Racial Rebalancing

by Estarra

Back to Common Grounds.

Estarra2008-04-17 16:32:17
We have decided that our next project will be racial rebalancing. I know some people like the so-called "statpack" system that another realm uses, but we absolutely will not do that. With Lusternia's large number of races, there's certainly no shortage of choices, and I just really dislike the idea of races being a small RP veneer that is stretched over predetermined "statpacks". I think it would be absurd if faeling warriors have the same constitution as tae'dae warriors or igasho mages were as fast and smart as mugwump mages. I understand why some players would want such a system but I just don't think it would be appropriate for Lusternia.

So what are we going to do? At this point, we're up in the air whether we just need to tweak the races we have or look into other, more dramatic changes. One thing in consideration is to reduce the steep benefits/hindrances of regeneration, equilibrium and balance advantages/disadvantages (i.e., lvl 1/2/3 balance recovery would not be as effective as they are, etc.).

One idea I'm slightly warming to is having some races gain choices at certain levels. For example (purely theoretical), maybe a level 50 mugwump has a choice between a) +2 intelligence/-2 constitution, or cool.gif +1 equilibrium recovery/-1 balance recovery.

However, I'm not sure if we need to rebuild Rome. I'm tending to think that focusing on tweaking how races are set up now may be the best approach. Feel free to comment and throw out ideas. There may be a great idea out there that we haven't heard!
Desitrus2008-04-17 16:36:09
I would ask again that Demi-Gods be taken into consideration during this, in that they completely eliminate racial penalties on most counts.

As for just tweaking existing races, perhaps remove a few of the penalties but cap some of the high end stats? Perhaps even cap h/m/e based on race or stat choice.
ongaku2008-04-17 16:37:31
I just wish there were more specializations, but I know that can only come with the other cities and communes that aren't in the game now (i.e. Furrikin/Tae'dae specializations in Ackleberry, Dracnari specializations in Gaudiguch). I'm really not that picky, personally, though that's probably got to do with the fact that I'm horrid at PvP no matter what race/class combo I play.

In any case, I think the stat choices at certain levels sounds good. I rather like that the stats here match the race. While the races in Aetolia get certain skills, I really think that there's no reason to choose any particular race over another unless you have a specific preference to one of the racial skills. Then again, my race of choice has almost always been purely a roleplay decision.
Xenthos2008-04-17 16:37:58
Typo in thread name. It burns us. Please, please help. sad.gif

That said-- weren't the speeds already tinkered with once?
Ildaudid2008-04-17 16:42:29
You aren't going to be able to escape the whole faeling speed thing Xenthos, it is bound to end up happening.
Xenthos2008-04-17 16:43:37
QUOTE(Ildaudid @ Apr 17 2008, 12:42 PM) 503126
You aren't going to be able to escape the whole faeling speed thing Xenthos, it is bound to end up happening.

That's fine, I'm just saying: It's already been tinkered with once, so I'm not sure that just hitting it alone will do much.

It's kind of necessary for Monk balancing, at the very least.
Desitrus2008-04-17 16:45:18
QUOTE(Xenthos @ Apr 17 2008, 11:43 AM) 503127
That's fine, I'm just saying: It's already been tinkered with once, so I'm not sure that just hitting it alone will do much.

It's kind of necessary for Monk balancing, at the very least.


Floor on this and reduce the contribution from Demi-God and the race is fine.
Unknown2008-04-17 16:52:45
QUOTE(Estarra @ Apr 17 2008, 12:32 PM) 503120
I think it would be absurd if faeling warriors have the same constitution as tae'dae warriors or igasho mages were as fast and smart as mugwump mages. I understand why some players would want such a system but I just don't think it would be appropriate for Lusternia.


I don't think it was ever intended that the stat packs would go to that extreme.

QUOTE(Estarra @ Apr 17 2008, 12:32 PM) 503120
One thing in consideration is to reduce the steep benefits/hindrances of regeneration, equilibrium and balance advantages/disadvantages (i.e., lvl 1/2/3 balance recovery would not be as effective as they are, etc.).


If regeneration gets nerfed, there's going to need to be some artifact refunds.

QUOTE(Estarra @ Apr 17 2008, 12:32 PM) 503120
One idea I'm slightly warming to is having some races gain choices at certain levels. For example (purely theoretical), maybe a level 50 mugwump has a choice between a) +2 intelligence/-2 constitution, or cool.gif +1 equilibrium recovery/-1 balance recovery.


Isn't that kind of the same idea as the "stat packs", only with negatives bundled in as well?

No matter what you choose, I would suggest running it by some level-headed players before making any decisions, even if you think your design is perfect, given your past reluctance to change broken races. Ideally, nobody would be significantly disadvantaged in playing a guild/spec that their race is meant for (Dwarven Axelords), and other races wouldn't be excessively better (mugwumps vs. any other magic race), but this is currently not the case.
Ashteru2008-04-17 17:04:59
My thoughts: I definitely am all for the certain choices at specific levels. Also, I'd like each race to gain distinctive stuff at, let's say, 25/50/75, maybe even 100. It doesn't need to be any cool stuff, just like, flavorrelated. Like the basking for Dracnari, it's just awesome, flavorwise.

Also, might I suggest something like the monkforum for the racial rebalancing, but available to, say, Players who changed race x time, have a cameo or other related attributes? I do know that admins always try to do their best, but sometimes, players just know, for example, combat ability of races better than admins. (Don't burn me, I don't mean that rudely!)

In general, I don't think BIG big changes are necessary, but there are a few races that do need a completely overhaul, and a few that need tweaking.

Idealy, I'd like all races to be useable for every class, but since that won't ever come to pass, I'd like for every race to be at least viable in a certain class. As viable as all other races for that class or, so that we see more diversity than, e.g. Mugwump Guardian or Aslaran warrior. (A bit exaggerating, but still)

Laysus2008-04-17 17:12:18
Will specialisation races be considered seperately to their base for balancing purposes in terms of blanket benefits/disadvantages (such as the balance benefit for faelings).

Also, can we have spec faelings for serenwilde? >.> We've been asking for them since the game came out. quickexit.gif
Karnagan2008-04-17 17:24:40
A definite problem is how warrior damage works. As a practical matter, none of the major warrior oriented races (humans, orclach, tauren, krokani) are worth it at Demigod, as their large STR rating is almost completely worthless once they hit STR 18.

Not only that, but the regen oriented races, like orclach/viscanti/merians/loboshiragu have their racial regeneration almost completely nullified by the effects of getting demigod. So the question becomes: will special Demigod versions of each race be a better idea than simply making Demigod a one size fits all option?
Lysandus2008-04-17 17:25:59
There should be somewhat a recovery cap on all races, so meaning a faeling using Rushed or Hyperactive can't go beyond level 3 racial balance but a tae'dae may be as fast as a no racial/level 1 racial balance with it up.

Up to you though what seems to be the best.
Unknown2008-04-17 17:26:35
Is there a possibility of bard/monk racial specializations being added in the course of the rebalancing?
Estarra2008-04-17 17:27:40
Faelings will always be Glomdoring's specialized race and not be duplicated in Serenwilde.

I don't think specialization benefits/disadvantages will be considered separately from the base race, at least not dramatically.

It's nice to say each race should "gain distinctive stuff", but the problem is always coming up with reasonable ideas. Feel free to suggest.

Race balancing will not be done by player committee, though we will most likely test it on a test server first for feedback. As far as races go, "level headed players" seem to have some fairly diverse perspective.

Regarding choices at certain level, that's really a remote idea we'd do and certainly wouldn't be appropriate for every race.
Laysus2008-04-17 17:29:22
Suggestion: Hover should actually make you hover (levitation!)
Ashteru2008-04-17 17:31:51
QUOTE(Estarra @ Apr 17 2008, 05:27 PM) 503149
It's nice to say each race should "gain distinctive stuff", but the problem is always coming up with reasonable ideas. Feel free to suggest.

Excuse my choice of the word stuff, I am a bit caught up in exams and too tired to try to translate properly! Though, that's a good idea for a thread!

QUOTE
Race balancing will not be done by player committee, though we will most likely test it on a test server first for feedback. As far as races go, "level headed players" seem to have some fairly diverse perspective.

Ah, very well, that's nearly as good!
Unknown2008-04-17 17:34:34
Aw, I was really keen on a statpack-like system, but the second alternative you mentioned seems interesting too. Each race is good at 'something', but even within that 'something' there can be further specialization.

And I remember someone proposing a neat idea that at certain milestones you would gain race-unique abilities... and depending how useful the abilities are they could be chosen with the stat changes or in place of the stat changes. Having played a trill since near the beginning, it feels like they don't have much going for them and their perks are just mediocre at best. Maybe something like 'flying with no/shorter balance recovery', 'flying directly into adjacent rooms', 'being able to lift other (smaller sized) people into the air and flying them around', and so on. I'm sure other people can think of cool abilities for their own races too.
Lysandus2008-04-17 17:36:36
Maybe we should implement the perk system for those familiar with the Fallout series? At certain levels, they can choose a series of perks for boosts... though this system might be the same Estarra mentioned about in one of her ideas.

Edit:
Also, it may be good that at the start of character creation, at level one, all races has little or no racial bonuses to start with, stats nearly identical to a human and the only way to make your character strong is through this perks, just throwing in ideas.
Gwylifar2008-04-17 17:38:21
Aslaran should be able to have some chance, maybe a small chance, to land on their feet and not break limbs (similar to Acrobatics Falling), should be able to GROOM to get the same effect as a cleanse enchantment (but with a much, much longer balance cost), and have nine lives. Oh, wait, they already have that last one. smile.gif
Unknown2008-04-17 17:52:43
QUOTE(Volroc @ Apr 17 2008, 10:26 AM) 503148
Is there a possibility of bard/monk racial specializations being added in the course of the rebalancing?


Just like to second this suggestion. I think being able to pick one of the "main" races for your org helps integrate things better. Of course not all specialized races are equal, and I would hope that the specialization would not be the obvious best choice. The general idea is what I am all in support of though.