a point in a perk) when added to a character post-character creation via getTraits():add(""); and I've found that if a trait is added post character creation there are some aspects of them that won't apply. One example being when First Aid is added to a character, while the trait shows up on the character, the perk level and perk xp boost remains unchanged (see below for example) I had expected that this might have been the case but needed to test to make sure before looking into how to go about adding a perk level and the boost. I have a generally decent idea on where to look for the perk level addition itself, but what I can't figure out at all is how to apply an XP boost to the perk out of character creation. Any help figuring this out would be greatly appreciated, specifically looking to find how to apply either increment the XP boost on a perk or get the current boost on it and then apply one to overwrite it.
  12. Hello. I was thinking about the threads about having durability on sheet ropes and zombies falling out of windows (also about how I constantly fall off of things, irl and otherwise), and I have come up with a new trait! Limber: cost 4 points x% reduced chance to break extremities when falling from level 2 heights. For each additional level -x%. There could be an opposite trait for it as well. Also I was thinking that there really should be a % chance you die when falling from a building. I mean if I fell out of a window, I'd probably land on my head (I'm just that d**n graceful).
  13. Since I'm getting into PZ again, I thought I would make a suggestion. I have already seen all 3 of the things that I am about to suggest listed on this forum, I just thought I would back their ideas and show my support without resurrecting 3 separate threads. Keep in mind that I do not have knowledge of the entire change log, and since I have only recently started playing, I may be rambling on about things that may already be implemented into the game. Problem- I feel like the chef profession, along with the cooking skill in general are bad trade-offs in comparison to other skills such as carpentry. While it is nice to be able to maximize food potential, I don't feel the need to be a dedicated cook, since you can easily find foods in town, grow them in your garden, go fishing, or be a trapper. While being a chef isn't necessarily bad, I feel like there are many other professions which trample over the usefulness of being a dedicated cook. Solution- I would suggest giving a player with a high cooking skill the ability to create foods with certain perks or bonuses, with potency based on cooking skill. This would allow a dedicated chef to prepare his group with certain foods that would provide temporary buffs such as reduced panic, increased strength, better accuracy, and increased stamina. Problem- Foraging is a very nice, and welcomed addition to any survival game. I feel like foraging has its uses, but it could be so much more. I feel like alone, foraging isn't something that would make a man rich, however I feel like it should be a means of substitution for other professions to acquire certain products (Albeit diluted products) that are difficult to find otherwise. Solution- Foraging should be a skill that also benefits either the group, or another profession. Adding a few very basic herbs to the game (Such as Aloe, Chicory, ect.) would allow a high level first aid player to treat minor wounds, and make a diluted substitute for other medical items. This could also apply to other professions, such as cooking, fishing, and trapping. Let me know of your thoughts on this.
  14. So, what I have is... require('NPCs/MainCreationMethods');local function initPersonalTraits() local chronicfatigue = TraitFactory.addTrait("ChronicFatigue", getText("UI_trait_ChronicFatigue"), -5, getText("UI_trait_ChronicFatiguedesc"), false, false); endPersonalTraits.EveryTenMinutes = function() if getSpecificPlayer(0):HasTrait("ChronicFatigue") then getSpecificPlayer(0):getStats():setFatigue(getSpecificPlayer(0):getStats():getFatigue()-0.015); else getSpecificPlayer(0):getStats():setFatigue(getSpecificPlayer(0):getStats():getFatigue()+0.015); end end PersonalTraits.OnGameStart = function()endEvents.OnGameBoot.Add(initPersonalTraits);Events.EveryTenMinutes.Add(PersonalTraits.EveryTenMinutes);Events.OnPlayerUpdate.Add(PersonalTraits.OnPlayerUpdate);Events.OnGameStart.Add(PersonalTraits.OnGameStart);but it doesn't. If I take PersonalTraits.EveryTenMinutes = function() if getSpecificPlayer(0):HasTrait("ChronicFatigue") then getSpecificPlayer(0):getStats():setFatigue(getSpecificPlayer(0):getStats():getFatigue()-0.015); else getSpecificPlayer(0):getStats():setFatigue(getSpecificPlayer(0):getStats():getFatigue()+0.015); end end PersonalTraits.OnGameStart = function()endout the trait will show up! But what I want it to do is make you get hella tired and need to sleep/rest a lot. What am I doing wrong? D: (Also I tried it without the else first. I want it to JUST make you tired until you rest, really, but I was just... trying to make it work o-o)
  15. Irl claustrophobia and Agoraphobia are very manageable with Beta blockers such as atenolol and propanolol. Taking beta blockers after being panicked from claustrophobia or agoraphobia doesn't lower your panicked state. Perhaps a buff of beta blockers or a change in the mechanics of How panic is induced by those traits. Or an addition of benzodiazepines as an acute panic reducer, and a de buff to beta blockers to a milder panic reliever. Benzodiazepines do have sedative effects though.
  16. What if there are actions or things that could change some of our traits? Like... When you're overweight or obese, you exercise. When you don't get enough exercise and you eat a lot, you could be overweight or obese. Having a hearty appetite should easily make you fat. If you have difficulty in hearing, you could find and wear hearing aids. If you are short-sighted, you could find and wear glasses or contact lenses. Warning! Take your contact lenses or glasses off before you sleep to avoid blindness! If you read slowly, reading a lot of books from time to time will enhance your reading speed. If you're illiterate, well, zombies can't teach you. You should've gone to school before. You know what they say, "Regrets are felt when it's just too late". Tsk tsk. If you're weak, exercising and weight lifting would help you be in good shape. Working on your carpentry skill should also make you stronger! The quote "What doesn't kill you makes you stronger" does not apply here. Those are just some that I could think of.
  17. ... is actually pretty useful for hauling logs. As it turns out you can transport eight logs in a Big Hiking Bag with room to spare if you bundle them with rope before packing them. Total carry weight for a single equipped BHB loaded with eight bundled logs is just under five pounds/kilos/weight units as well. This means that with the Organized trait, sixteen ropes and two BHBs you can transport sixteen logs at once with no other traits taken, no profession taken and no skills invested in. -Edit- You can also manage to equip 3 Big Hiking Bags fully loaded with a total of 24 logs if you can manage to get your carry weight to 15. Obviously you are unable to equip weapons doing this and can't really afford to carry too much spare gear with you, but this is still incredibly useful for transporting large amounts of lumber around. I didn't think to test this earlier as I never bother equipping 3 bags myself. Handy dandy picture: Just thought I would share this useful bit of information.
  18. If I'm not a farmer by trade, but a gardener by hobby, I should enjoy my time working with my plants. If I'm a brawler, I should enjoy fighting. If I'm a hunter, I should enjoy finding animals in my traps, etc etc. The boredom and depression moodlets should be helped by performing selected hobby traits.
  19. So a kind of off the wall suggestion, but did you guys know that smell-o-vision has been in existence since the 1960's? Wouldn't it be neat to incorporate that into the game (not that every(any?)one has smell-o-vision)? Think of the potential! You could smell your teammates transmitted odor (hopefully the shower regularly). You could smell burning food! Fire! Dead things! Just saying, would be awesome. Traits: Chronic nose picker: Can't smell anything but one's own finger +2 Keen sense of smell: Maybe you are a son of a ***** -4
  20. It would be lovely to have ability to sort traits by cost and name while creating a new character. If you would click the "Cost" button it would reorganize list having cost/description descending or ascending: Another thing is that if you put Forename for your character and press [Tab] key it would automatically jump into Surname box: Cheers!
  21. Hey guys. I've made a mod that allows use of any of the traits on any of the occupations during character creation. This includes the three professional traits (Night Owl, Desensitized, and Axe Man) and all the green positive and red negative traits that you normally need to balance with each other. Furthermore, I've added back all the traits that were previously removed from the game. These six removed traits are Brooding, Marksman, Hardened Drinker, Light Drinker, Patient, and Short Tempered. Enjoy being able to use these traits once again! Once you have installed the mod, enabled it, created your character, and saved your game, you no longer need the mod. You can delete it if you wish, and your save file will still have your character with all of the traits you have selected. Obviously, you can keep it in your mods but you don't need to run it every time to have your save file with modified traits. They will stay with that character until that character dies. My mod should work alongside the Cheat Menu mod found here: http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Combine these two mods to allow for thorough mod testing, learning of game mechanics, or just cheatin'. You could also play using the sandbox to allow for extremely tailored gameplay. Works on the latest build, v31.13 DOWNLOAD LATEST VERSION: http://pz-mods.net/gameplay/traitmod/ Q&A Q: Can I cheat with this? A: Yeah. Q: Can I cheat online with this? A: No. Q: Will this work on a build older than 31? A: No. Build 31 completely changed the way that occupations and traits work, and also added a ton of new traits. Q: Will your old version still work on the newer builds? A: No, for the same reasons stated above. Q: If you fall off the planet, can I update this mod? A: Sure. The following link is an OLD VERSION of the mod which WILL NOT work on build 31 or newer. The last build it was tested on was 29.4 and it worked fine. It may work on build 30 but I never tested it. Download: traitmod.zip
  22. Soooo i'm curious about adding new skills. Or better said replace carpentry for more suitable skill like Builder, or Engineer, or... i don't know name that covers all the things player can made by himself... Maybe Handyman? There is a mod, where player can create almost any building that you can see in the city. But i don't really like mods that adding many things in this game, because of so many releases and mod compatibility, even one can be lost in many mods in some future build, where some mods would be added into vanilla. So why not add it into vanilla? I really, REALLY would like to see that player can made things out of metal(no more nails-hungry in survival mode), or making glass windows. And adding feature of making roofs(without making stairs build before, scaffold kit would be needed). And if making glass works are too much, so at last being able to disassemble windows from neibourhood houses and add it into your house/fortress. Oh yes, another idea just now popped out. Disassembling. Wooden walls, doors, floors... and destroying things with sledge into visible rubble, where something usefull can be, if lucky. Another idea is... TIME. And DATE. IRL human can't know, what time and date is now, without watches. I saw digital watches once in great mall, so... Why don't take out time and date from the upper right corner? It will be more realistic. And give watches a purpose. Wearable loot. If char find watches, from that point he can have his upper right corner back. Another thing... different looks of zeds. Bodies. Some skinny, some obese... even char. And more clothing types, like for example raincoats, jackets, necktie, uniforms/overalls...
  23. hi i just registred to ask for assistance id like to have a sandbox mode where i can build my character freely. wich means i need a mod that puts trait points to a choosen number or even better: character creation ignores trait points. its just a guess but i think its done quite easy to make a mod like this. could anyone do this for me and my mates please? i find it quite harsh to fix a positive to a negative in a way where positives are so expensive. live doesnt treat everyone equal. some people are talented, clever and sportsman with barely any sideeffects.
  24. I see the option there to give my character free traits... but I can't figure out the names of the traits I want (the profession-specific ones) in terms of their coding names, and I don't know the format for spacing them or how that works. Anyone wanna enlighten me?
  25. Though the title is pretty explanatory, the idea of this is that certain traits, such as strong, obese, and (if returned) hardened drinker, can go away if not used in a certain amount of time, or if certain requirements are met, be gotten. For example, lets say there's a character named John. And John starts the game as strong, but after three months, the power goes out, and John is having trouble finding food. Right now in the game, instead of losing muscle, then starving to death, you just starve. However, what would make a lot of sense, would be instead John goes from Strong, to Stout, to Normal, and all the way down to weak, before finally succumbing. (Note, your moodel would still say something like hungry, or starving while all this happened.) You also would be able to do this with something like Obese, except it would just go Obese, and after a long while, Overweight, and then just be removed, except it could be removed not only by starving, but also by running, or even just walking all day like most players do, at least at first. Now, if you can lose those traits, you should probably be able to get them back. Let's say John, who is now weak and starving, managed to find an un-looted house, full of canned food, and has started to eaten his fill. But now, he has to carry the extra back home. After carrying over a certain capacity of his inventory maybe 60% or something, he'll start to gain muscle back. Maybe have different rates for different amounts, and penalties for going over the weight limit. John has now made it back to his home in the woods, but while he was away, he forgot a few things about say, farming, maybe just 15 exp, but if he went for a year without farming at all, he would lose a level or two, and then, since it's usually easier to pick something back up versus learning it for the first time, he can learn the farming levels he lost back more quickly. If you guys can think of anything I may have missed, or have any other ideas, please comment.
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