Apr 19, 2005, 05:20 PM // 17:20
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#1
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Pre-Searing Cadet
Join Date: Apr 2005
Location: Amarillo, TX
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GW Race Expansion Idea
I've posted this in other forums, so if you've read this, bear with me...
So, I was thinking the other day. What classes could A.Net possibly put in that would be unique to the other 6 classes? The other 6 pretty much seem to cover everything.
Then I also started thinking, how can A.Net put in multiple races without upsetting the balance they've created?
Then it hit me...make 'races' new primary classes. Here's my thought process behind it...
1. Primary classes are already like races anywho. They determine appearance and armor and such, which is what races in other games do. This way developers don't have to worry about 12 character appearances each time they had a race.
2. This would allow players to add some new race-specific abilities to the mix, without abandoning the already pre-set classes. One would still choose one of the six classes as a secondary.
In thinking that, I also thought they needed to be limited, to keep interest in the traditional system alive.
1. 'Races' can only be primary classes. Thus not receiving bonuses from Fast Casting, Divine Favor, etc...
2. Races will be limited in which secondary classes they can choose. (e.g. A wood elf can only be Monk, Ranger, Warrior).
3. They won't have access to as many types of armor. One type that give bonuses to physical defense, one type that give energy (magical) bonuses/defense.
4. They don't have as many unique attributes as normal primary classes.
So, here's what I scribbled up to kind of show what I'm talking about. Due to the format I found it best to write it in .doc and convert it to HTML. So here's the link:
http://members.cox.net/azrael1415/gwraces.htm
And for those who can't abide the 'traditional' races, don't worry. I just used traditional for ease of understanding. They're there just to communicate the idea.
Read it and tell me what you think!
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Apr 19, 2005, 07:22 PM // 19:22
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#2
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Seattle, WA, USA [PST | GMT -8]
Guild: Ready and Willing [RAWR]
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I don't know...I'm actually kind of glad that they kept it all human. IDK why, but it's just too normal for an MMORPG to have multiple races...we're focusing on skill sets, not race, etc. It would most likely ruin the storyline, too, to have multiple races.
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Apr 19, 2005, 08:31 PM // 20:31
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#3
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Frost Gate Guardian
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imo, i think gw should wait for the race expansion till the after couple month, possibly 4-6 months after the release, i want to see the balance in the retail such as item price, build, better ui, and fixxes of most glitches/map bugs.
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Mar 17, 2006, 02:25 PM // 14:25
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#4
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Lion's Arch Merchant
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Well, I was thinking in starting a thread on races. First I did a search to read what someone else might have been written already. And now, as I think this thread is the more extense on the subject I have decided to post here my ideas.
In my view the concept of race does not imply introducing new professions. A different race would be, mainly, a different type of appearance and might be a little different type of basic stats in amount of health, amount of energy, and, or may be some few race bounded skills. But, a race may take one of the present professions with its atributes and skills. So that introducing a new race, would not be the same as introducing a new profesion necessarily. Thus a race is rather like sex, which does not imply different stats, but just a different appearance. By the way, I do not remember to have seen female dwarfs in the game... are all dwarfs male?
There are many monster races in Guild Wars, and those which are more alike humans may be: charr, elementals, dwarfs, undead, forgotten and mursaat.
Of all these the most pertinent candidate to become a playable race within arenas and guild fights is, it seems to be, dwarfs, and forgotten. I am able to figure these two fighting in the arenas
Charr and mursaat are all enemies of humans, but, they might do well with several professions; elementals and undead are inmune to some skills and that -I think- might be a problem (as well as the problem of being all enemies of humans), but this could be changed so that they lose their inmunity.
I do not see the point to introduce elves or orcs in Guild Wars, but, I see that it could be introduced a yet unknow race, in some new chapter of the story. Nevertheless, in my view, a new chapter would not be necessary to introduce races. Because, new races would not imply new professions, but just new appearances, and these are choosen in the character creation screens, introducing a new race could be done by means of a patch or actualization, without having to make the change with a chapter.
Last edited by mariano; Mar 17, 2006 at 07:17 PM // 19:17..
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Mar 17, 2006, 06:53 PM // 18:53
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#5
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I like the idea of where keep the race as an additional attribute with its own skills and bonues, depend on how much points you assign (but not a class)
So a Human warrior can be very differnt for a Orc Warrior, depend on if he put points in his "Heritage" attribute and if he carry any of the heritage skills.
Of couse, the alternative way would just be new race > new core class.
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Mar 17, 2006, 07:06 PM // 19:06
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#6
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Tiger Tail
Profession: N/R
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/signed
I think there should be new races even if there isn't any special stats...it adds more color to the game
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Mar 17, 2006, 07:22 PM // 19:22
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#7
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Banned
Join Date: Aug 2005
Location: N.Y.C.
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/notsigned
The game doesn't need races, the players don't need races. Guild Wars is not supposed to be another generic online RPG, it's supposed to be different. Infesting it with stupid orcs and trolls and elves and fairies and goblins and whatever else you want will ruin that.
/notsigned
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Mar 17, 2006, 07:42 PM // 19:42
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#8
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I think races as new professions is a good idea.
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Mar 17, 2006, 07:46 PM // 19:46
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#9
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Pre-Searing Cadet
Join Date: Jan 2006
Location: Finland
Guild: The Risen Darkness
Profession: N/E
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I think that's good Idea but...elves somehow do not fit in my thoughts about GW...dwarves yes...I want to play Charr or Grawl =P
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Mar 17, 2006, 07:53 PM // 19:53
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#10
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Academy Page
Join Date: Dec 2005
Location: Jeddah, KSA
Guild: Celestial Solace
Profession: E/
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Ya I don't think races would fit at the moment; after a few chapters are released, and we learn more about the GW universe... y'never know...
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Mar 17, 2006, 08:21 PM // 20:21
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#11
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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If Anet put races, fine, but I dont want each race has is own attribute. For an example, Dwarf, if we say....... +1 Hammer mastery. Players who play Dwarf feel they must put the points in Hammer mastery only (got lvl 18 with dwarven helm and sup hammer mastery). What it dones? Unbalanced characters.
And for those who said GW is not Fantasy (From others thread like this one), Im sorry but fighting a Dragon, Gods Avatar who pop up when you kneel before a Statue of a God, invasion of Beast race, Meteor falling from the sky by a elemantalist..... And you say its not fantasy! Find something else.
In the End
/signed to put races
/not signed if races has Attribute bonus
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Mar 17, 2006, 09:55 PM // 21:55
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#12
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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Well, I have to agree that new races would be cool, but there is just no way they could have any different stats. As far as I'm concerned, that would require a complete re-vamping of the game's internal structure. They would have to program all that extra stuff into the game. I would really like to play as a new race, but they would have to find races that work well with the humans.
I would also think that Anet would have to re-write some of the back story stuff. I mean, why would a dwarf be in pre-searing ascalon. They would be in pre-searing Yak's Bend, or Droks. I also can't for the life of me remember what forgotten are.
I also like the comparison of race to gender. If race had no actual effect on the game other that asthetic, then I give it a thumbs-up.
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Mar 17, 2006, 10:54 PM // 22:54
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#13
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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Perhaps the races should be the ones in game
Ascalonians (Always hated that they pronounce is Ascalons)
Krytans
Cathans
Luxon
Kurzick
I wouldn't mind tiny tweaks in abilities based on what "race" you choose, but it would need to be rediculously balenced.
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Mar 18, 2006, 04:34 AM // 04:34
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#14
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Wilds Pathfinder
Join Date: May 2005
Profession: W/
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Quote:
Originally Posted by Ken Dei
Perhaps the races should be the ones in game
Ascalonians (Always hated that they pronounce is Ascalons)
Krytans
Cathans
Luxon
Kurzick
I wouldn't mind tiny tweaks in abilities based on what "race" you choose, but it would need to be rediculously balenced.
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Dwarves?
I would like if it only change skins.. as someone pointed out if dwarves gave +1 hammer mastery, most would be obliged to be a hammer dwarf warrior, which I'd rather not.
You should also have the option to switching your older character's races...otherwise I would be angry.
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Mar 18, 2006, 05:03 AM // 05:03
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#15
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Wilds Pathfinder
Join Date: Feb 2006
Location: House Zu Heltzer, laughing at them.
Guild: The [GEAR] Trick
Profession: N/Me
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It would be a good idea, they should add drwarves, or something. But, remeber, the dwarves have necros and everything, the dwarf should have a base AL increase or something. not much, maybe 1/2 per lvl in it.
Also, my cousin and I came up with a new class idea. Chuck Norris. We are actually serious too. The class could be a melee fighter, wpns could be bronze knuckles and stuff, and he could have a projectile magic of sorts. Think about it. It's a good idea.
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Mar 18, 2006, 05:23 AM // 05:23
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#16
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Lion's Arch Merchant
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if want new races, it can only be just a different skin,
please no different stats.
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Mar 18, 2006, 06:54 AM // 06:54
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#17
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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If they put in new races, I'd want to play a scale and a tengu/avacoria.
Don't give the races different stats, but you might want to give them some different skills or elites. For instance the tengu sword elite might be different from the scale, which is different from the human one. One or two different skills within the skillsets would keep them pretty much the same but add in a few options for flavor.
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Mar 18, 2006, 07:05 AM // 07:05
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#18
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Krytan Explorer
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New Races should be entirely visual, with no change in gameplay. A Dwarf should play like a human should play like a...whatever. The idea of some players having inherent bonuses is not a good one, IMO.
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Mar 18, 2006, 04:27 PM // 16:27
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#19
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Wilds Pathfinder
Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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I totally agree with swordfisher. IF they feel they have to add races, I'm ok with that. But I do NOT like the idea of choosing a race and then be pretty much forced to use a set type of skills; I can't even stand how we aren't allowed to use runes of our secondary professions.
Guildwars is all about originallity and freedom; addind orcs and elves ruins originallity and adding specific skills ruins freedom. I say add NEW races and toss away the idea of specific skills out the window, or don't add any new races at all.
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Mar 18, 2006, 04:47 PM // 16:47
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#20
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Wilds Pathfinder
Join Date: Feb 2006
Location: House Zu Heltzer, laughing at them.
Guild: The [GEAR] Trick
Profession: N/Me
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Also a good idea I still like my new class idea.
Chuck Norris class FTW!!
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