PlaneShift
Gameplay => Wish list => Topic started by: Voldengrath on January 14, 2003, 03:42:41 am
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I think instead of pointing and clicking a spell, You should find the ingredients or Regs or Componenents or whatever you want to call it to make the spell. Then you either move your mouse in a patter maybe like a circle and it casts the spell, or in the text box, you type in the spell name for example:
(cheesy, but im not the one coming up with the names, its just a example)
/spell Flamus Ballus Korpus
and the spell is cast and you just point or aim where you need it to go.
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regeants has been discussed before i think. the majority of us agreed that we did not like the idea of regeants/components for spells.
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aww, it makes it more fun :) oh well ill adapt.
guess when im out running around creating havoc ill have one thing less to worry about - Comps ;)
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No, you shouldn\'t have to walk around and find the ingredients just to cast a spell. It would ruin all the fun.
I would rather see a magic meter that recharges constantly. A wizard is a wizard! (However I think it would be cool if you could make your own potions and antidote with different types of ingredients)
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(However I think it would be cool if you could make your own potions and antidote with different types of ingredients)
That would be called alchemy, which it appears is already implemented in the game.
As for regeants and components I feel that for certain spells it could be understandable to have to have a certain item in order to cast such a crystal or some gem. Also for summoning spells I would not be against components.
One thing that I would like to see though is the ability for PCs to craft their own spells, although I doubt it would happen.
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Maybe regeants and components should make spells more powerfull, but they should not be necessity for spells. Maybe some more powerfull spells could require rare regeants and components. Maybe regeants and components should vary in their strenght of powering?
So some common regeants could power up spells just little, but more rare regeants could power up spells a lot.
Powering up would be seen in damage, range, duration, etc...
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No, I think that ingredients should stay at \'alchemy\'.
I mean a wizard gets better the more experience he gets. The better you magiclvl is, the better your spells will get. This would then be seen in damage, range, duration, and so on.
Your magic meter and your stamina should fall when you cast a spell, but it will always regenerate. If you are interested in weapons with limited ammo you should become a \'ranger\' or something. You should be able to add poison and other \"add-ons\" to your arrows, darts, bolts.
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I think you are going to learn the magics at a school or something and pay the school (if there is 1)some money to learn the spell ofcourse you need magic levels to learn spells too :P
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The only school I know of is, Link School of Grammar, and half the people in this thread are going to it!
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Maybe other players can teach or show other players how to learn spells. like \'train\' them
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The idea of having characters be able to teach each other spells is a good idea, but you\'d have to make sure that you have a high enough spell level to cast that spell first. So someone with a level of 3 can\'t cast a level 9 spell his friend taught him.
People should have to get a set about of experience to get an ability point or something like that, and then they could go to a trainer or school to have someone teach them.
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I think its a good idea for other people to teach others how to use the spells, so maybe a level 3 can\'t cast a level 9 spell, but wouldn\'t it be helpfull if someone who is a level 9 could train a level 3 till that person becomes like a level 9. I certainly wouldn\'t mind the help. I always think it would be kind of cool if there was like certain keys on the keyboard that you had to type before you could cast a spell or something like that, to make it more interesting. You\'d have to learn different keys for each spell.
~Airda
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I dont think thats a good idea cuz then it will be to simple to learn spells. i think training with swords on each other will be a better idea.
PS:WTF is LINKS SHOOL OF GRAMMAR??? ?(
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I think it should be Link\'s School of Grammar :P never forget to make it possessive other wise you\'ll be using your name as an adjective. . hehe
PEACE :)
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Ahhh yes, thanks for the correction, I\'m going insane for some unknown reason and my words randomly change themselves.
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Fluffe, so you become better at magic by sparring with swords? I don\'t think so.
If you\'re a wizard you shouldn\'t have to hit monsters with a sword to gain lvls! That is PATHETIC!
Your magic-lvl should raise when you USE magic! If you wanna become a magician you\'ll have to train your MP meter!!
This is NOT TIBIA!! :evil:
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I haven\'t played many games with a good magic system, where you could actually kill monsters with it without getting killed first, I hate when you have to cast a spell then draw your sword and finish them off.
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Yup, me too. However 4th coming have a great magic system. You don\'t need weapons to kill monsters
(however you can get wands and robes and such to power-up your skill)
The magic should be more powerful than the weapons. But knights should be able to take more hits than the wizards.
There should be no \"ingredients\" to cast a spell, only EQ (equipment) :)
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For magic, I think there should be a \"Spell Meter/Mana Bar/Magic Points\" whatever, and it recharges at something like, 1 magic pts per second. The weakest offensive spell should cost something like 10 spell pts, and you should begin with maybe 18 spell points.
Magic should be the main weapon of a mage. It should not be a last resort. Therefore magic points should recharge very fast, but slower depending on how much skill the player may have.
Also, it should recharge slower when you have heavier equipment on. You may not even have to set an armor limit of magic use, just make it so that when a mage is wearing plate mail they do not recover, and they recover fastest with a robe.
Ingredients, regeants? No. Torture...
That\'s all I have to say.
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Reagents are simply a gold sink method. They hold no value in a magic system in my opinion. They aren\'t even that good of a gold sink (see UO inflation). As alchemy ingredients, they do add some depth, but I personally find it boring without a large variety of elements (grown in the wild to increase rarity) and a large set of unknown effects/potions to promote experimentation. Additionally, the potions could be effected by the \"Way\" that is used to create it, further increasing the experimentation possibilities. To discourage rampant reciepe sharing, higher level potions could be volitile in that they may not always require the same ingredients (based on time, pollen count, number of people at Kada\'s, etc.).