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3. Sorry? How? .-.

 

He's probably referring to how PVP tends to take away RP- A bit badly, since this plugin doesn't /directly/ cause the server to become more Faction PVP.

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If I meditate somewhere and randomly learn a spell for example the curse spell that sets people on fire ever so often. If my character anturally wouldn't use it or wouldn't want to learn it. Is it possible not to learn it. Or simply forget the spell?

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Just because someone has magic involving nature doesn't make it Druidism. If you have a huge problem with it, hunt them down like the wannabe Druid heretic filth that they are :P it's not like them having the spells lessens or cheapens your RP in any way.

There is no nature magic outside of druidism. It seems to be a widespread concern among druid players that people who have not been involved with any sort of druid RP or been taught the beliefs and culture of the Order will grind up some nature magic and call themselves a druid. Sure, we can hunt them down and call them heretics, but it is still lore breaking that they have any kind of nature-controlling magic without being attuned by the Order. It's impossible as current lore stands. It'd be the Creator Cleric debacle all over again.

 

The Order has survived and thrived since Aegis, and has been very capable of self-regulating their members and magic both before and after Magic Apps, and we just want to make sure that's not going to be thrown to the wind with a free-for-all plugin. I imagine the same concern is shared with Clerics, Necromancers, Shades, and other locked subtypes.

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I don't think the broad point is being expressed clearly enough. People wanted a magic plugin, yes, but they said they wanted it in a certain form, not particularly like this. Was any research put into this project? Did the plugin's developers actually read the lore, which is on a higher pedastle than this new feature? You had to have done your research on these things for the result to surface as an acceptable one, but it doesn't seem like that's the case.

Nature magic? There is no such thing as nature magic. You either have Druidism or nothing, you cannot haphazardly tarnish three years of dedication by throwing this out at random.

Where is the Cleric magic? Necromamcer magic? Why is there such a broad "equality" standpoint in this plugin, and to follow, so many inconsistencies? This ia throwing vague magic sparkle abilities into everyone's faces and further damaging the mysticism behind the concept of magic that had been prevelent in the server until this freedom trash totally made magic go bonkers and made it uninteresting.

Despite my views here, I won't ignore the effort put into this. Good job, Telanir and co, but come on, man. Come on.

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Q: If I haven’t learned a spell in Nexus-Magic does that mean I can’t use it in roleplay?

A: We designed this plugin to augment your roleplay and give magic a fun way to be represented through mechanics. As usual if someone disagrees with your magic prowess they can demand combat through mechanics. You may roleplay any spells how you want following the rules from this post: https://www.lordofthecraft.net/topic/101639-let-loose-the-magic/

 

It's probably been said somewhere, but is this plugin for the sake of representation?

 

Hopefully this answers your question, friend. :)

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There is no nature magic outside of druidism. It seems to be a widespread concern among druid players that people who have not been involved with any sort of druid RP or been taught the beliefs and culture of the Order will grind up some nature magic and call themselves a druid. Sure, we can hunt them down and call them heretics, but it is still lore breaking that they have any kind of nature-controlling magic without being attuned by the Order. It's impossible as current lore stands. The Order has survived and thrived since Aegis, and has been very capable of self-regulating their magic before and after Magic Apps, and we just want to make sure that's not going to be thrown to the wind with a free-for-all plugin.

 

Nature magic? There is no such thing as nature magic. You either have Druidism or nothing, you cannot haphazardly tarnish three years of dedication by throwing this out at random.

 

AAAAACTUALLY....

 

That isn't entirely true. Conjuration is very capable of creating hellish void plants to grow and entangle people, on top of animals.

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I agree, the effort has been wonderous, but this will encourage PVP default over RP and it violates the lore.

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AAAAACTUALLY....

 

That isn't entirely true. Conjuration is very capable of creating hellish void plants to grow and entangle people, on top of animals.

That isn't the manipulation of nature, that's creating plants and animals from the void. Those creations also disappear when the mage isn't focusing on them, a druid-grown plant actually exists and will remain.

 

Even if some people use these 'nature' spells to represent conjuration you know there will be others who use it as an excuse to claim they are druids, IC and OOC, without going through the proper RP.

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That isn't the manipulation of nature, that's creating plants and animals from the void. Those creations also disappear when the mage isn't focusing on them, a druid-grown plant actually exists and will remain.

 

Besides the obligatory "make a tree" spell, I don't know if there's any Druidic magic plugin spell that won't be totally reproducible by a conjuration mage. Most of the spells in it have it's effecting blocks revert to normal after the spell effect.

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AAAAACTUALLY....

 

That isn't entirely true. Conjuration is very capable of creating hellish void plants to grow and entangle people, on top of animals.

 

But our point is that Druidism will actually have an affect on nature, while conjuration is just void magic and only temporary.

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AAAAACTUALLY....

 

That isn't entirely true. Conjuration is very capable of creating hellish void plants to grow and entangle people, on top of animals.

 

Those are fundamentally temporary because void != nature. Void conjuration returns to the void when the spell is done. If the generic "nature magic" has any sort of permanence, it's breaking lore.

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But our point is that Druidism will actually have an affect on nature, while conjuration is just void magic and only temporary.

 

 

 

Those are fundamentally temporary because void != nature. If the generic "nature magic" has any sort of permanence, it's breaking lore.

 

 

Again, besides the obligatory "make a tree" spell, I don't know if there's any Druidic magic plugin spell that won't be totally reproducible by a conjuration mage. Most of the spells in it have it's effecting blocks revert to normal after the spell effect hits.

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Besides the obligatory "make a tree" spell, I don't know if there's any Druidic magic plugin spell that won't be totally reproducible by a conjuration mage. Most of the spells in it have it's effecting blocks revert to normal after the spell effect.

I don't know what nature spells exist currently, of course, but from Telanir's previous video there's that bonemeal spell, flower-walk, and so on that did not seem to revert back to the normal landscape. Which wouldn't qualify as conjuration.

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