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A Proposal To Lock All Of The Magic Subtypes.

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With the magic plugin to lay down the bottom line (the spells in your spellbar) that works great. How would you suggest doing that without a plugin? The problem with saying "it's magic, do whatever you want" is that because it's magic there's no clear standard for what's powergaming and what's not.

I'd be very interested in a proposal to unlock all the magic types, but there'd need to be clear plan of how to stop everything hitting the proverbial fan.

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I'd be very interested in a proposal to unlock all the magic types, but there'd need to be clear plan of how to stop everything hitting the proverbial fan.

 

There is a line that was drawn with the new system when regarding who should have what and what should be free to be played with. Unlocking all magic would probably destroy what specialty magic has left. 

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We already got rid of magic applications, this is just another form of them returning. Rather then locking magic for new players we should teach new players through example how to roleplay magic in a manner that may not be seen as powergaming.

I agree with Dylan completely.

 

You should try to act as an example for new players, otherwise they'll think the wrong thing is the right thing.

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But should a guild survive on the exclusivity of its magic? Any magic that's LIO ("Learned Ingame Only" or "Guildlocked") should have a solid reason for it. There are some LIO types that have good reasons for not being able to learn them in character backstory, and some which have none beyond "it's hard to RP right".

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I dont know if this has been said but instead of locking magic for newbies, Just Make it a Rule unless you are taught by a Teacher or learn by tome, you are not aloud to do magic. that way new players can learn to magic rp appropriately, though when it comes to tomes, i think screens should be required, otherwise, the teacher is proof enough.

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A question I have is. For magic plugin spells. You say we can only rp what spells we know in the plugin. Yet, what if ICly our characters know more and have studied more than that in rp. But simply do not have the spell in pvp? Would you require us to just stop where we were and not rp that again? Just as an example, what if my character is a user of earth evocation now. And I have been rping creating walls of stone. Though when the magic plugin comes out I do not have the spell. Would I have to end the rp that my character would have been using for a long time. Just cause I cannot represent it in rp?

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All the unlocked magic types have plentiful amounts of tomes around that make sense for someone to be able to learn without a teacher.

 

Something like Necromancy? There was one Necromancy tome and I think that was a fake itself, so I think keeping it guildlocked is fair. Other Dark Arts subtypes are locked because they require alteration to the player by another practitioner of the craft (Shade, Frost Witch, Scourge), have very specific requirements to learn (Fiihtanya) or are extremely obscure and known by one or two people only (Puppetry, Contracts). 

 

On the flip-side, Aengudaemon magic is usually only granted by the deity if the person they're granting it to can be monitored. An Aengudaemon's worst fear is someone running amok with their powers with no way to strip it away again, so they usually get a group of mortals to moderate their powers since they [the deity] themselves can't. That's why guildlocking exists, since Aengudaemons wouldn't logically give powers out willy-nilly.

 

"An Aengudaemon's worst fear is someone running amok with their powers with no way to strip it away again, so they usually get a group of mortals to moderate their powers since they [the deity] themselves can't. " By the Nine Divines, English grammar is an absolute cluster-bomb.

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Other Dark Arts subtypes are locked because they require alteration to the player by another practitioner of the craft (Shade, Frost Witch, Scourge), have very specific requirements to learn (Fiihtanya) or are extremely obscure and known by one or two people only (Puppetry, Contracts).

Then why is Arcane evocation not locked yet? When to my knowledge, very few players knew the magic.

 

 

I dont know if this has been said but instead of locking magic for newbies, Just Make it a Rule unless you are taught by a Teacher or learn by tome, you are not aloud to do magic.

That's locking the magic.

 

 

 

. If they're role-playing it wrong, teach them, guide them, avoid them or report them, but those that are capable of role-playing the magic correctly ought to be allowed to choose at what magical stage their character is introduced to the world and at what pace they are to develop.

As I and many players have stated in the thread. Most of us have tried teaching and guidiing them, but our guidance isn't always enough due to how complex magic is. Magic is more indepth than just swinging a sword. By teaching them in a way they are better off doing, learning through teachers and tomes we are guiding them the right way. I want to keep new players from messing up and getting ostracized by other players.

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No, I hate power-gamers too, but I will not have it locked so that people who're in cliques can rule magic again. It took me 4 flipping MONTHS to get my first application accepted, because of the fact teachers don't teach people unless they're ooc buddies. This proposal is going to make magic secretive, but will turn it into a be-friends-with-this-guy-and-you-get-ubber-power-lol situation. Open magic best magic. 

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All the unlocked magic types have plentiful amounts of tomes around that make sense for someone to be able to learn without a teacher.

 

 

 

 

Arcane Evocation had two people using it and no tomes before it was unlocked. I'd also argue that most-all of those using it after it was unlocked don't know what it actually does. Same with Arcane shielding. Albeit I am happy to see others picking it up.

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I dont know if this has been said but instead of locking magic for newbies, Just Make it a Rule unless you are taught by a Teacher or learn by tome, you are not aloud to do magic. that way new players can learn to magic rp appropriately, though when it comes to tomes, i think screens should be required, otherwise, the teacher is proof enough.

Sooo magic Applications again? Lolno If I've said it once I'll say it again Elitism and ooc buddy's would control the magic world like before and I honestly don't want to see the return of that (no offence to MAT) Garbage. In my opinion magic is still way to exclusive minus a few understandable outliers. It's called msging or helping someone who's using it wrong, It's not hard but some players appear to be on such a high horse they wont even bother to do that.

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Sooo magic Applications again? Lolno If I've said it once I'll say it again Elitism and ooc buddy's would control the magic world like before and I honestly don't want to see the return of that (no offence to MAT) Garbage. In my opinion magic is still way to exclusive minus a few understandable outliers. It's called msging or helping someone who's using it wrong, It's not hard but some players appear to be on such a high horse they wont even bother to do that.

I think you made it pretty clear that not only did you not read my original post and refute it, you also didn't read the several times I refuted yours and other player "lolol guide them" arguments and it seems to go the other ear.

Magic applications made teaching restricted. It's not going to cause elitism and exclusivity that the magic application originally promoted and if it's going to, it's not going to change anything because the newbie is still running around conjuring dragons and getting teased by other players. Players can offer him help, but there's too much that should be explained and he could end up ******* it up again. Locking magics without the teacher restrictions will make it easier for players to find teachers.

I will say it for the last time. Unless it's IC.

Guidance.Doesnt.Work

Anyone who claims this without reading my original posts or refutes to his or her arguments will be ignored.

It's not that I don't value your opinions. I don't want to repeat myself 50 times.

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All I know is that the majority of players that I see devoutly defending restrictions to magic are players that role-play restricted magic and generally cater to themselves and their cliques. If I saw more majority support of these restrictions from the average player, I'd be more willing to see the merit in them, but I don't. I see a handful of elitists trying to keep their stuff.

 

Teaching doesn't work for every player. Teachers are not always online at the same times as other players and don't respond to PMs or out-of-character efforts to coordinate with them. Some branches of magic have inactive teachers. Some teachers are simply assholes. There are many reasons why locking magic and forcing players to find a teacher in-game screws over the little guy that plays for a few hours a day, doesn't want to learn from a pretentious neckbeard and may or may not live in Australia.

 

The plug-in is going to further complicate things, but we'll deal with that when the time comes.

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If people don't want to roleplay learning from others, don't make them. Do you think Blundermore or any of the OG mages did? No, they woke up one day and were magical motherfucking beings, and nobody had any complaints with that because they roleplayed enjoyably.

 

The issue isn't magic, it's roleplayers not sure what to do. Encourage them ingame to join your faction if you want them to become better at magic, don't force them to undergo some arbitrary bullshit that rewards the elitist minority.

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I dont know if this has been said but instead of locking magic for newbies, Just Make it a Rule unless you are taught by a Teacher or learn by tome, you are not aloud to do magic. that way new players can learn to magic rp appropriately, though when it comes to tomes, i think screens should be required, otherwise, the teacher is proof enough.

 

That's what locking is.

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