splugh
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Post by splugh on Jun 15, 2015 18:18:20 GMT -5
So magick isn't going away and most people hates it so much that I started day dreaming about how to build magickers so that they kept their flavor but become less stupid and annoying.
Like how could you make them scary survivable and balanced codewise but still feel like a whiran krathi viv etc...
Just assume they aren't going away and make them tolerable and something fun like what just skills should they have and not just spells or something.
Dunno I have some ideas but will have to post later tonight maybe.
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Post by Deleted on Jun 15, 2015 21:13:52 GMT -5
wat
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Post by visiblyupsetbyyou on Jun 16, 2015 0:21:35 GMT -5
they're not supposed to be balanced codewise. their power is offset by the roles only being given to players that have earned a degree of staff trust. they're pretty tolerable as is, but I guess a lot of people keep running afoul of 'em or something and are goin', "my fckin warrior got his ass shoved in by a thirteen year old whiran. NERF THIS SHIT"
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splugh
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Post by splugh on Jun 16, 2015 7:34:49 GMT -5
they're not supposed to be balanced codewise. their power is offset by the roles only being given to players that have earned a degree of staff trust. they're pretty tolerable as is, but I guess a lot of people keep running afoul of 'em or something and are goin', "my fckin warrior got his ass shoved in by a thirteen year old whiran. NERF THIS SHIT" Obviously that isn't the only reason as the biggest complaint is that gicks are always able to eclipse a mundane in basically any 'quest' that is put forth be it spying or hunting something on the other side of the world or assasinate that guy. This is something you can put in a different thread but has nothing to do with this one whiny cry sacking or whiny cry sacking about whiny cry sacking goes elsewhere.
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Post by Deleted on Jun 16, 2015 10:04:04 GMT -5
Magick would be more cool if it could be done in multiple ways rather than the one way that it happens. Currently someone has to say special words that makes magick obvious. Everyonr around knows magick is being used because there are clear and unmistakable coded messages involved. It'd be cool if when dealing in minor magick or magick with slight effects, maybe they wouldn't be noticeable or at least so obvious. Currently all spells are handled the same, very one dimensional. I think there's room for growth there.
This would make magickers a little more mysterious with people sometimes questioning what is really magic and what might just be luck or coincidence. But there should also but unsubtle magick thats obvious and melodramatic.
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splugh
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Post by splugh on Jun 16, 2015 11:15:53 GMT -5
Back to topic
Get rid of instakill no defense against spells
Make some simple spells skills not spells like illusions and ball of light and shade and so on
Give magickers a combat skill that is for their element like lightning fist and this raises like warrior combat skill but low cap like 40 or lower maybe 25 and that makes them survivable in npc but not necessarily against pc
Get rid of all blastyness because damage is the least interesting thing a mage could do and leave them with like just one to augment their weapon skill. Except krathis but krathis dont need 8 or 9. Maybe three. Single target and room target and that other room target maybe.
Add utility Tensers floating disk - a non mountable mount that can be hitched and packed with gear Rope trick - basically a portal to another room that is inside and safer but always open Grease - maybe three different ones so grease the floor people who.enter or try to leave may slip and fall similar to drunk code - cast on someone fighting you and it applies to their weapon acting like disarm attempt and/or makes easier to disarm them - cast on self to cover clothes and armor making it harder to be subdued
Many more I will think about later and will add my thoughts about templars
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splugh
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Post by splugh on Jun 16, 2015 11:28:23 GMT -5
Templars are good I think
This is how they work: Get a few spells always like det invisible and det magic etc. Go to their dragon shrine and pray for more like 3 or 4 that they pick Inside city unlimited mana Outside city have to draw mana from pendant to refill no regen only like 4 times
Do this with gickers maybe with a tattoo or pendant that cant be stolen like the black gem that replenishes at appropriate times Krathi at noon Drov at midnight Whirans outside in wilderness with strong wind Elkros in a sandstorm Ruks inside or underground Vivs uhhhhhhhh at dawn dunno maybe because of dew
All needs work just starting this idea
If not in these places no mana regen just using the pendant to regen and all regen happens to pendant not pc
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splugh
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Posts: 21
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Post by splugh on Jun 16, 2015 11:45:24 GMT -5
Make blasty high damage spells miss by shields or defense
Make elems like clerics and okay to be around since cant decide to kill and almost always be successful.
Make elems need mundanes this is a must and make mundanes want elems because they are useful to HELP but cant take over and do themselves
EVERYTHING HERE IS JUST IDEAS AND NOT ALL NECESSARY MAYBE JUST SOME
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Post by Prime Minister Sinister on Jun 16, 2015 14:59:42 GMT -5
but I guess a lot of people keep running afoul of 'em or something and are goin', "my fckin warrior got his ass shoved in by a thirteen year old whiran. NERF THIS SHIT" Eh, not necessarily.
Most complaints are more along the lines of, "Whelp, guess this mundane spy I've been working on is useless-- as everybody and their mother has a drovian in their pocket." or "Gee it sure would be cool if my entire 'rinther gang didn't get wiped out because some rogue mage came in here with a chip on his shoulder." or "Man, that's a cool plot happening in the world. Wish all these magickers weren't around, doing what I could be doing-- except better than I could do it."
I kinda agree that mages and magick/mundane interactions need a looking over.
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Post by lyse on Jun 16, 2015 15:13:49 GMT -5
I like Jenki's idea that some magick could be more subtle.
I'm also a fan of making magick more unpredicable and dangerous. Make miscasts a thing, sure you could send a mighty fireball at that kryl, but there's also a chance that it hits one of your allies or explodes in your hand. That Viv could fill your skin with water just by touching it, but she could also miscast and fill it with grishen. That drovian could make a shady spot for you to rest in after that battle with those filthy tribal neckers, but a powerful shadow cat could emerge from one of the shadows too.
You get the idea, make it awesome, but also make it truly something to be afraid of because it could fuck you up unintentionally and sometimes with deadly results.
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splugh
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Post by splugh on Jun 16, 2015 16:00:08 GMT -5
I like Jenki's idea that some magick could be more subtle. I'm also a fan of making magick more unpredicable and dangerous. Make miscasts a thing, sure you could send a mighty fireball at that kryl, but there's also a chance that it hits one of your allies or explodes in your hand. That Viv could fill your skin with water just by touching it, but she could also miscast and fill it with grishen. That drovian could make a shady spot for you to rest in after that battle with those filthy tribal neckers, but a powerful shadow cat could emerge from one of the shadows too. You get the idea, make it awesome, but also make it truly something to be afraid of because it could fuck you up unintentionally and sometimes with deadly results. You want crit fails to have unintended consequences like dangerous or sometimes just amusing Noted And without knowing it is happening until to late like cast shadow oh no room is dark as night omg guys i got ate by a grue.
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Post by Deleted on Jun 16, 2015 20:54:35 GMT -5
splugh I think you haven't been around long enough to know what is needed and what isn't. I say this because many of your suggestions already exist, almost exactly as you describe them. It sounds like your experience with magicks are very limited.
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Post by Deleted on Jun 17, 2015 0:42:44 GMT -5
I'd be cool if some spells operated more like other coded abilities with their own commands. The magickal abilities would initially be granted by using the cast command but function like a skill.
An example of this could be of a vivaduan creating water... They'd cast a spell on themselves: Cast "Mon un Vivadu Create Water"
Instead of filling up a water container with the spell it'd be more like "memorizing" a spell. They'd cast the spell on themselves like a buff and for a limited time they'd have the ability to create a limited amount of water at will. Like filling up a waterskin from nothing, (or from the palm of their hand, or for RP flavor they could create their own custom message to show how they are creating this water)
This would open a way for magick to behave in a more variety of ways, other than limiting magick to happen every time the cast command is used.
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Post by Deleted on Jun 17, 2015 6:26:01 GMT -5
jenki I like that idea! Or even if it were a new reach, a reach of durability. You'd cast just once, and for the next 20 RL minutes you can refill waterskins, or set a 4-room area to have shade in it, or even make specific foods (how many rukkians are sick of multi-casting just so they can find something that isn't spider meat and stale bread?).
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splugh
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Post by splugh on Jun 17, 2015 6:59:01 GMT -5
splugh I think you haven't been around long enough to know what is needed and what isn't. I say this because many of your suggestions already exist, almost exactly as you describe them. It sounds like your experience with magicks are very limited. Love to hear what is already in the game because none of it actually is especially saying many of them. So feel free to let me know.
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