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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Undead/Evil Dark themed Race?
ArchivedUser
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@Mordy writes:
I don't know why but I am one of those people that always like to play the somewhat bad guy. I was wondering if maybe ashes of creation will have like a Undead race or some type of dark character race. If it hasn't been suggested let me be the first to do so I'm sure I'm not the only one out there that likes to play that dark sinister-looking character. Ever since I've been playing MMOs I never quite as much enjoyed nice squeaky looking humans and elves always been a Dark Wraith kind of guy. So what do you all think would you like to see a type of Undead or similar race? Share your ideas below ????
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So we got Tulnar : Tulnar are the evolutionary race of those that didn't escape the calamity of what destroyed the old world. Through genetic mutation from being in the Underrealm (the safest place there was) the Tulnar became to be a mutation of Human/Reptile/Mammal.
Corruption is basically the worlds "darkness" and is seeks to undo creation - so possibly way down the line there could be an expansion where some races (Human, Dwarf, Elf, Orc, Tulnar) somehow become "corrupted" and control it - thus becoming an "undoing" of their race ^^
As has been raised, there are no inherently dark/evil races in Ashes, but there is a concept of corruption, which is referenced in the lore as the force that originally caused the races to leave Verra. There is also a reference to the same notion in the flagging rules for PvP, where it denotes that PK griefing is also a form of "corruption".
I don't think Intrepid have thought this through yet, because these are quite different concepts. To explain what I mean, I will use terminology from D&D, where there are two different axes of character alignment, not just one.
- The chaotic/lawful axis is a continuum between lawlessness and rigid obedience.
- The good/evil axis describes behaviors that range from altruistic to psychopathic.
The combination of these two axes produce a rich landscape for lore and character development that has fulled D&D and many other games for decades.I believe that PK griefing in Ashes signifies a disregard for the rules of conduct and therefore describes a chaotic/lawful axis, which is what the Ashes flagging system derives from in Lineage II.
My suggestion is to utilize a PvE system that allows players to develop their good/evil alignment through quests that give the players choice to behave in the desired manner; and rewards them with skins and effects that helps to imbue their characters with the appropriate appearance.
Finally, I think the terminology should be changed to ensure that good vs evil (earned through PvE) is distinct from chaotic/corrupt (earned through PvP).
No one is preset good/evil/lawful/chaotic.
Thats determined by their actions in game.
Its also relative.
One groups angel is another groups demon.
Nothing stopping you from playing your characters as evil, but that is a personal decision.
I do hope there will be player skins for undead, as there are for demons and angels.
I hope we the character creation will be robust enough to make our characters appear to be villainous... and that players have access to emotes and movement animations that reflect villainous personalities (even if the character is truly heroic).
All makes for more layered role-playing.
Good, Evil, Chaotic and Lawful are all distinct from Corrupted.
Corruption = Chaotic
Chaotic in Lineage II is not the same thing as Corrupted in Ashes.
And sounds like Chaotic in Lineage II is not the same thing as Chaotic in D&D.
From the AoC site:
Standing for “the forgotten”, this new race will be in the game from day one. Tulnar consists of multiple races that once existed in the world. These races were left behind as the Tulnar moved to the Underrealm to save their people from the threats of world.
The Tulnar are a conglomeration of the races left behind and banded together in one place, under one banner for survival, kind of like America Also while some of those races might be able to interbreed, others like reptiles and mammals would be totally separate from each other and remain so even if eons have passed. Over time they might all develop some common traits like infra-vision but they have not afaik, become some single amalgamation race that splits out random mutations (sorry but I find that concept trite and demeaning)
Playing a lawless character who is not inherently evil (Robin Hood) is just as valid as playing a character that is inherently evil with a rigid system of ideals (Voldemort); or any other point on that spectrum. Limiting the degrees of freedom to one axis of good vs bad (non-corrupt vs corrupt) is counter to diversity in the lore and in the game.
This is why I am proposing that there be two axes of "alignment" rather than one, such as there are in D&D and other games. Please also note that by alignment I am talking about purely lore oriented character development, not some kind of factional system.
I will create a new post on this topic at some point.
Every race/player has the decision to be good or evil. And Good and Evil can mean many things in different situations. Not sacrificing a baby during the harvest festival and thus bringing a poor harvest to the land, may be evil.. or.. doing it may be. Paying off pvp players to not attack your caravan, is that evil? Attacking a caravan, is that evil? or are you just trying to get gear for your guild so you can hold out against someone else attacking you? Killing the local treants for their special wood.. evil? In a game where players can help construct the node, and the narrative, it also allows constructing the social norms and philosophies.
Corruption for killing non-combatants is part and parcel of the Corruption that caused the exodus. It is part of that same curse.
Corruption from killing non-combatants is not about Lawlessness. And is not about Evil.
Corruption is a curse. Corruption is an affliction.
Playing a Lawless character is separate from being cursed with Corruption.
Playing an Evil character is separate from being cursed with Corruption.
Again, Good, Evil, Lawful, Chaotic are all different from Corruption.
Corruption is like when Tyler Lockwood turns into a werewolf once he kills an innocent human.
Has nothing to do with whether Tyler is Good, Evil, Lawful or Chaotic.
Tyler was Lawful Neutral. He killed an innocent human by accident.
The curse doesn't care about alignment.
In Ashes, characters don't gain Corruption because they are lawless; they gain Corruption when they kill non-combatants.
Corruption has nothing to do with any kind of alignment whatsoever.
In Ashes, gaining PvP corruption is through player choice to murder people. Murder is a canonically lawless behavior. I'm not even sure why you would want to argue this point.
The OP wishes to know if there are mechanics in-game to take on a dark/evil appearance. PvP corruption is perhaps one such mechanic, but for the many of us who play dark/evil characters who do not want to PK murder people, we are asking for a non-cosmetic shop way to achieve this.
So far, hints have been given that this will be attainable through your religious affiliation. I can't wait to find out more about this.
We will be "murdering" a whole bunch of NPCs and not gaining corruption for being lawless.
You can be dark and evil without killing non-combatants.
You can be light and good and kill NPC non-combatants without gaining Corruption.
Gaining Corruption indicates you are Corrupted - you could be Evil or you could be Good.
I understand what the OP is asking for.
I'm just saying that being Corrupted in Ashes has nothing to do with Alignment.
I agree there should be ways to appear dark/evil/villainous/diseased/ill - regardless of whether the character is actually any of those things.
Just as characters who appear to be light/good/heroic/healthy actually might not be any of those things.
But that is all separate from being cursed by Corruption for killing PC non-combatants.
Each Tulnar is an amalgamation of reptile and mammal genes.
Because magic exists on Verra, along with science.