I wish race really made a big difference on how we played. Like if you are a huge troll you should be able to deal and take a lot of damage but you are slower in movement and attack speed. Great regeneration but a bad weakness to fire. Can see infrared at night.
I know balance consideration come into play. But I would just like to see diversity with race come into play. For example maybe one race is attuned with nature where they get power from the forest, open hidden forest groves, talk to animals and degrees of natural magic no matter the class. One attunded with magic that can see magical creatures, understand magic/ancient writings, magic in all classes and technology. One with spirits that can see and speak to the dead, summon spirits and draw on power of the realm of the dead. And so on.
These would change how the characters see the world based on race. One of those things aren't all directly related to combat but can make game play immersive and add depth.
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I kind of wish I was good at art, programming, and the few thousand other things I would need to know in order to make a game. Oh and had a few million dollars laying around to use for making said game. Sadly, by the time I had the requisite knowledge (and millions), I would most likely have forgotten why I was learning in the first place.
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So the happy middle, is to make small and likely insignificant race boosts which cater to one person.
Another way to do it, is perhaps make half-trolls vs pure trolls, where one has more boost.
You can see my sci-fi/WW2 book recommendations.
Result: hours of work, thousands of $ invested into other races are almost trashed, because perfect dps is still Troll berserker.
Choice 1:nerf best race-class combinations, anger users;
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Nowadays you get people who want everything for everyone so it wont work for a mass appeal game. I thought it gives more importance to choice and makes you really think about which race/class combo to go for.
There is one difference i often don't mention and that is when unbalanced it can cause strife among certain classes not getting invites.So imagine you are a tank using your example ,faster regen then some other tank has slower regen.
All you need though is choice,various types of mobs so various types of classes can all find a role within the game.
FFXi was on such a good track but never went far enough so also suffered from the unbalance of classes and groups.All that game needed was the same for any game trying to be better and that is offer up various player>player combos.So a group is not going to care if you regen less than another tank if you have another benefit such as perhaps your special attacks when combo'd wit the right class boost the parties attack by 10%,perhaps the combo creates an effect that boosts incoming heals by 10%.If you create enough variation in the design within combat/race/class nobody is going to dissect it down to minute differences when there are so many other benefits.
We already have slight differences in games as is and nobody complains and that if playing a tiny player you have a tougher time seeing than a tall racial player.Using FFXI as an example the game had a LOT of classes,so if for example a galka and a Taru had a massive difference in mana itwas made up for by the Galka having way more Hit points.So then some would complain about the tiny Taru not being able to play as a good tank.Well i feel if your game has 20 classes you SHOULD be able to find some value and fun with your characters design and will ALWAYS have benefits the others don't have so it balances out and just gives characters way more identity when they are actually different as they should be.
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I do like the idea of a character's "background" (as we used to call it) having a bit of say. It's always tough jumping into a character at some random point in their lives. What have they been doing before we entered their bodies and minds? Also, if they stop mining or whatever, do they lose some or all of those attribute bonuses?
I would like to see some kind of extensive background inclusion along with meaningful racial traits, but it won't be mainstream. Most players don't "have the time" to even play the game much more than 15 to 30 minutes at a time, let alone put much thought into character creation or building
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
For example, a character with Ogre on one side of his family tree and Wood Elf on the other (because somewhere there is a wood elf who drinks way too much on blind dates). Now you have a very, very strong character with a lot more dexterity than an Ogre would normally have.
There are endless possibilities.
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Philosophy of MMO Game Design