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Thales: Racial Bonuses

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If this is about "Oren having all the numbers", is it really gonna be fair for those small parties of five orcs versus five humans?  

   First off, human numbers are rarely matched and even less-often outnumbered. Second, five humans aren't supposed to have a fair chance against five orcs. Orcs are supposed to be stronger than other races in combat. If humans wanna stand a chance against orcs they have to outnumber them (which they almost always do). That's the strength of humans: their numbers. Humans honestly have nothing to be so worried about. They easily double their enemies in almost every raid and battle. They don't need pvp bonuses. The purpose of humans is to be the middle ground race. That's their lot in every fantasy setting, including lotc.

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I can easily see the Orcs abusing their racial buff by just hitting each other, and making themselves deal tonnes of damage. Humans get nothing. How are we supposed to deal with a horde of Dwarves that take more hits before they go down, and can stay closer due to a resistance to knockback? Humans got fucked over. It's ridiculous. 

 

humans r weak scrubs.

 

They have the largest number of players of any other race in the entire server. Hopefully these traits will help spread people out to races other than humans, so other race's populations grow... since these buffs will give people (I guess?) an ooc reason to want to be a different race? Idk.

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Going to bump what I said, really would like an answer to this.

 

Q: Can my character be born able to use magic?
 
A: Every character is able to learn magic, but no character can be born already knowing how to use it. If you wish to create a magic that is inborn, you will need to get it accepted beforehand.
 
 
 
So how can high elves be attuned to magic as a racial trait and exposed to it? What am I missing here?  Or is this what I just said irrelevant cause to me to feels like this is the case, that high elves are born with a connection to magic.

 

 

As for the humans not getting a PvP buff, the other races doesn't get a player amount buff got to try keep it fair in a sense to compensate for the player difference. A city might have twenty players, but that doesn't mean RPly speaking that the city only has twenty residents. It's just a hidden thing that is just there. Humans will be fine obviously.

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   First off, human numbers are rarely matched and even less-often outnumbered. Second, five humans aren't supposed to have a fair chance against five orcs. Orcs are supposed to be stronger than other races in combat. If humans wanna stand a chance against orcs they have to outnumber them (which they almost always do). That's the strength of humans: their numbers. Humans honestly have nothing to be so worried about. They easily double their enemies in almost every raid and battle. They don't need pvp bonuses. The purpose of humans is to be the middle ground race. That's their lot in every fantasy setting, including lotc.

 

You sir are like the smartest person ever. I totally agree with you. Humans have more people than any other race by far... and hopefully this'll stop em from being so warmongering. Who would want to go against an army of huge powerful orcs? Madmen.

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I am not pleased with the Buffs for Mountain Dwarves, they don't make much sense. Blacksmithing is a skill for Cave Dwarves, why do we have a buff for it? The Mountain Dwarves are seen as being more tribalistic, we have gruff beards, strong arms, and a need to yell Dungrimm every few seconds before killing an Elf. I say we should get bonuses to Lumbering, Leatherworking rather than Stonemasonry and Smithing.

 

Entirely fixable!

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I've spent the better part of a year dealing with puntable gobbos, when did this change?

Goblin - Orcs of the goblin bloodline are notably smaller than other Orcs, usually reaching five to six feet and not exceeding seven feet, with lean, sinewy frames. It is said that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren.

 

   That's from the orc wiki. Goblins are supposed to average 5-6 feet tall. The tiny puntable goblins are lore-breaking goblins.

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Goblin - Orcs of the goblin bloodline are notably smaller than other Orcs, usually reaching five to six feet and not exceeding seven feet, with lean, sinewy frames. It is said that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren

 

   That's from the orc wiki. Goblins are supposed to average 5-6 feet tall. The tiny puntable goblins are lore-breaking goblins.

 

People have always played Goblins like that though, i've never seen a goblin like you stated.

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People have always played Goblins like that though, i've never seen a goblin like you stated.

 

As a player who used to play gobbo, I can say that most goblins during the time I played were 5-6 feet tall. People assumed they were short in RP, but in their descriptions it would say otherwise.

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People have always played Goblins like that though, i've never seen a goblin like you stated.

 

The Magra Clan is actually trying to bring back lore-appropriate goblins. Also, I've rp'd with a couple goblins who play according to the lore. The majority of the comment to which you replied is a copy/paste directly from the wiki. It's not what I'm stating. It's what the lore states; however, you're correct that people almost never rp goblins properly. Hopefully, the Magra clan succeeds in actually bringing about what goblins are supposed to be, instead of what they've become. Anyways, I suppose I'm getting a little off-topic with this goblin business :) Sorry.

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As a player who used to play gobbo, I can say that most goblins during the time I played were 5-6 feet tall. People assumed they were short in RP, but in their descriptions it would say otherwise.

 

Thats fine then, I probably assumed also as thats what I imagine when I hear goblin! My mistake  :thumbup:

 

Ill sit down with Sporadic tomorrow and have a look at the Goblin passives. Feel free to post some suggestions on what you, as Goblin players, would like to see as your passives.

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I would love to see dwarven clan traits, would be cool to use maybe the dwarves themselves can work on having 3-5 bloodlines and from those bloodlines clans came from? That way a new dwarf can join a bloodline then one of the clans from the bloodline.

Just an idea.

Also Irongut mages for the win, been lore for years till a high elf found out about it and abused his rank to remove it.

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These seems pretty fair and even to me. Everyone should just give these a whirl before knocking what Sporadic did here. He literally asked people what they wanted and went with it. With these professions, we're facing something this server seems very resistant to facing: trade-offs. A huge part of collaborative RP is the willingness to be disadvantaged and still have fun. I think everyone needs to just give these changes a good, solid try with a positive attitude. That's what I've done, and I haven't had a serious complaint about the new plugins yet, aside from the bugs which will inevitably be fixed.

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Arche, what exactly is magic resistance? 

 

 

If it is less hearts taken away from learning more and more magic then I think that is a fine trait to have with the High Elves.

 

I don't think they should take less damage from actual magic damage though. They aren't sturdy.

 

=======

 

I am unsure if anyone has stated this but maybe add a negative to a few of these for the Helves?

 

-Miner

-Lumberjack

-Leatherworker 

 

The skills:

 

-Stonemason

-Blacksmith

-Breeder

 

^ Are all fine being at a normal level I think as they are things High Elves can be good at but they aren't necessarily good at. As for negatives I believe the negative health applied from the magic plugin will be enough. Not all High Elves are weaklings so there would be no reason to negatively effect non-magic high elves when another plugin will already regulate the weakness from magic.

 

 

On another note half-elves would just be "Elf" 

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Yeah, seriously, High elves? Wood working? That implies /working/. High elves suck at such things.

 

Also all the other things. Delicate constitution.

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Meh...Just give humans a small buff to armor rating and leave the collective damage buff to mobs (Or take it out)

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