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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sun Mar 20, 2011 3:53 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Alright, I might try out poverty myself some more then. So far I haven't experienced it being a very big disadvantage.

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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sun Mar 20, 2011 6:38 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Yes, poverty need undead,cannibal,magic or survivalist. So what?
Sound to like you just want 2 cp for free.
I can't make a melee fighter with the "no attack" flaw either. :roll:
It's not the intention of the game that each skill works nicely with all others.
I tested a fighter with poverty,survivalist and alchemy for example. Survivalist alone might not be enough, but together with the potions , it worked fine.
And again for all those obviously too lazy to read what was written in this thread before: Almost all other flaws are still more nasty that poverty!


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sat May 07, 2011 3:00 pm 

Joined: Sat May 07, 2011 2:50 pm
Posts: 4
I guess I'm glad I found this. I always used to take poverty with my fighters, since with Merchant, you could almost always get a waterskin in time.

I think that this design decision hurts more than it helps. Thieves and kobolds are essentially insta-killing monsters until level 9, which shouldn't be the intention, because that's just harsh.

Does the change mean that I will never get a merchant with the "Merchant" skill until after level 9 as well? That should be made clear, because until you are consistently getting to that level, the Merchant skill is essentially wasted points. At least I have yet to get a "level start" merchant in 4.6.0, despite always taking the Merchant skill. And I one time got the merchant room, and he had no water either.

You have a fault here that can only be solved without by taking two skills in tandem (and you have to know which ones), or choose to be Outcast/cannibal.

Ah well, at least I know that I wasn't getting unreasonably bad luck.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sat May 07, 2011 7:17 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Merchant skill always give 20% chance to encounter a new merchant each time you reach a new level. This does not change when you go into deeper levels. I'm guessing you got a stroke of bad luck ;)

I think if we fix so that stealing only steals 1 sip of your waterskin instead of the whole thing should fix that problem.

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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sun May 08, 2011 5:35 am 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Yes, the change did NOT make any merchant disappear.
It just made them not having any water skins in the early levels.
So if you did not encounter a merchant skill trader that would be just bad luck.
Keep in mind though that 20% chance equals to 1 in 5.
So the average distance until you meet one would be 5 levels.

And again: poverty is an optional FLAW.
Compare water problem with food requirement for example:
You have to use up some of your CP to solve the food problem.
Naked char will starve. Never heard anyone complain about that.
Water instead will only get problematic if you take the poverty or the outcast flaw.
If you take outcast, you get access to undead and cannibal, both solving food and water problem.
So poverty has a lot more workable combinations available than "no attack" for example.
I know that nerfing skills is getting players agitated, but game design does not work without it.


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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Sun Nov 06, 2011 1:13 pm 
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Joined: Tue Apr 13, 2010 9:59 pm
Posts: 59
Location: Italy
Grunz wrote:
Yes, poverty need undead,cannibal,magic or survivalist.


How does survivalist alone makes poverty playable?
Still no waterskin (and the trait makes only food count double, not water).

Btw..
Image
real survivalist don't need water!

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 Post subject: Re: Poverty trait: unplayable because of the water
PostPosted: Mon Nov 07, 2011 1:02 am 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Skeletor wrote:
How does survivalist alone makes poverty playable?
Still no waterskin (and the trait makes only food count double, not water).
No, the skill description may be misleading, but it does in fact make any food AND water count double. So with it, each sip from the water skin is worth 120 points (though it still shows as only 60), and each puddle or potion will provide 20 instead of 10.


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