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Let's Talk; The Magic Plugin & Magic in General

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501warhead

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Why don't you use the Undead plugin as a basis? People can be added to it so only they may use it and its spells

Simplify it: Fire, Druidic, water, illusionary, summoning.. Etc. every group does not need their own code. They can be added to different types of magic to use(and use different types of staffs).

 

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A plugin shouldn't follow every single bit of the weirdo lore, just make it simple with only basic spells of each magic, pew pew.

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Or how about cognitisim where a bunch of people have re written their lore so it's abilities can't allow you to learn their magic. 

Lol, what?

I'm not for removing magic, I am for however putting a limit on the ability for lore magic writers to freestyle new magic and new abilities out of thin air and for a more compact simple standard form for magic lore.

This is the lore team.

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I think you should just release the plugin and prove that it exsists. As long as it has atleast a single spell of each subtype, it will be welcomed with open arms. 

 

Have it on the server for a week or two, see how it acts with the server (lag and such) and works with the commmunity and then act accordingly.

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Don't know if it's been said, but just simplify it down to a few magics. I mean, who's going to stop in the middle of a PvP and use blood magic? I mean come on. Simplify it to the main cores of magic, the simpler ones. Take for example any type of void evocation, that's probably not too hard to code, right? As it's been stated, the size of the plugin file can be downsized. I doubt there's going to be server strain with this in mind, and it'd probably be pretty hard to break lore with the use of a fireball or something. 

If you don't want to break lore or get rid of certain magics, then keep the magics, but don't put them in the plugin. Let them just RP'd out like they are now. I mean, how many necromancers do you see coming in for WC's and actually participating? Necromancy for example is something meant to be RP'd out. In combat, it basically serves close to no purpose besides life drain. 

I haven't been around for the longest time, but the magic plugin has been promised for a long time I guess. People have trained their magic IC'ly and waited literal IRL for years to reach T5, and it's just pretty disappointing to be let down after such a long time of wait. 

Edited by elk ❀
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Are there numbers (at least a percentage) as to how much resource LotC with the magic plugin would take vs how much without it?

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Well, does the magic plugin have to be launched as a full pack containing all the spells for different subtypes? Why not release subtypes one by one? Honestly, screw guild locked magic, it's a big mess. I'd imagine evocation magic would be easier to incorporate into the magic plugin, because the lore really isn't that complex. Give us dem fireballz, and we good.

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You only need two spells to fully represent magic in PVP combat.  A projectile spell, and a healing spell.  They can represent every offensive damaging spell and the ability to heal companions.  You don't need to represent every single spell that exists.  Yeah, druids would like a spell that mimics bonemeal, but that's not a NEED.  Sure, necromancers would love to summon a skeleton or zombie, but that's not a NEED. Sure, Shades would love to have their hentai tenticles, but that's not a NEED.

 

This all comes down to a personal desire by the coder(s) to fully represent all magic mechanically and them not wanting to make any of it guild locked, as they have expressed many times in the past both publicly and privately, it came up several times in staff TS chats.  Stop putting so heavy of an emphasis on turning this server into a PVP-RPG, we already have Herocraft, Dungeon Realms, and so many other options if we wanted to have that. Magic can be 99% RP'd, it just needs a couple of functional spells for the inevitable "PVP default 5 4 3 2 1 go!" and for warclaims. Nothing fancy.  It surely doesn't take four years to code something that incredibly simple, it's not as hard as you're making it out to be with your scapegoats.

Edited by Menarra/Lillith
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From what I've read, I feel as though those working on this 'finished' it, then stepped back, saw there was a couple things they didn't like because making it fit with the server's magic lore and guild magic is impossible, and instead of simply scaling it down to be a simple two or three spells (an offensive, defensive and maybe a support spell) they just threw it all away.

 

For example, a each magic user (I'm using evocation for my examples) gets two spells that could scale in power at three levels:

Fire evocation:

Offensive - Fireball (Increase in damage and range as level increases)

Defensive - Flamewall (Increase in size and duration of the flame wall around caster as level increases)

 

Water evocation:

Offensive - Ice Spear (Increase in damage and range as level increases)

Defensive - Ice Shield (Increase in size of ice wall and duration as level increases)

 

Earth evocation:

Offensive - Boulder Shot (Increase in damage and range as level increases)

Defensive - Earthen Shield (Increase in size of earth wall and duration as level increases)

 

I'm sure you can see how this would all play out for the rest of the magic types. And for those magics that have no combat use ,and are solely for RP, they don't need and PvP spells as they wouldn't be used for such. These spells could be tested at each level so we could find out how to balance it in combat. To represent in PvP the weakness mages have, it could be coded that magic users have less health for each spell and each level. So if you were an evocationist with both spells at level three, you have six less hearts, one heart per each of level of a spell. Or maybe a weakness debuff, or even a balance of both.

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There's so much wrong with this post that I won't even begin to point it all out. Where did my downvote button go?

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-defensive brainstorming-

I would suggest you take a dev server, put on an off-the-shelf magic plugin, set the pex up in such a way that all mages have these suggested representations, then open it to beta-testing. Also make a thread with poll to log the result.

 

You only need two spells to fully represent magic in PVP combat.  [...] Magic can be 99% RP'd,

If this were true you could also make do with 0 spells and represent magic with armor+weapon of your choosing + potion of mending for the heal part. This also prevents any balancing issues. The thunderbluff experiment has already been done.

Edited by Sporadic
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"Let's talk" = Magic not happening, this is your QQ thread.

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Of all these years of waiting on a plugin, all I have ever sought is a representation of magic. When a magic roleplayer says that they lift an object and move it across the room, that can be demonstrated in the minecraft environment by breaking the block, walking over, and placing it again. But oftentimes magic has no conceivable way of being represented, and most obviously in combat. I have never cared for how closely representative to my magic style this representation is, because I'll make it work however I can.

 

I understand that the structure of the Lord of the Craft has changed a great deal since those first days of discovery where we were literally writing lore as we roleplayed, whereas now most things are quite literal. You are no longer "playing pretend" with much of the roleplay. So of course, a more catered to audience will demand a perfectly catering magic plugin. But why? Who really cares how accurate it is? We're trying to tell stories with 16x16 blocks here.

 

Honestly I thought when fireworks were introduced into the vanilla game that they would be the magic plugin. But that was a long time ago, before ample disappointments.

 

 

I would like to point out that simple and easy to use is not at all our crafting. You said that players should be able to interact with our game with only a knowledge of vanilla minecraft. Yet the whole workstation/skill setup is so pointlessly complicated that I still don't know how to make some items that I want to have in my inventory. So to put down ANOTHER completed magic plugin because it is not all that simple to use, while the limitations on vanilla crafting because of workstations remain. I just have to say: Really? *hand gesture* Really?

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1. Called it.
2. Why not just add back in the golden staffs that use emeralds as fuel? Give it an option to change the partical effects dependent on the user's want and the just shove it in? It worked before, why wouldnt it work again? 

The big problem here is that Magic Rp'ers have to work for their magic, they have to make forum posts and work hard to master and ascertain the magic in the first place, when someone yells "Pvp Default" it takes all that work, all that hard earned work and shoves it into a bag before drowning it in a river like a bunch of dumb puppies. Sorry that this plugin was so difficult for you, but it honestly sounds like you just need to tighten your belt and power through it.

Antags in previous maps have had access to destructive fire magic that I first-hand witnessed blowing up an entire Adunian wall that I had fortified myself, and it didnt lag the server. This should be no problem.

 

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