Author Topic: New Magic  (Read 7106 times)

RlyDontKnow

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Re: New Magic
« Reply #45 on: March 30, 2010, 02:08:58 pm »
that reminds me, do you know when natures intuition will be wroking again? i miss the old thing, its the whole reason i got my azure way to 40 now i feel like its wasted effort

not very soon as it's completely unclear how it should be implemented - similiar to dweomer detection.
azure has some very interesting spells and can be really powerful in the end, however imo it's most hit by a lack of engine support for it's spells.

Falcon Avian

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Re: New Magic
« Reply #46 on: March 30, 2010, 09:51:24 pm »
with a lack of variety of spells for dark way, its hard to test an attack spell for realm two if you cant find one

Well there are none at this moment. There are several dark way spells at realm 2 but none attacking. But I can't balance spell power based on the existence of spells on other realms. This will change in the future as more spells are added and at realm 3 and higher you can get attack spells at dark way too.

Greetings,

I tried quite a few combinations. I didn't get any spell in realm two.


I have an ego so large it has it's own gravity. So in short, yes, everything does revolve around me.

Rigwyn

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Re: New Magic
« Reply #47 on: March 30, 2010, 10:46:42 pm »
Quote from: Falcon Avian
I tried quite a few combinations. I didn't get any spell in realm two.

This is one of the things that irks me about magic in planeshift. The fact that you haven't found anything could be that its not implemented yet, its bugged, its disabled, you have the wrong glyph combo, your not skilled enough, or that you haven't tried enough times.

Some would say this this is just part of the "Mystery of Planeshift"   ::) .. eh .. yeah, ok..

It would be nice if:

A. you could still learn disabled or unimplemented spells. ( perhaps it would show up in the spell book with the word "disabled" or "unimplemented" next to it - or just struck out ) Even if its disabled or unimplemented, the fact that you have the skills to learn it would support using it in rp.

B. If the penalty for failing to learn a spell was eliminated or greatly reduced.

C. If players were notified via motd when new spells are added to the game. Just a simple notification like 'Realm 2 and 3 DW spells have been added. Knock yourself out." Unless we know spells have been added were not going to sit there and search for new spells day after day, year after year. I do appreciate the fact that this news about realm 2 dw spells was mentioned here.

I'll take a crack at these new spells when I learn from someone else what the requirements are.
« Last Edit: March 30, 2010, 10:53:09 pm by Rigwyn »

Falcon Avian

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Re: New Magic
« Reply #48 on: March 30, 2010, 10:56:05 pm »
Quote from: Falcon Avian
I tried quite a few combinations. I didn't get any spell in realm two.

This is one of the things that irks me about magic in planeshift. The fact that you haven't found anything could be that its not implemented yet, its bugged, its disabled, you have the wrong glyph combo, your not skilled enough, or that you haven't tried enough times.

Some would say this this is just part of the "Mystery of Planeshift"   ::) .. eh .. yeah, ok..

It would be nice if:

A. you could still learn disabled or unimplemented spells. ( perhaps it would show up in the spell book with the word "disabled" or "unimplemented" next to it - or just struck out ) Even if its disabled or unimplemented, the fact that you have the skills to learn it would support using it in rp.

B. If the penalty for failing to learn a spell was eliminated or greatly reduced.

C. If players were notified via motd when new spells are added to the game. Just a simple notification like 'Realm 2 and 3 DW spells have been added. Knock yourself out." Unless we know spells have been added were not going to sit there and search for new spells day after day, year after year. I do appreciate the fact that this news about realm 2 dw spells was mentioned here.

I'll take a crack at these new spells when I learn from someone else what the requirements are.

Tell me if you find one :) Because I can't X.x


I have an ego so large it has it's own gravity. So in short, yes, everything does revolve around me.

Earowo

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Re: New Magic
« Reply #49 on: March 30, 2010, 11:15:31 pm »
that reminds me, do you know when natures intuition will be wroking again? i miss the old thing, its the whole reason i got my azure way to 40 now i feel like its wasted effort

not very soon as it's completely unclear how it should be implemented - similiar to dweomer detection.
azure has some very interesting spells and can be really powerful in the end, however imo it's most hit by a lack of engine support for it's spells.
well natures intuistion worked in 4.03
it hasnt worked since 5.0 came out, i dont know why they de-implemented it :\
but i miss being able to scan monsters...
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

RlyDontKnow

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Re: New Magic
« Reply #50 on: March 31, 2010, 02:35:02 am »
that reminds me, do you know when natures intuition will be wroking again? i miss the old thing, its the whole reason i got my azure way to 40 now i feel like its wasted effort

not very soon as it's completely unclear how it should be implemented - similiar to dweomer detection.
azure has some very interesting spells and can be really powerful in the end, however imo it's most hit by a lack of engine support for it's spells.
well natures intuistion worked in 4.03
it hasnt worked since 5.0 came out, i dont know why they de-implemented it :\
but i miss being able to scan monsters...

it was disabled because it was very hacky. actually all it did was abusing a GM command which is by far too explicit, therefore it's disabled until it's implemented properly

weltall

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Re: New Magic
« Reply #51 on: March 31, 2010, 02:27:05 pm »
the penalty is a percentual so i don't see the problem you won't die even if you are near zero it will always stay over the die limit.
as for jorrit comment two days ago: you can't touch many monsters with sword at all so now magic is way overpowerful to melee but the problem is melee here and the fact the rebalancing did some nasty things with mobs plus the activation of always in attack mode in the npcclient was another big problem removing also the fun out of melee combat.

Bonifarzia

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Re: New Magic
« Reply #52 on: March 31, 2010, 03:55:09 pm »
[...] you can't touch many monsters with sword at all so now magic is way overpowerful to melee but the problem is melee here and the fact the rebalancing did some nasty things with mobs plus the activation of always in attack mode in the npcclient was another big problem removing also the fun out of melee combat.

I agree here, although the fact that mobs don't lose their attack stance anymore when chasing someone does not take out the fun of combat, but rather makes it interesting. Knowing that you can always interrupt a mob and attack it safely was not really an exciting thing. With good timing, you can lower chances of getting hit a bit, but you always run that certain risk. As previously pointed out, it is rather the damage dealt by mobs per double hit that needs balancing --- and their lack of a defense mechanism against magic.

Coming back to the discussion about shorter casting times, I would conclude there IS a need for some fast spells to be useful in PvP mechanics.  A fast casting spell does not need to imply the ability to cast while running, nor does it have to encourage players spamming with magic. Maybe the solution to this dilemma is to have some spells that inflict moderate damage over time at short casting times and without the ability to stack with themselves. Allowing different types of such spells to stack with each other would offer those players an advantages who are trained in several ways.  The corresponding spells should not expose a very long range and they should be fast enough not to turn the caster into a walking bullseye for a lethally long time.