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  #31  
01-29-2009, 10:58 AM
Malloy
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I'm sorry but a Steef Team online would Dominate every other race.

sick armour, amazing agility, if one treads on a slig its a gonner.

Last edited by Malloy; 01-29-2009 at 12:24 PM.. : typo :D yayer
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  #32  
01-30-2009, 08:20 PM
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Hey, what are those fat things that look like grubbs except short?

But, it's pretty obvious about what the pets would be: fuzzles, rats, meeches, baby scrabs, (Tamed) paramites, and, if your a glukkon, fleeches.

There wouldn't be enough natural races against industrial races, you know, like with WoW with horde vs alliance.

Natural would be mudokons, grubbs, MAYBE those fat things that look like grubbs but were cut out because there hands were to short to row the boat for stranger, possibly steefs, but there aren't that many left, gabbits would probably be NPCS, and then clakkers more or lessing being neutral, sense they are industrial but they could be somewhat nice to natural races.

Industrial would be easy: sligs would be the mains, vykkers as docs and what not, interns, glukkon npcs, and outlaws I think would be their own category, not always following industrials, but possibly being a free-lance race.

I seriosously wish the OWI prez would just come here and be like GREAT IDEA LETS MAKE IT...And then POW two to four years later...ODDWORLD ONLINE!
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  #33  
01-30-2009, 08:29 PM
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Those short fat things are called "Scuba Toads". And yes, I would enjoy their appearance. I don't know/like World of Warcraft, but I don't think there has to be a real balance inbetween the two 'sides'. So if we include most of the known UNknown races, the PLAYABLE races would have:

Native:
Mudokon
Grubb
Scuba Toad
Steef
Clakkerz (Let's face it, they're more native)
Outlaws (Even they seem closer to nature)

Industrial:
Glukkon (Possibly playable)
Slig
Vykker
Intern
Luskan (Are they industrial?)
Musklum (R they industrial?)

I would say it's actually fair if you include those conceptual races.
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  #34  
01-30-2009, 10:55 PM
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Clakkers and Outlaws are most certainly NOT native. Not only do they live wasteful lifestyles that are an antithesis to the native way of life but positively oppress and discriminate against native people they encounter.

The various outlaw species would be their own faction. Oddworld is not a two-dimensional world of nature versus industry. There are many groups and particular interests. Outlaws represent a forgotten underworld class of criminals and outcast dregs of society.

We do not know enough about Luskans and Musklums to assign them a faction, and we don't know whether or not they were ever sufficientl developed as races to have forged a place on Oddworld. Luskans seem to be utterly untrustworthy and actively hostile towards everyone they meet, including each other, so regardless of their lifestyle they would seem to fit slightly bettter in the outlaw faction.

You forgot about Wolvarks and Chroniclers (both industrial). Players may be able to find a role fillable by Octigi.

:
But, it's pretty obvious about what the pets would be: fuzzles, rats, meeches, baby scrabs, (Tamed) paramites, and, if your a glukkon, fleeches.
Meeches, scrabs and paramites would never fly, and I'm not so sure about the vermin. I don't know why that's the best you can do, though, when OWI has provided us with slogs and slegs ready-made. I'm sure Chippunks would work, too.


I should also remind you that rather than fret about the existing races, any Oddworld MMO developer would probably create new species to fill empty niches.
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  #35  
01-31-2009, 03:55 AM
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shaman to the rescue!

native:
mudokon
grubb
gabbit
steef
weirdo (mudokon spirit from AE remember?)

industrial:
sligs
interns
vykers
outlaw
clakkers
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Last edited by shaman; 01-31-2009 at 03:58 AM..
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  #36  
01-31-2009, 07:23 AM
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  #37  
01-31-2009, 09:24 AM
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Yes. I know that there's more to Oddworld than just the stereotypical Industrial vs Native. But that's honestly the most we know of it. In fact, ALL Oddworldians should be considered Native (Gluks, Sligs, they're all native to Mudos now. Whether their races actually first developed there or not). However, since the "industrial vs native" is a big thing to many OWI fans, I'll just keep following that idea around until we can get a better concept of Odd life.

Outlaws, okay, they won't be native and will merely form their own criminal underworld faction. I like the thought of Luskans joining up with the underworld as well. Seeing as how they would fit in the lines of Outlaws anyways. Personally, I don't see a big need for Wolvarks since they're somewhat similair to Outlaws, but it seems obvious they would be in the game as an industrial faction. And I just merely forgot about Chroniclers ..... I felt like I was jumped in that post for some reason .....

Pets would obviously be slogs, slegs, fuzzles, possibly fleeches, & possibly the ammo-type animals that were used by Stranger. But yes, seeing as how an MMO might require a large world to explore, there would have to be quite a number of new species, machines, philosophy, etc.
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  #38  
01-31-2009, 03:29 PM
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I'd have thought that perhaps you can side with whichever side regardless of race really. Glukkons were once devoutly religious and perhaps had similar powers to Mudokons. Some Mudokons in industrial areas may side with them, eitehr through ignorance or through having worked their way up. Humans, as a lone species, include all the factions seen in Oddworld. Why can't they have that variation too?
Perhaps pets would vary for faction. Natives can control wild animals, all started with young so things like Scrabs are more likely (though perhaps take longer to grow...?). Slogs and Slegs would seem more industrial or outlaw/rebel or w/e type creatures, though these may equally be variable. Natives would seem advantageous in wildlife choice otherwise, perhaps (Scrabs, Paramites, Meeches, Meetles versus Fleeches and Slogs and Slegs [which are pretty similar], though industrial could also have the meat-eating Meetle variety, but then, why would diet be limited by native/industrial sidelining?).
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  #39  
02-05-2009, 10:22 AM
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Hey, what are those fat things that look like grubbs except short?

But, it's pretty obvious about what the pets would be: fuzzles, rats, meeches, baby scrabs, (Tamed) paramites, and, if your a glukkon, fleeches.

There wouldn't be enough natural races against industrial races, you know, like with WoW with horde vs alliance.

Natural would be mudokons, grubbs, MAYBE those fat things that look like grubbs but were cut out because there hands were to short to row the boat for stranger, possibly steefs, but there aren't that many left, gabbits would probably be NPCS, and then clakkers more or lessing being neutral, sense they are industrial but they could be somewhat nice to natural races.

Industrial would be easy: sligs would be the mains, vykkers as docs and what not, interns, glukkon npcs, and outlaws I think would be their own category, not always following industrials, but possibly being a free-lance race.

I seriosously wish the OWI prez would just come here and be like GREAT IDEA LETS MAKE IT...And then POW two to four years later...ODDWORLD ONLINE!
They are Toadds.
Scubba Toads,i seen it on TOGG.
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  #40  
02-08-2009, 12:31 PM
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Nah. An Oddworld MMO wouldn't work for the following reasons:

1. It would take ages to make and would regularly need to be patched, maintenance, ban people, and a whole lot more stuff. OI isn't a very big company and they would be way over their heads.

2. Theres to many mmos already out there and probably only odddworld-fans would be willing to pay 15-20 bucks a month for it. (and we are pretty small)

A Oddworld RPG would probably work though (you know like oblivon)
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  #41  
02-08-2009, 01:18 PM
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You’re probably right about the number of gamers willing to play an Oddworld MMO. I’ve never played anything MMO (apart from Furcadia), so I’m not familiar with the gameplay and social requirements for making and keeping one popular, but apart from a couple I can’t imagine wanting to play many of the MMORPGs out there for any other reason apart from being a fan of the fictional universes they takes place in. The Oddworld fan base is far bigger than we Oddworld Forums regulars, but those who also have the will and means to maintain a presence in an MMO world are probably too few.

Regarding OWI being too small a company to run an MMO, considering there’s like three or four of them then you’re right. But since OWI are outsourcing development to other companies, it would be just such a company—one probably specializing in large online networks/worlds—to be doing that kind of dirty work.
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  #42  
02-08-2009, 05:24 PM
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eh, i prefer to put myself in abe's shoes in a story driven adventure with cutscenes
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  #43  
02-20-2009, 05:35 AM
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Right now I'd settle for a text- based RPG, so long as it had Oddworld in the title...
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  #44  
02-20-2009, 05:42 AM
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Hmmm... I could hack something together for you. How much are you prepared to spend on such a product?
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  #45  
02-21-2009, 06:42 AM
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Ah, i was joking. I was merely pointing out how long it's been since the last game came out...sigh...
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  #46  
02-21-2009, 08:49 AM
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I just realised what they should have too. A Oddworld DnD type roleplay game.
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  #47  
02-21-2009, 09:44 AM
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I'm working on a Slig Management game. I'll put it in my sig when it's done!
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  #48  
02-21-2009, 10:23 AM
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I once wrote in the Wizards of the Coast forum with some people some Oddworld stuff for D&D 3rd edition. It's gone from their archives now though, and though maybe it was in my HD, it dropped on the floor and I still have to get to a specialized place that *may* get it's data out somehow.

But basically the idea was denying base class choices, since species in Oddworld usually have a function in their society associated with them. Specialization in the form of prestige classes like Big Bro Slig and such were available, but all species-related.
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  #49  
02-21-2009, 10:26 AM
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Have you tried searching for it on the Internet Archive? http://archive.org/
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  #50  
02-21-2009, 11:06 AM
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Have you tried searching for it on the Internet Archive? http://archive.org/
I just tried, and this is as far as I got: http://web.archive.org/web/200801100...play.php?f=449

The thread isn't on that first page, so I can't get to it =P
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  #51  
02-22-2009, 12:55 AM
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I am going to sound like a fanboy for mentioning Neverwinter Nights 1 again (and, while it isn't free, it is cheap nowadays), but it does allow MMO-making. A bunch of people have made what is called a "Persistent World" there, basically a non-paid MMO made by community, there are tons of them there. I've seen star wars, lotr and even harry potter ones there. The game has nice modding tools, too, so it isn't as hard as would be otherwise to make one. It uses the 3rd edition D&D rules for the most part. I'll start doing some preliminar work on it today, but without at least a Mudokon model, we won't be able to get this thing running decently(we don't want an orc-looking Abe, do we? :P). With just a mudokon model we would already be able to have different Mudokon tribes, characters, and have our PCs fight hostile Mudokon tribes or something of the like. Environments, visual effects and etc. are much easier, and we can use what the game already provides.

If anyone has managed to extract models from Munch's Oddysee or Stranger's Wrath, that would help a lot too.
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