I actually asked Rarebit, at Fan Faire, about being able to change this and although I dont remember exactly what he said, he and Walrus both acted like that wouldnt be changing. So it looks like whatever we picked a lomg time ago we are stuck with, unless you delete and start over. Sorry.
Feel cheated by character type
5 posts · 2007-08-14 21:46:00 to 2007-08-30 02:35:00
Having the Personality Trait choice that's made at the time of RSI creation locked in forever is the way it's been and the way it probably will always be. I think it's the way it should be with one caveat: Make the choice very clear in the RSI creation screen. The old CR 1 descriptions are still being used and they are very inaccurate and extremely confusing for new players. They are directly misleading in that they name specific Abilities that the Attribute will benefit, except now under CR 2, they don't have the stated effect.
The current Personality Trait selection screen:

The descriptions of the Personality Trait, displayed on the bottom left of the screen when a Trait is clicked, are very good. They are creative and give an RP basis without any mention of game mechanics.
CR 1 Attribute Descriptions, still being used under CR 2 character creation:

These pop-up when you mouse-over one of the Attributes. These should be edited to reflect the actual effects of Attributes under CR 2, but without being too technical, as it really is too early in the new player experience to introduce Influences and percentages. The new descriptions should hint at which "professions" benefit from a high score in each Attribute. Something along the lines of "Belief in one's self is necessary to be an accurate martial artist, and helps defend against the viral attacks of others." or "Those with good Focus will have a steady aim and be able to defend well against punches and kicks."
The current Personality Trait selection screen:

The descriptions of the Personality Trait, displayed on the bottom left of the screen when a Trait is clicked, are very good. They are creative and give an RP basis without any mention of game mechanics.
CR 1 Attribute Descriptions, still being used under CR 2 character creation:

These pop-up when you mouse-over one of the Attributes. These should be edited to reflect the actual effects of Attributes under CR 2, but without being too technical, as it really is too early in the new player experience to introduce Influences and percentages. The new descriptions should hint at which "professions" benefit from a high score in each Attribute. Something along the lines of "Belief in one's self is necessary to be an accurate martial artist, and helps defend against the viral attacks of others." or "Those with good Focus will have a steady aim and be able to defend well against punches and kicks."
Bayamo wrote:
oh sure say it in one sentence while I fully illustrate and explain it in detail
keep up the good work, 'ayamo, you're a credit to MxO. <== props
Even if you cant change your archetype they should at least change the tutorial so it doesn't have misleading information.
oh sure say it in one sentence while I fully illustrate and explain it in detail

keep up the good work, 'ayamo, you're a credit to MxO. <== props
Here are some suggestions for the new CR2 descriptions of the Attributes in the character generation screen. The idea here was to give enough information for a new player to make an informed decision without mentioning technical game mechanics. I've focused more on the combat Influences (accuracy, defense, resistance and damage) and only mention the secondary Influences in passing.
BELIEF
"Belief in one's self is necessary to be an accurate martial artist; it aids in resisting physical damage and also helps defend against the viral attacks of others while increasing the viral damage of your own attacks. Belief also increases normal movement speed."
PERCEPTION
"Perception is indispensable for accurate knife-throwing, aids in resisting damage from hurled blades, increases the damage done by your firearms and helps you defend against gunshots fired by enemies. Avoiding close combat and moving more quickly when using stealth are aided by a high Perception as well."
REASON
"Reason is one way to resist damage from viral attacks, while allowing you to accurately launch your own. It increases the damage you deal from knife-throwing and also helps to defend against the thrown blades of others. Reasonable individuals use their Inner Strength more efficiently than others."
FOCUS
"Those with good Focus will have a steady aim with firearms, be more resistant to damage from gunshots, and will be able to defend well against martial attacks while having increased damage dealt by their own martial arts attacks. Forcing an unwilling opponent in to close combat is easier with higher Focus, and healers will find their cures more effective as well."
VITALITY
"Health and Inner Strength are the hallmarks of a high vitality, increasing them and reducing recovery time. Vital individuals attack first more often and have less trouble breaking away from close combat; they also have less chance of their abilities being interrupted when taking damage from an attack."
Please offer your comments for improvements. I hope this gets some attention because a good new player experience goes a long way toward people deciding to continue playing. Banishing the last of the CR1 hold-overs is a good way to avoid new player confusion, and this seems to be as simple as some text-box editing.
BELIEF
"Belief in one's self is necessary to be an accurate martial artist; it aids in resisting physical damage and also helps defend against the viral attacks of others while increasing the viral damage of your own attacks. Belief also increases normal movement speed."
PERCEPTION
"Perception is indispensable for accurate knife-throwing, aids in resisting damage from hurled blades, increases the damage done by your firearms and helps you defend against gunshots fired by enemies. Avoiding close combat and moving more quickly when using stealth are aided by a high Perception as well."
REASON
"Reason is one way to resist damage from viral attacks, while allowing you to accurately launch your own. It increases the damage you deal from knife-throwing and also helps to defend against the thrown blades of others. Reasonable individuals use their Inner Strength more efficiently than others."
FOCUS
"Those with good Focus will have a steady aim with firearms, be more resistant to damage from gunshots, and will be able to defend well against martial attacks while having increased damage dealt by their own martial arts attacks. Forcing an unwilling opponent in to close combat is easier with higher Focus, and healers will find their cures more effective as well."
VITALITY
"Health and Inner Strength are the hallmarks of a high vitality, increasing them and reducing recovery time. Vital individuals attack first more often and have less trouble breaking away from close combat; they also have less chance of their abilities being interrupted when taking damage from an attack."
Please offer your comments for improvements. I hope this gets some attention because a good new player experience goes a long way toward people deciding to continue playing. Banishing the last of the CR1 hold-overs is a good way to avoid new player confusion, and this seems to be as simple as some text-box editing.
They are not going to change the fundamentals of character generation, nor are they going to change the system that defines the only thing that makes one RSI permanently different from another. What they might do is edit some text in the descriptions to clear up confusion. If we keep ranting about and demanding the impossible, they may not take notice of our reasonable suggestions either. Editing some text boxes is reasonable, re-tooling the entire basis for character types is not.
