That's a non-trivial thing to implement, especially at this stage. Such features are not always easy depending on how the underlying code works (sometimes weeks of work for something "simple").
I know it's not trivial
That's the workload I was talking about.
We've said that we'd definitely want to consider those ideas for patches/expansions, but we don't have firm plans at this time. But that said, "because Fallout did it" has never been our MO, and we would definitely want to do our own spin on those ideas that really add something important to the game, rather than just copying them.
Fallout isn't the only RPG in the world with perks, traits or aimed shots.
X-Com made it very clear years before Fallout why aimed shots are great fun.
Personally, I would add these features because they've been proven as good entertainment - and providing more entertainment should be the focus of any good designer.
Well, that's my opinion.
Avoiding great features because you don't want to risk emulating another great game would seem to be rather unfortunate.
You're also using stuff like hitpoints and skill checks, both of which I can give you my personal guarentee were NOT invented with Wasteland.
So, you're already copying other games. No shame in that.
We cut down the number of skills from Wasteland 1 significantly as well as from back when the beta launched, due to redundancy. Right now we are at a good place where all skills and attributes have an important function - some more important than others, but all with good opportunities to use them throughout the game. The team made sure to do skill passes across each map leading up to release (you can see some of these substantial improvements in the existing beta release).
Thanks for the feedback.
It's important to trust in your own vision, so that's good.
Personally, I think it's bloated - but I've only played around with the Early Access.
Anyway, it's all just my opinion.
Thanks for the feedback. We most definitely do pay attention to as much as possible (during the last 7-8 months or so of development, one of my jobs was collecting community feedback on how to improve the game and prioritizing it), and even if we don't make a decision on X or Y that you agree with we absolutely review and discuss everything.
As I said, I hope it all works out for you, and you don't take it to heart that I'm not in love with your design.
If I'm the only one with these concerns, it's probably a safe bet to ignore what I'm saying.
I would rather have a game from people who had faith in their own vision and did things they believed were right for the game, than follow the feedback of the disgruntled few.
Not that I'm disgruntled, I just know what I like and don't like