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What's Wrong With Decoupling Character Passives From Race?

  • Thlepse
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    Since when does a race represent every individual member that belongs to it?

    Going by this logic, the Morag Tong and the Welkynar should not exist because elves cannot be gifted assassins and swordsmen.

    Shalidor should not have existed because Nords cannot be gifted in magic.

    There should not be any non-Altmer/Dunmer on Artaeum because only Altmer/Dunmer are gifted in magic. The Orc and Redguard members we run into surely can't be real (they're probably some kind of illusion). Orcs and Redguards are simply not proficient enough in magic to meet the standards of the most powerful mage cult in the world. Right?

    Imagine yourself, being a young and good looking Orc (good luck on the last one). Everyone in your clan learns from a very young age to swing a battle axe or a sturdy shield or is just hammering the anvil. Who would teach you the art of arcane magic? The crafter? The savage sword master? You can't have access to the very deep mysteries of magic inside your clan. Your only choice is to leave your clan behind and travel in some place where you will find someone to teach you. There you are, you are a minority like Shalidor was among Nords. You can either be a minority or a wanderer who chose to leave his clan and his kin to chase his own ambitions.

    And yes, Orcs and Redguards aren't proficient enough to meet the standards because their society doesn't support that.

    You CAN be an Orc/Redguard/Wood Elf/Khajiit/Nord mage but you can't be as good as an Altmer/Dunmer/Breton is. This is my POV and it's based entirely on TES lore.

    Edited by Thlepse on December 1, 2018 11:32AM
  • John_Falstaff
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    @Thlepse , being born and brought up in your clan is a huge assumption on the part of someone's personal story. Same thing with everything that is defined by upbringing. So no, such passives are not lore friendly in slightest, because they mix up social factors (brought up in a clan and thus have no affinity for magic) and genetics (born an orc, and doesn't matter if brought up in Artaeum). Passives like that prevent people from actually having their own individuality.
  • Lapin_Logic
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    Glurin wrote: »
    I was looking at another of one of those...polls, this one about some talk of upcoming "rebalancing" of racial passives.

    Can we just STOP tying character passives to RACE?

    Nope.

    The passives are what define the race.

    Racial profiling is bad :wink:
  • MyNameIsElias
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    I would love for them to seperate races and racial passives. Redguard has really strong passives, but it's not the race i want my character to be
  • TheShadowScout
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    I would love for them to seperate races and racial passives. Redguard has really strong passives, but it's not the race i want my character to be
    But to completely seperate them would be against the elder scrolls flavor!

    So again, the middle way might be seperating the -strong passives- from the racial perks, leaving those still following the elder scrolls flavor but changed to something more "boost at the beginning" rather then "percentage on top in the end"... and making up some new passives for the strong perks to become attached to.

    That way everyone could have the race they want, some races still would have it easier to become a strong warrior and others easier to become a strong mage... but in the end, those perks would not be an insurmountable advantage in the endgame that practically dictates "must be this to play that" as so many min/maxxing people will tell you... but just an easier road for some, and more work for others.

    I for one would not mind working more to reach the same height for having a non-super-effective race/class combo on my characters.
  • Thlepse
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    @Thlepse , being born and brought up in your clan is a huge assumption on the part of someone's personal story. Same thing with everything that is defined by upbringing. So no, such passives are not lore friendly in slightest, because they mix up social factors (brought up in a clan and thus have no affinity for magic) and genetics (born an orc, and doesn't matter if brought up in Artaeum). Passives like that prevent people from actually having their own individuality.

    Dunno if you're refering to the stats passives when you say ''such passives are not lore friendly'' because I agree with that notion. Stats aren't the best option when it comes to race diversity. It's what the dev team came up with to define each race.

    I would suggest a different approach that would make, for example, an Altmer mage be more efficient than an Orc mage. Maybe add a miss chance on single target spells to those races that aren't magicka ''friendly''. Or a very rare disfunction of your staff that could cause your next spell to harm you a bit. Just a few ideas, not saying that THIS is the right way but it's something that isn't stats based and could add diversity.

    Also, being born and brought up in your clan and inside your own race's society isn't just an assumption. If you choose your character to be a minority, let's say a Wood Elf who fled from it's hometown and moved to Rivenspire because you're tired of those huge trees and you prefer a more rocky environment, then you're a minority and you should be treated like that from the game's mechanics. I'm not saying you should be weaker, I'm saying you should struggle a bit more and be slightly different from those who chose to do what their race suggests. But hey, who doesn't like to be different?
  • supaskrub
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    Drummerx04 wrote: »
    In before "this is like asking for vampire passives without being hideous"

    Speaking of which.... 😁

  • Cously
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    Human races is a concept I find very confusing. We are one race in my opinion, one species. However, like dogs, we have massive difference in populations.

    We have people who the vast majority of their population share the same physical traits. Those traits came from adaptations to environment. It became hardcoded to the DNA. For instance, surely there are tall chinese out there but the vast majority have short stature when put against scandinavians, which themselves have short specimens but the vast majority are tall.

    Empirical evidence of traits hardcoded to groups of populations can be found on sports. There the difference between gender and populations is out of question. Certain populations have natural advantages on running, on swimming, on reaction times, etc. You can see the champions are usually from the same population. Yes, I'm aware exceptions do exist, but that's what they are, exceptions to the rule.

    That's called biodiversity, it should be celebrated, we aren't equals, yet we are more equals to some than to others. And some populations have natural advantages at doing some things than the others. Yes, some are natural superior and inferior to the other in different fields. Blame God or nature, whatever you believe. Surely, a person who don't have a natural talent can through hard work achieve something they didn't get a genetic boost on. However, when we are talking about the highest level of measure (in this case sports, where 0.1 second makes a difference), the genetic factor will prevail.

    ESO mimics real world perfectly in that. It's been the lore since the beginning. The question should then be, do we really need it? I have to say I'm on the fence on this one. Different from our world where you have to rely on the genetic lottery to spawn you with the traits you need to be successful on the field you like, would be nice to have a choice to have it all in game. We do need a balance on the % of passives in my opinion, like if you get a health bonus should be 10% for everyone that has it instead of 12% here, 9% there, etc.

    Racial passives do make the character building way more interesting. As for those who roleplay, I still say stick with the race you want, the passives only will ever make a difference on the top 1% of PVE and even then some of the best players made do without meta passives. Let's see this revamp they want to do, maybe it fix that problem once for all!
  • iiYuki
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    Lets ruin the last little bit of customisation and uniqueness this game has because someone is QQ'ing about wanting to be an orc mage or some other ***.
    "Play how you want... unless its not how we intended you to play in which case we'll nerf it".
    - ZO$

    - The ZO$ Theme Song: https://www.youtube.com/watch?v=gmUJWP_ebsQ
  • Elsonso
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    Since when does a race represent every individual member that belongs to it?

    Going by this logic, the Morag Tong and the Welkynar should not exist because elves cannot be gifted assassins and swordsmen.

    Shalidor should not have existed because Nords cannot be gifted in magic.

    There should not be any non-Altmer/Dunmer on Artaeum because only Altmer/Dunmer are gifted in magic. The Orc and Redguard members we run into surely can't be real (they're probably some kind of illusion). Orcs and Redguards are simply not proficient enough in magic to meet the standards of the most powerful mage cult in the world. Right?

    The fact is that racial differences do not prevent the characters from doing a role in Elder Scrolls. They change how well they can innately do those things, but there are no blockers. This is how Elder Scrolls does it. Other games, namely the tabletop games that inspired Elder Scrolls, were much more restrictive than Elder Scrolls Arena and actually did place limits on what races could do. Thankfully, that mentality did not worm its way into the game.

    It is not the game that says that races have to represent every individual, or that certain characters cannot exist because they are of a certain race, or that certain characters should not perform a certain role. That is all on players. It is players who would think all those things you mention. Not the game. I am pretty sure that it is not the game designers, either.

    For me, the point of having races be significant in an RPG (even an MMO) is to allow for variety in how the characters are made, to place benefits and restrictions on the characters, and to allow players the freedom to overcome disadvantage. It is not that Shalidor would not exist, it is that Shalidor could be slightly less easy and that makes him more rewarding to build and play. This is an MMORPG.

    Again, it is players, not the game, that impose restrictions, actual or imagined, on what Shalidor can participate in. The game does not care.

    Now, as far as ESO is concerned, the challenge that the devs have is that the franchise has spent more than a decade simplifying things (q.v. dumbing down) to the point where the ESO devs have much less to work with. Older games had several attributes, now we have two main attributes and a vestigial attribute. Older games had general combat skills that were easily modified, and now we have classes and weapons with skills. I am not saying that it cannot be done, but it isn't as easy as it could have been.

    ZOS could very easily take a page out of the Bethesda playbook and do a massive simplification. They could do as this thread suggests and separate race from racial abilities. In the current gaming environment, this has several advantages. One is that they never again need to balance the races. Players can play any race without any consideration for how that will impact their character build or performance. Race would be a customization, which would allow them to add new races on a regular basis without any worry that they would change the combat or game play. They would be Crown Store cosmetics and ESO will be one step closer to being just a fancy Barbie doll simulator with combat.

    It is the above that worries the hell out of me. If ZOS goes that route, then I'm basically back in the queue to see what sort take Bethesda has on the Elder Scrolls franchise. If TES 6 follows in the glorious footsteps of FO76, I won't even care.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • John_Falstaff
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    @Thlepse , I don't understand you. Suppose you're minority. You're on orc born and raised by powerful mages on Artaeum. Since when you're supposed to be struggling with magic? Why? You just made an example of why orc would be struggling with magic, and you made it a pure upbringing case: clan, social circumstances. Nothing of that is actually racial. It's social. In Artaeum, minority of orcs don't have clans to hinder them, so why would they be struggling all of sudden?

    Point in case, the assumption that all orcs are brought up in their clans and have no affinity for magic is very much like assumptions that all Canadians are born in hockey teams and have natural affinity for hockey. Current racial passives have little to do with race; they're national passives at best, or even occupational passives. Genes don't convey a skill of cutting purses or affinity for swordsmanship.
  • Rykoth
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    Plus this is the 21st Century after all, for what that's worth ;)

    ... what does that have to do with anything? If we're talking lore, these aren't all the same species - there would be biological differences. Also, when you let 21st Century values influence video games you end up with Dragon Age Inquisition and Mass Effect Andromeda. Those values are great in life, but they make fiction lame.

    Also protip: instead of worrying about being meta, why not just play what you enjoy?
    Edited by Rykoth on December 1, 2018 2:10PM
    Gorthal gro-Gunthak, Chieftain of Mor'Grumaar
    Sigrun Elkhorn, Nordic Warrior and Skald

    Mor'Grumaar - Orcish Stronghold Roleplay
  • dodgehopper_ESO
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    @Maryal , with all respect, in many cases it's far from 'minuscule'. Take Altmer for instance; 10% of max magicka. With, say, 30k base max magicka, that would amount to extra ~300 spell damage. It's huge. If someone wants to play, say, khajiit mage, they'll have tough time compensating for such loss with skill alone, and someone similarly skilled will always blow them out of the water playing an altmer. People tend to underestimate just how much the racial passives matter.

    It is made worse with the fact that Altmer and Dunmer get bonus elemental damage on top of their bonus magic%. You just can't compete with a guy who is doing 15% more fire damage than you.

    This is why fixed number bonuses are better. They make such benefit types more powerful at lower levels and less meaningful at higher levels (which would be wonderful).
    Edited by dodgehopper_ESO on December 1, 2018 2:53PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Iluvrien
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    @Maryal , with all respect, in many cases it's far from 'minuscule'. Take Altmer for instance; 10% of max magicka. With, say, 30k base max magicka, that would amount to extra ~300 spell damage. It's huge. If someone wants to play, say, khajiit mage, they'll have tough time compensating for such loss with skill alone, and someone similarly skilled will always blow them out of the water playing an altmer. People tend to underestimate just how much the racial passives matter.

    It is made worse with the fact that Altmer and Dunmer get bonus elemental damage on top of their bonus magic%. You just can't compete with a guy who is doing 15% more fire damage than you.

    This is why fixed number bonuses are better. They make such benefit types more powerful at lower levels and less meaningful at higher levels (which would be wonderful).

    And yet even fixed value bonuses won't stop endgame players excluding "non-optimal" racial choices, no matter how thin the margin of optimisation.

    The issue is not the racials system. The issue is the pressure that endgame and endgame players put on it.
  • John_Falstaff
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    Iluvrien wrote: »
    And yet even fixed value bonuses won't stop endgame players excluding "non-optimal" racial choices, no matter how thin the margin of optimisation.

    The issue is not the racials system. The issue is the pressure that endgame and endgame players put on it.

    Racial system is an issue because in its current state, it puts the meta-minded people in the right. One thing when someone mocks your bosmer tank because of some minuscule differences that matter only in that person's head, and completely another - when someone mocks your bosmer tank and and he's sort of has a point at that, and you realize it.
  • Trancestor
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    Wow....that made for some interesting reading. I was keenly curious about how people felt. And now I know. This has been my first Elder Scrolls game and, thus, my first exposure to the lore and such.

    Personally, my favorite races are Dunmer and Redguard but I never felt *forced* into those decisions. Someone, objecting to these racial passives, said in another topic, "I want to make beautiful characters again," in this case hoping for some Nord love in the changes. Well, I'll confess that looks figured ABSOLUTELY into my character creation decisions but beauty is subjective.

    Andala%20Encasement%20Armor_zpssxdqbcso.png
    Bellas%20New%20Look_zpsncljaimf.png
    Sharli%20in%20Revealing%20Costume_zpsezcuz0wg.png
    Neesha%20at%20Fireplace_zpswlfogccj.png
    Varleas%20Outfit%20for%20Church-1_zpsiz82uouz.png

    But I became concerned that there might be something else behind people complaining about being forced to become a Redguard or what may be behind this notion of, "...beautiful characters."

    It wasn't just the strange zone chat in the Alik'r, or the fact that my sole Redguard using the bank in Belkarth was the only character getting mud packs thrown at her in that bank. The complaints that Dunmer gals all have "a resting *** face" and "You can't make a Dark Elf female look like a Western woman." There was also this,

    [Snip]

    You see this sort of thing in every game and we've seen lots more of it in the past couple of years for obvious reasons. But it got me to wondering if there wasn't something fundamentally wrong about the idea of fixed racial traits, something insidious and irresponsible beyond gameplay.

    The majority of ESO players view their characters as gear. And they choose gear based on their play style and their desire to be effective players. But most of these are not wholly fantasy races. Thus darker motives come into play. And thus I wondered if racial passives, if not the creators of a problem, nonetheless exacerbate it.

    Just let players make the characters they want, the characters attractive to them, with attributes consistent with the game's mechanics. Does it violate the lore? When you have all races represented in the Fighters Guild and the Mages Guild, as well as singature NPCs cast against stereotype, I think not.

    More lore breaking, in my view, is the legion of Redguard player characters choosing white skin and blue eyes. And why do you think that happens? It's okay to not find dark skin attractive. Quite another to make a dark skinned race a white race because of the racial passives of Redguards.




    [Edit to remove inappropriate content]

    I make all my Redguards and Dunmers as light skinned as possible every time, it just looks better for me, got a problem with that? GTFO with that crap.
  • MLGProPlayer
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    Thlepse wrote: »
    Since when does a race represent every individual member that belongs to it?

    Going by this logic, the Morag Tong and the Welkynar should not exist because elves cannot be gifted assassins and swordsmen.

    Shalidor should not have existed because Nords cannot be gifted in magic.

    There should not be any non-Altmer/Dunmer on Artaeum because only Altmer/Dunmer are gifted in magic. The Orc and Redguard members we run into surely can't be real (they're probably some kind of illusion). Orcs and Redguards are simply not proficient enough in magic to meet the standards of the most powerful mage cult in the world. Right?

    Imagine yourself, being a young and good looking Orc (good luck on the last one). Everyone in your clan learns from a very young age to swing a battle axe or a sturdy shield or is just hammering the anvil. Who would teach you the art of arcane magic? The crafter? The savage sword master? You can't have access to the very deep mysteries of magic inside your clan. Your only choice is to leave your clan behind and travel in some place where you will find someone to teach you. There you are, you are a minority like Shalidor was among Nords. You can either be a minority or a wanderer who chose to leave his clan and his kin to chase his own ambitions.

    And yes, Orcs and Redguards aren't proficient enough to meet the standards because their society doesn't support that.

    You CAN be an Orc/Redguard/Wood Elf/Khajiit/Nord mage but you can't be as good as an Altmer/Dunmer/Breton is. This is my POV and it's based entirely on TES lore.

    You're describing cultural limitations, not racial ones. If Shalidor can become a stronger mage than 99% of elves, then clearly race isn't a limiting factor of magical ability. If a redguard and an orc can become members of the Psijic Order, then clearly members of their race can be proficient mages.

    And Tamriel is a cosmopolitan place. Plenty of people are born outside their homelands. Tons of orcs are born in Stormhaven and Daggerfall where arcane training is much more accessible. The Mages Guild also has chapters in just about every corner of the continent.
    Edited by MLGProPlayer on December 1, 2018 8:06PM
  • Nerouyn
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    Can we just STOP tying character passives to RACE?

    I wish.
    Mayrael wrote: »
    Because money. ZOS needs to sell those darn race change tickets :/

    True and also....

    Even if they weren't worried about future race change ticket sales, many players would have bought race change tickets purely because of racial passives. Getting rid of racials would cheese them off.

    Plus you'd have many players who chose their race because of racial passives. Getting rid of racials would cheese them off because then they might want to change race but not pay the exorbitant fee for a change token.
  • Nebthet78
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    Frankly, it's very clear ZOS is waaaaaay overthinking on how to balance this game and they don't want to admit that the only way to fix it so they can move on to something better and more meaningful, is to bring back Soft Caps!!

    When we had soft caps, the game was much more balanced than it is today. Racial passives didn't matter as much, because you could compensate for them with your armour, passives, food, potion, and enchantment choices. There was a tonne of diversity to this game.

    But some moron in the upper levels decided that they were going to try to keep players chasing the proverbial carrot and screwed everything up.

    The only other thing that would be taken into consideration would be the CP passives. Since we would be dealing with soft caps, there is no need to worry about these passives... but we have Non-Cp campaigns, and the only way to make things fair in those would be to automatically put everyone entering those areas on predetermined even stats where is doesn't matter what their passives, armour, etc is.

    ZOS needs to figure out what they want this game to be. Either take the Elder Scrolls out of it and turn it into every other MMO, or have the stones to let your balls drop and stand above all other MMOs and adhere to Elder Scrolls Lore and concentrate on bringing out good content, plus fixing performance and stop focusing so many resources on trying to fix a balancing issue that can only be solved in one way!! Seriously... I've lost enjoyment in this game, only because of sick and tired of having to rotate characters and relearn the meta or a new way to play because some f - nuggut either doesn't know what they are doing, or hates the Player Community so much that he's making these changes on purpose to kill the game.
    Far too many characters to list any more.
  • Thalidar
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    Couple of thoughts in this.

    1. The problem with the current passives is there are no downsides to races. Sure get good stats in one area but what's the flipside, currently there isn't any. Hence why the best in game races are miles ahead if you're a min maxer.

    2. Why don't they just make racial passives more in line with training buffs. Sure plays redguard and you'll gain more xp using dual wield. Orc 2-H, Imp s and B etc, alt for magic however if you played a Nord mage you'd still be able to reach the same skill level, just a bit slower. You should not get Damage bonuses imho just easier XP as your race is naturally more inclined to suit that skill set

    3. As players progress, races should have less impact not more. In game experience should matter way more. Make cp progression based on what skills you use in game. If you're a magic wielder most of the xp from this level was from magic so all you can buff is magicka cp until next level, next level it's again mainly magic so again blue tree. If the xp was mainly adventuring then sure opt for all 3 trees. Another option is to have XP for each tree and it opens up the colour/tree when you hit it.

    4. Vampirism and werewolf. By all means have these but lose your previous racial passives you had whilst in these forms. At the moment it's win/win and when you see meta builds utilising race and altered form simply for max returns, you know something's wrong. Look at vampirism, It's weaknesses are laughed at by simply choosing dumner, where they're easily counter balanced.

    Simple fix, make it so the negatives actually count for something. Vampirism/werewolf form changes your dna

    Maybe it complicates things to much but it'll completely open up diversity to all the races.
  • MLGProPlayer
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    Nebthet78 wrote: »
    Frankly, it's very clear ZOS is waaaaaay overthinking on how to balance this game and they don't want to admit that the only way to fix it so they can move on to something better and more meaningful, is to bring back Soft Caps!!

    When we had soft caps, the game was much more balanced than it is today. Racial passives didn't matter as much, because you could compensate for them with your armour, passives, food, potion, and enchantment choices. There was a tonne of diversity to this game.

    But some moron in the upper levels decided that they were going to try to keep players chasing the proverbial carrot and screwed everything up.

    The only other thing that would be taken into consideration would be the CP passives. Since we would be dealing with soft caps, there is no need to worry about these passives... but we have Non-Cp campaigns, and the only way to make things fair in those would be to automatically put everyone entering those areas on predetermined even stats where is doesn't matter what their passives, armour, etc is.

    ZOS needs to figure out what they want this game to be. Either take the Elder Scrolls out of it and turn it into every other MMO, or have the stones to let your balls drop and stand above all other MMOs and adhere to Elder Scrolls Lore and concentrate on bringing out good content, plus fixing performance and stop focusing so many resources on trying to fix a balancing issue that can only be solved in one way!! Seriously... I've lost enjoyment in this game, only because of sick and tired of having to rotate characters and relearn the meta or a new way to play because some f - nuggut either doesn't know what they are doing, or hates the Player Community so much that he's making these changes on purpose to kill the game.

    How on earth would soft caps make this game more balanced? I guarantee a large chunk of the player base would leave immediately if they uncapped CP. They would be rewarding players for time spent playing the game instead of their skill.
    Edited by MLGProPlayer on December 2, 2018 7:42AM
  • Recremen
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    @TheShadowScout
    Yeah, riiight. Like the nedes one day decided to just do a image makeover?

    We do know from the lore that they were somehow different enough to be called a different name, and yet that their descendants became various other cultures, mixing with aldmer to become bretons, or mixing with cyro-nords and refugee akaviri humans to become imperials... so, are you saying there were no changes and bretons and imperials have the same physical characteridtics???

    Oh Nedes? You mean the ones that are not at all different from the Nord game model? The ones that were wiped out by conquering Yokudans and assimilated into the Breton and Colovian peoples? To the point where we do not have Nedes at all anymore except a few immortal vampires? Yeah, they did not "become various other cultures", they were consumed by them. Do your research. There is nothing to support your "change over time" hypothesis. Moreover, breeding between two subsets of humans does not lead to differences like a sudden affinity for being a warrior or a ridiculous frost resistance power. It leads to mixing of minor physical traits, not some kind of new environmental adaptation. Do you even know how evolution works in real life? It doesn't seem like you do.
    Get your darn story straight:
    ...so what are you saying? That the aldmer were magically changed into altmer, or that there are no differences???

    Make up your mind! Or are you arguing just to argue?

    You know if you didn't try to respond to posts a sentence at a time you wouldn't make such a fool of yourself like this. I address this in the section you quote next. Specifically, there was at most a magickal change from Aldmer to Altmer as they became more removed from their et'Ada ancestors. There is no accompanying physical change mentioned, no adaptation to their environment, nothing. There is no evidence to even infer such claims. It becomes increasingly frustrating when you can't do simple fact-checking or cite any sources for these claims and I have to do all the work of checking over the source material to verify that you don't have a leg to stand on. I'm not asking for sources because I think you'll find one, I am asking because I have done a very thorough review of the lorebooks on these topics and I am extremely confident you won't find any supporting evidence.
    ...and what else would you call it if an et'Ada turned from magical immortal aedra (aka, "our ancestors" in elvish) to mortal aldmer "with each passing generation" if not an "adaptation to their new habitait (the mortal plane) over generations"???

    You ought to call it literally anything else, since it is not described as an adaptation at all. In The Monomyth this process was described thus : "Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer." This is not an adaptation to the environment, this is very specifically a weakening of the spirits over generations. You would know this if you just went back to the source material.
    If you find inconsistencies in the -descriptions- please reference.
    The stats are a game-mechanic thing, and I touched upon that already, depictions in the game, not descriptions in the lore.

    I have literally been referencing the descriptions, not just the "game-mechanic thing", this entire time. Altmer are described as having an immunity to paralyzation in their description. Redguards get described as descending from warriors and mystic seers in their description. Hardiness gets described as being part of a Breton's racial heritage in their description. And there are plenty more. For instance, Dunmer in Battlespire are described as having skill with sowrd and bow that rival Redguards and Bosmer. So much for those two races being the best at their respective affinities. Why not just go look at all these racial descriptions yourself, see that you are wrong, and call it a day? The information is freely available and it's ridiculous that I'm the only one in this dialogue willing to go check it and put my argument to the test.
    Oh? So how many orcs with altmer racial traits have you seen in any TES game?

    Yeah, it does not say that any "mystical elven bllld was transformed into toughness" in the lore, it only says that they orcs were trandformed from altmer followers of trinimac into orsimer when trinimac weas turned into malacath. And it says that altmer are all "magical" and orsimer all "tough".
    Logic would indicate that is what the "magical transformation" was about, the looks aside, yes?

    Where does it say that all orcs are tough except in the game manual/character select descriptions, the very thing I am saying is not supported in the rest of the lore? The actual game world, NPC, and lorebook descriptions are rife with counterexamples. If the game descriptions are the True Lore then why don't they allow for the nuance that we actually see? Lets use one of your own arguments as an example : you claim that it's possible for someone of a particular race not to "develop" their racial affinity. But you also claim that the character select descriptions are the True Lore. Those descriptions don't give any leeway for people not developing their alleged racial affinity. At least one of your stances is wrong, and as I've been showing it's more likely that both of them are.
    Recremen wrote: »
    Which developer stance do we cherrypick when deciding the true lore?
    The parts that match, obviously.
    And where there are none others, the latest (Since otherwise we would not have playable orcs and imperials, right? ;) )

    So you're going to give the middle finger to all the devs that added more nuance and expanded the base descriptions of the races because it doesn't fit your argument? You're going to erase what you describe as the "basics" of TES game design? Preeeetty hypocritical.

    I actually -have- seen published roleplaying supplements that did that sort of thing. But I agree that it can get ridicoluos for real life. Not quite so much when you throw non-human races, divine blessings and magic of all sorts into the mix tho.

    But ewven in real life there -are- some differences, as has been mentioned... though obviously nothing like magical fire resistance or somesuch.
    But that is what games are for you, cutting everything down to quick and immideately noticable effects, right?

    And the differences, as I painstakingly pointed out, are completely negligible at scale. If you want to argue that the remnants of selective pressure for Redguards to swing swords or Nords to live in the cold can be represented by a 0.001 (not percent, actual number) damage bonus or cold damage reduction, then sure. I could absolutely live with that, as it would be both realistic AND the reason it's so absent from the lore (low-magnitude effect). But neither the current system nor your initial boost idea reflect that, unless your initial boost idea is the aforementioned thousandth of a whole number value.
    Recremen wrote: »
    You mean like the literally millions of pasty white people who already live in Africa? Yeah, I think you'd do fine.
    ...the sunburn on my relatively fair skinned bohemian shoulders I deal with every summer says different. So do the many, many hours I spend cooling off in my bathtub when it gets too much for me.

    Your individual sunburn negates the experience of millions of white Africans? Preeeetty sure that's not how that works. You'd be fine if you used the same trick that Africans use to keep from burning, like staying in the shade/indoors most of the time or covering up. And I'm not just talking about the white Africans there, darker-skinned Africans use the same tactics as they'll still burn up if they don't.
    You mean the in-game lore which is -supposed- to be "written from the (fictional) authors perspective and knowledge"???
    That's kinda like saying... comics prove the existance of spiderman!
    You're stretching pretty badly with that. While you certainly should take the lorebooks with a grain of salt, comparing them to comics is an incredibly poor and intellectually bankrupt move, especially as superpowers actually exist in the TES universe. :tongue: Are we supposed to believe that these depictions aren't realistic within their own universe? How would the books sell if they were so fantastical? Besides, I wasn't talking only about the lorebooks, but all the in-game depictions, such as our rich cast of major and minor NPCs. I've been rather consistent on that point. You're going to get nowhere trying to say that a couple of sentences in a game manual are more important worldbuilding than the actual game world you play in.
    Sadly for you, the developers decided they -wanted- the perk to exist back when they made the first elder scrolls game.
    And that... is that.

    Sorry but your dismissive attitude is also not backed up by evidence. The developers have changed the basics of the game time and again throughout the series, and I see no reason to expect one specific system to be immutable for the entire franchise. I used to think the Attribute system would never go away, for example, but then both Skyrim and ESO eschewed it for a simpler design. It came back in part with TES: Legends but that's significantly different and kind of weird. I'm going to keep giving feedback that racials are bad design and whatever happens happens.
    And yet you keep arguing that the game designers were idiots to make that decision, and you know better, so the licenseholders should bow down to your wisdom and throw out all the stuff you dislike.

    While I argue that this is what we have in the elder scrolls setting, so we should not expect them to change it, but try and think of ways to work within what we have, and adjust the stuff to make it better.

    Not idiots, no. And knowing "better" is pretty subjective. I know what I want and make suggestions based on that, same as everyone else. I'm not doing anything fundamentally different than any other critique or suggestion. It's not any different from suggesting jewelrycrafting, housing, the outfit system, stealing, a provisioning overhaul, etc., all of which were player suggestions at one point. Not that player suggestion was the only thing leading to those systems, but I'm not going to feel bad about suggesting a different direction to take things.
    You did do exactly that, citing "characters acting and excepping outside the supposed calling of their race" as one of the reasons why you think racial perks make no sense.

    Here you're just failing to understand the argument. Maybe try quoting whole paragraphs or linking arguments together. The argument, abbridged for your convenience, is this : If a species has some particular attribute, then there is selective pressure for that attribute in the population. If members of the species which do no express that attribute are just as likely to survive and pass on offspring, then that attribute ceases having a selective pressure and eventually disappears. Thus, since we specifically see TES races forming complex societies and members survive and breed even when they don't express their supposed racial affinities, said alleged affinities should disappear. I went through an example with the genetically modified crops, though I guess you hadn't read that paragraph at this point in your response, as you'd surely have understood at that point. And since you don't address that whole paragraph for the rest of your response I'll just assume you now understand and know better.
    Even if the developers have to make it up, like... mystic elf blood (pure or misex with nedic blood), daedric curses, warrior culture, living in the lands of snow and ice, being lizads or kitties...

    You mean the reasons that were already ruled out by carefully stepping back to the source material and not finding evidence for it/giving scientific reasons for their nonexistence? These are reasons you are making up, not ones that are explicitly stated or even indirectly implied.
    But you keep disregarding all that because it does not fit your narrative, it seems. Demanding more "proof" for "racial perks". And I say, we have enough proof for that in the lore, and it would be more fruitful to think about -HOW- those perks get depicted rather then try and argue them into non-existance contrary to the game developers intentions.

    I've continuously addressed these points and done my research before responding by going back over the source material to be sure I actually know what I'm talking about. I'm asking for evidence because I have the utmost confidence there is none, and am sure that you would come to the same conclusion if you actually put the work in.
    Recremen wrote: »
    All that's left is this supposed evolution over time, and as I've been saying there just isn't evidence for such physical changes to have taken place.
    Oh, a creationist, huh? :p;):trollface:

    So pray tell, what evidence do you have that such changes -haven't- taken place?

    I mean in TES, sure, "creationism" is specifically the thing that happened.

    As for evidence, I have reviewed a wide range of source material such as The Monomyth, the various Pocket Guides, a variety of race-specific lorebooks like The True Nature of Orcs, Words of Clan Mother Ahnissi to her Favored Daughter, Valenwood: A Study, etc. I read the texts, try to determine if there is mention or implication of some kind of evolutionary effect, and report my findings. What do you want, a line-by-line breakdown of each and every one of these books saying "this line does not indicate gradual physical change over time"? It's going to be just a copy of the books and then that sentence under every line.
    What, you mean like nords living in cold lands and often stripping when going to warmer climates? Madness? No, wait...
    How about the dunmer settling all those volcanic areas, that one must be a rumor then... no wait...

    The massive Nord diaspora living perfectly healthy lives in non-cold environs begs to differ, as do all of the non-Nords who DO live in the cold regions (Orsimer frost resist when?). Ditto the Dunmer, plenty of whom in their own province don't live near volcanoes, but in lush fungal forests. Honestly don't be so desperate in your arguments, these are poorly considered and you can do better.
    So you are saying, because not argonian swims in black marsh they will loose their scales?
    Okay, actually its entirely possible that might happen - someday. Depending on how the hist made them in the first place I suppose...
    But since we -know- it didn't happen until TES-V:Skyrim, well... :p;)
    They might, but I suspect there's strong selective breeding pressures for Argonians to keep scales regardless of how useful they are in Black Marsh. A beautiful scaly Argonian gets more tail and breeds more successfully than their scaleless mutant cousing Keego, I'd wager.
    Well, that -would- depend on the genes, if the trait was dominant, or worse, present in -every- set of genetics due to something in their genetic makeup... and the "kids have the traits of the mother" thing does suggest something strange is going on with TES genetics anyhow... ;)

    It has nothing to do with dominant genes. Mendelian genetics isn't even especially descriptive of the whole genome as there are many attributes in the phenotype which are governed by a really large number of genes. And no you should still see a gene with no selective pressures for it eventually fading due to random mutation, even if they were somehow initially present in the whole populace. Also (and not super important to this convo but just as an aside) the "kids have the traits of the mother" is possibly not strictly 100% true, as I recall there being a stink about certain ESO families where the kids of some interracial couples appear to be the race of the father. In any case, we really would expect these supposed traits to disappear if they have a biological basis.
    And I am saying, the exceptions just get -noticed- for -being- exceptions!!!
    Noone cares about how many altmer great mages did nothing that a dozend other altmer great mages also did in ntheir career, but the -one- nord mage who did things, that one is remembered!
    Noone cares about how many bosmer were best at arrows, but the one archer you did -not- expect, the one breton, nord or dunmer who shoots their arrows with such skill, that one is remembered.
    Noon ecares about how many redguard sword singers there are, but if one non-redguard swordsmaster bests one, that one would be remembered.

    Noone cares how many highwaymen lived and dies in the middle ages, but the -one- in sherwood forest who defied expectations of a harsh life and early death as the nobles guards hunted them down, that one is remembered
    Noone cares about how many women got caught up in the troubles of the hundred year war, but the -one- that did not meekly accept her face as a prize or damsel in distress but picked up a sword and fought with the french, that one is remembered.
    Noone cares how many non-caucasian people quietly sat in the colored section of the bus, but the one who refused, that one is remembered.
    Et cetera.

    To be memorable, you must either achieve great things, good or bad... or break expectations in some major way.
    Why would it be differne tin elder scrolly legends? ;)

    But that's not the context with which these stories are delivered. They aren't memorable because of race dynamics, they are standalone feats that are interesting and make for good stories. Race is not the single driving force for the entirety of TES lore. Indeed, it is mostly completely incidental to the deeds of the individual. And when race does show up as an important story element it tends to be because of some specific strain on race relations, like with Last Scabbard of Akrash and the like. So I stand by my claim that the game world presents a much more nuanced depiction of the races where these supposed affinities do not actually see support.
    Wrong.
    Since lack of mention does not equal lack of existance.
    Noone mentions a dogs ability to run faster then a human in RL lore much, do they? Because its just common knowledge. So neither would they mention other "common knowledge" racial perks, right? Not until Tamriel enters their version of the renaissance where people start getting more inquisitive about such things (which as of yet may be more like... things only wierdo mages do, and get lynched for as "necromancers" when they cut up corpses to see what the differences really are)

    How is it common knowledge if nobody mentions it or observes it first hand? Come on, at least follow through with your argument. There must be readily-available evidence for something to fall into the realm of common knowledge. If there is no mention whatsoever of something and no direct observable evidence of that thing, then that thing is not likely to exist. It's not just mentions, it's also the NPCs themselves, who fill too diverse a selection of roles to come to any conclusions about them having some kind of innate affinity for this or that.
    And what makes you think the game design decisions are -not- true lore? Since that is what we know the developers -choose- their game to be like? What they -wanted- it to be like?
    Even if sometimes a bit iffy, like when they changed their mind about orcs being NPC mobs and such...
    ...but that IS the priviledge of the license-holder, they -can- retcon and change things if they so choose. Even when fans disagree with it (Solo shot first!)...

    Well, as I've pointed out many times already, the inconsistencies are a pretty good indicator that the True Lore is more complex than a couple of sentences in a character select screen. I do trust the descriptions to be evocative and quick insights into the culture of the races (like yeah, Altmer have historied magickal traditions, Imperials have spent their time soldiering and dealing to build an empire, the Nordic homeland gets chilly in the winter, etc.), but saying that a whole race has an affinity for blacksmithing or whatever is just too much of a stretch for me.
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  • TheShadowScout
    TheShadowScout
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    Recremen wrote: »
    Yeah, riiight. Like the nedes one day decided to just do a image makeover?

    We do know from the lore that they were somehow different enough to be called a different name, and yet that their descendants became various other cultures, mixing with aldmer to become bretons, or mixing with cyro-nords and refugee akaviri humans to become imperials... so, are you saying there were no changes and bretons and imperials have the same physical characteridtics???

    Oh Nedes? You mean the ones that are not at all different from the Nord game model?
    latest?cb=20150910202238
    latest?cb=20160106173805
    [sarcasm]I wonder how anyone could tell them apart...[/sarcasm] :p;):D

    Seriously though, how do you come by that assumption?
    Where in your much vaunted in-game lore does it say nedes are nords by a different name?
    I mean, usually when two things have a different name, they are somewhat different, right?
    That goes double for fantasy games where one group (known as the game developers) .named pretty much everything.

    (unless its two different languages naming the same thing... do you have evidence for that, then? That "nedes" means "nord" in the chimer tongue?)
    Recremen wrote: »
    The ones that were wiped out by conquering Yokudans and assimilated into the Breton and Colovian peoples? ... Yeah, they did not "become various other cultures", they were consumed by them.
    So which one?
    Were they consumed or assimilated?
    Make Up Your Mind!

    Now, the thing here is, you have a place where nedes and direnni aldmer live together, and a era or so later you have bretons living in that place with a history of "mixed human and elven blood". You say, the bretons "assimilated" the nedes, "consuming" them like a cannibal feast so that no trace of the nedic people remains, I say the bretons are the -descendants- of the nedes and armorous direnni, having changed in race and culture over time, and so the nedes have in a way -become- the bretons.

    And you have a place where nedes live as slaves of ayleid elves, and a era or so later you have imperials living in that place with a history of akaviri influences and glory tales of their successful slave uprising and invasion repulsing. You would say, the imperials "assimilated" the nedes, "consuming" so that no trace of the nedic people remains, I say the imperials too are the -descendants- of the nedes, with some akaviri men and cyro-nord blood thrown into the mix, having changed in race and culture over time, and so the nedes have in a way -become- the imperials.

    And now we compare bretons and imperials... two descendant people of the nedes... and notice they are different! Woooo, surprise! Then we compare them all to the nords, who are according to you exactly like nedes... different again, oh my! And no daedric curse this time, just... time. And the passing of it.
    So maaaybe there is something about races changing over time after all, huh?

    (You are totrally right about the yokudans tho, they wiped out -everything- when they conquered the alik'r... and then got their own image makeover over time, and became known as the redguards, which may or may not have involved some change in physical attributes, since we never saw an yokudan of that time, we could not say. Maybe the redguards are half a head taller, or the yokudans had daker skin, or lighter, or whatever... the only onces who can decide that are the people at ZOS at this time, since they hold the creative license to make such decisions)
    Recremen wrote: »
    There is nothing to support your "change over time" hypothesis.
    See above.
    There is more then enough indication supporting it in the lore, and no indication at all to support a "races never change over time unless daedra ex machina" hypothesis you seem to enjoy...
    Recremen wrote: »
    Moreover, breeding between two subsets of humans does not lead to differences like a sudden affinity for being a warrior or a ridiculous frost resistance power. It leads to mixing of minor physical traits, not some kind of new environmental adaptation.
    True.
    Unless some trait was not so minor, like, oh... magical, maybe?

    So it stands to reason, in a magical world like tamriel, if humans intermingled, a dominant magical trait might intermix with a different magical trait from the other side and maybe, just maybe combine into something new like alchemy recipes?

    (and yeah, I know this is just a fluff construct the developers wrote into their lore to justify races being different because they wanted them be different for more game diversification. Doesn't change a thing, because that is STILL the vision the creators had for their elder scrolls!)
    Recremen wrote: »
    Specifically, there was at most a magickal change from Aldmer to Altmer as they became more removed from their et'Ada ancestors. There is no accompanying physical change mentioned, no adaptation to their environment, nothing.
    How and where did you spot a "magical change", like the well documented ones with the orsimer and dunmer???
    I only ever found a vague mention of the aldmer who stayed on the Summerset isles "becoming" the altmer... and while you are right that there is no physical change mentioned, there also is no mention of a lack of physical changes, and that begs the question, why the change in name then?

    And the next question, why are they not the same as all the others, ayleids and chimer, which also sprang from aldmer settlers? And we -know- from the game that the altmer went golden-skinned, the aylaids a bit more bronze and the chimer somewhat silver... I mean, that does sound a lot like some sort of change, possibly "adaptation to living in different regions" to me, right? (the bosmer are a different story, and may actually have been the first mer to intermingle with men to change their elfy bloodlines. )

    Much like a great many european people could trace their origins to middle eastern regions if we only went back a couple ten millenia... but despite that common origin you would find quite a bit of difference between an iberic celt and a noseman if you picked them from history and compared them, right?
    Recremen wrote: »
    You ought to call it literally anything else, since it is not described as an adaptation at all. In The Monomyth this process was described thus : "Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer." This is not an adaptation to the environment, this is very specifically a weakening of the spirits over generations.
    And what else would you call a change over generations?
    Especially a spiritual weakening -only- experienced by those who settled on the oh so limited -mortal- plane, and not their cousins who fled to more etheric realms???

    It actually is a very common theme in myth if you think about it. Immortals who loose their immortality throgh life on the mortal plane. Because they change in reaction to mortal life around them. Or their children do, depending on the story.
    Recremen wrote: »
    Where does it say that all orcs are tough except in the game manual/character select descriptions, the very thing I am saying is not supported in the rest of the lore?
    So you deny those parts of the developers writings that disagree with your point of view, and place in-world -subjective fiction- over OoC - objective description-???
    (even tho those descriptions do change a little as they retcon their fluff through changing game mechanics - I said it before, the one "theme" that is shared counts, and the latest info supersedes prior info - as always in fictional universes plagued by changing circumstances and works)

    Also, the descriptions never say "all", they are not an all-encompassing thing, they are a general thing.
    When they say that "orcs are tough" only fool would assume that would apply to -every- orc... but it can be assumed that orcs value toghness, and the tougher an orc is the higher in status he or she will be..., and that the enduring of hardships is something orsimer grow up with, yes?
    How's that for a few snippets from the "rest of the lore"?
    Recremen wrote: »
    Lets use one of your own arguments as an example : you claim that it's possible for someone of a particular race not to "develop" their racial affinity. But you also claim that the character select descriptions are the True Lore. Those descriptions don't give any leeway for people not developing their alleged racial affinity. At least one of your stances is wrong, and as I've been showing it's more likely that both of them are.
    Not so.
    I say again:
    The racial perks mentioned in the descriptions are just that - and true across the -race-.
    If any -individual- develops them (aka, spends skill points in these passives) is up to their -upbringing-

    The lore of the racial descriptions do not preclude any individual of that race not following the racial affinity, just like someone with an genetic affinity for sports could still choose to become a nerdy couch potato much to the aggrivation of their sporty dad, or someone with an affinity for languages could still leave that unused if they never ever listened to anything but their villages native speech. Not that any race has such an great affinity in RL anyhow, as you did mention - here its just minor stuff like not getting sunburned as quickly, or doing better at high altitudes and so on. Obviously the developers of this fantasy world wanted it to be more noticable... far beyond the scope or realism noticable.
    So?
    That IS their choice. They decide how they want to build their fantasy world.

    Just like the makers of D&D decided elves should have more agility and less constitution, plus a bit of night vision, plus some bonus to finding secret doors and resistance against sleep... hmmm... maybe charm too, cannot recall, its been -ages-, and a bonus with sword and bow.

    But that sort of decision IS the game developers prerogative, is it not?

    And who knows, maybe the game designers argued about this just like we do now, back in the day. Obviously they in the end choose to go with noticeable differences, and thus... that became the "TES flavor".

    You can keep disagreeing with it, I for one will not waste my efforts trying to argue for a rewrite of the past to suit my ideas, and instead feel content to woth with what we have...
    Recremen wrote: »
    You're stretching pretty badly with that. While you certainly should take the lorebooks with a grain of salt, comparing them to comics is an incredibly poor and intellectually bankrupt move, especially as superpowers actually exist in the TES universe. :tongue: Are we supposed to believe that these depictions aren't realistic within their own universe?
    Do you know how many "realistic" descriptions we had in our universe that ended up thrown out because they were blatantly subjective? Especially the ones about how great the authors race is and how subhuman all the other races are... we here in the german speaking bits of europe had quite a bit of trouble with these eighty-five or so years ago...

    And thus the in-world books should be seen in the scope of the society they are written for - how accurate do you think books were during the middle ages, when people often made their money selling tall tales as supposed "truth about the new world" (whatever "new world" they were currently "discovering")?

    Heck, forget the real world, how -accurate- would you count anything written by Narsis Dres, having met the bufffoon in your questing??? :p;):D
    And how many of the other books are written in the same state of mind by their authors you just did not meet?

    So I say, the racial descriptions depict the -writers- intent, much like the writers notations as to what, say, spidermans powers are spoosed to be as they envision them... while the in-world fiction ranges from... Oscorp internal memos to JJJ's Daily Bungle articles on spiderman.

    And that is why I find it a little annoying when someone tried to pick and choose what lore they deem "acceptable". Or when they make false conclusions in the light of "If there is no explicit mentjon, it does not exist, no matter how much logical indication there is for it".
    Because what exists and what does not - that untilately is also the developers call to make. All we can do here is point out what would be likely, and what would be clashing with something mentioned somewhere...
    Recremen wrote: »
    I know what I want and make suggestions based on that, same as everyone else. I'm not doing anything fundamentally different than any other critique or suggestion. It's not any different from suggesting jewelrycrafting, housing, the outfit system, stealing, a provisioning overhaul, etc., all of which were player suggestions at one point. Not that player suggestion was the only thing leading to those systems, but I'm not going to feel bad about suggesting a different direction to take things.
    I think the difference is in suggesting -additions- and -adjustments- to the existing system, and suggesting throwing the existing flavor away and doing it anew from scratch.
    Recremen wrote: »
    The argument, abbridged for your convenience, is this : If a species has some particular attribute, then there is selective pressure for that attribute in the population. If members of the species which do no express that attribute are just as likely to survive and pass on offspring, then that attribute ceases having a selective pressure and eventually disappears.
    Ah, so if a attribute had no -physical- value,. but still a -coultural- one, then it would be bred for despite being non-essential to survival, just from cultural pressure? Like, say... looking good? Or twirling a sword well in case od redguards? ;)
    Recremen wrote: »
    You mean the reasons that were already ruled out by carefully stepping back to the source material and not finding evidence for it/giving scientific reasons for their nonexistence? These are reasons you are making up, not ones that are explicitly stated or even indirectly implied.
    You "ruled out" being lizardlike as possible cause for any argonian racial perks?
    How about the daedric curses that made orsimer and dunmer what hey are - ruled out as cause for any racial perks they might display, hmm?
    And the magically gifted elf blood due to their diluted but still valid et'ada ancestry... ruled out?
    How and when did you rule that out?
    In your own mind, and then just assume because you think so that is how it is?
    You do realize that is not how the world works, right?

    Again, just because it is not mentioned where you like it does not mean you can call it "ruled out", (and most of it is, though much of in in form it logical connections - one thing is mentioned here, another thing there, the logical assumption is they are somehow connected, like argonian lizardish body and their swimming bonus...); you would have to bring -evidence aagainst it- to make that claim.

    Do you -have- evidence that any of those things are NOT the case? Hmm?
    Recremen wrote: »
    I've continuously addressed these points and done my research before responding by going back over the source material to be sure I actually know what I'm talking about. I'm asking for evidence because I have the utmost confidence there is none, and am sure that you would come to the same conclusion if you actually put the work in.
    Already gave more then enough "evidence" from the racial descriptions, and some from secondary lore as well.
    You keep reminding me of someone who goes "If it isn't in the bible, it isn't evidence" whenever someone brings something they do not like.
    Recremen wrote: »
    I mean in TES, sure, "creationism" is specifically the thing that happened.
    Truth, that.

    But "natural selection", or sometimes "unnatural selection" also seems to be a thing. Though I guess that often reflects in combat prowess and which race drives out the other, or gets conquered and enslaved, or intermixes with their conqueroirs into a new race, etc.
    Recremen wrote: »
    I read the texts, try to determine if there is mention or implication of some kind of evolutionary effect, and report my findings.
    So you are saying... what? That there is no evolution in tamriel? That the aldmer never changed into altmer, ayleids, chimer, maormer? That the nedes never changed to bretons and imperials? That the minotaurs never devolved from their state of alessian times? That everyone is and has forever been the same???

    Did you find any mention or implication that noone ever changed? If not, how can you be sure it didn't happen? Especially when we have indications it happened, unless some races were prone to random renaming ceremonies for no good reason...
    Recremen wrote: »
    The massive Nord diaspora living perfectly healthy lives in non-cold environs begs to differ, as do all of the non-Nords who DO live in the cold regions (Orsimer frost resist when?). Ditto the Dunmer, plenty of whom in their own province don't live near volcanoes, but in lush fungal forests.
    Why the faulty reasoning again?
    If we assume a nord has cold resistance which we know they have in the elder scrolls universe... then how does that have anything to do with them also living in non-cold regions (where they often strip because they feel too hot. And yeah, that may be just a "fer da lulz" comic relief, but...)

    A better case could be made for the nord cold resistance -not- being tied to their habitat, but... I dunno, some gift frm Kyne so they can climb mountains and shout in the winds?
    Recremen wrote: »
    They might, but I suspect there's strong selective breeding pressures for Argonians to keep scales regardless of how useful they are in Black Marsh. A beautiful scaly Argonian gets more tail and breeds more successfully than their scaleless mutant cousing Keego, I'd wager.
    Most likely, indeed.
    But the same could be said for all those well muscled ra'gada-traditionalist warriors showing off their well honed pecs while practicing with their curved swords to all the sentinel girls, rrright? Even if they later inherit their fathers farm and never go on to become a great swordsman, it still is what their culture decrees as "desirable", is it not? While all those redguards who instead study books remain virgins (and thus according to internet memes, become wizards by default), with the occasional wedgie given by the warrior jocks, I imagine (or maybe I am just watching too much highschool anime ;) )
    Recremen wrote: »
    Also (and not super important to this convo but just as an aside) the "kids have the traits of the mother" is possibly not strictly 100% true, as I recall there being a stink about certain ESO families where the kids of some interracial couples appear to be the race of the father.
    Well, it IS in the lore, and the in-game lore you so highly value...
    As for those families, I had always assumed the kids were from a prior engagement (as I assume people die a lot because planemeld and monsters and stuff, and their widows/ers remarry). Is there any evidence I missed contrary to that notion?
    Recremen wrote: »
    But that's not the context with which these stories are delivered. They aren't memorable because of race dynamics, they are standalone feats that are interesting and make for good stories.
    True enough. But they are standalone feats that are performed by -unlikely- protagonists. And thus newsworthy! And thus make for a better tale as the hundreth-and-first bosmer who's best at arrows in his generation, or altmer who is the greatest spellsinger of the age (in their own mind anyhow).

    It does not need to be pointed out explicitely to work that way, since this is how stories become remembered. The First. The Best. The Last. The Worst. And... The Unlikely One.

    Ask yourself, what story will be more widely spread, the reigning champion punching out some noob in the first round, or the unlikely nobody somehow standing up to the champion for the duration? Which story will they make a movie about in hollywood?
    And likewise, that's the kind of story they will make a book about in Tamriel.
    Recremen wrote: »
    How is it common knowledge if nobody mentions it or observes it first hand?
    Its common enough that when someone asked the developer to "sum up the race in a few short lines", THAT is what gets mentioned.

    Again, that is what the racial descriptions are, the "common knowledge" depiction of the races flavor, as decreed by the game developers. Admittedly, changing in some details, as fluff often does with game system changes... but the gist of it remains, and the latest info supersedes the prior as things may or may not be retconned to fit the newest game incarnation.

    But I guess you will just say you do not accept those, again, huh?
    Recremen wrote: »
    Well, as I've pointed out many times already, the inconsistencies are a pretty good indicator that the True Lore is more complex than a couple of sentences in a character select screen. I do trust the descriptions to be evocative and quick insights into the culture of the races (like yeah, Altmer have historied magickal traditions, Imperials have spent their time soldiering and dealing to build an empire, the Nordic homeland gets chilly in the winter, etc.), but saying that a whole race has an affinity for blacksmithing or whatever is just too much of a stretch for me.
    Oh? Don't let a middle earth dwarf hear that! :p;)

    But yeah, blacksmithing as -racial- perk may be a little far-fetched. Not so crafting in general, if you assume a nomadic people where everyone has to maintain their own gear perhaps... and orsimer were nomadic for many a century, thanks to some jerks always destroying their orsinium... ;)

    In the end, I think I would prefer to stop here and not continue to exchange arguments with you, as it is pretty clear we both made our respective points, and we won't change our respective minds, so lets just agree to disagree on those points, shall we?

    I still stand by my opinion that is is a better way to think about ways to -add- and -adjust- the existing "Elder Scrolls" flavor rather then just throw it out and do without it. Not in the least because that is a good deal of how I like it, even when it may not get me the most effective characters at times (since I always build for character and not for META)
  • Nebthet78
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    Nebthet78 wrote: »
    Frankly, it's very clear ZOS is waaaaaay overthinking on how to balance this game and they don't want to admit that the only way to fix it so they can move on to something better and more meaningful, is to bring back Soft Caps!!

    When we had soft caps, the game was much more balanced than it is today. Racial passives didn't matter as much, because you could compensate for them with your armour, passives, food, potion, and enchantment choices. There was a tonne of diversity to this game.

    But some moron in the upper levels decided that they were going to try to keep players chasing the proverbial carrot and screwed everything up.

    The only other thing that would be taken into consideration would be the CP passives. Since we would be dealing with soft caps, there is no need to worry about these passives... but we have Non-Cp campaigns, and the only way to make things fair in those would be to automatically put everyone entering those areas on predetermined even stats where is doesn't matter what their passives, armour, etc is.

    ZOS needs to figure out what they want this game to be. Either take the Elder Scrolls out of it and turn it into every other MMO, or have the stones to let your balls drop and stand above all other MMOs and adhere to Elder Scrolls Lore and concentrate on bringing out good content, plus fixing performance and stop focusing so many resources on trying to fix a balancing issue that can only be solved in one way!! Seriously... I've lost enjoyment in this game, only because of sick and tired of having to rotate characters and relearn the meta or a new way to play because some f - nuggut either doesn't know what they are doing, or hates the Player Community so much that he's making these changes on purpose to kill the game.

    How on earth would soft caps make this game more balanced? I guarantee a large chunk of the player base would leave immediately if they uncapped CP. They would be rewarding players for time spent playing the game instead of their skill.

    No where in what I wrote did I state they needed to upcap CP. No idea where you got that from.

    What I said is that they need to add soft caps back.
    That will force people who reach the cap to spend their CP in other areas, or not spend points at all, while players who need the help, get the help they need from the additional CP. It also makes it so that Racial Passives eventually don't really matter because CP could then compensate for the differences once certain caps are met.
    Far too many characters to list any more.
  • JobooAGS
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    Valrien wrote: »
    What if my redguard's mother was an altmer? It doesn't make any sense to not have any magika passives in such case.

    Then your Redguard would be an Altmer, as in ES lore the race is determined by the mother with minute features being given by the father.

    You'd be an Altmer that kind of maybe looks a little bit like a tall yellow redguard with angular features

    If you're gonna comment about RP then at least learn the lore

    Lore also says "usually" meaning there is a chance of such situation creating a redguard.
  • JobooAGS
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    Also to those referencing the previous elder scrolls as an argument for keeping racials significant, Im sure you are entirely fine for racials to only be significant in the early to mid game and meaningless in endgame, just like the SP games.
  • LeHarrt91
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    I get the feeling a lot of people will be upset in the coming months O_o
    PS NA
    Have played all classes.
    Warden Main
  • Facefister
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    JobooAGS wrote: »
    Also to those referencing the previous elder scrolls as an argument for keeping racials significant, Im sure you are entirely fine for racials to only be significant in the early to mid game and meaningless in endgame, just like the SP games.
    In SP games you're a demi-god, ofcourse your race wont matter in the late game.
  • JobooAGS
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    Facefister wrote: »
    JobooAGS wrote: »
    Also to those referencing the previous elder scrolls as an argument for keeping racials significant, Im sure you are entirely fine for racials to only be significant in the early to mid game and meaningless in endgame, just like the SP games.
    In SP games you're a demi-god, ofcourse your race wont matter in the late game.

    Precisely, in eso you are practically a demi god. I mean you died and resurrected multiple times and kicked molag bal's and other daedric princes' ass.
    Edited by JobooAGS on December 3, 2018 4:27AM
  • Facefister
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    JobooAGS wrote: »
    Facefister wrote: »
    JobooAGS wrote: »
    Also to those referencing the previous elder scrolls as an argument for keeping racials significant, Im sure you are entirely fine for racials to only be significant in the early to mid game and meaningless in endgame, just like the SP games.
    In SP games you're a demi-god, ofcourse your race wont matter in the late game.

    Precisely, in eso you are practically a demi god. I mean you died and resurrected multiple times and kicked molag bal's and other daedric princes' ass.
    It wasn't you though, either someone powerful enough helped you and/or you exploited a powerful artifact. Why I can't solo vCR+3 when I am such a "god"?
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