80 Days

80 Days

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Facemelter 2023 年 7 月 18 日 下午 4:22
Your character is...
I've played 80 days for quite a while, but I've never understood what benefit there is when you end a conversation and it says "your character is more dependable/zestful" etc.
I know what it means, but does the character status show anywhere in the game, or is it just a hidden stat that still exists that helps you in chat situations?
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Jack Bauer 2023 年 7 月 28 日 上午 11:24 
I think it plays a role in what Fogg says at the end when he returns to the reform club.
meteoraos 10 月 8 日 上午 6:27 
I know this is a very late response to your post, but I figured I'd weigh in in case you/anyone else playing this game is still confused about Passpartout's "traits". They're divided into three categories - Style/Manner, Skill, and Relationship, the former two are bound together in one overarching "character".

Style/Manner refers to curiosity for adventure, interest in local customs, enthusiasm towards new experiences, etc. Choosing to converse and engage with others as opposed to barring yourself up in a hotel room with Fogg tends to raise this stat. Higher style opens up more dialogue surrounding finding out secrets from locals, easier access to additional transport routes, and makes others perceive Passpartout as more trustworthy (and more simply convinced when Passpartout is lying).

Skill refers to the ability to work well as a valet. Tending to Fogg, keeping him safe and healthy (sometimes against his desires). Simple things like simply grooming Fogg when the option comes up can help this, or getting him to sit tight while you deal with an altercation. Raising this stat makes Passpartout better at, well, keeping Fogg alive. A great example of this in action takes place in a certain city where Fogg can contract malaria. If Passpartout is low skill, he doesn't know the means to keep Fogg safe and he gets sick. If he is high skill, he knows to boil water before drinking, and Fogg avoids malaria. In general it also just makes it so that Fogg loses health slower, and gains more health from being tended to.

https://imgur.com/TR7aT3u <- this graph shows the overlap of these two stats, with "brilliant" being the best degree of character and "calamitous" being the worst.

Relationship is the most difficult to track, because there is no fixed word or numerical value given to show how well Passpartout and Fogg are getting along. Relations can rise, or fall, but by how much exactly is fairly vague. Relationship changes no component of gameplay, only adds flavour text and additional conversations between the pair. High relationship can also lead to options where Passpartout can confess to having romantic feelings for Fogg to others, and some emotionally intimate scenes between the two. But ultimately there is no endgame romance between them. Still, it's an interesting additional element to their story

The average player doesn't really need to fuss over any of the stats though. They'll generally only effect your game in minor ways. Speedrunners want to find a balance between having a strong degree of character to minimise troublesome situations, while keeping relationship moderate or low to avoid unnecessary dialogue
最後修改者:meteoraos; 10 月 8 日 上午 6:30
Facemelter 10 月 25 日 上午 8:50 
Thanks for the info. I had thought it was just a cosmetic thing, but you've explained it well.

引用自 meteoraos
I know this is a very late response to your post, but I figured I'd weigh in in case you/anyone else playing this game is still confused about Passpartout's "traits". They're divided into three categories - Style/Manner, Skill, and Relationship, the former two are bound together in one overarching "character".

Style/Manner refers to curiosity for adventure, interest in local customs, enthusiasm towards new experiences, etc. Choosing to converse and engage with others as opposed to barring yourself up in a hotel room with Fogg tends to raise this stat. Higher style opens up more dialogue surrounding finding out secrets from locals, easier access to additional transport routes, and makes others perceive Passpartout as more trustworthy (and more simply convinced when Passpartout is lying).

Skill refers to the ability to work well as a valet. Tending to Fogg, keeping him safe and healthy (sometimes against his desires). Simple things like simply grooming Fogg when the option comes up can help this, or getting him to sit tight while you deal with an altercation. Raising this stat makes Passpartout better at, well, keeping Fogg alive. A great example of this in action takes place in a certain city where Fogg can contract malaria. If Passpartout is low skill, he doesn't know the means to keep Fogg safe and he gets sick. If he is high skill, he knows to boil water before drinking, and Fogg avoids malaria. In general it also just makes it so that Fogg loses health slower, and gains more health from being tended to.

https://imgur.com/TR7aT3u <- this graph shows the overlap of these two stats, with "brilliant" being the best degree of character and "calamitous" being the worst.

Relationship is the most difficult to track, because there is no fixed word or numerical value given to show how well Passpartout and Fogg are getting along. Relations can rise, or fall, but by how much exactly is fairly vague. Relationship changes no component of gameplay, only adds flavour text and additional conversations between the pair. High relationship can also lead to options where Passpartout can confess to having romantic feelings for Fogg to others, and some emotionally intimate scenes between the two. But ultimately there is no endgame romance between them. Still, it's an interesting additional element to their story

The average player doesn't really need to fuss over any of the stats though. They'll generally only effect your game in minor ways. Speedrunners want to find a balance between having a strong degree of character to minimise troublesome situations, while keeping relationship moderate or low to avoid unnecessary dialogue
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