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View Full Version : Revamp on HOW magic skills are aquired


squrrilslayer
05-28-2009, 03:05 AM
Its too easy having all the magic skills available to be bought at any NPC vendors. It should be that only very basic magic can be bought at NPC's and the more powerful spells should only be found as tomes looted from harder mobs + POI (eg, ancient library with thousands of books --> 1 is a spell book which changes position within the books every hours or so).

There should also be various degree's of spells. Say fireball at degree1 would do x damage, a degree 2 spell at the same level would do a bit more damage. The higher the degree spell, the greater the effect that spell has.

There should also be siege spells, say dropping a meteor on buildings or something which take both health+mana+regs to cast etc...

I know there is quite a bit of work to do with this game, but this in my opinion would make magic a bit more interesting. it would also mean that starting off, people will not know all the spells available, and explorers and quests would have a new importance (as they may reveal POI's).

squrrilslayer
05-31-2009, 12:34 AM
<resurrection>

This thread died before it even came out of the womb! :ninja:

squrrilslayer
06-02-2009, 02:54 AM
not much interest in this uh? :(

Gharbad
06-02-2009, 03:05 AM
i think most ppl prefer the "buy it - use it in pvp right away" method.
i dont think it would add anything at all to the game.
its not really funny riding thru half the world looking for some random spell.
if medium/hard mobs spawns are finally "fixed" and the POIs filled with reliable spawns there will be enough incentive to explore, adding this "spell search" is basically just increasing the grind-feeling on a skill branch that suffers heavily from it.
to merge with the forumfall style here are some random and unoriginal insults:
fuck off
you suck
no U.

8[

Minnator
06-02-2009, 03:06 AM
I really dont care to much about the siege one, magics meant more for crowd controll and support, their contribution for sieges is launch and hitting multiple targets from range. Plus fire damages buildings. But i really like the tome idea and some puzzles like the library would be nice touches. Nice post, but like you said, other things that are really broken should come first.

Minnator
06-02-2009, 03:08 AM
As rude and blunt as Gharbad put that, hes right, somethings need to be fixed before any of your ideas could be properly implemented, if they were added in the to near future, they would mostly fail. Good idea, to early.

sindas
06-02-2009, 04:17 AM
I have to say, this is one of the best suggestions for magic i've seen so far. This is how i expected it to be in the first place, the way they talked i thought magic was going to be found all across the world in artifacts and books..

it would make magic harder, and make it more useful. i'd like to see less mages. but i'd also like to see the ones dedicated enough to be good mages be able to rip through an army..

squrrilslayer
06-02-2009, 05:55 AM
i do agree that alot of things need fixing before something like this should be considered, but if they plan on adding new spells to the game in the future, it shouldn't be availible right away.

Even if its as simple as following some lore related quests which unlocks an NPC for more advanced spells, and so on....

Viluin
06-02-2009, 07:14 AM
I like the concept of spell scrolls / magic school tomes being lootable from mobs. It promotes PvE.

Sanshi44
06-02-2009, 07:17 AM
<resurrection>

This thread died before it even came out of the womb! :ninja:

hmm ressurection there an idea have a spell in prob spell chanting that will do the same thign as revive but it will return more HP and mana over revive depending on how high the skill is.

theguruofreason
06-02-2009, 07:17 AM
Good idea. More important things will need working on first (and making crafting/harvesting interesting is even more of a priority for me).

Edell
06-02-2009, 10:03 AM
I like the idea.

Old scrolls (who said elder ?), ancient runes, magic tomes, etc.

I also believe the number of spells one can learn should be limited by its wisdom and intelligence ... and shouldn't be limitless ... forcing players to make choices in the spells they'll learn (a bit like in D&D). Of course, at any time they could "forget" a spell to learn a new one instead, it would just take time to "load" the new spell in the learnt list.

The soft cap for magic could be there ... the "fogotten" spells would decrease over time untill the mage learn them again.

On the other hand, any looted/bought spell scroll/book/rune can be consumed as a one-time spell (if you have the proper skills of course) with a nerfed effect.


I'd also like to see spells for players who don't want to raise magic. Many players wanted a deity system ... that could be used to get some basic benediction. Every benedictions would be unique to their church.

Lictor
06-02-2009, 10:22 AM
I like the concept of spell scrolls / magic school tomes being lootable from mobs. It promotes PvE.

Yes. But then those scrolls would have to obtainable solely through PvE.

I like the idea.

Old scrolls (who said elder ?), ancient runes, magic tomes, etc.

I also believe the number of spells one can learn should be limited by its wisdom and intelligence ... and shouldn't be limitless ... forcing players to make choices in the spells they'll learn (a bit like in D&D). Of course, at any time they could "forget" a spell to learn a new one instead, it would just take time to "load" the new spell in the learnt list.

The soft cap for magic could be there ... the "fogotten" spells would decrease over time untill the mage learn them again.

On the other hand, any looted/bought spell scroll/book/rune can be consumed as a one-time spell (if you have the proper skills of course) with a nerfed effect.


I'd also like to see spells for players who don't want to raise magic. Many players wanted a deity system ... that could be used to get some basic benediction. Every benedictions would be unique to their church.

Good suggestions here.

I wonder, if it would require a completely new server (and fresh start) to implement those ideas?

Amishh
06-02-2009, 10:50 AM
I agree. Now that I got all my spells, others can work their ass off to get where I got by walking from bank to mage.




:)

Lord Zeb
06-02-2009, 05:52 PM
As AV said they would have about twice as many spells as are currently out there, and that some spells were supposed to be only learned through Quests and similar, so maybe something like this will be implemented.

As for limitations of how many spells one can learn... maybe a separate Soft-cap would be good, specifically for spells.

And come to think of it, maybe when they implement Soft-caps, Specialization skills would be in order: Skills that reduce specific Soft-cap areas, so one have a talent within certain areas. And as a group having quite a harsh soft-cap put on them as well, so people just don't slot all of them and think they can get away with it.

johnnyc3po
06-02-2009, 07:02 PM
Its too easy having all the magic skills available to be bought at any NPC vendors. It should be that only very basic magic can be bought at NPC's and the more powerful spells should only be found as tomes looted from harder mobs + POI (eg, ancient library with thousands of books --> 1 is a spell book which changes position within the books every hours or so).

There should also be various degree's of spells. Say fireball at degree1 would do x damage, a degree 2 spell at the same level would do a bit more damage. The higher the degree spell, the greater the effect that spell has.

There should also be siege spells, say dropping a meteor on buildings or something which take both health+mana+regs to cast etc...

I know there is quite a bit of work to do with this game, but this in my opinion would make magic a bit more interesting. it would also mean that starting off, people will not know all the spells available, and explorers and quests would have a new importance (as they may reveal POI's).


Once they get rid of exploitable mobs, i'm all for this. Currently it would be no different then buying it from the vendor.

Azorius
06-03-2009, 08:06 AM
/signed

ePeen
06-05-2009, 09:34 AM
I totally agree with this. Also bump.

GanosLao
06-05-2009, 09:49 AM
I agree that the whole, 50 skill level...time to go BUY a buncha spells! is silly.

To be honest, the magic system in AC was the best I have ever seen. You have to learn level 1-6 spells on your own using personalized recipes, and the level 7 spells were found by getting rare scrolls from rare chests and then finishing a quest.

It was pretty cool. I honestly detest the idea of just buying new spells and abilities. It promotes nothing but afk grinding. Why not make the game more intuitive? Do something different. *shrug* time to go blow another 4k mandrake tonight :(

Necromon
06-05-2009, 06:40 PM
good idea op. id like to see some adventure required to obtain higher end spells. i think seeing some seige type spells would be a nice touch also..

maybe even take a page from chrono tigger and have multiplayer spell casting for those seige spells. 2-3 mages to cast a seige scale meteor or blizzard.

Zeonx
06-05-2009, 07:56 PM
Its too easy having all the magic skills available to be bought at any NPC vendors. It should be that only very basic magic can be bought at NPC's and the more powerful spells should only be found as tomes looted from harder mobs + POI (eg, ancient library with thousands of books --> 1 is a spell book which changes position within the books every hours or so).

There should also be various degree's of spells. Say fireball at degree1 would do x damage, a degree 2 spell at the same level would do a bit more damage. The higher the degree spell, the greater the effect that spell has.

There should also be siege spells, say dropping a meteor on buildings or something which take both health+mana+regs to cast etc...

I know there is quite a bit of work to do with this game, but this in my opinion would make magic a bit more interesting. it would also mean that starting off, people will not know all the spells available, and explorers and quests would have a new importance (as they may reveal POI's).

it's a good idea but a little hardcore. how about all spells you can already purchase stay that way BUT you make some spells that are really good require you to do quests. That way it get people out of their cities a little more and creates more pvp.

Kaang
06-05-2009, 11:23 PM
I thought in one of the beta interviews they had said some spells can only be gotten through quest chain

Trismagistus
06-06-2009, 12:45 AM
I agree that the whole, 50 skill level...time to go BUY a buncha spells! is silly.

To be honest, the magic system in AC was the best I have ever seen. You have to learn level 1-6 spells on your own using personalized recipes, and the level 7 spells were found by getting rare scrolls from rare chests and then finishing a quest.

It was pretty cool. I honestly detest the idea of just buying new spells and abilities. It promotes nothing but afk grinding. Why not make the game more intuitive? Do something different. *shrug* time to go blow another 4k mandrake tonight :(

I agrea with this and OP. AC had the best magic system. Added a high level of RP to the game that way. would love to see something along those lines implemented where we have to seek out special trainers or loot.