That argument assumes the problem is player choice instead of bad constraint design. If 80% of players all land on the same race-trait combo, that's not evidence that a point system failed, it's evidence that the traits themselves aren't balanced or interesting enough. Locking power behind race is just a blunt instrument to paper over that.Your system would result in a massive homogenization of race selection. At least with specific racial advantages you spread class distribution across races. Who cares if 80% of Warriors choose Ogre, if the alternative is seeing no Ogres at all?
That argument assumes the problem is player choice instead of bad constraint design. If 80% of players all land on the same race-trait combo, that's not evidence that a point system failed, it's evidence that the traits themselves aren't balanced or interesting enough. Locking power behind race is just a blunt instrument to paper over that.
Hard racial bonuses don’t actually "spread" diversity in any meaningful way - they just predetermine it. You don't get organic variety, you get spreadsheet-mandated race/class pairings where everyone already knows what the "right" answer is. Seeing 80% Ogre Warriors isn't healthier than seeing 80% Deep Elf whatever. It's the same outcome with less flexibility and more dead races.
A point-based system lets you tune traits directly instead of pretending race identity is doing the work. If something becomes overrepresented, you adjust costs, add competing options, or introduce situational strengths. That's actual balancing. Static racial stats just freeze the meta forever and call it diversity because the models look different.
And "who cares if no one plays Ogres" cuts both ways - why is the solution forcing people into them with stats instead of making Ogres appealing through visuals, lore, animations, or unique flavor that isn't raw throughput?
The goal shouldn't be to spread players out by force. It should be to give them real choices with real tradeoffs and let race be an identity decision, not a math problem you solve once and never revisit.
Players who just "want pretty pixels" are going to play whatever race they find most aesthetically pleasing no matter what traits you do/don't offer. This option at least gives the min-maxers out there an aesthetic choice as well, without being forced into the 4 "mandated" races.
Ogres are cool. When I finally played an Ogre Shaman during a TLP it was absolutely wild that getting hit by stuff had zero effect on your casting. I had played Dark Elf all through EQ.IDK man, people love the Ogres.
Compared to what?
Just in general, I see a lot of them running around. I saw one with an arrow quiver on his back (First time I've seen one) and it was ridiculously massive and made me want to play an Ogre Archer.
Female ogre warriors look sick.
There’s 7 races so far and not even 10% of players are choosing Ogre, and the pretty races aren’t even in yet. It’s not like EQ either where Ogre only had 3 class options and a racial xp penalty.
View attachment 615644
Looks like about 3k Ogres, pretty good number really.
The size scaling on ogres using bows is hilarious. They're ENORMOUSJust in general, I see a lot of them running around. I saw one with an arrow quiver on his back (First time I've seen one) and it was ridiculously massive and made me want to play an Ogre Archer.
Female ogre warriors look sick.
Honestly that's pretty good for an "ugly and huge" race. I expect it'll trend upwards a touch. Their racial warstomp has some potential for meta cheesyness, and while they toned down the stats, they are still quite good for melee or tank classes. Ogre monks having another stun is pretty sick.~2400 of ~25,500 (9.4%)
This is still built on the assumption that aesthetics automatically dominate once you remove hard power locks, and that simply isn't borne out unless the system itself is shallow. Players don't choose purely on looks when meaningful tradeoffs exist - they'll choose based on expression. If 80% of players collapse into 20% of options, that's not because aesthetics "won," it's because the remaining 80% of options aren't offering compelling identities, mechanics, or situational advantages.If your homogenization of racial bonuses leads to players relying on aesthetics only for race selection, 80% of the choices made will be for 20% of the options. You need competitive desire to outweigh aesthetic preferences. Not force. If you don’t have this desire, go ‘gimp’ yourself for aesthetics. But if the carrot isn’t there
, people won’t willingly accept the stick.
Whether or not racial variety is ‘organic’ is irrelevant to the conceit of the game world, which should be paramount in this game. Theres plenty of board-room flattened Trion McRPG slop out there already.
What level of trade off are we willing to accept? I think racial differences are important and should be both meaningful and impactful. What is the point otherwise?
was the cheeseburger photo earlier a “you can get it your way at Wendy’s” comment? Make your own burger, make your own MMO?