#Should we see positive and negative statistics of Followers right away?

1 messages · Page 1 of 1 (latest)

red kettle
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I am conflicted on this because on one hand, not seeing it could lead to more potential surprises of what things followers could bring into the cult which could be something to look forward to or take into account when handling followers.

On the other hand, it is nice to know what the followers bring, so I can change them to suit their positives and negatives.

The only reason why I bring this up is because it kind of feels like a lot of traits lose their potential of being surprising once you know what they are. You don't find it out when playing but find it out before then. Even though that can be cool for accurate planning, mystery just isn't something that is a part of that.

The Bully trait that followers can have is kind of spoiled from discovery because you know what it is before they step off that platform. And unless you like playing with gold, burning fire, you may not want them to be around you. So, already know they are like that, and can deal with them, immediately. Which is less about discovery and more about like, "Oh, I know what this guy is about. Time to make sure he is out of the cult."

Anyway, those are some thoughts that I had, and I am curious if others have similar thoughts or what seems more exciting to them for it to be as it is now or be a bit more about discovery from their follower's interactions. Any thoughts?

compact elk
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But the game tells you very little about that trait, so what it actually does is initially surprising… and also you’d just end up watching new followers incessantly until you know if they require disposal. Well, I would, can’t really speak for others here

Also, one of my cults had a whole trait-based naming system, with a list of prefixes, suffixes and middle sections… but that is a bit atypical 😅

red kettle
# compact elk But the game tells you very little about that trait, so what it actually does is...

Totally understandable. I agree with you that the trait is new at first until you see it, and I also have a trait management system, too. It is a bit more general but gets the job done.

I was thinking if it were more involved, possibly, to help with some surprises. But I totally get if it may be a little too late for this to be any worthy change. Too many people are invested as it currently is. If they had a hidden trait system that is separate from the seen one, maybe that could be a thing 🤔

lofty ocean
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I think an accessibility toggle to show revealed traits or how many would be nice, then. Maybe we only get to know one random trait on recruitment, maybe all, maybe none. It sounds like putting these things behind a curtain of mystery would make the game much more fun for some players.

red kettle
# lofty ocean I think an accessibility toggle to show revealed traits or how many would be nic...

That is pretty neat way of looking at it, actually. If some of the stuff could be just hidden while others are seen with it being random if they are known or not could be really cool! That could be a neat way to have something like this in the game while not changing too much. And the idea with the accessibility setting to always show is an excellent idea.

You have good ideas, Silver Lady c: