Race Multipliers

Post » Sat May 21, 2011 4:34 pm

you know what I mean not everything but the internals are basically the same

What do you have to back this up besides the crazy theory that "everyone wanted to be superior so they tried to trick people into believing that Asian people have slightly shorter femurs in proportion to their body"? I don't think so. Races ARE different. The differences are not always significant, but they're there. The fact I was discussing is actually used to identify remains. Races look different, and in some aspects, are different, because they evolved seperately. Rather than the fact that they're different being 'racist science', I think you'll find that saying everyone is exactly the same is being 'excessively politically correct'.
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Joanne
 
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Post » Sat May 21, 2011 3:16 pm

What do you have to back this up besides the crazy theory that "everyone wanted to be superior so they tried to trick people into believing that Asian people have slightly shorter femurs in proportion to their body"? I don't think so. Races ARE different. The differences are not always significant, but they're there. The fact I was discussing is actually used to identify remains. Races look different, and in some aspects, are different, because they evolved seperately. Rather than the fact that they're different being 'racist science', I think you'll find that saying everyone is exactly the same is being 'excessively politically correct'.

look up the book indigenous races of the earth
also http://en.wikipedia.org/wiki/Scientific_racism
I know that everyone is exactly the same is wrong, but the scientific "data" that says that the bone structure or anything like that is different is just used as for politics, now there may be some slight differences but the world today is so diverse they will be hard to find

but this is beside the topic the races have specific difference, I dont think it should limit them that much with a modifier, just starting out skills
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Bethany Watkin
 
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Post » Sat May 21, 2011 11:58 pm

You want them to take out racial abilities too, like water breathing for Argonians and greater powers?

Ummm.. no.... I never said.. that those are bonuses they give you a bonus, not limit the abilities of your character.

edit:btw people stay on topic the thread is already being watched by a mod
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Jack
 
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Post » Sun May 22, 2011 1:08 am

Ummm.. no.... I never said.. that those are bonuses they give you a bonus, not limit the abilities of your character.

They limit the character who does not have them. A non Argonian will never have permanent water breathing without using up an enchantment space.
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Matthew Aaron Evans
 
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Post » Sun May 22, 2011 2:54 am

They limit the character who does not have them. A non Argonian will never have permanent water breathing without using up an enchantment space.

There are spells? enchanted items? the fact that you save an enchantment space may also be considered a bonus. Not having permanent water breathing on one character will not limit the abilities of a charcter at all, while not being able to be as strong or fast as another one is.
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Janine Rose
 
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Post » Sat May 21, 2011 11:59 am

IMO if you choose to be a melee fighter as a Bosmer, or a Nord mage, the initial penalty is adequate and you shouldn't be penalized at endgame, but maybe they can tweak the initial race bonuses and penalties. And special racial abilities (adrenaline rush, Orc berserk...) should scale instead of being static.
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leigh stewart
 
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Post » Sat May 21, 2011 9:29 pm

Guys, please leave real world 'superiority science' out of this thread and focus on the proposed idea. Thank you.

On Topic:
From what I read this idea is an adaptation and extension to the way the starting stats were divided for each race and gender. It's kinda the same as I did back in Morrowind with the Playable Dremora where the males were stronger and the females smarter (by comparison).

Yet this approach was still static and levelled out across the playing field, resulting in carbon copies regardless of your starting race. Benefits that prompted your choice at the start had little to no meaning halfway through as your stats would have been equal to any other race/class combination.

So this more dynamic approach would mean that your original choice for picking a Nord because he'd be a powerful fighter would be a benefit to you the whole way through the game. Same if you chose a Bosmer because they might be great archers or rogues or being fast runners. Yet now you would get this 'bonus' for the entire adventure and not simply getting a little bonus on some starting stats.

I for one really like the idea suggested here as it would make each race more unique in terms of adding slight advantages and disadvantages :)
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joseluis perez
 
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Post » Sat May 21, 2011 9:35 pm

You have a logical fallacy in there. If the Nord is not training to increase strength the multiplier is being wasted and the Bosmer WILL be stronger in the end. It would be silly that a 6'6" 300 lb Nord would cap out at the same strength capacity as a 5'4" Bosmer.

Wrong. Having a race multiplier is like saying a Native American can never be as strong as someone from Iceland can be, or that a Black person can never be as good as an Asian at math. A race multiplier is the "logical fallacy" here. Races should start off with bonuses just as they always have. The idea that a Nord, or any other race is just perpetually (or genetically) superior is 100% bull[censored]. It doesn't work that way in the real world, it shouldn't work that way in Skyrim. I hope it never happens.
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KiiSsez jdgaf Benzler
 
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Post » Sat May 21, 2011 8:06 pm

There are spells? enchanted items? the fact that you save an enchantment space may also be considered a bonus. Not having permanent water breathing on one character will not limit the abilities of a charcter at all, while not being able to be as strong or fast as another one is.

Water breathing is an ability too. It doesn't have to be a statistic to be an ability.

And this idea is a bonus as well. Nords get a bonus in strength, for example, at the cost of whatever else. Todd has said they are looking for more variation in the races, so that it is the biggest choice when initially making your character.
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Josh Trembly
 
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Post » Sat May 21, 2011 4:29 pm

Wrong. Having a race multiplier is like saying a Native American can never be as strong as someone from Iceland can be, or that a Black person can never be as good as an Asian at math. A race multiplier is the "logical fallacy" here. Races should start off with bonuses just as they always have. The idea that a Nord, or any other race is just perpetually (or genetically) superior is 100% bull[censored]. It doesn't work that way in the real world, it shouldn't work that way in Skyrim. I hope it never happens.

but this isn't out world
the races are totally different and have actual differences
I mean argonians are lizards kajhits are cats, thats a way bigger difference than an asian and a black person
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Lady Shocka
 
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Post » Sat May 21, 2011 6:35 pm

Wrong. Having a race multiplier is like saying a Native American can never be as strong as someone from Iceland can be, or that a Black person can never be as good as an Asian at math. A race multiplier is the "logical fallacy" here. Races should start off with bonuses just as they always have. The idea that a Nord, or any other race is just perpetually (or genetically) superior is 100% bull[censored]. It doesn't work that way in the real world, it shouldn't work that way in Skyrim. I hope it never happens.

No, the races of TES are obviously far more diverse than that of Earth. They're basically different species most of the time. The principle of strength is the same as that of, say, height. Should Bosmer and orcs also be the same height? The strongest Bosmer beign as strong as the strongest orc is like saying the strongest man should be as strong as the strongest bear or the same as the strongest 10 year old child.
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Abi Emily
 
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Post » Sun May 22, 2011 1:50 am

Water breathing is an ability too. It doesn't have to be a statistic to be an ability.

And this idea is a bonus as well. Nords get a bonus in strength, for example, at the cost of whatever else. Todd has said they are looking for more variation in the races, so that it is the biggest choice when initially making your character.

Ok, but my point was that there are ways around it if you don't choose that race, but with race multipliers there would be no getting around the fact that your bosmer will never be able to be as strong as if you had picked a nord.
True he did say races would be more unique but I hope if they only do it aesthetically with normal race bonuses, I just don't like the idea that my character can't be as good as any other of another race.
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Veronica Martinez
 
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Post » Sat May 21, 2011 12:56 pm

but this isn't out world
the races are totally different and have actual differences
I mean argonians are lizards kajhits are cats, thats a way bigger difference than an asian and a black person

Save me the "but this isn't real world" argument. That may work for discussions about the game's graphics or the art direction, but not a fundamentally flawed game mechanic.
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Miranda Taylor
 
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Post » Sun May 22, 2011 4:51 am

Ok, but my point was that there are ways around it if you don't choose that race, but with race multipliers there would be no getting around the fact that your bosmer will never be able to be as strong as if you had picked a nord.
True he did say races would be more unique but I hope if they only do it aesthetically with normal race bonuses, I just don't like the idea that my character can't be as good as any other of another race.

But you could still (probably) get the same strength as the strongest Nord if given a fortify strength amulet, but at the cost of an enchantment space, like with my other example, you see?
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Steve Fallon
 
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Post » Sat May 21, 2011 3:19 pm

Wrong. Having a race multiplier is like saying a Native American can never be as strong as someone from Iceland can be, or that a Black person can never be as good as an Asian at math. A race multiplier is the "logical fallacy" here. Races should start off with bonuses just as they always have. The idea that a Nord, or any other race is just perpetually (or genetically) superior is 100% bull[censored]. It doesn't work that way in the real world, it shouldn't work that way in Skyrim. I hope it never happens.


Hardly 'never' since it multiplies what they focus on. If a Nord doesn't focus on physical skills the person will have less aptitude than those of other races who do. That is why I said it is was wrong. Khajit and Argonians aren't even a separate race, but rather separate species and so you say all species imust be equal. The multiplier could be .like 10% which is hardly noticeable, but it would still make at least some difference. The races should not start out with different attribute levels at all if you want them all to be the same. I would not mind that, but I prefer having options that distinguish my characters... Unfortunately, I know most people do not want their favorite races to be "weaker" than any of the others in some way.
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Pawel Platek
 
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Post » Sat May 21, 2011 9:18 pm

Save me the "but this isn't real world" argument. That may work for discussions about the game's graphics or the art direction, but not a fundamentally flawed game mechanic.

This is a deal of biology. Lizard != cat. You can see just by looking at them that they have vastly different physical attributes. Just like argonians should be able to swim faster (well, if the tails are large enough) because of their tails being able to add extra force. It's simple logic, not a flawed mechanic. You're logic says that fish should have no more permanent advantages or disadvantages over chimpanzees, as a random example.
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vanuza
 
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Post » Sat May 21, 2011 9:38 pm

But you could still (probably) get the same strength as the strongest Nord if given a fortify strength amulet, but at the cost of an enchantment space, like with my other example, you see?

But I don't want to have to use an enchanted (insert item), spell, or potion to be as strong as a nord, the attributes are different than an ability like waterbreathing. Waterbreathing only affects you when you're under water. Strength affects carry capacity, combat strength, total health, ?fatigue? (assuming it works the same as OB). Why should I have all those limited due to a race choice?

edit:plus an enchanted item has no effect on how much health, and fatigue are gained when leveling up so it wouldn't make up the difference caused by adding a multiplier anyway.
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Michelle Smith
 
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Post » Sat May 21, 2011 3:47 pm

Hardly 'never' since it multiplies what they focus on. If a Nord doesn't focus on physical skills the person will have less aptitude than those of other races who do. That is why I said it is was wrong. Khajit and Argonians aren't even a separate race, but rather separate species and so you say all species imust be equal. The multiplier could be .like 10% which is hardly noticeable, but it would still make at least some difference. The races should not start out with different attribute levels at all if you want them all to be the same. I would not mind that, but I prefer having options that distinguish my characters... Unfortunately, I know most people do not want their favorite races to be "weaker" than any of the others in some way.

You want to argue about species? Then you should consider the biology of cats and lizards, who are proportionally a lot stronger than humans. Argonians and Khajiit should have a 50-100% increase in strength over humans, including Nords. But they don't. They are a "race" in TES.
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Joanne Crump
 
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Post » Sun May 22, 2011 4:01 am

But I don't want to have to use an enchanted (insert item), spell, or potion to be as strong as a nord, the attributes are different than an ability like waterbreathing. Waterbreathing only affects you when you're under water. Strength affects carry capacity, combat strength, total health, ?fatigue? (assuming it works the same as OB). Why should I have all those limited due to a race choice?

Well I guess it just comes down to personal preference then. Whether or not you want race to be a major decision or not. This idea at least sounds much less limiting than certain birthsigns. And just remember, what could be seen as limitations can also be seen as advantages, as you get pluses and minuses and it all balances out in the end.
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Sarah Evason
 
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Post » Sun May 22, 2011 12:31 am

You want to argue about species? Then you should consider the biology of cats and lizards, who are proportionally a lot stronger than humans. Argonians and Khajiit should have a 50-100% increase in strength over humans, including Nords. But they don't. They are a "race" in TES.


That would be fine with me. I still would make my Orc with a warhammer that I always do.
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kirsty joanne hines
 
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Post » Sun May 22, 2011 5:53 am

You want to argue about species? Then you should consider the biology of cats and lizards, who are proportionally a lot stronger than humans. Argonians and Khajiit should have a 50-100% increase in strength over humans, including Nords. But they don't. They are a "race" in TES.

Just like TES humans are not real world humans, Argonians and Khajiits are not cats and lizards. They have different features to humans, but they don't have to have, say, different muscle strengths. There is nothing to say they have the same internal muscle structure as a cat or lizard (hell, they mustn't just to move the way they do) Because these races are fictional, within reason (A hulking monster will almost definitely be a stronger race than a scrawny small thing), Bethesda has the ability to CHOOSE what advantages and disadvantages the biology of these races have.
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Gill Mackin
 
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Post » Sun May 22, 2011 2:57 am

Well I guess it just comes down to personal preference then. Whether or not you want race to be a major decision or not. This idea at least sounds much less limiting than certain birthsigns. And just remember, what could be seen as limitations can also be seen as advantages, as you get pluses and minuses and it all balances out in the end.

Yeah I guess so but I have an itching feeling they probably already have something like this anyway, even if they did I will pick the race I like best (dunmer) I just don't like that no matter what I can never do as much damage in combat as an orc or a nord, you've at least convinced me to be on the fence about it because it does make the race choice a larger decision depending on the type of character you want to play. It could be a good thing as long as the differences aren't extravagant.
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Sophie Morrell
 
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Post » Sat May 21, 2011 11:27 pm

How about adding traits to the game that you can choose regardless of what race you were - e.g. +50 Health at the cost of -50 Magicka, or +5 Strength at the cost of -5 Endurance. I've never really understood why males and females should have different Attributes just because they're of that gender. What about the people who stand out from the crowd? What about letting the player not feel like he/she's one of the majority, but an exception - a unique person, a Hero. Defined by his/her past and with a custom Attribute table (at least to some extent).

Daggerfall just had general Advantages and Disadvantages. Why not build on that, albeit more conservatively than the terribly imba system of Daggerfall. "choose a maximum of 2-3 advantages and disadvantages", for instance.
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Naomi Lastname
 
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Post » Sat May 21, 2011 6:46 pm

Yeah I guess so but I have an itching feeling they probably already have something like this anyway, even if they did I will pick the race I like best (dunmer) I just don't like that no matter what I can never do as much damage in combat as an orc or a nord, you've at least convinced me to be on the fence about it because it does make the race choice a larger decision depending on the type of character you want to play. It could be a good thing as long as the differences aren't extravagant.

Well, if you train enough you will still be stronger than almost every nord in the world. It's just you won't be able to be as strong as the strongest Nord ever possible ever.
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Lance Vannortwick
 
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Post » Sat May 21, 2011 8:49 pm

How about adding traits to the game that you can choose regardless of what race you were - e.g. +50 Health at the cost of -50 Magicka, or +5 Strength at the cost of -5 Endurance. I've never really understood why males and females should have different Attributes just because they're of that gender. What about the people who stand out from the crowd? What about letting the player not feel like he/she's one of the majority, but an exception - a unique person, a Hero. Defined by his/her past and with a custom Attribute table (at least to some extent).

Daggerfall just had general Advantages and Disadvantages. Why not build on that, albeit more conservatively than the terribly imba system of Daggerfall. "choose a maximum of 2-3 advantages and disadvantages", for instance.

Yeah, as long as it's balanced, genetic diversification options could be good. There are always exceptions to a rule.
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Lew.p
 
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