Author Topic: Racial Limits  (Read 1368 times)

nightwolf

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Racial Limits
« on: June 23, 2010, 05:49:02 pm »
Each race should have its limits. Like Kran more endurance and strength but less intelligence, maybe Kran highest strength, Dwarves highest toughness, Enkidukai highest agility and stuff. I mean you don't expect a Kran to outknowledge an Human and an Dwarf to outnimble an Enkidukai. It's Racial Traits!

Falcon Avian

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Re: Racial Limits
« Reply #1 on: June 23, 2010, 05:52:39 pm »
They are working on it.


I have an ego so large it has it's own gravity. So in short, yes, everything does revolve around me.

Minks

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Re: Racial Limits
« Reply #2 on: June 23, 2010, 05:54:17 pm »
Wish granted.   ;)
Well, in theory. It's all written in the Player's Guide, just not implemented yet (TM).

RlyDontKnow

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Re: Racial Limits
« Reply #3 on: June 23, 2010, 07:30:44 pm »
Well, in theory. It's all written in the Player's Guide, just not implemented yet (TM).

and may also be found on the official site (check the individual races)
however those have to be reworked and there are some things that have to be implemented for it to work.
so I wouldn't expect it very soon as it's not that high priority, however it is planned! :)
« Last Edit: June 24, 2010, 08:57:41 am by RlyDontKnow »

Nivm

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Re: Racial Limits
« Reply #4 on: June 25, 2010, 06:28:38 am »
 I don't think he's talking about a bonus as the beginning of the game, but instead the level cap becoming dependent on the original values of the statistic. Like if you start with 20 in charisma you might never breach 90, but if you start with 120 intelligence, you'll probably pass 250.

 I would also like to note here that level caps should not be completely solid like the earth ground, but more proportional, like a gas giant. So there isn't any specific number where it tells you "you can't advance farther", just a number where it tells you "it will be hard to advance farther", "it will be very hard to advance farther", or "it will be insanely hard to advance farther", and possibly "it will be soul-crushingly hard to advance farther".

Bonifarzia

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Re: Racial Limits
« Reply #5 on: June 25, 2010, 09:30:50 am »

For as long as stats are not well  balanced, it looks like a fair solution to keep the same limits for everyone.
Otherwise there will probably be a rush for characters customized for optimal PvP stats etc, the discussion is an old one.

The point I want to add here is that it makes more sense to base the limits on the characters development (factions, skills...) and race than on other parts of character creation such as life events.
And the base values for each race would possibly need a bit of fine tuning if they were to determine overall stat caps.

Nivm

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Re: Racial Limits
« Reply #6 on: June 27, 2010, 06:49:53 am »
 Ah yes, creating a solution to a feature request that doesn't exist yet. Could you post thread links for those old discussions?

Aincer

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Re: Racial Limits
« Reply #7 on: July 07, 2010, 04:51:00 pm »
Seeing that planeshift is a growing game. It will have more players in the future. And at the start they probably won't read everything on themain site but just download the game and start right away. "Yes i want the stone man. I am going to be such a great wizard" and then find out many trainings later that the kran can't go further in magic would not be that nice. there should indeed be something like "it will be soul crushing hard to continue" or an item that will still give your character these handicaps but reversed. (and then only in figthing skills

this is normal for a kran:
Infravision. Limit 8th rank for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill very quickly compared to other races. Immune to poison and disease. Natural "Kran armor". They don't breathe so they can't drown. -4 Mana Points at creation.
 
this is the kran with the item:
Infravision. No limit for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill slower compared to other races. Immune to poison and disease. Natural "Kran armor". They don't breathe so they can't drown. -4 Mana Points at creation.

the experience put in the training of these skills will be changed like antimagic would go down by a half or less and seeing that there is no change in the learning of magic the expierence will be as high as it was before