We've given it some thought and have decided that with the current state of the lore, it's in everyone's best interest if we focus on what we have currently so that we can finish the story in a timely manner. Introducing new characters into the mix would not only complicate things, but it would be difficult for new players to acclimate considering the current player base consists exclusively of long-time players.
All currently pending applications will be processed, but the application form is closed so no new applications may be submitted.
Applications will open again closer to the release of our Build 41 lore. Info on that will be released at some point in the future, but I can at least confirm that we're making good progress with our writing and planning.
Thanks for your understanding!!
Personally I think it's better to keep all negative traits. As is, people that want to take some of the jobs already have to take a good chunk of the bad traits just to break even.What do people think of removing the weak stomach trait? As it is now it is simply free +3 trait points.
Okay, given the new evidence on hemophobic, I guess we can keep it as is. Not being able to perform medical checks is also a minus on multiplayer.I honestly think the traits are fine as they are
I can also lower the occupations accordingly.If you lower the cost of traits and don't lower the cost of occupations, no one is going to want to be using any occupation.
To the contrary, I think that the game trait system is notoriously unbalanced and all veteran players usually go with the same easy no-risk builds and go on a shopping spree for all the positive traits they want. Certainly, it may seem that things are expensive if you are a pure rper who only picks traits that fit your character, but to anyone else who only cares about the positive traits they want, this is the reality.The game already has a problem with things being expensive vs. what the negative traits give. Lowering what the neg. traits give just makes that problem even worse.
I disagree, all traits you mentioned above are problematic, at least in the recent update.I think that the game trait system is notoriously unbalanced
As someone who has been playing this game for a long time, while this is the case for basically every game in existance I'd like to point out that most people in the server dont know this, and if they do they generally dont care about the new popular meta-build because makes no sense for their characters.all veteran players usually go with the same easy no-risk builds
I disagree, tbh even from a purely mechanical point of view some of the positve traits are expensive and not worth their value, this includes some of the good ones. But I know people take them because they're nice traits to have for a character, given that they would make sense for their characters.Certainly, it may seem that things are expensive if you are a pure rper who only picks traits that fit your character
Since the history of new dawn, I cant recall a single person starving to death.I disagree, all traits you mentioned above are problematic, at least in the recent update.
Hearthy appetite imo is one of the worst to take in the server, given that food isnt exactly common (yes I'm aware worms can be safely eaten, very few people I know of are willing to do so because of IC limitations, or just because they just wont eat worms)
High thirst in particular: since doing any kind of exercise, like zombie killing, increases body temperature, which increases the need for water. Sure, water is still an infinite resource in terms of supply, but the process of getting that water takes time and save having rain collectors(which require someone to have carpentry) or living next to the river or lakes(which depends on where you set up base) most bodies of water are a good distance away, which then carries the risk of injury.
Slow healer is a personal favorite of mine, from an RP perspective I always hated the fact some wounds can heal in a matter of minutes. Only prblem is that a broken leg is a problem of 3 weeks irl
The exceptions are weak stomach, which more often than not is thrown in because either A) The person wants to add one of the minor traits that makes sense to their character or B) They are -2 or -3 points still after taking all bad traits that they feel comfortable with and/or can explain IC
I dont think either of us can prove our claim of what population of the players max out their builds, but what we can agree on is that they do exist. And these builds arent like fashion trends, they have been the same for years, and anyone who plays PZ singleplayer for long runs knows which builds get you the farthest. Also, i think that strength is balanced how it is, given how much it costs.As someone who has been playing this game for a long time, while this is the case for basically every game in existance I'd like to point out that most people in the server dont know this, and if they do they generally dont care about the new popular meta-build because makes no sense for their characters.
The worst I've notice people do is start with extra strength because the extra carry capacity is nice for characters that are probably going to be hauling a lot of equipment(soldiers come to mind), and the fact strength and fitness are one of the most static skills ever, aka you'll never get that to level up unless you invest hours and weeks of grinding for those skills, of which the only one that can be grinded for is strength.
Which good ones are too expensive? Hunter is one of the best skills in the game (trapping recipes, +1 to alot of skills) Athletic and strong are self-explanatory, Adrenaline junkie is OP because it makes you run insanely faster at times you need to run fast, almost making you untouchable to zombies, The one point i can agree with you on is handy, which seems like a 6 point skill to me. Anything that gives you two skills seems to be balanced at 6 points. As for fast healer, light eater and low thirst, and iron gut, i think they should also be lowered for the same reason the negative traits should be loweredI disagree, tbh even from a purely mechanical point of view some of the positve traits are expensive and not worth their value, this includes some of the good ones. But I know people take them because they're nice traits to have for a character, given that they would make sense for their characters.