Jophiel wrote:
snailish wrote:
(Goblin Beastlord with little evil eye slave pet!).
Shouldn't that be an Evil Eye beastlord with a little goblin pet?
Even using an existing race as a PC race would take a lot of work. You say the goblins would be hated throughout the old world, but 98% of Old World mobs and NPCs have no opinion on Runnyeye goblins at all. They would still have to add in factions for everyone or else you could freely walk around Freeport, Kelethin or Odus with no one caring. Someone would complain if you took Runnyeye out of the xp chain (like if Frogloks had started in Guk) so even repurposing the zone would cause issues. Which is likely why they half-as
sed the Froglok city thing and just used Grobb and now threw them into Rathe Mts. Need new models (the mob models don't show equipment) since no one is going to want to play as a naked goblin for 100+ levels. Heck, you don't even have a jumping or archery animation among others.
Don't get me wrong, I think a new race would be great but I don't think they'd save themselves much work by using an existing race.
Edited, Aug 22nd 2014 10:21am by Jophiel ...Depends which side of the Xorbb rebellion one aligns with I suppose (the goblin vs. evil eye which is pet question)
You're right... orcs are probably the best-factioned of any of the races people often talk about but even then there would be lots to do to have them lore-logical walking around the old world, and they don't have all the aspects of a complete race.
I suppose the Sol C & Chardok B precedent would be a better way to do it: create a mini newb zone off the existing piece you want to patch a new race onto. I've always liked the idea of being able to be a Thurgadin dwarf but of course that would be a disrupted place to live from time to time. That's if they wanted to "lore-in" more sublimely.
I suppose the shortcut is to toss a few tents in the mostly empty west side of Crescent Reach and have all the "refugee" types seeking asylum align with the Drakkin. Default-wise they could cut-paste the Drakkin faction onto these new versions of said races. Though it really would be better if each was "tuned" a bit more to the in-game tradition.
I also wonder if their is a shortcut that would work: it's been talked about before, but expanding the heritage tab (as used for Drakkin) for other races.
So Dark Elves heritage wise could be expanded to include: Mistmoore Vamps, and Crushbone orcs and maybe even Luggalds (though you could lump them with Trolls too). The new skin for each race (including dark elf, which to me would be just a further refined version of the existing --no radial change but more face/hair options) would run off the same animations and faction tables. Armor looks we'd want some difference...
Dwarves would be easy, as icy Thurgadin as an option makes sense and allows for more class choices.
We've seen some other elven tribes/races? in lore throughout the game. Having 1 of them come and live with the Wood Elves isn't necessarily a huge stretch.
This "cheat" doesn't have to be combo that would precisely live together. Look at how half-elves have such a range of deity/starting city choices despite the limited number of classes available to them.
For example: if there is nothing to pair with Barbarians... they could add playable gnolls and make Crescent Reach the only starting City option.
I concede that this "shortcut" works best for something like the Dwarf example where it is really just the model skin colouring that differs. So maybe that is the reality check. Granted they could put a Pirate Newb Beach off Stonebrunt and let half the existing races heritage into pirates... Inny worshipping gnome rogues for the win!
Edited, Aug 22nd 2014 2:40pm by snailish