[RFE] Make high and gray elves differ more
issueid=1482 12-18-2012 09:41 AM
Junior Member
Number of reported issues by manedhel: 5
[RFE] Make high and gray elves differ more
Make high elves more interesting to play

For now, there is something interesting in playing all the races. The only exception is high elf - they are almost the same as gray elves, but a bit weaker. The same skill set, very similar starting stats, the same very high age range - all this makes player choose gray elf in almost all the cases.

I think high elf should be made more different than their cousins by adding a skill or two (maybe alertness, which would make then really a good gray elven wizard alternative) or by making starting stats difference between them and gray elves bigger.
Issue Details
Issue Number 1482
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 4
Suggested Version ADOM 1.2.0 pre 8
Implemented Version ADOM 1.2.0 pre 9
Milestone (none)
Votes for this feature 7
Votes against this feature 3
Assigned Users (none)
Tags (none)




12-19-2012 10:28 PM
Ancient Member
From what I know, Le has nothing at all to do with actually learning the spells [who cares on a caster-build, anyway? they aren't going to fail to learn most spells], and everything to do with how much spell knowledge you get...

12-20-2012 12:05 AM
Ancient Member
I always felt Learning is the most important part of being a caster because it means you can go for longer without having to find new spellbooks. mana / willpower can be trained easier.

12-20-2012 01:32 AM
Senior Member
Quote Originally Posted by Silfir
You'd give them an extra skill increase not only over Gray Elves, but over everyone else as well. Aielyn's calculation crucially misses that a lot of the grey elven stat advantage is in the very useless Appearance stat. Granted, Charisma isn't much better, so the "actual" difference is -1. If you play a fighting class, Mana doesn't matter, and it's +1.

Giving High Elves Archery with no downside will simply result in people using High Elves over Gray Elves for everything ever. Wizards like slaying ammo, too, after all, and with HP casting nerfed they have more use for missiles than before. High elven wizards are already barely weaker than gray elven wizards; it's because they are so similar that they're already used in the manner in which this RFE intends them to be used.

I've played tons of high elven fighter types; they have their own style compared to the "strong" fighting races such as orcs, dwarves, drakelings or trolls. I can't agree with the "middle child syndrome" image that Grey forms at all. If anything, I honestly think I've played more high elves than gray elves overall, and certainly a much greater variety of classes with a high elf rather than a gray elf, because there are only like five dedicated spellcasting classes, and for everything else high elf is the better elf. If anything, the "middle child syndrome" would be induced by the addition of mist elves (only it turns out gray elves are safe because mist elves are currently only really good at dying).

I want to stress that there's probably a good reason, from a lore perspective, that High Elves and Gray Elves share so many similarities. If there are to be significant differences between the two in talents or culture, it's up to Thomas to tell us what they are. Anything we're going to come up with is basically arbitrary at this point. After all, Gray Elves and High Elves both get Sun's Messenger and are divided by one point of Dx - on what basis do we presume that High Elves are significantly more talented at using bows?
Well then, lets adjust the stats a little more. Perhaps take one point from Strength, and give it to Learning instead. No change in overall balance, but creates a bit of a counterbalance for High and Grey Elves, in that each specialises a different way for each style of fighting. For melee, the High Elves would be more dextrous and tougher, but weaker. For magic, the High Elves would have better learning, but less mana and willpower. In fact, if they gained one extra point of Learning as well, then it would balance out the differences in regular stats (Appearance and Charisma ignored) fairly nicely.

In other words, I'm proposing this spread:

St-1, Le+2, Wi-1, Dx+1, To+1, Ch+2, Ap-4, Ma-2

It works out that the High Elf has an extra point in physical stats, and one less in mental stats. It is somewhat easier to train High Elves up in terms of its weaker stats, but that's something that needs to be rebalanced, as stat training shouldn't be far easier for some stats than others. And to make things a little more interesting, how about modifying the High Elven starting skills to add and subtract a bit, to make things more mixed?

I'd propose dropping Stealth in favour of Alertness. Why? Because High Elves are too proud to be stealthy, but must compensate by being aware of what's going on around them. This would make High Elves the only beings (except maybe one of the new races or classes) to get Alertness, guaranteed.

12-20-2012 01:57 AM
Junior Member
Um, dark elves and drakes get it, don't they? (or would you propose removing for them)

12-20-2012 02:50 AM
Ancient Member
Alertness is a) already present on three other races, including mist elves, and b) effin seriously more powerful and much harder to get by class than Stealth. That change would sound the death knell of Gray Elves everywhere.

Even from a fluff perspective, I cannot see that proposal working at all. "High Elves are too proud to be stealthy"? If anything, the Gray Elves are the haughty, proud ones, and neither of the two are anywhere that stupid.

12-20-2012 03:04 AM
Ancient Member
You're still missing the fact that you shouldn't give learning to HE (if anything, give it to GE). It keeps being said, but it seems like no one is listening.

Also, differences in strength are seriously stupid and make no difference at all if st is below 18. zero, nada, zip.

and, ofc, Silfir is right in that alertness is uber powerful. no way should it just be bandied about.

12-20-2012 01:01 PM
Senior Member
Quote Originally Posted by St. Viers
Um, dark elves and drakes get it, don't they? (or would you propose removing for them)
The word "guaranteed" was important. My understanding is that Alertness is a possible, but not guaranteed, skill for Dark Elves and Drakelings, as well as Assassins, Healers, Monks and Rangers. I'd have High Elves get the skill every time, guaranteed.

EDIT: And to those who point out that Alertness is too powerful, compared with Stealth, I'll point out that that's a balance issue that should be addressed, and there's already an RFE about beefing up Stealth.

Oh, and the fact that Stealth is more common on classes is irrelevant, as not all classes get it.

But if the balance is too far in favour of High Elves with this modification, how about this: remove the Learning benefit. Drop the Strength by one point, and switch out Stealth for Alertness.

I'm also confused by the way that people here distinguish between a Grey Elf and a High Elf. To me, the Grey Elf is the "regular", typical elf, the one that is a lot closer to being like a human, in terms of nature (obviously, there are still dramatic differences), while the High Elf, as per the name, is a more aloof, "noble" race of elf, that would view itself as "better" in many cases. Perhaps I'm skewed by paying more attention to fantasy stories than to D&D type games, I don't know.

12-20-2012 01:20 PM
Senior Member
What?.. Possible, not guaranteed?.. What do you say?..

12-20-2012 01:21 PM
Ancient Member
What are you talking about - of course it's a guaranteed skill for Dark Elves and Drakelings. It's listed in the manual as a racial skill, it's always been on every dark elf and drakeling in existence. For that matter, it's also always been on every assassin, healer, monk or ranger. The manual has never listed "possible" skills. I'm actually confused right now. I mean, I know you've played ADOM before. Was there a fundamental change in one of the prereleases that completely passed me by?

You can buff Stealth a fair bit, but it still will be far more accessible (Yergius) and available (various classes) than Alertness, and it's very unlikely to become strong enough to match it. That's how powerful Alertness is. Changing singular points of stats cannot possibly balance that out.

... The reason we make the distinction between a high elf and a gray elf the way we do is that we've read the bloody manual.

12-20-2012 01:33 PM
Senior Member
Quote Originally Posted by Silfir
What are you talking about - of course it's a guaranteed skill for Dark Elves and Drakelings. It's listed in the manual as a racial skill, it's always been on every dark elf and drakeling in existence. For that matter, it's also always been on every assassin, healer, monk or ranger. The manual has never listed "possible" skills. I'm actually confused right now. I mean, I know you've played ADOM before. Was there a fundamental change in one of the prereleases that completely passed me by?
I'm working from the Guidebook's listings.

http://adomgb.info/adomgb-0-1.html

It lists Alertness as a "nonguaranteed skill". Now that I look at it again, I suspect I've been misinterpreting that phrase. It could be interpreted to mean "skills which aren't certain to be obtainable in the game directly". Perhaps this is a case of a vagueness in the Guidebook, something to "fix" when the information is ported into its new format.

As for my view of High and Grey Elves... forgive me for not placing ADoM so high in my mind so as to memorise all of the non-relevant details of the game compared with most other fantasy settings. Maybe I'm in the minority, here, but when I play the game, I don't mentally create some great story, I view it as merely playing a game. The most "attached" I get to the game's story is the mild feeling of sadness I get if I fail to save the puppy.

12-20-2012 05:17 PM
Ancient Member
If you're going to make suggestions that impact the lore, it would help if you knew the lore, or cared about the lore. Obviously Thomas does, and so does the vast majority of players who bother to get far in the game. The relative strength of ADOM's lore and setting is one of its major selling points in comparison to other roguelikes.

If you've never read the manual, you probably should take some time out and do that. (Certainly you've had enough time on your hands to look at the guidebook.) I appreciate your open mind and I've liked a good number of your suggestions - but stuff like this is avoidable. ADOM has one of the better written manuals among video games in general, and it contains tons of information that even advanced players might have missed out on.

12-20-2012 05:56 PM
Ancient Member
Quote Originally Posted by Aielyn
I'm working from the Guidebook's listings.

http://adomgb.info/adomgb-0-1.html

It lists Alertness as a "nonguaranteed skill". Now that I look at it again, I suspect I've been misinterpreting that phrase. It could be interpreted to mean "skills which aren't certain to be obtainable in the game directly". Perhaps this is a case of a vagueness in the Guidebook, something to "fix" when the information is ported into its new format
Yes, that means that alertness cannot be found ingame, whereas, say, stealth, can. Alertness is doubly bad, in fact, because it can't even be wished for. Bards are the only class that receive skills randomly.

01-09-2013 01:21 PM
The Creator
I have given HEs slightly more ST and DX, for me that's enough. Those races were meant to be similar.

02-14-2013 06:52 AM
Senior Member
This was probably implemented in p9, but it doesn't specify it here, and it isn't included in the changelog.

02-14-2013 10:38 AM
jt jt is offline
Administrator
Set to "Prerelease 9" and added to changelog.

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