Right now every race is absolutely equal. It makes no difference regarding your skills, abilities and developement. even the mobs have most likely 100% the different stats under their textures.
But that is GOOD because if one race had p.e. +5 CON and -5 INT every would-be uber warrior will chose this one with no magic oriented player touching it.
Its also BAD because theres no reason to think about what you are going to play except for the landscape and worse theres no reason to try a character of every race as there is nothing to *try*.
Once there gonna be racial diversities the game continues. Some will feel blessed ("thats exactly the archetype I llike!" ) and some cursed ("Why can MY race not do/get this??? )
It will be very hard to implement racial distinctions in a patch that goes live 2 months after the most dedicated players decided for a race as they wont accept sudden disadvantages like skill caps or unavailability of high lvl spells they knew nothing about at charcter creation.
Imo racial diversity has to be somthing that will make a difference in the long run only and mustn't include "exclusive" inate abilities or benefits that makes other races incabable of crafting certain things/travel to cetrtain regions/ get certain spells etc. On the other hand has something to be done to make charakters actually HAVE to travel and build faction with other races.
My proposal for a specialization at creation is one that is coherent with the racial theme so people get what they *can* expect.
Fyros example:
1. choice of fight 3 pack as the only race
2. fight packs include 1: armor/boots 2: weapon/1-hand 1H 3: shield/buckler
3. choice of magic pack 1 or 2 only
4. Harvesting for weapon mats earlier in the skill tree or cheaper while harvesting for magic focus mats more expensive or later in the skill tree
5. Missions and mats accordingly more available for meleeweapons/armor while less for jewelery and magic focus mats.
All this doesnt mean that they have advantages or disadvantages that will last - they only have an easier/faster path to certain skills and a harder one to others.
In the long run lvl 40+ trainers could be unable to teach certain skills further to their own race so players are forced to travel and build faction to exceed in a certain skill (this is the one thing theat definitely works great in EQ in this way reagarding spells and tradeskills). Also certain quality mats could only to be found in certain environments.
What would really make a difference would be hazardous environments. The tryker for example could have the inate ability for breathing underwater, get spells exclusively that give a breathe underwater aura while everyone else would have to wear some kind of aqualung (which only Tryker trainers will teach crafting of course)
PS: While I wrote this I guess I moved away from the original topic but I hope you'll forgive me
It's a blessing and a curse
It's a blessing and a curse
Last edited by ayne31 on Mon Sep 27, 2004 9:08 am, edited 1 time in total.
Reason: to add PS
Reason: to add PS
Re: It's a blessing and a curse
I like the fact that the races are the same stat wise. I think the racial diversity comes with the game's background story and to me, that means much more than a few points added or taken away from my character.
I think once the story of the game becomes more relevant, racial diversity becomes more visible and meaningful.
I think once the story of the game becomes more relevant, racial diversity becomes more visible and meaningful.
Re: It's a blessing and a curse
Maybe it will but at least a *bit* of racial diversity regarding gameplay wouldn't hurt.stellus wrote:I think once the story of the game becomes more relevant, racial diversity becomes more visible and meaningful.