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IsaaKc

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Posts posted by IsaaKc

  1. I think it's a good clarification piece, and it definitely informs people that their Aura doesn't have to be confined to their eyes glowing.

     

    That being said, and this is moreso a suggestion if anything, I think it oughta be wise to add this bit in:

     

    Blue: Calculatedness and logicality (Sometimes emotional coldness)

    Purple: Mysteriousness

    White: Benevolence, order and innocence.

    Brown: Nurturing and caring

    Yellow: Greed (Sometimes optimism)

    Red: Dominance, power and control (Sometimes tyrannical natures)

    Green: Harmony and balance (Sometimes vanity).

    Black: Chaos and malevolence.

     

    Although these were only canon at one point, it is pretty much the general consensus that people follow in RP. Of course, characters are allowed to deviate from this and create their own theses on Aura, but I do believe that inserting this bit as the most popular interpretation of Auras would be helpful to new and old Mages.

  2. If Lightning Evo honestly had some sort of out-of-combat use besides "conjure sparks" then I'd be much more liberal towards the Magic coming back, but it's always been a bland combat Magic, and I don't think that it ever will be anything more than a bland combat magic.

     

    That and the fact that understanding the physics of lightning is like quantum mechanics for the average LotCer's brain to process.

  3. I understand the intention, I really do, and I don’t think that this is by any means “bad,” but it just doesn’t have much going for it in my opinion besides immortality. No neat cantrips, no rituals, just not much that encourages roleplay with others besides the revival system.

     

    That being said, I also have a problem with this being open. Even if the ritual can only be learned through roleplay, I imagine it will easily spread far and wide in a similar manner to Squak’s Voidal Feats and thus succumb to oversaturation and create some really unenjoyable RP.

     

    EDIT: decided I’d add a bit more to this. I personally think that it’s just best to give up on the pipedream that quite a few have of some sort of Voidal Magic CA. Considering the current state of Voidal Magic and the recently released feats that Squak wrote, I think that stuff like this just adds more fuel to a fire that can’t be extinguished unless executive action is taken.

     

    image0.png

  4. 23 minutes ago, ๖ۣۣۜ҉𝔘nwillingly said:

    ppl laugh at hur dur minecraft roleplay but don't realize how truly engaging and significant some of the storylines on here can be and its kind of sad that most of us probably don't tell anyone what we do on LOTC irl 

    nothing says an engaging storyline like 40 orenians walking up to the sutican gate to "coup"

  5. 24 minutes ago, Mavromino said:

    Isaac's example was perhaps a bad one so as me and him are kind of in agreement on this issue I'll elaborate. Isaac, and myself to a degree, believes that all magics should have some permanent physical or mental downside to them that applies even when not casting. For instance, the voidal mage's weakness or a the obsessions of a blood mage. This magic lacks any such permanent downsides so it would be a straight upgrade for say a melee combat character as they'd now have ranged abilities with 0 consequences. While the inability to sustain other magic's is perhaps a step in the right direction we feel that it is too minor as to use the example of a man with a full-thanhium armoury he will not care about losing access to druidism and will therefore only receive upsides. In regards to an issue with the existence of an astral magic I personally have no stake in that debate.

    This put my complaint into better words. Like I said, I think all Magics should have some permanent ailment (not necessarily crippling) that makes the player and character ponder on whether or not the Magic is really worth it. If it’s an instant “yes” and a straight upgrade, it needs more substance in its drawbacks.

     

    And I’m glad that amendments have been made to my examples, but my point above still stands.

  6. On 1/24/2021 at 8:33 PM, Vaynth said:

    I wrote a lot of the lore with Tox so I'll be responding to these points. Sorry for the lack of clarification when you asked earlier.
     

    On 1/24/2021 at 6:21 PM, altiar1011 said:

    1. Complete lack of any genuine 'weakness.'

    While a Lunarite casting implement can be used, it is able to be broken or taken from the caster. If they can't retrieve it, they would have to emote pulling out their tome and using even more mana and time to cast again after their focus is broken. In this time of fumbling around their safety could easily be compromised. Having an obvious casting implement in your hands is also a way to make others aware of your abilities and more cautious around you in the first place.

    The need for Vesperal Ink adds another component that should be considered. It's something you mentioned but seemed to overlook the significance of. An Astral Sorcerer's tome is unique to other spell books because it takes a limited component to write the glyphs inside. This component can only be obtained once every 3 irl days(might be changed to a week) and is also used to preform rituals. We are currently considering adding a cool down on how often books can be created as well. If the source of the ink is compromised, it takes additional irl days to repair the Star Well. One being destroyed could render the Sorcerer powerless for quite a while, leaving them open to whoever or whatever decides to target them. 

    Another drawback is Astral Sorcery's incompatibility with most other magics. Tox will work on expanding the list of incompatible magics listed in the lore. Speaking of incompatibilities, that's another drawback to the magic. It can't be stacked with most other forms of magic like Arcanism could be.

    I firmly believe that not all magic needs to have physical weakness, aside from over exertion of the mana pool which is very easy to do with the higher tier spells

     

    On 1/24/2021 at 6:21 PM, altiar1011 said:

    3. General lack of redlines.

    Stay tuned for more redlines. Thank you for the suggestions.

     

    Very very late to this thread, but I've been intending to comment on this for a little while.

     

    Timegating rituals/specific weaknesses to spells/incompatibility with other Magic are NOT drawbacks/downsides. They are minor inconveniences and do not promote roleplay. I agree that not all Magics need to have a devastating downside that makes you a wet noodle, or cripples your character in some way, but upon getting the Magic/reaching a certain point, there should be an explicit detrimental or unfavorable change that serves its purpose to promote roleplay and not just exist to balance the Magic out. I'm sorry, but at the end of the day, there's no roleplay that can be generated from "oh no my wand is broken, now I have to pull out my BOOK and cast!" or "I can only do x many rituals because I can't get another component until three days later/a week later!"

     

    Despite the fact that I disagree with the thematic execution of this lore and I think any sort of Astral "Magics" are better left off the server, it would be wise to write something in that not only makes the character consider if they want to pick up the Magic, but a gimmick that makes the player ponder on the Magic's pros and cons. A Magic/CA transformation that anyone will near instantly say "yes" to probably needs more balancing not only to ensure the Magic isn't bloated/overpowered, but to ensure that roleplay can be created based off the unfavorable effects of the acquired lore application.

  7. On 2/2/2021 at 4:30 AM, BrandNewKitten said:

     

    I did not create Arcanism with any intention of it having an edge of other magi. I created a magic based on aesthetic and the freedom to choose what you did with it. It was largely used in events and the system of magic simply outgrew its standards. The only blatant thing about it is its diversity.

    Disagree. I understand that it wasn’t your intention, but the lore was written in such a vague and non-descriptive way there was no solid base for the effects of spells. As a result, it got powergamed and abused beyond Hell, notably outside of events and mostly in CRP. Arcanism got shelved as a result of being an incredibly bland Magic that had around 30 combative spells in varying versatility, plus over-stigmatization after being spread to everyone and their grandmother. The new lore standards made its issues realized, and it was dealt with very appropriately.

     

    On 2/2/2021 at 4:30 AM, BrandNewKitten said:

    It is upsetting to see so many people who used my lore slandering me and my years of work just so they can pander to the current ST. I loved my magic, I was a master of its artistic uses, and I understood why it had to go. I also understand why people want something like it back but please all who attempt to re-write my **** be a little kinder. Its hard to read something only to see a tags like this on the end. I’d like to return to my magic someday instead if feeling ostracized. 

    Yeah pal, I’m sure that “harass BNK” is at the top of the ST’s agenda. There’s been some less than kind remarks about your lore, but also some very appropriate criticism. People may say what they wish to.

     

    On 2/2/2021 at 4:30 AM, BrandNewKitten said:

    As for actual feedback;

     

    Arcanism leaving the realm shouldn’t be explained via lore documents. It needs proper event lines if even just a small part returns. Otherwise it will still be missing the one thing that lead to its eventual hard shelving. Why? Why does it exist and what long term effects does it have on the world? How does this go from being a clique magic into being something cultural again?

    No it doesn’t. Just let people leave it up to their characters’ interpretations instead of shoehorning in some unnecessary event line. I’d understand if it was a deity magic or something of similar design, but Voidal Magic doesn’t need to have some complex explanation behind a shelf.

     

    On 2/2/2021 at 4:30 AM, BrandNewKitten said:

    It should also be noted that if this lore below is accepted then you would very likely be able to do arcane weaponry, art, and structures.

    To my understanding, this lore literally only lets you make neat aesthetic contraptions. It contains nothing that panders to the aesthetic of Arcanism, nor resembles it behind allowing materials to glow. Having heard the author of Arcane Sculpting’s thoughts and intent with this lore, is stated in the introduction that it alludes to Combustionary’s old MArt and the culture surrounding it. There’s more intent behind this piece then just being lazy aesthetic that let’s you make **** glow.

     

    Unrelated, but I see you bring up Arcanism/Celestialism on near every post you make. Do you want a medal or something?

  8. sorry this doesn’t qualify. a runesmithing rewrite must fall under one or more of the following prerequisite conditions below:

    a. must be written to be overloaded and vaguely descriptive and powerful

    b. must be written by an ST that decides to give a magic desperately needing of flavor and depth absolutely none at all

     

    0/10

  9. Probably 13yo me and my ragtag RP group full of dumb mages and Mordskov veterans on our way to kill DjCrips’ halfling for the 7th time after we were subject to their  relentless metagaming and powergaming to try and get an edge over us.

    gwergqwe.png

     

    A close second would be getting removed from world team for saying intercourse phallus

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