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Thales: Racial Bonuses

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The thing with bonuses is everyone, most likely, picked things that would make their race better when filling the survey. The staff decided based on what people wrote for the survey, and thus ended up making these sketchy racial bonuses, because of what we wrote.

The idea of racial bonuses was to have a little something for every race, but not a bunch of things that made them special, because now we have races that basically function like classes of an MMORPG. I say we drop the idea of racial bonuses altogether because it's not gonna get us anywhere good. Stick to the professions plugin and remove any form of racial bonuses. We can rp whatever on our own.


Also, what happened to the shovel damage bonus for halflings? >:(

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How is this a bad thing?

 

Races are build upon lore. Lore is reinforced by mechanics. You don't HAVE to do anything you don't want to but the extra incentive means there'll be some consistency in the distinction between races. Distinction is good. Distinction is immersion. Distinction is RP. It's why we have races in the first place.

 

Yeah, but when one race get's pretty much 4 magical benefits it's..sorry but..it's pretty F*** dumb yo. Sure lore, but take balance in consideration, we are here to have fun not to compete and see what race can do what I want to do best. Here to RP who I want to be.

 

 

As far as I know, Magic Resistance means 'You lose less HP from learning a lot of magic'. So a master High Elven Mage would have, like, 6 hearts whereas a human one would have five.

Well this battles the "lore" since elves are not physically strong are they? And that extra heart helps against melee, that's really powerful. Really need to stop underestimating the power that small changes have! There is not even need for the magic passive, all it does it to rustle peoples jimmies and make things unbalanced. Stahp.

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I would say that high elves should have a larger manner pool at lower levels, meaning that fledgling mages in high elven society will be gaining from the say... education and structure of society giving many domestic magic at a young age and blah daddy blah but only a very small true cap increase, of maybe say a extra T-3 shot.

This would mean that no race is incentivised for a good "Magic build." 

But please, devs, can you address the fact they have no-debuffs. Elves deserve a heart less health in general from literally being, in the good words of Buubztik'Lur, "Twiggies."

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I would say that high elves should have a larger manner pool at lower levels, meaning that fledgling mages in high elven society will be gaining from the say... education and structure of society giving many domestic magic at a young age and blah daddy blah but only a very small true cap increase, of maybe say a extra T-3 shot.

This would mean that no race is incentivised for a good "Magic build." 

 

Exactly what I am rambling about, shouldn't have something as a "Magic build"..Thank you! Melee combat is different from magic, I wouldn't have anyone have magic perks but hey..tis lore right? u.u

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A bit of a late response... However your point about humans being short-lived and not inherently good at combat can be argued. Humans, being short lived, often train to make their lives worthwhile. The humans who can fight take time IC to learn how to fight via discipline and time. Patriotism would make sense since the human army works as a machine, they rely on their brothers for aid. Naturally humanity wouldn't be able to out fisticuff an orc, however with their brothers they could stomp them and it has already been proven time and time again with all races. 

In short, I've found that a fight comes down to one to two hearts. If an Orc has two extra hearts whilst humans have no buffs in a 5 v 5 fight, Humanity would have theoretically no chance unless they relied on their comrades. And then again, to argue that the Patriotism buff is OP... I've noticed many times that humans stray from the group anyways and often die quicker than the main group regardless. Thus I see no reason why patriotism shouldn't be included due to the fact that if the enemy can muster up enough people to match the human army then why give them an extra buff? As I said, humanity is disciplined.

 

All of these things are not inherent, they're things a person can do in and with their lives. There's nothing about the human physiology or society that grants them more actual strength, and as I have said before, being in a large group or being patriotic doesn't make you any stronger, it will just maybe make you fight longer. If the humans apparently work so hard to be extra-good at combat, then why don't you actually work so hard to be extra-good at combat. If your army has discipline then that discipline will speak for itself in a battle. If your people work harder to be better, then their effort will speak for itself in a fight. Rather than saying that your hard work or discipline warrants a PvP buff, show the server how hard work and discipline actually pays off. If it doesn't then there wouldn't be a reason for a buff to represent it, and if it does then there's no need for their to be any plugin representation at all.

 

Also grr shaman health loss grr.

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there's no need for their to be any plugin representation at all.

 

There's no need for racial bonuses altogether! :/

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An Orc can't be represented in minecraft mechanics alone, as a player can't make themselves get bloodrage in Minecraft, or they can't not have hunger just because they will it. If hard work and discipline actually has any effect on battles then there's no need for representation, and the same is true if it doesn't have any effect.

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So? A lot of people revolve around magic. The issue is that magic is going to be something many want. Stop ignoring the roleplay guidelines that were made. A lot of people will look at the charter and say, "Hm if I want to be a mage I should pick X", which is so wrong. So so wrong. A melee PvP buff is not the same as a magic PvP buff. Cause with the magic you won't be hit constantly as there is room for dodging, health regen and positioning. The slightest modifier will automatically put high elven at advantage, before its even started. Not everyone is suited for high elven roleplay but I am sure that no one should be forced to feel that they are losing something if they were to not pick high elf as the mage characters race. And by saying "The high elves, without a doubt, revolve around magic more than any other large playerbase on LotC.".....what about the stray elves, the guild mages, those that practice magic a lot, they are ran over by this. Magic is not a racial thing, not how magic works. You learn magic.

 
An explaination as to why high elves got so many perks around magic please, really puts me off personally to know that by default on this RP server someone else will always be stronger. And I can not do anything at all against it. 
 
No race is perfect so why in heavens are they so buffed. Ticks a lot of people off to be sat on like this.

 

 

You don't even have the numbers for the racials or the magic plugin yet. Very very early to call anything OP. All you are doing is damaging your feedback credibility for when the magic plugin DOES come out.

 

We're also done with putting magic on a pedestal. It's led to too much annoyance with people in the past. It is liable to be handed out the same as any other mechanic or form of combat.

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There's no need for racial bonuses altogether! :/

 

You say that, but you asked for Adunian buffs that are stronger than every other race put together. Also, there's no need for racial buffs. There's no need for any of the non-security/permission plugins on LOTC, really, they just add to the server and make it more varied and fun. 

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You don't even have the numbers for the racials or the magic plugin yet. Very very early to call anything OP. All you are doing is damaging your feedback credibility for when the magic plugin DOES come out.

 

Ahh well I took half-one heart as a safe zone, cause obviously it shouldn't be more than that should it?

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You say that, but you asked for Adunian buffs that are stronger than every other race put together. Also, there's no need for racial buffs. There's no need for any of the non-security/permission plugins on LOTC, really, they just add to the server and make it more varied and fun. 

 

I asked for Adunian buffs based on someone's comment asking for said buffs.

I don't see a lot of fun going on in this thread, to be sincere. I understand they are meant to be added to add variety and fun, but they're not even implemented yet and we're already having arguments over it.

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The thread is fine guys. 

I believe high elves /should/ have a magic buff. The magic buff should constitute to a passive buff at lower levels of magic. This is due to the fact that they will culturally centered off it and expertise pertaining to efficient void control that allow them to more adequately use mana at younger ages.

This however, should have a diminishing marginal return as they get stronger, and only have a very little increase at the top end of the magic tiers. As I suggested, one or two medium/low power spells.

Adunians deserve something that reflects their scotish based rebelious nature and lone wolf seperatist style of play? +2 hearts when with less than 3 other humans, -2 when with more than 6.

 

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The thread is fine guys. 

I believe high elves /should/ have a magic buff. The magic buff should constitute to a passive buff at lower levels of magic. This is due to the fact that they will culturally centered off it and expertise pertaining to efficient void control that allow them to more adequately use mana at younger ages.

This however, should have a diminishing marginal return as they get stronger, and only have a very little increase at the top end of the magic tiers. As I suggested, one or two medium/low power spells.

Adunians deserve something that reflects their scotish based rebelious nature and lone wolf seperatist style of play? +2 hearts when with less than 3 other humans, -2 when with more than 6.

 

 

Adunians are not scottish. The whole gaelic scottish nonsense was never part of their original lore.

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By lore:

 

Pros:

Orcs are stonger physically, they hit harder, they are bigger. They are better at damaging others.

Dwarves are sturdy, they can take more hits. They are better at defense.

Elves are quicker, and have better eyesight. They are better at ranged attacks/defenses.

Karajyr are animal like. They are quick, but as well they would be the ones that jump higher.

Humans are the norm. Their power comes from there being 5x more humans than others, they have bigger armies.

 

Cons:

Orcs have to eat a lot.

Dwarves can't move fast.

Elves are slender. (probably some debuff missing in the elves I think)

Karajry... I don't know.

Humans are the norm, they have no major weaknesses.

 

So to everyone saying that "Humans should have a PVP buff," no they shouldn't, they have no buff or nerf, they are the norm, they are what the other races compare to. X have stronger - and wearker -. Stronger and weaker than HUMANS.

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All the things in Jistuma's post are how things are in lore and roleplay, and therefore they should be the things in the plugin. It's not about making sure one race is better than another, or can stand up to another, it's about actually representing the lore and physiology of the different races in a mechanical way.

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