Genesis racestat modifiers, claim.

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Greneth

Re: Genesis racestat modifiers, claim.

Post by Greneth » 06 Jan 2013 18:49

If Goblins are such a superior race in combat and mentals mean jack, then I suggest all Goblins attack Morgul Mages or even PoT. I would like to test your theories. Who wants to go first?

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OgreToyBoy
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Re: Genesis racestat modifiers, claim.

Post by OgreToyBoy » 06 Jan 2013 19:01

Retarded suggestion.
But give all same amount of xp on even settings and same skills and the sturdy races win.

Laurel

Re: Genesis racestat modifiers, claim.

Post by Laurel » 06 Jan 2013 19:07

Greneth wrote:If Goblins are such a superior race in combat and mentals mean jack, then I suggest all Goblins attack Morgul Mages or even PoT. I would like to test your theories. Who wants to go first?
how exactly is BB + stat cloud + stun "combat"?

Rincon
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Re: Genesis racestat modifiers, claim.

Post by Rincon » 06 Jan 2013 19:34

I have to say that I have always hated race stat modifiers and would like to see them finally changed!

Gobbos being the uber warriors is ridiculous. Elves being as puny as they are is also ridiculous. Hardly anyone plays a gnome or a hobbit, because their combats suck.

I agree with Cherek's idea and make the modifiers' average equal, so that a hero sized elf would actually have an equal chance against a hero sized goblin.

Wizards, can you make some simulations regarding this? E.g. take a hero merc goblin and a hero merc elf/human with the same amount of exp, but distributed according to present stat modifiers and see which race wins in 10 duels? Then, make the modifiers' average equal and see which race wins in 10 duels?

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Cherek
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Re: Genesis racestat modifiers, claim.

Post by Cherek » 06 Jan 2013 19:36

Greneth: Your suggestion doesnt really make any sense... We're talking about racial differences in stats. Not guild spells and skills. Btw, a goblin is probably also the best caster race with our current magic system. Or thats my guess anyway, I dont have any data to back it up, but it would make sense, at least if the caster is solo. As a supporting spellcaster in a team I suppose mentals are more useful still.

Anyway, I cant see any reason NOT to make things equal (similar to what I suggested), but thats just my personal opinion. I dont know what those actually in charge think about the matter, but why we would on purpose want to have a game with such imbalances I cant find any argument for.

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Zhar
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Re: Genesis racestat modifiers, claim.

Post by Zhar » 06 Jan 2013 19:57

Hardcap all the way.
Time is precious. Waste it wisely.

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Cherek
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Re: Genesis racestat modifiers, claim.

Post by Cherek » 06 Jan 2013 20:30

Zhar wrote:Hardcap all the way.
How would that affect stat difference between races?

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Zhar
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Re: Genesis racestat modifiers, claim.

Post by Zhar » 06 Jan 2013 21:20

Cherek wrote:
Zhar wrote:Hardcap all the way.
How would that affect stat difference between races?
With cap set fairly low everything would happen so fast that people wouldn't even notice the differences for the most part :)

On a serious note though, there is no easy way around it. Even if you set it all to small differences (no more than 20%) you would still get huge discrepancies. 100 con on human would be 120 on a goblin and 80 on elf and it doesn't take a genius to see how that could impact things. The problem here is that while differences don't seem that large when compared to the average, comparing those with highest stat to those with the lowest suddenly reveals pretty big gaps. The only real way to deal with it would be balancing it out somehow. Dexterity making you harder to hit would effectively reduce incoming damage, closing the gap a bit. This could work if not for the fact that 90% of the combat damage is done via specials and most of them don't really care much about how agile your target is (I think).
Last edited by Zhar on 06 Jan 2013 21:28, edited 1 time in total.
Time is precious. Waste it wisely.

Amberlee
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Re: Genesis racestat modifiers, claim.

Post by Amberlee » 06 Jan 2013 21:25

Like.. set the hardcap at [numbers removed] in all stats? :p
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If you ask for my opinion here, you will get MY opinion, not that of my character.

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Zhar
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Re: Genesis racestat modifiers, claim.

Post by Zhar » 06 Jan 2013 21:31

amberlee wrote:Like.. set the hardcap at [numbers removed] in all stats? :p
Setting a hard cap in stats could work too, it would mean that at certain point your race wouldn't matter as you would have exactly the same stats. The differences would only be there in the mid-level ranges.
Time is precious. Waste it wisely.

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