The effect is the same for both melee weapons and firearms. I think your unclear what the Pacifist trait does. Its often the moving around too much and firing too soon that causes people to miss. At level 4 aiming your chance has hit 105%. For a vanilla pistol or rifle, you have a base 45% chance if you stand still for a few seconds after moving before you try to fire, with a extra 15% for each level. The accuracy is fine with firearms if you use them properly. I prefer to clear out the whole town and loot in safety, knowing the noise has already dragged everything to my location. Sure stealth has can be handly, but you waste a lot of time trying to sneak around avoiding mobs and picking them off one at a time. Theres multiple advantages to using them.and the loudness can be a advantage too. Purely because no one who's actually smart at the game uses firearms due to their inaccuracy and loudness. Please leave your feedback in a reply below! Edited Septemby Vortecus Pacifists will have to regularly take antidepressants to forget about the horrors of the apocalypse.Īnd due to the increased negative effects of having such a trait the trait should give you +6 trait points, making the trait actually seem reasonable to use. This will add a permanent use to the antidepressant pills that are currently in the game and will be the new smokers' cigarette. This will amount to at least 20-30 zombies killed in a day to get depressed, or be 1-3 humans murdered. It's safe to assume that pacifists hate violence, right? So how about we add a very minute amount of unhappiness per zombie killed and a drastic amount of unhappiness for murdering a player (or human NPC). And the +4 points that it gives you is purely not enough to persuade a smart person who plays the game to survive to pick the trait. ![]() So it's a terrible trait purely because melee weapons are the preferred weapon of choice and no one wants decreased XP for all melee related skills - not a surprise because of their stealthier approach to combat. (You can create unmanageable hordes with a few shots let alone the thousands of bullets that you have to waste to get a decent aiming skill where you don't miss 4 in 5 shots). Out of 90+ or so available perks, 50+ can be made dynamic.So, the pacifist trait - is a pretty terrible trait to pick, purely because no one who's actually smart at the game uses firearms due to their inaccuracy and loudness. Want to change Skill level requirement to make it easier or harder? No problem, do that. Want to make only specific perks dynamic? I got you covered,choose which perks you want 1by1. ![]() ![]() Note, that almost everything is configurable through sandbox settings (120 Sandbox options). This should help prevent the annoying feeling of having one solitary point left with nothing to spend it on.ĭynamic Traits submod is present – you can earn/lose traits by leveling skills, list of all available perks can be found here. The mod also attempts to add a greater variety of expense, as in there are more -1, -2, -3, -5 traits. Of course, your typical +1/2 in some skills perks are also present. This includes, but not limited to: traits that add some starting equipment, traits that increase your starting level in specific skills but don’t give exp multiplier, a bunch of unique traits with interesting effects (examples: better weapons proficiencies, better exp gains for specific playstyle, zombie infection immunity with cure period, scavenging perks, driving perks, and so on). ![]() This mod adds a great deal more variety to the traits available to players during character creation.
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