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Adding More Flavor to Races

benlosbenlos Member
edited August 2022 in General Discussion
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 :disappointed: It was a short and fleeting dream)

Comments

  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    I would like to see race locked classes but this is 2022 and people dont take no for an answer. Everything mix and match "play as you want" and the appearance is detached from gameplay mechanics.

    Lineage 2 had good classes locked behind races and they all felt unique. And they all were necessary.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Enjoy your elven death knights and orc paladins.
  • I would like to see race locked classes but this is 2022 and people dont take no for an answer. Everything mix and match "play as you want" and the appearance is detached from gameplay mechanics.

    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.

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    There are no factions in ashes. Locking classes behind races makes no sense.
    2a3b8ichz0pd.gif
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ashes has Racial progression. Expect that to be able to help you diversify your Primary Archetype.
    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
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Wow. That means we'll have 9 different conjured fighter hammers for the 9 races. Perhaps awesome. Perhaps not.
    2a3b8ichz0pd.gif
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2022
    Should be way more than 9 different appearances for "Hammer Strike" - even if we're just talking about adding Racial augments.
  • Dygz wrote: »
    Should be way more than 9 different appearances for "Hammer Strike" - even if we're just talking about adding Racial augments.

    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?

  • They said they aren't going to do racial combat animations (though I hope they go back and add them post-launch), but locomotion and idles will be race-specific, and I'd imagine there'll be a few race-specific emotes as well.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Should be way more than 9 different appearances for "Hammer Strike" - even if we're just talking about adding Racial augments.

    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?
    2a3b8ichz0pd.gif
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Augments were not implemented for Alpha One.

    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.
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