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Adding 'mute' to the traits menu
#6
I'm not against the idea of a mute trait, but I also don't think its particularly necessary. I realize it would round out the current selection of traits since blind and deaf are already available options.
However, I think there is a fundamental difference between these traits.
On days where the mime job was not available, I would sign on as a staff assistant, grab the mime gear from the Chapel, and self-impose a restriction on speaking and using only emotes.
Blindness and deafness are mechanics that restrict the player's access to information by reducing their field of view via overlay or preventing them from hearing others. These are tangible effects that can not be self imposed. Short of welder-induced blindness and standing a bit too close to some explosions, I can't make my character blind or deaf without effort, which is why the traits are useful.

That said, I know it's easier to set a trait than it is to follow a self-imposed restriction, but I'm just reminding everyone that you don't have to play a mime to be mute.
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Adding 'mute' to the traits menu - by Bartimeus - 11-27-2020, 03:08 PM
RE: Adding 'mute' to the traits menu - by SimianC - 11-28-2020, 10:04 AM

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