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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.
Adding More Flavor to Races
benlos
Member, Alpha Two
So as development has progressed, I've been more interested in getting involved in forum feedback because this game is looking better and better by the day. In regards to the discussion, we've already seen how your choice of race and the choice of other players can affect the world around you (aesthetic changes to nodes, parlor games, etc.)
My question pertains mainly to how your choice of race affects the class you're playing. I'm assuming of course there will be racial effects, which is all fine and dandy - but let's say you and your friend are both playing a weapon master (fighter x fighter), but you are playing a Kaelar Human, and your friend is a Ren'Kai Orc. How much will each race influence the specific class you're playing, and what would you like to see?
I know there will be other augments such as religions to add a bit more depth to your class, but on top of outward appearances, I think for example having different animations for spells/attacks can add another layer to the uniqueness of your character. The attack can function the exact same way between the races, but look completely different depending on your choice of race. I understand that probably can't be done for every spell for balancing reasons perhaps, but I say take it as far as you can go.
Not too familiar with the lore yet, but as a more specific example - the Ren'Kai Orc abilities could look more berserker-ish, lots of wild swinging (Don't know if that's how they are lore-wise, again just giving an example), and the Kaelar Human could have a more refined and disciplined swinging. This way, even if 2 or more players are playing the exact same class, maybe even the same augments - they can still look and feel completely different.
With so much character customization already in the game, I think it's a cool feature to add if it's feasible (and if it's not already in the works of course)
Is that just a pipedream? What other features would you like to see involving the races?
(Edit: After reading through the wiki, I know Intrepid has given a statement saying there are no plans or intentions for different combat animations for races It was a short and fleeting dream)
My question pertains mainly to how your choice of race affects the class you're playing. I'm assuming of course there will be racial effects, which is all fine and dandy - but let's say you and your friend are both playing a weapon master (fighter x fighter), but you are playing a Kaelar Human, and your friend is a Ren'Kai Orc. How much will each race influence the specific class you're playing, and what would you like to see?
I know there will be other augments such as religions to add a bit more depth to your class, but on top of outward appearances, I think for example having different animations for spells/attacks can add another layer to the uniqueness of your character. The attack can function the exact same way between the races, but look completely different depending on your choice of race. I understand that probably can't be done for every spell for balancing reasons perhaps, but I say take it as far as you can go.
Not too familiar with the lore yet, but as a more specific example - the Ren'Kai Orc abilities could look more berserker-ish, lots of wild swinging (Don't know if that's how they are lore-wise, again just giving an example), and the Kaelar Human could have a more refined and disciplined swinging. This way, even if 2 or more players are playing the exact same class, maybe even the same augments - they can still look and feel completely different.
With so much character customization already in the game, I think it's a cool feature to add if it's feasible (and if it's not already in the works of course)
Is that just a pipedream? What other features would you like to see involving the races?
(Edit: After reading through the wiki, I know Intrepid has given a statement saying there are no plans or intentions for different combat animations for races It was a short and fleeting dream)
0
Comments
Lineage 2 had good classes locked behind races and they all felt unique. And they all were necessary.
I can understand the arguments from both sides. Most people want as much customization as possible so they stand out more as an individual player. Race locking classes has always made sense to me for lore reasons, but personally I don't mind either way.
Especially Active Skills via Racial augments...as significantly as Secondary Archetype augments change Active Skills.
https://ashesofcreation.wiki/Racial_augments
"In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter."
You'll have racial augments that are capable of being applied to active skills and those augments are going to be a reflection of the flavor of that specific race. In addition, races will have differing degrees of stats and our game in our class system relies on certain stats to achieve different metrics in the game when it comes to damage, defense, and landing rates and all that kind of stuff.
---Steven
So you've participated in Alpha 1, correct? Are some racial augments a feature already implemented? It says in the entry for Augments on the wiki "A character can have one active augment on an ability at any given time."
So this means a player will have the choice of augmenting their primary archetype with more racially dedicated effects as opposed effects from a secondary archetype?
So, the whole concept around different races having a different feel is pure conjecture and rather misleading, because, if you do not choose the relevant augments how different will they be really?
Yes. You could choose to add a Racial augment onto an Active Skill instead of adding an Archetype augment.
There are several categories of augments you could choose from to add onto an Active Skill: Archetype; Racial; Social Org; Religion; Node Type; Naval.
Only one augment at a time can be placed on an Active Skill.