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Should Regen Rates Be the Same Across All Races - 09-03-08 05:04 AM

Aristotle


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Should Regen Rates Be the Same Across All Races

This is a side issue to the discussion of blood jewels.

Is regeneration so important that the difference between races is potentially too game changing?

Should all races get 3/3 for hp/sp regen, instead of the current variances?

Even if we documented the exact regen in creation, new players would not understand the in game effect anyway, so I do not think documenting it would be a difference maker here. It is either a needed balance change, or fine as it is.


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- 09-03-08 05:16 AM

Gaviani


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Absolutely, dear-sweet-mother-of-God no.

Threshold needs less homogenation, not more.


From all my lovers that loved us, thou, God, didst sunder us;
thou madest thick darkness above us, and thick darkness under us;
thou hast kindled thy wrath for a light, and made ready thy sword;
let a remnant find grace in Thy sight, I beseech thee, O Lord.
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- 09-03-08 05:19 AM

Theairoh


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You mean to rebalance EP as well I take it?

I see the point raised. I can't imagine how irritating it would be to roll an elf fighter, only to later discover that wasn't such a great idea... And rolling a human as a starter race doesn't guarantee you're going to learn that by the time you decide to reroll into something you might deem more interesting.

Still, I think that a lot of people who DO know about the regen rates might get screwed here. The rates create distinguishing gameplay elements for each race, and that's cool. But I understand the sacrifice here.

Maybe they could be equalized, with a possible rehaul of the racial abilities later in the future to compensate?


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- 09-03-08 05:31 AM

Rosuav


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At the moment, it creates a very real difference between the races. I do not want to see races just affecting which set of emotes you get and which guilds you can join (which would mean that you just go "I want to be a mage. Okay, any of these races will do... eeny meeny miney moe, I think I'll be a canis"). I can think of four, perhaps five, things that your race really affects:


  1. Choice of guild - plenty of options that make no difference
  2. Stats - of very minor import
  3. Racial abilities
  4. Regen rates
  5. Possibly, how many HP, SP, and EP you gain each level.


I suspect #5 doesn't exist, but I could be wrong on that. #4 is what's currently under discussion. #3 - some of them have significant RP value ('maes for one), but I doubt that any race has very much of an unbalancing combat/advancement bonus. So really, the regen rates are the only thing that majorly differentiates a dwarven fighter from an elven fighter. Should they be evened up? I say no. Should they be documented, though? Perhaps - at least to the extent of acknowledging that different races regen differently, without actually giving the numbers. Possibly a vague hint in help human/elf/dwarf to suggest when there's a major skew, but I don't see that there needs to be a race table saying precisely how many points of regen each race would give you.


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- 09-03-08 05:31 AM

Gaviani


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Fighters have an ability to equalize spell points into hit points. Elf fighters hit the jackpot.

Seriously, please - there's almost nothing that distinguishes characters of identical guild and level from one another. This is one of the only non-homogenizing effects in Threshold. With the institution of bloodjewels and Templar charms there is almost no reason anyone is "stuck" at their base regeneration rate if they're willing to go out there and try and fix it.

For the love of God, don't do this.


From all my lovers that loved us, thou, God, didst sunder us;
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- 09-03-08 05:36 AM

Rosuav


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quote:
Originally posted by Theairoh
I see the point raised. I can't imagine how irritating it would be to roll an elf fighter, only to later discover that wasn't such a great idea... And rolling a human as a starter race doesn't guarantee you're going to learn that by the time you decide to reroll into something you might deem more interesting.


There have been very successful elf fighters. Also, humans aren't that boring on Thresh. I know there are some games on which human is no-adjustments, no-abilities, it's the blandness against which all other races are compared; but Thresh humans are quite viable. (Hey, I manage quite fine as one.)


The man who gets angry at the right things and with the right people, and in the right way and at the right time and for the right length of time, is commended. - Aristotle (but not the Aristotle you're thinking of)

The important thing is not to stop questioning. Curiosity has its own reason for existing. - Albert Einstein
Mainly to keep a lid on the world's cat population. - Anon

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- 09-03-08 05:44 AM

Aristotle


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Honestly, I do not think this is necessary, and I also think it would be a terrible idea. But I am presenting it here for people to have the opportunity to discuss it.

I think if we can make a variety of other game improvements to make consumables matter more, and regen less, that inherently helps this issue anyway.


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- 09-03-08 05:46 AM

Theairoh


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You're missing the point you two. I'm completely aware that an elf fighter is viable. Just about any race/class is viable.

The difference is that YOU know that, a NEWBIE, or, hell, just someone who doesn't heavily examine the under-the-hood mechanisms does not.

You two have both been at this waaaay longer than I have. I've been here for about five years, off and on, and active for truly about three. Even I don't know all the regen rates yet, since I would have had to create a separate race for each of my alts, and recorded their own respective base regen rates to know that. That, or I'd have to do something I shouldn't.

Alternatively, you could set up some kind of table, but again, that would be a bit confusing to a newbie. But I suppose that's a good alternative to taking all the teeth out of the variations on race.


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- 09-03-08 06:04 AM

Serade


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I would absolutely hate the change. I feel the race regen rates are a good thing. Changing this would just be a bad idea.

If anything, as noted above giving the regen rates may be the only course I can see to helping at all. Though unless they are completely new to muds, I doubt they are going to understand much of anything let alone the race/guilds and such as they come into Threshold. But someone who has played other muds, generally know what regen rates are, and can generally feel out what they would think is best, even if not knowing certain skills, or areas, and all the technical things Threshold brings to it.

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- 09-03-08 06:36 AM

Aristotle


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There is a lot of information overload at creation. If we are telling someone something bad (like saying race doens't matter) then that needs to be removed.

But I don't think listing the regen rates would really help a newbie. They are not going to fully understand the real game mechanical effect, and it is just going to add to the booming, buzzing, confusion of creation.

So far it sounds like most people agree this is a bad thing. That is what I suspected. But feel free to continue commenting.

Thanks,


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