Jump to content

[MAGIC] - What's YOUR take, and what are YOUR ideas?

 Share


Recommended Posts

Just skimmed the posts and without getting to deep into it just right now this is my two-cents:

I agree that farming with the hoe is going to be a pain in the ass, so why not do something with regents and the hoe like the bow and arrow currently are? For instance having the hoe and bread equipped would allow a healing spell where an arrow and the hoe would allow the basic racial attack spell, be it fire or stone or lightning...

Certain powerful spells might even require a specific sort of structure be built. So you want to raise some undead minions? Well you first must make a sacrificial pit then slaughter a cow or two. You could even implement vampirism by killing a player to replenish your mana or even health.

I'd be more interested in buff's and hex's as a spell caster than outright damage. The problem with implementing these ideas that have been discussed is that everyone will want to be a spellcaster and the game will be broken because hoe trumps sword. But if spells were used as support, then melee and marksmen characters would still be viable.

As far as becoming a spellcaster what about making them a pseudo-race like the sages? Do something along the lines of the few high circle spellcasters can train apprentices and promotion to the higher levels of spellcasting depend on rp involvement, such as quests.

Again my main concern is to make spellcasting on par with mundane swordswinging and archery so as not to break the game, yet fun and unique enough to create a new spin on the game and pvp. Such as support. (Might as well create a bonafide class system with the inclusion of spells, even if their classes achieved through ig rp and character progression.)

Link to post
Share on other sites

Guest Brian

I have different opinions on magic, one I could ruin the rp and war aspect of the rp ( I highly doubt it but its likely .) And two it could be one of the best things that has been added to the server. I have conflicting opinions as of now and so I can not give any ideas :o

Link to post
Share on other sites

Hoe is good for now, though farming atmo makes my retinas bleed.

Custom items would indeed be nice - though at the moment there's no way to have custom items that are automatically sent from the server to the player, without everyone installing mods client side, just ways to alter the properties of existing items.

McMMO is starting to use a bukkit plugin that enables extra features if you install it in your client in the meantime.

Bukkit Contrib

http://forums.bukkit.org/threads/dev-bu ... 000.18192/.

Look at the plugin developers avatar and tell me it wasn't meant to be : P

the ability to create custom notifications, custom audio, custom skins, custom titles, custom capes, key bindings, and much more in the coming weeks. The server plugin will keep itself up to date automatically (after version 0.0.7), and the client mod will inform users when client updates are available....

Play MC Sound Effects

Play MC Music

Play Custom Sound Effects

Play Custom Music

Stop Music Playback (w/ fadeout)

Background Music Change Event

Change Fog

Fog Change Event

Maximum/Minimum Fog Levels

Custom Skin

Custom Titles (Can be Multiline)

Custom Capes

Key Press Events

Key Release Events

Custom Item Hover-Over Names

SetRemainingAir/SetMaximumAir render correctly

Clipboard Get/Set

Custom Achievement Notifications

Control Cloud Height/Visibility

Control Star Frequency

Control Sun Texture, Size

Control Moon Texture, Size

Custom Texture Packs

The whole - aiming to make modloader / client side mods redundant rant is a bit optimistic though

---------------------------------------------

Perhaps there is a way to modify the properties of the stick so it works just as the hoe does at the moment for tilling and herbalism abilities?

---------------------------------------------

Found yet another magic mod on bukkit forums:

http://forums.bukkit.org/threads/rpg-me ... ost-505729

It has an in text 'charge gauge'

charges_none.png

charges_lots.png

Which may be handy if any sort of 'mana pool' idea is implemented

Link to post
Share on other sites

i think that you should be reasonable with it because obviously elves would be better at magic than orcs but they would be more susceptible to the brute strength of orcs. you should include magic as it's own path you could take and it should be a stand alone thing. i also want a balance of archery melee and magic. if i was an archer who could shoot a man from very far away i wouldn't want a wizard to be able to do the same thing with fire balls. and magic should be spells that helps a wizards allies more than helps him if he was alone (i.e it would freeze an enemy in place for the warrior to hack it to bits or enlarges the enemy so that an archer could hit it from a distance.) and as to be expected basic attack spells like lightning or fireballs

Link to post
Share on other sites

Maybe their could be a thing you can make that makes a kind of "ghost"

version of you your character could just stand where he is and you control the ghost version, so you could scout and stuff but cant hurt anyone or get hurt (your character could, but not from what ghost is doing) and he could chat so you could arrange secret meetings and stuff.

but it would make your characters "body" take more damage thenm usual if you are in that state.

(i heard somone say you might have to earn magic, maybe everyone starts off with ability to use it but using the skill system [is that possible?] could unlock certain spells as you level up, im a complete Noob at that stuff so...)

Link to post
Share on other sites

This is my idea for magic in the game.

First off, magic is not all the sudden known, it must be earned. Having everyone start off with fireballs will promote griefers that will abuse the power. Find a system that makes the player need to work/find these magical powers.

Ideas for obtaining spells.

Idea 1. You could have dungeons that you and/or some friends can run through, at the end will be a well/whatever that will hold the spell. You pick it up and you now have the spell for your own.

Idea 2. You may learn spells from other players that are willing to train you. This cannot be done in one day and must be earned.

Idea 3. Simply buying spells.

Those are just some thoughts that you can build off of.

Now, spells. What kind of spells would fit the game? Well, first off I think magic should not be limited to race, as all races should be able to use magic. But you must follow schools of magic. Shadow, light, arcane, distruction ect. At first you may only stick to one type of magic, soon as you become stronger, you may learn a second. And each time you learn more, the harder it will be to learn all the schools of magic. (Make it hard, not impossible)

Ideas for spells...

- Summon demon/undead/animal

Summons a minion to help fight with you, druids may call animals to aid them, necromancers can summon undead, warlocks may summon demons ect. (maximum number of minions is based on the power of the summoner. Please make it so you may put them on defense as well do they may defend your home, add "Attack on sight, passive" Ect.

Advanced magisters may also summon gates from the nether. I want the magisters to be strong, but it takes a long time to learn all of this, sort of balances it out, and will also add challenges for players. Say a magister attacks some people, the king could set out a raiding party to kill him.

-Heal

Heal yourself or a player.

-Stealth

Makes the player partially invisible. (Like a predator camo)

-Fire/lighting/ice/wind/earth spells

Shoot the target with a spell, or use the spell on yourself. Example, cover yourself in a wall of dirt. You can figure out the rest :P

-Druid forms

Allows the player to turn into an animal

- Teleportation

The player sets a marker in there desired location, they click something and it shows a list, they click on the tele and they go there.

- Mind control/Sight

Allow the player (For a short time) To control the other, or let them see through that players eyes.

Not only will spells be a good idea, but add other things, such as...

-sprint

Run faster but your energy takes a long time to regenerate (To avoid abuse)

- Beserk (Best used for orcs, makes them stronger for a period of time)

- Fire arrows

add fire to arrows

- Climbing hook.

Good for scouts that want to scale walls

- Shields (If possible)

Well those are some ideas. I hope you consider them and I wish good luck if you can do this :) Please comment on this and tell me what you think.

OH P.S. Add some sort of talent system and such :D

Link to post
Share on other sites

you can magic spells like teleporting to main cities like Oren but only if you have the level required and the equipment.

for the equipment you can have different coloured wool for the different cities.

Link to post
Share on other sites

By making magic race specific you limit what a person can do as their character. Say an elf wants to learn to become a shaman or a human wants to to be a healer or a druid. If they are only able to cast predetermined it also takes some of the mystery of searching for other kinds of magic which could defiantly add to the RP.

This is just a layout of how it could work.

You start with branches of magic that have a network beneath them.

LIFE (the lighter side of magic for those who follow a path of healing )

-Druid ( some healing and the ability to control nature ex. grow trees, have more control over animals and giant spiders =>)

-Healer ( strongest healing spells and protection buffs )

-Life knights ( some healing but with more physical and self protection buffs )

ELEMENTAL ( or arcane with the different elements )

-Fire/Lava

-Ice/Water

-Lightning/Air

-Earth/Stone

DARK ( not all are necessarily evil )

-Shaman ( heavy damage spells )

-Death Knight ( some damage spells with more physical buffs )

-Death rouge ( some damage spells and confining spells and dodge/crit strike buffs)

-Necromancy

you could possibly throw some kind of generalist in the mix for those who wish to cast but without a moral path attached to it.

As for keeping it some what race might be attached to specific types (orc shaman, elf druid ....). Instead of barring say a human from learning druidic magics elves might just have amplified power as a druid over any other race.

But ya a rough idea of how i think it should work.

Link to post
Share on other sites

Guest Drage

I think this page has the best ideas, so far

Link to post
Share on other sites

For elves everyone should have magic but druids have the strongest and for other races im not sure

Link to post
Share on other sites

Guest Drage
Maybe their could be a thing you can make that makes a kind of "ghost"

version of you your character could just stand where he is and you control the ghost version, so you could scout and stuff but cant hurt anyone or get hurt (your character could, but not from what ghost is doing) and he could chat so you could arrange secret meetings and stuff.

but it would make your characters "body" take more damage thenm usual if you are in that state.

(i heard somone say you might have to earn magic, maybe everyone starts off with ability to use it but using the skill system [is that possible?] could unlock certain spells as you level up, im a complete Noob at that stuff so...)

Hmm the ghost thing should be possible, because I know of client mods that can do that, and they work well. It may be harder to allow players to do that without a hacked client though...

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...