Author Topic: Glyphs for non-combat animations.  (Read 3795 times)

zanzibar

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Re: Glyphs for non-combat animations.
« Reply #15 on: June 19, 2006, 08:46:54 pm »
A small addition:

If there are vanishing glyphs, why not have some for invisibility/camouflage?

So, when your abilities are weak, you would only become semi-transparent or would resemble your surrounding barely, but as you advance you would be herder to see, until you don't show much more than an outline to the rest of the world.
But I think you should still be somewhat visible, if only barely.


Would it be possible for someone to abuse an invisibilty glyph?
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thandar

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Magic "markers"
« Reply #16 on: July 25, 2006, 02:02:47 pm »
Hi Folk,

I'd like to suggest a magic "marker" spell.

What.
It would be a low power, low skill spell, ideal for newbie mages, that when cast, falls to the ground and remains where it was cast for a short time, upto 2 mins.

Why?
For a few reasons...

When I was a newbie, I spent hours learning my way around the sewars, checking where this passage or that passage went to. Being able to drop an item would have helped a lot. Now you could drop real things but I've seen GMs appear and chastise people for littering the landscape. This way the litter dissapears by itself after a couple of minutes. Also, no one can pick these up.

Also, I think many people like the idea of mages being useful people, the idea that it's not just about fighting. This is a way the mages, especially newbies can do something useful and have a spell that isn't implimented in any other way. For example, my main char [Delrin] is at lvl 20 crystal but it's still quicker to hit rats with a dagger than use magic (heck it's quicker to rub two rats together to make fire than use magic).

It adds to group RP. Newbie groups of explorers can take a trainee mage with them to help them navigate.



What do you think?


Cheers.



hook

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Re: Magic "markers"
« Reply #17 on: July 25, 2006, 02:20:55 pm »
Hmm ...you mean something like magic flares that can be dropped on the ground?

It might not be a bad idea ...maybe it could be that only you and your group can see it (and guild?) - so it doesn't confuze other people.
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neko kyouran

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Re: Magic "markers"
« Reply #18 on: July 25, 2006, 02:38:45 pm »
Tis a good idea, but as one that is trying to put order to the messiness of the wishlist thread I propose this thread be added to this thread already made:  http://hydlaa.com/smf/index.php?topic=23709.0

Magic used for other things besides combat sounds like a fair enough place yes?

Two threads merged. --Kary
« Last Edit: July 26, 2006, 08:15:17 am by Karyuu »

Ziljaden

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Re: Magic "markers"
« Reply #19 on: July 25, 2006, 04:14:40 pm »
I second this motion. It sounds like a good idea to me. Possibly even have the spell only visible to specific people so that other people aren't confused by the dozens and dozens of glyphs that would be popping up in areas that people frequent and loose thier way.

thandar

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Re: Glyphs for non-combat animations.
« Reply #20 on: July 26, 2006, 08:29:38 pm »
I second this motion. It sounds like a good idea to me. Possibly even have the spell only visible to specific people so that other people aren't confused by the dozens and dozens of glyphs that would be popping up in areas that people frequent and loose thier way.

Hi Ziljaden,

Thanks for that. I thought about the spell only being visible to the caster but I decided against it. Fistly I like the simple option  :) and secondly, as these things will fade away quite quickly I don't see it as a problem.

Cheers.

morgondor

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Re: Glyphs for non-combat animations.
« Reply #21 on: July 27, 2006, 10:20:56 am »
This is a great idea!!!  :D
i would suggest that the brown way dissapears in little sand storm instead of a crack in the ground...
and ahriman: there is no sun only the "azure sun" which is a crystal: it contains lots of powers... you would explode instead ^^
just like old Fertedian Dalko  ;D

The Shadow Nose

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Re: Glyphs for non-combat animations.
« Reply #22 on: July 29, 2006, 03:21:41 am »
RP Scenario

Lord Evil looks down on the puny heros before him.

Evil: You fools! You may have made it past my minions... but I always have a backup plan! See you in hell, fools! Bwahahaha!

Lord Evil casts a teleport spell and a massive plume of fire and smoke erupt forth and as it clears the Heros see their foe is gone.

Hero1: Gah, he's escaped for now, but we will get him... next time.

Meanwhile... Lord Evil chuckles.

Evil: Heh heh... my plan worked perfectly! Those fools will never find me in...

He looks around and sees he's in a small cave with a stairway leadin up, a big blue zombie-like creature looks at him... the Death Guardian.

Evil: Ehh... I guess my spell worked. I think... am I dead or something? *cue dramatic music.*

To be continnued...


Other spell ideas could be...

Rescue Flare: shoots straight up and explodes like fireworks.

A compass, You cast the spell and it looks like an big arrow that hovers over your head. target any character in the area and it will point the way for about 2 minutes or so. or it can be used to point due north.

A detector: Same as the compass but its a sort of glowing aura that grows brighter as you get nearer to the target character.

Summon: a teleport that invites somebody to appear near you. More powerful ones work across greater distance, [probably none can work across different areas like summon a person from across the continent or from the death realm]



The Wandering Djinn

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Re: Glyphs for non-combat animations.
« Reply #23 on: July 29, 2006, 04:07:43 am »
I would like to have Glyph that when used would eject or cause to vanish any junk that is in the Furnace, or Stock Casting, or Bookshelf, and any other container that anti-social idiots fill up with junk. To keep such a Glyph from being abused, it would only be able to activate when the Examine Window is open.
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Karyuu

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Re: Glyphs for non-combat animations.
« Reply #24 on: July 29, 2006, 10:18:12 am »
Junk is supposed to vanish on its own. A glyph for such a function is totally unnecessary.
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Colinb

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Re: Glyphs for non-combat animations.
« Reply #25 on: August 07, 2006, 08:28:13 pm »
Thats a good idea sounds entertaining. Even though my ideas usualy turn out to be someone elses.

Kerol

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Re: Glyphs for non-combat animations.
« Reply #26 on: August 08, 2006, 04:03:26 am »
Talad's words, IIRC:
"We need more glyphs that use GM powers"

1.
Quote
Junk is supposed to vanish on its own. A glyph for such a function is totally unnecessary.
Hm.. What about a "disposal" spell? A spell that makes items simply vanish, like the dev command? It could teleport an item just outside of the stalagtite..
Of course it should give a warning before disposal of important items, used for quests for instance, with the warning "you have a bad feeling about that, maybe you shouldn't do that." And too big items like armor or swords: "that item is too big to dispose that way".

2. About the disappearing/reappearing spells:
Actually this should be very easy to do. The spell could create a nice animation for the other clients while "puffing", set the client invisible for 10 seconds while showing some nice sparkles and billowing on the client of the caster. The spellcaster-client could be in "ghostmode" in the meantime, meaning all collisiondetection off, no movement animation like walking or jumping, no physical limitations (no graphity for instance).
Another puff when the invisibility wears off.
If you don't pay attention, you reappear in a wall or falling off the world, or reappear in high air and fall down, so you need to pay attention where you "teleport".
It's not an instant teleportation (which I like to see in the future as well, over greater distances), but a shortrange one that allows moving through walls, jumping at unreachable places and such. It also doesn't allow faster movement than normal.

I consider that spell as pretty "idiot safe" with low abuse potential.

3. What about morphing spells? A morph glyph that, being combined, allows to /morph to a specific mesh. The bigger/more complicated the target creature, the more difficult it is to morph to that.
People will love to morph to yulbars and groffels :)

4. I heard about invisibility getting implemented soon (tm).. but there I see relatively big abuse potential. Thus I suggest working on an detection spell in parallel, get it implemented at the same time as invisibility.

5. Also a pure RP spell could be one that changes the color of the crystal for a few minutes to another (fixed) one, without any other effect.
With that I see medium abuse potential. For instance when people try to change the color of the crystal repeatedly in a short time.
This abuse could be prevented by preventing other people from casting as long the spell works, also placing a long timeout after the spell stopped working (and maybe making it only possible to extend the last spell in that timeout-time, not casting another with another color).


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Rolf Blacksmith

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Re: Glyphs for non-combat animations.
« Reply #27 on: August 08, 2006, 09:58:10 pm »
An additional idea on the flare:

Maybe the different scholls should have different ones, in means of looks and of visibility. For example, blue way might have just some water dripping from mid-air onto the floor, being rather easy to oversee. On the opposite, red way might have a large burning flame, being visible from far away. I think such an implementation is better than a marker only visible by a certain group of people, which is a bit too constructed in my eyes.
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zanzibar

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Re: Glyphs for non-combat animations.
« Reply #28 on: August 09, 2006, 08:59:00 pm »
An additional idea on the flare:

Maybe the different scholls should have different ones, in means of looks and of visibility. For example, blue way might have just some water dripping from mid-air onto the floor, being rather easy to oversee. On the opposite, red way might have a large burning flame, being visible from far away. I think such an implementation is better than a marker only visible by a certain group of people, which is a bit too constructed in my eyes.



I think it depends on how Talad and the other devs want to aproach magery.  If you enter a certain school of magic, are you limmited to that particular branch of spells?  Does everything have to reflect the particular way you specialize in?  Or can it be that there are certain spells which are more generic and therefore can be used by all mages?
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Rolf Blacksmith

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Re: Glyphs for non-combat animations.
« Reply #29 on: August 10, 2006, 11:38:37 pm »
Hmm, I think my intention didn't come out quite clear.

It's not the spell that looks different, but it's a completely different spell, with its own glyph. So a mage proficient in several ways could easily have a set of flares he can use.
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