Many, yes, but without testing you don’t know which ones. Let’s go per comment.
[quote=“botherations, post:1, topic:8764”]Cannibal: “0/5, 1/5 if NPCs enabled - human meat is extremely rare if you’re playing with NPCs off, and still very rare with it on.
Mostly an RP-related trait, thankfully it’s only 1 point. If you’re really that concerned about starving, Animal Empathy makes for a much better 1-point trait”
-Cannibal should cost more points but actually do something; perhaps allow you to eat tainted meat? And honestly, after seeing a lot of moral discussions on the forums this trait could be removed altogether.[/quote]
Oh, moral discussions? Let’s remove zombie children then too, many would find killing children abhorrent. Let’s inverse the effect of religious-books mod, because there’s a lot of moral discussions on the every religion out there. Let’s disable human butchering, because it’s oh-so-disgusting. Et cetera, et cetera.
Random NPCs mean absolutely inexhaustible food supply with it, much easier than Animal Empathy because NPCs actually come to you, and Static NPCs turn Refugee Centers into huge stockpiles of infinitely-preserving self-walking food.
[quote=“botherations, post:1, topic:8764”]Deft: “0/5 - this is a melee trait that has no effect if you’re good at melee and very little effect even if you’re bad at it.”
-Maybe have it effect the speed of your attacks slightly? As it stands now it may as well be removed.[/quote]
Less time between attacks on a miss is a very good thing. No idea how much of an effect it has, perhaps if it really does affect little it should be buffed.
[quote=“botherations, post:1, topic:8764”]Drunken Master: “1/5 - Synergises very well with a Hobo on day 1, and later in the game with the Ethanol Burner bionic.
Unfortunately, will most likely mandate a crippling alcohol addiction.
You could instead spend the 2 points on Unarmed and Melee for a more consistent improvement in unarmed output - but spending points on improving melee and unarmed would still be sub-optimal.”
-Drunken master would be a worthwhile trait if the point cost was increased to 3 and it came with an immunity to alcohol addiction. [/quote]
Note the absence of any immunities in the traits. Compare with Disease, Infection and Parasite Immune - 6, 5, and 4 points.
[quote=“botherations, post:1, topic:8764”]Fast Learner: “2/5 - quite strong, but very expensive.”
-Lower the point cost from 3 to 2.[/quote]
Fast Learner is exceedingly effective, cutting reading times by 40% easily. The complaint about price is unreasonable.
[quote=“botherations, post:1, topic:8764”]Good Hearing: “0/5 - having more precise/longer range hearing isn’t very useful, and this prevents you from taking the negative trait Poor Hearing.”
-It would probably be hard to implement, but perhaps good hearing gives you a very limited ability similar to infrared vision? If the enemy is making noise you can hear you would be able to see it within a certain radius. This could be useful for knowing what EXACTLY is trying to break down your door. It was suggested that each monster instead have a flavour text such as ‘you hear the shuffle of uncoordinated feet and heavy breathing’ when a creature got close enough, but that would take a good bit of work.[/quote]
There’s both mutations and bionics for hearing. Picking only the trait for this would be pointless. However, ability to “guess” what is it you’re hearing would be rather useful. Something to the point of “animal”, “large animal”, “zombie”, “large zombie”, “monster”.
[quote=“botherations, post:1, topic:8764”]High Adrenaline: “Doesn’t kick in very often at all, your head or torso HP needs to be very low for this to take effect.”
-Change it so it kicks in if ANY part of your body falls to red HP? That would make the effect more noticeable.[/quote]
If you’re not running away by the time anything of yours hits reds, you’re as good as dead adrenaline or not. Needs to trigger at least on yellow head/torso, or heavy strikes (high HP change relative to current - or max - HP) instead along with red-limbs.
[quote=“botherations, post:1, topic:8764”]Inconspicuous: “1/5 - This was once quite effective at making “risky sleeping” (especially useful in sewers) a safer proposition, however in the current version sewers are very dangerous locations to sleep in as there are wandering monsters in the sewers that are capable of opening metal doors.”
-No idea how to fix this one. Maybe have it decrease the enemy sight range/aggro range on you slightly? “Safer Sleeping” doesn’t seem to be a huge problem.[/quote]
Would be much more effective if enemies that don’t specifically target you already (i.e. investigating a noise) would mostly flat-out ignore you unless bumped if you’re still.
[quote=“botherations, post:1, topic:8764”]Infection Resistant: “0/5 - Infections can be very deadly, however they’re also very rare and potentially treatable with a first aid kit. This trait is far too expensive to consider.”
-Lower it to one point. Not only is it very situation dependent, but neither first-aid kits, disinfectants or antibiotics are that rare.[/quote]
Only if you’re extensively scavenging for specifically them, and it’s pretty situational if you didn’t get a hospital/doctor’s office.
[quote=“botherations, post:1, topic:8764”]Psychopath: “1/5 - expensive, and by default there are few occasions where this provides any benefit. Also, morale isn’t hugely important at the moment.”
-Lower the point cost from 2 to 1.[/quote]
Morale is pretty important, what with low morale blocking crafting or reading. However, I remember exactly two things off the top of my head where Psychopath works: killing zombie children (visit a school and it will end) and cannibalism (complimentary to “Cannibal”, you get less morale bonus without being a psycho).
[quote=“botherations, post:1, topic:8764”]Self-Aware: “2/5 - Training wheels for the HP system. Most experienced players don’t bother with this, but it can be handy for first-time players of the game.”
-Add the additional effect of being able to see status ailments that are usually invisible, like parasites. 10/10 would want.[/quote]
Would need to be bumped to 2 points. Parasites and fungal infections are pretty important (if kinda obvious).
[quote=“botherations, post:1, topic:8764”]Strong Back: “1/5 - Most of the time your inventory will be constrained by inventory volume, not inventory weight. Even if it is likely to be constrained by weight, strength will generally be a better investment.”
-No real idea how to get this trait a higher rating. Maybe increase the weight gain to 40% and lower the point cost from 3 to 2?[/quote]
Strength, while better investment, isn’t a higher bonus, and Strong Back scales with any Strength which you can raise after character creation. And it’s pretty useful for filling large containers with water.
[quote=“botherations, post:1, topic:8764”]Clumsy: “2/5 - Makes your footsteps volume 10 - a pretty significant amount of noise, this can make night raids significantly more troublesome.”
-Not being heard and killed is important for characters who aren’t combat powerhouses. Change it to make your footstep volume 8, perhaps?[/quote]
It’s a roleplay trait. Throw something noisy, like a grenade, and go the other way.
[quote=“botherations, post:1, topic:8764”]Night Vision: “5/5 - makes it much easier to navigate at night and sometimes lets you snipe at dangerous enemies from outside of their visual range. For 1 point, that’s probably too good to pass up.”
-One of the most useful traits that comes into play constantly. I don’t think anyone would argue it’s worth 2 points. This trait is simply too good to only cost one point.[/quote]
Full Moon nights. Pretty much only useful inside/underground, and then you’d flash a really common flashlight instead.
[quote=“botherations, post:1, topic:8764”]Addictive Personality: “4/5 - Even with this trait, becoming addicted to substances involuntarily will be rare. Just don’t make frequent use of hard drugs if you don’t want to get addicted to hard drugs.”
-This trait gives you a LOT of points. Decrease it from -3 to -2 AND increase the penalty.[/quote]
My only complaint about this trait is that it’s impossible to toggle directly from debug-mutate menu.
[quote=“botherations, post:1, topic:8764”]Animal Discord: “TODO/5 - Pretty sure the effects on aggressive animals aren’t be a meaningful difference, need to investigate if it makes hunting easier or harder. If it makes it easier, this is 5/5 and animal empathy can lose a point (though I did lose a character to a moose once).”
-Change point cost from -2 to -1.[/quote]
They’ve might lost a character to a moose only once - but others are losing characters to moose all the damn time. For that matter, they’re losing them to moose with Animal Empathy as well, Discord just makes it happen faster.
[quote=“botherations, post:1, topic:8764”]Far Sighted/Near Sighted:
-The odds of you ever losing your glasses are small, and during my games I almost never noticed it. I think this flaw should NOT start you with glasses, but a limited supply of contact lenses until you find a pair of glasses.[/quote]
Enemies love hitting the eyes, especially wolves and bears, but zombies as well. It would be quite easy to lose glasses if they didn’t have that high of damage resistance.
[quote=“botherations, post:1, topic:8764”]Heavy Sleeper:
-Change this to a positive trait, as it currently helps more than it hurts. Or have it increase the players overall sleep time.[/quote]
Needs to be merely un-buffed to “wake up to moose in your face” state instead of “wake when said moose is merely gently prodding at your barred window”.
[quote=“botherations, post:1, topic:8764”]Trigger Happy: “This trait only causes you to have a 1 in 30 chance of using burst fire unintentionally, however it does also increase your chance of continuing a burst beyond the point where all targets are dead (i.e. wasting ammo).”
-The chance of using burst fire unintentionally needs to be much higher, like 1/10 at least. I’d say even more than that for the current point cost. Or change it from a -2 to a -1.[/quote]
I don’t remember last time I’ve used a gun that has burst fire. Many would attest to that as well. Increasing the chance would just make you waste more ammo occasionally.
However, could be made to have a chance of bump-firing semiautomatics.