Re: Racestat modifiers, 'ere we go again!
Posted: 21 Jan 2013 21:34
No, from what I know they don't. That was fixed some time back.
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For Neidar its a guild feature.zar wrote:I know that goblins are unbalanced...
But they are limited in some sense like:
- Entering Vingaard Keep, Kalaman.
- Neidars have bonus against goblins.
- They are autoattacked by some NPCs.
If we balance them to all other race do we cancel all this limitations and make goblins a regular race that is liked as any other race?
I cannot enter Kalaman/VK as minotaur (base goblin)Creed wrote:No, from what I know they don't. That was fixed some time back.
Exactly! Especially with our limited active coding resources, I am unable to wrap my head around the unifying principle of the "less discussion; more action!" faction in our community.gorboth wrote:[C]hanging the way stats play into combat would be one of the most significant things we could do to actually change the way the game plays. Therefore, it should be done with extreme caution, strong rationale, and not simply to "do something" to try to fix a perceived imbalance between racial options.
This is why this is so much more than a racial modification issue.gorboth wrote:[T]he main gripe is basically this: To compete for size and power in Genesis, the differences between the races is so profound that there are extreme winners and extreme losers.
I've often considered introducing building and ranking such a list as a topic of discussion, although my strong belief that such a thread would become an unmitigated shit-fest has stopped me short every time.gorboth wrote:Now, stepping back again and looking at this in the big picture, where does this stack for me in our list of things "to do" to really get the game in good shape?
I've been thinking that one of the ways to start getting at this would be a forward-looking and perhaps somewhat abstract discussion around magic and it's application and utility in Genesis.gorboth wrote:As I've stated, I also consider it perilous if we were to rush to take steps that alter core gameplay. [...] But what would be more fun and interesting (and better design?) would be to have many different types of things worth achieving, and have each race better than the others at one or two of them.
How about just tie specials to weapon skills?Kas wrote:Perhaps abit uorthodox, but what if guilds had, let's say two specials thematically adjusted to fit certain stats? If you are a hobbit, you use nr1, if you are a goblin, you use nr.2 for best effect.