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Different cultures/bonuses for the cultures.

14
There must be different cultures wich have specific bonuses.
For example some cultures may have a small speed bonus/dmg bonus a tiny one while at the sandy area of the map or similar those in the north have more while on other types of land-may require adding some features that actualy dont exist.

For buildings
The builder can specialise in a specific cultural building types + some default building types
All of the buildings can have specific bonuses if chosen that culture that is indiginous to that culture.

Crafting items can also be affected for example
A blacksmith reaches 100 skill in forging now he can use some aditional points(dont have to be skill ones but like EXP at the field points) to specialise in a specific culture - Eastern/Feudal Japan etc. that will make them to be able to make some weapons that other cultures cant that will have diff playstyles.
The list can go on and on you get the general idea.
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Comments (6)
  • Accepted Answer

    Wednesday, April 08 2015, 11:28 PM - #Permalink
    1
    Id say do most of this as cosmetic because lets face it pvpers will go out as nords using Japanese weapons because the buff they have is op. id rather it look cool than be op.
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  • Accepted Answer

    Thursday, April 09 2015, 01:17 AM - #Permalink
    0
    I agree that the game could need some different cultures (which will probably come sooner or later, considering the race choices and descriptions in the creation screen), but I am not sure how far those racial differences should go.

    Different animal/building/weapon/armour/etc styles would be amazing, it would make exploration, travelling, and a cultural exchange much more enjoyable, especially in the context of the MMO and its much more diverse world with different climate zones.

    It also could lead to a lively, diverse look in different regions of the world (e. g. [Auriun] embassy in [Auriun] style in an [Khalisian] city), trading (selling expensive [Jorgrithian] goods/furniture/weapons/armour in am [Auriun] city -> status symbol for locals to show off their wealth and global connections), advantages/disadvantages in battles (desert folk has no experience fighting in swamps, for example), et cetera.

    I am not sure how far those specialisations or faction specific bonuses should go, though. That definitely needs some balancing, otherwise that could lead to some serious problems, but I could see how one civilisation has more advanced building capabilities, while another has more experience in creation armour and weapons, and so forth.
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  • Accepted Answer

    Thursday, April 09 2015, 10:48 PM - #Permalink
    0
    Its like nobody looks at this page here is your answer for those that question if different races will be added http://lifeisfeudal.com/concept-art
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  • Accepted Answer

    Friday, April 10 2015, 08:37 AM - #Permalink
    1
    This is just so hard to balance. You run a severe risk of getting a handful of combos that you 'have to' use to be PvP viable.
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  • Accepted Answer

    Sunday, April 19 2015, 05:00 PM - #Permalink
    0
    Races are good enough for a nice look. That's it. I want to play a game. I don't want to calculate my character and it's career. To all who love to do the math: go ahead and play that nerdy EVE.

    StaalBurgher is right: It's very hard to balance. EVE had a similar problem with the ships which are bound to the 4 races. Who wants to know more should take a look at the EVE forums. BUT DON'T PLAY IT!

    Sorry, Ubaciosamse, this suggestion doesn't work for me.
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  • Accepted Answer

    Sunday, April 19 2015, 07:26 PM - #Permalink
    0
    Why not just allow characters to be customized to be different races, but then allow them to develop different skillsets depending on which areas they spend time in and on which weapon, crafting, etc. skills they spend time developing, so that (for example) an Asian character could conceivably "grow up" in the North, adopting the culture of the Nords despite being ethnically Eastern? And if a lot of people are worried about too many people breaking realism and immersion by living in areas and using equipment that are not traditional for their characters' ethnicities, each character could automatically start out in the geographic area that corresponds to its race, making it more difficult for people to travel to areas not traditionally inhabited by their characters' races.
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