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Respiren was the founder of the current Druidic Order, and while he was the first druid RPer, lore-wise he is not the first druid. There were druids in lore before Respiren. In fact, it was an Archdruid from a circle of druids in a distant land that aided in the growing of the elven city of Laurelin in Aegis.

 

It was a joke. I already know this.

 

Also, Telanir, if possible, is it possible for you to label what is under the 3 certain archetypes of magic? 

Also if it is possible for you to link that demo of the magic plugin since I never saw it.

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In the post, you just made, you stated that staffs are required to use magic. Lore wise, they're not in the slightest.

In this post you just made, you stated that meditation in random locations will give you random spells, which in the lore is nonsensical.

The magic plugin is defining what lore is, not the other way around. No, I don't expect you to code a plugin to accurately reenact lore, but I do expect lore to be unfuckeded with when plugins come about.

The plugin could have simply been a list of spells which could be used to represent certain aspects of magic for Pvp. Instead, people can now use this Pvp plugin to display what they've learned in Roleplay. Don't get snippy, pissy, and passive-aggressive because you overly complicated something, and people didn't like it as a result.

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The point of the tangent is that there isn't a way to become a druid without the aid of another druid. The possible origins aren't repeatable events. Since attunement is required for druid magic, and there is no way to obtain it other than another druid performing the ritual, and druidism is the nature magic on the server, there is no way for someone to obtain even the most basic rudiments of the magic on their own without breaking lore which is enforced by the guild lock. That's why unlocked nature magic is lore and magic lock breaking and leads to a situation like the creator clerics, which we do not want to repeat with the druids.

I don't know if I can spell this issue out any clearer.

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Telanir, the plugin itself looks like it'll be fanastic and it's not that people don't appreciate your work. There is simply the issue of adjusting it for guild-locked magic, not just druidism but also Clerics (War Clerics at least), Shades, Necromancers, and whoever else.

 

[8/26/2014 11:57:49 PM] Freya: Why can't they just have a variable saying "Attuned? Y/N" and if it's no you can't learn druid spells

 

This seems like it would effectively solve this problem and you wouldn't have all these crazy treehuggers freaking out.

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-snip-

 

Damn man, come on, common sense! Read the words that I wrote on the post, please, I'm not sure how much clearer I can be.

 

Did you know that all available magic plugins right now force you to use a staff? Or type a written command? Do you know how ludicrous and pointless that is? But those are technical limitations, such a limitation that I have transcended with my plugin, you don't need staff. You don't need to type commands. You just use a plugin so intuitive and user-friendly that casting magic becomes simple and enjoyable. Is that not amazing? Clicking and selecting certain locations on your hotter hasn't ever been done before, do you appreciate it? To answer your question, no of course you don't require staffs. However, you may create staves in order to augment your abilities as a caster.

 

Stay civil, and don't attack me personally, we won't get anywhere if we do that. And listen, please, to the actual words I'm saying. You don't get random spells, they intake your surroundings, the plugin automatically takes into account your location and your environment, drawing from it an educated guess on what kind of spells you are looking for. Holy damn, I mean isn't it awesome? You get to travel, you get to experience Athera and learn magic at the same time, we have a beautiful landscape man.

 

The plugin has been designed to augment role-play, and I stress yet again. Combat is a very small part of our daily experience, therefore I accounted for that and designed for more than 4/5th's of the plugin to be concentrated on the real, role-play experience. Actual combat oriented spells compose a small minority of this plugin, indeed!

 

Man Kalameet you're an awesome person and I knew you well back then, what's wrong? Chat me up and let's resolve whatever concerns there are about the plugin.

 

The point of the tangent is that there isn't a way to become a druid without the aid of another druid. The possible origins aren't repeatable events. Since attunement is required for druid magic, and there is no way to obtain it other than another druid performing the ritual, and druidism is the nature magic on the server, there is no way for someone to obtain even the most basic rudiments of the magic on their own without breaking lore which is enforced by the guild lock. That's why unlocked nature magic is lore and magic lock breaking and leads to a situation like the creator clerics, which we do not want to repeat with the druids.

I don't know if I can spell this issue out any clearer.

 

Katherine, I realize you want the power, and I know that cliques want certain spells and the lock and key for them, but do you realize how much it is to ask for a team with a full plate to focus on a very specific minority in our community (which we love and don't question it) and dedicate a sizeable portion of our time to making sure every concern is met? I promise we will try to accommodate everyone as best as we can but there are in fact limits.

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Okay... so your saying it is to better improve the RP of mages, yes? I don't see that. What I see is turning LotC into an ever growing PVP server. I mean come on, with PvP default and this magic plugin you are basically killing off RP magic, because who wants to RP with a mage when the fight is now even with the added magic plugin? Right?! By adding this plugin and PVP default, you (the staff and those responsible for this) have given the initiative to PVP, I thought this was suppose to be an RP server, which puts RP ahead of everything else. Now, it's turning into a PVP server, your basically throwing us people who actually came here for RP into a pit of pixel- hungry Oreners who does nothing but PVP and ruin those who actually came here to RP! What do I think should happen? Well for starters, LotC's staff should live up to their word of this being an RP server and make it RP default, that way the REAL mages get some fun, rather than some ****er  who wants nothing to do with RP other than being a ****.

 

Sorry for this rant, but this whole PVP default thing with this plugin just gets me mad, I mean the plugin itself is brilliant (well done Telanir) it's the way the plugin is being introduced with PVP default that really gets me raging.

 

Wanna not 

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Damn man, come on, common sense! Read the words that I wrote on the post, please, I'm not sure how much clearer I can be.

 

Did you know that all available magic plugins right now force you to use a staff? Or type a written command? Do you know how ludicrous and pointless that is? But those are technical limitations, such a limitation that I have transcended with my plugin, you don't need staff. You don't need to type commands. You just use a plugin so intuitive and user-friendly that casting magic becomes simple and enjoyable. Is that not amazing? Clicking and selecting certain locations on your hotter hasn't ever been done before, do you appreciate it? To answer your question, no of course you don't require staffs. However, you may create staves in order to augment your abilities as a caster.

 

Stay civil, and don't attack me personally, we won't get anywhere if we do that. And listen, please, to the actual words I'm saying. You don't get random spells, they intake your surroundings, the plugin automatically takes into account your location and your environment, drawing from it an educated guess on what kind of spells you are looking for. Holy damn, I mean isn't it awesome? You get to travel, you get to experience Athera and learn magic at the same time, we have a beautiful landscape man.

 

The plugin has been designed to augment role-play, and I stress yet again. Combat is a very small part of our daily experience, therefore I accounted for that and designed for more than 4/5th's of the plugin to be concentrated on the real, role-play experience. Actual combat oriented spells compose a small minority of this plugin, indeed!

 

Man Kalameet you're an awesome person and I knew you well back then, what's wrong? Chat me up and let's resolve whatever concerns there are about the plugin.

 

 

Katherine, I realize you want the power, and I know that cliques want certain spells and the lock and key for them, but do you realize how much it is to ask for a team with a full plate to focus on a very specific minority in our community (which we love and don't question it) and dedicate a sizeable portion of our time to making sure every concern is met? I promise we will try to accommodate everyone as best as we can but there are in fact limits.

I don't think the solution to having a lot of work on a huge, complicated plugin is for the tech team to decide to partially unlock the locked forms of magic. That just creates problems by breaking lore and letting people dance around the locks on certain magic types.

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Q: How is magic taught?

A: Right off the bat everyone is capable of meditation via the magic-mode. Upon casting, your Persona sinks into a minute-long trance. This time of deep thought and heightened awareness provide time for your Persona to literally learn from their surroundings and inherit the spells of the earth. What magic you learn is dependent on many factors, every time you meditate you will receive different results and we encourage that you travel the world. The places you visit will affect your chances of learning and the nature of the spell, and the choice of what kinds of spells you seek to learn are in your hands.

For clarification's sake, I'm curious if there's any way to direct what kind of subtype our personas might learn? Like, my character, and I'm certain any other RPly established mage as well, already knows a particular subtype in RP, but as I understand this, it seems like learning spells is based on where they happen to meditate. What happens if they accidentally meditate in the wrong place?

When my character learned fire evocation, she first started by learning how to connect to the void. She had a little help with that but essentially self taught afterwards by focusing on the properties of fire. This was a conscious choice on my, the player's part, though, in order to reflect her character. When I developed her back story, she had an intrinsic fascination with fire so fire evocation seemed like the logical choice for her.

So.. essentially... switching subtypes by a mechanical accident suddenly and with little RP reason to do so kinda.. scares me.. sorry!

Like, the magic plugin sounds like a really cool way to reflect my character's RP developments, but what if she learns a spell that doesn't reflect her character at all? Would there be a way to cancel learning the spell or forget it? (Maybe like cancelling pokemon evolutions? (; )

I mean, yeah, I could accidentally learn a spell and not use it, but I'm assuming it gets harder to learn additional spells after learning a few and like.. I would like mergh mechanics to reflect muh roleplay please! <33 It would make me sad if I couldn't use this plugin cause of accidental meditation or something q-q

 

I wouldn't mind meditating all over Athera to find out where she can learn a fire spell to reflect her magic mechanically, but I can't help but find it kind of weird if she suddenly learns a water spell or electricity spell when she has no business learning such--especially if she can't forget it or cancel the learning process.

 

Also, if I remember correctly, it's supposed to be harder and harder to learn multiple kinds of subtypes, and nary impossible to learn more than three subtypes. Will this be reflected in the plugin? It would seem to kind of destroy the point of arranging all the different magics into different subtypes if folks can cherry-pick what they want by meditating in a bunch of different places, although I kind of get it if this is difficult to do code-wise.

 

Thanks a bunch though! This looks like a cool way to augment our RP and immersion! Please pardon my concerns! Sorry if I went on any weird tangents!

 

<3 ku

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Would there be a way to cancel learning the spell or forget it?

 

Press B ;)

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For clarification's sake, I'm curious if there's any way to direct what kind of subtype our personas might learn? Like, my character, and I'm certain any other RPly established mage as well, already knows a particular subtype in RP, but as I understand this, it seems like learning spells is based on where they happen to meditate. What happens if they accidentally meditate in the wrong place?

 

You may unlearn a spell if you wish. But if you learned a certain spell somewhere that you like, you can return to the same location, or seek out locations with a similar environmental disposition. Learned a fire spell near a magma pit? And from there, make your deductions. :)

When my character learned fire evocation, she first started by learning how to connect to the void. She had a little help with that but essentially self taught afterwards by focusing on the properties of fire. This was a conscious choice on my, the player's part, though, in order to reflect her character. When I developed her back story, she had an intrinsic fascination with fire so fire evocation seemed like the logical choice for her.

So.. essentially... switching subtypes by a mechanical accident suddenly and with little RP reason to do so kinda.. scares me.. sorry!

Like, the magic plugin sounds like a really cool way to reflect my character's RP developments, but what if she learns a spell that doesn't reflect her character at all? Would there be a way to cancel learning the spell or forget it? (Maybe like cancelling pokemon evolutions? (; )

 

Yes. But learning magic isn't that random. You make a conscious decision to meditate in the environment of your choosing.

I mean, yeah, I could accidentally learn a spell and not use it, but I'm assuming it gets harder to learn additional spells after learning a few and like.. I would like mergh mechanics to reflect muh roleplay please! <33 It would make me sad if I couldn't use this plugin cause of accidental meditation or something q-q

I wouldn't mind meditating all over Athera to find out where she can learn a fire spell to reflect her magic mechanically, but I can't help but find it kind of weird if she suddenly learns a water spell or electricity spell when she has no business learning such--especially if she can't forget it or cancel the learning process.

 

Then don't meditate in the ocean. xD

 

Also, if I remember correctly, it's supposed to be harder and harder to learn multiple kinds of subtypes, and nary impossible to learn more than three subtypes. Will this be reflected in the plugin? It would seem to kind of destroy the point of arranging all the different magics into different subtypes if folks can cherry-pick what they want by meditating in a bunch of different places, although I kind of get it if this is difficult to do code-wise.

 

We went for total freedom, it is by far the quickest route, and I'm afraid if we didn't choose it we'd most likely still be doing baby-steps with the magic plugin. It is also, in my opinion, by far the most entertaining. You have the power to choose subtypes, but you really level spells individually. Who is to say a fire mage cannot be curious about the workings of liquids? It is however, not productive to fan out like that and not specify as you will get a myriad of low-quality spells that you will most likely have to unlearn later.

 

Thanks a bunch though! This looks like a cool way to augment our RP and immersion! Please pardon my concerns! Sorry if I went on any weird tangents!

 

<3 ku

 

I have responded in bold throughout your post. Thank you for the tone in your post, it is much appreciated. :)

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I have responded in bold throughout your post. Thank you for the tone in your post, it is much appreciated. :)

 

Thanks for clarifying!

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I dont like how you can learn both necromancy and clerical magic

 

Well, you'd be quite peculiar let's put it at that. :)

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Looking good Teliniry~ Loved the work you put YOUR own time into unpaid and everything. Though people will always argue don't take it to the heart. That was the butter now for the axe! I've read all the comments though I have not seen a single thing upon monk magic, is this still a thing or is it going to be open/locked? 

All I really wanted to ask.

 

 

Though still +1 to you!

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