Some more thoughts:
At the moment, it doesn't feel as though the personalities contribute much to the characters:
Aside from the Loser having some trouble with women initially and the Jock being unable to start below 100 Masculinity, I don't think I've seen much of a reference them having an overall effect on things. At least 60% of content is locked behind transforming into a female, so penis stats seems to primarily be a useful source of essence.
Attributes have no effect on instant-solving mini-games from what I can tell, which means that the primary benefit seems to be in the exp modifiers.
For context, all the Personalities when at 10 max attribute and the lowest starting total have the following exp modifiers:
Average: 1.68x
Nerd/Jock/Playboy: 1.5x
Loser: 2.0x
Likewise with the limited amount of exp multipliers that exist in the game, Loser feels more or less like the correct choice in most instances as the 2x multiplier at 10 Max attributes is basically equivalent to having the dance event and popping a exp drink for every single source of exp.
Some thoughts as to what could help would be in Identity management, there's currently very few sources of healing lost Identity and the personalities could be a decent source of that:
Average: reduce Identity loss/increase Identity gain from existing sources.
Nerd/Jock/Playboy: Activities related to their primary attribute can contribute towards Identity gain.
Loser: Do nothing can heal some Identity.
Likewise doing away with the Max attribute system and implementing a exp multiplier for their specific attributes could also go a long way towards making the other personalities seem a bit more interesting.
Also, having super-scoring events for Intelligence and Charm (like the Gym events) would be generally appreciated, though I can understand that it would be a major undertaking if you did an exact 1 to 1 for each.
At the moment, it doesn't feel as though the personalities contribute much to the characters:
Aside from the Loser having some trouble with women initially and the Jock being unable to start below 100 Masculinity, I don't think I've seen much of a reference them having an overall effect on things. At least 60% of content is locked behind transforming into a female, so penis stats seems to primarily be a useful source of essence.
Attributes have no effect on instant-solving mini-games from what I can tell, which means that the primary benefit seems to be in the exp modifiers.
For context, all the Personalities when at 10 max attribute and the lowest starting total have the following exp modifiers:
Average: 1.68x
Nerd/Jock/Playboy: 1.5x
Loser: 2.0x
Likewise with the limited amount of exp multipliers that exist in the game, Loser feels more or less like the correct choice in most instances as the 2x multiplier at 10 Max attributes is basically equivalent to having the dance event and popping a exp drink for every single source of exp.
Some thoughts as to what could help would be in Identity management, there's currently very few sources of healing lost Identity and the personalities could be a decent source of that:
Average: reduce Identity loss/increase Identity gain from existing sources.
Nerd/Jock/Playboy: Activities related to their primary attribute can contribute towards Identity gain.
Loser: Do nothing can heal some Identity.
Likewise doing away with the Max attribute system and implementing a exp multiplier for their specific attributes could also go a long way towards making the other personalities seem a bit more interesting.
Also, having super-scoring events for Intelligence and Charm (like the Gym events) would be generally appreciated, though I can understand that it would be a major undertaking if you did an exact 1 to 1 for each.