Author Topic: new magic system  (Read 4255 times)

dfryer

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« Reply #30 on: July 13, 2004, 08:05:57 am »
Levski, what do you mean by \"a mages weapons\"?  I don\'t see the problem with glyphs...  

I don\'t think that this will be the case, but I\'d kinda like to see it being impractical to use magic to any significant extent at the n00b level... this is really just an opinion, but it would be nice if magic were less mundane than it usually is in typical rpgs.
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Levski

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« Reply #31 on: July 13, 2004, 08:13:57 am »
Like a staff or a stave... like Gandalf uses in LOTR.
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zabeal

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« Reply #32 on: July 13, 2004, 08:32:39 am »
Ah, you are wondering about how much hand space they will have.. well, I\'ve heard there will be a special window just for gylphs. Guess that means you don\'t hold them up when you cast spells. So you could be wield a weapon while casting a spell.. or working a craft, or climbing, etc. Magic isn\'t just about blasting enemies after all.
note: gandalf used a sword as well. He also used magic sparingly.

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Asraniel

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« Reply #33 on: July 13, 2004, 10:16:27 am »
what about writing the glyphes like runes on the staff?? Well,  some time ago i realy spend to much time thinking about a magic system like that....

Stydracos

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« Reply #34 on: July 13, 2004, 07:38:09 pm »
first poster long time reader....

Does any one remember the old game Dungeon Master?

Sounds like the planeshift magic system will be similar, at least I hope so. If you haven\'t played the old rpg I suggest you take a look at it (theres even a java remake ;) ).

It shows a nice magic system where you made spells from gylphs, the first gylph was the spell power level. Then each gylph after was restricted to a certain level, and the more gylphs a spell has the harder it was to cast. You could guess the spell combinations because the manual listed general info about each gylph. However having said that if the more gylphs the harder the spell is to guess.

If the basic concepts of the planeshift magic system is similar and it sounds like it is - then the search for gylphs plus the lack of understanding about the gylphs and the ability to have many different types... well lets just say magic sounds like it will be fun.

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Harwen

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« Reply #35 on: July 13, 2004, 07:48:56 pm »
I\'m wondering just how practical it would be to be a \"mage-type\" character...I mean money wise... but then again, the Gandalf thing is true..

Still, it makes me think that only rich players would have acess to large amounts of runes...I mean, they would use mana too, so that would be a pretty tria to spend while treasure hunting....

I dont see how its really fair that newbies who use magic would have to spend so much as opposed to a warrior-type who only has to buy his \"weapons\" once.

I also question the quantity of the quests that are supposed to supply these \'Glyphs\' and the quantity they offer.....I would hope for  a Thorian Gronk trading thing, but then again when do things go the way I expect them to.

Otherwise, the newbies will gobble up these quests early....making Glyphs expensive (since I\'m assuming player-driven economy)

Could someone clear this up for me?
 

Stydracos

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« Reply #36 on: July 13, 2004, 07:57:36 pm »
@ Harwen : Only speaking from what I\'ve heard from others, but as far as I can tell once you have a glyph you keep it forever.

Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.
Sun Tzu On The Art Of War

druke

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« Reply #37 on: July 13, 2004, 09:11:02 pm »
the above is true


my how times have changed.....

Harwen

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« Reply #38 on: July 13, 2004, 09:14:14 pm »
Oh, so that changes everything then, kick*ss! Now it makes more sense....I\'m amused by images of newbies blowing themselves up to kill a field mouse.... :D
 

Celrath

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« Reply #39 on: July 14, 2004, 12:25:50 pm »
The spell system will be most likely when you pic you strenths at the char maker part you have to blance it out by have weekness

EX: 100,000 hp gone from monsters
           1,000 hp gone from you/cant cast more then once a fight

Tzur

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« Reply #40 on: July 14, 2004, 01:15:45 pm »
You know, it actually reminds me of an old game called \"Revenant\" - you found runes/glyphs(that you kept while casting) and certain combinations created certain spells; depending on their order and sequence.

Personally though, I would have liked to see a more... \"Evil Island\" approach to spells. Slightly modified, of course, but still very similar. In Evil Isles you were able to craft custom spells - where you basically had your \"template\", which determined the end result,  (I think that would be too limiting for PS though) and then you could add rune/glyphs to it in order to boost it. IT was kept balanced by a \"complexity\" factor which I think could be easily replaced with the players\' \"skill level\" in that way of magic.

Example of how it worked in Evil Isles(not actual values):

Spell template: Fire Wall (complexity: 5)
Added effects: Duration Rune(last longer, complexity: 5), Effect Rune(do more damage, complexity: 7), Cost Rune(requires less mana, complexity: 15)

PS version:

Primary Glyph: Glyph of Burning (Red Way: 2)
Additional Glyphs: Glyph-of-take-forever-to-stop (Generic way: +5, Spell Duration: +30sec), Glyph of Fool\'s Challenge (Generic Way: -1, Mana Cost: +10%), Glyph of Ker-Zap (Azure Way: +1, adds electric damage).

// \"Generic Way\" being a change to the \"base\" way of the spell.

Whew, that\'s what I\'d \"have\" liked to see anyhow, sure was fun though =P. Anyhow, that\'s my 2(+15%) Tria to this topic =).

Edit: fixed invasion of those evil emoticons
« Last Edit: July 14, 2004, 01:19:55 pm by Tzur »
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Adeli

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« Reply #41 on: July 14, 2004, 06:17:56 pm »
I admit the system sounds intriguing...
You find a glyph, you keep it, and completing quests give you a stockpile eventually right? Or have I confused myself?
So the glyphs are a non-depleted resource that is only needed once, sort of like a holocron in SWG. OT: Only thing is, nobody knows for sure if they lead to force-sensitive character...

anyway... so you think of witty ways to use these glyphs, and best your fellow adventurers in the art of spell-er making or casting? I\'m not sure..

This leaves me confused, once one has produce uber spell of doom vorpal +3, after many mishaps and exploding limbs perhaps... does it go into a spell book or something, or is the player required to remember the unfathomably difficifult metholodogy involved? If the latter is true, this is inconceivable evil, and amusing.
(never was one for the solely magic-type guy)

I hope the spell book is the case, any ideas as to the chosen method?

Also, a quick note: Has the idea changed... or am I the only one who remembers that there are NO levels in PS?

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druke

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« Reply #42 on: July 14, 2004, 06:27:18 pm »
this actually hasn\'t been asked yet

when a spell is successfully cast, it is added to your spellbook

you can then hotkey spells


my how times have changed.....

Harwen

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« Reply #43 on: July 14, 2004, 06:33:10 pm »
I\'m staring to like magic a whole lot more.....all these rumors sound great,...I\'d like to hear an official statement, but I doub\'t the devs would give away all their secrets upon the dawn of a new release :D

Either way, this magic is starting to make the ants in my pants do a mambo....

I just pray to Laanx that the combat system will be just as interesting :D
 

Adeli

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« Reply #44 on: July 14, 2004, 06:43:44 pm »
Thanks Druke, I actually asked a question first, wheee. I hardly have time to get online, Uni keeps me busy, though I\'m halfway through 5 weeks of holidays, I\'ve been spending time with my girlfriend.

The spellbook was logical, so it makes sense.

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