VOTE - magic academy
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- Avalyon el'Hattarr
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VOTE - magic academy
as i said in the "magic discussion" topic , i opened a vote section where you can say your opinion about magic academy
ok.. first: i am tottaly against NPC teaching magic like Juniper suggested because this is like buying spells from the market
second: there should be an academy led by the best player mages, who will recive all the runes and the ability to teach regardless of their skill - this doesnt meen that they will be made god-like
third: not anyone will be accepted in the academy - you will have to pay a tax and take a test (like going to college) . Ranks will be given that affect the kind of runes that you can be thought ( Novice- can learn only basic runes or no runes at all , etc)
ok.. first: i am tottaly against NPC teaching magic like Juniper suggested because this is like buying spells from the market
second: there should be an academy led by the best player mages, who will recive all the runes and the ability to teach regardless of their skill - this doesnt meen that they will be made god-like
third: not anyone will be accepted in the academy - you will have to pay a tax and take a test (like going to college) . Ranks will be given that affect the kind of runes that you can be thought ( Novice- can learn only basic runes or no runes at all , etc)
- Garett Gwenour
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That was tried, the players who were given responsibility to lead the magic academy (marina, samantha etc) have grown inactive and stopped caring. Ive spoken to alot of people about this and NPC mages is truely the only way to keep magic teaching active. Players simply are not responsible enough to handle it.
- Laviath Rathor
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- Avalyon el'Hattarr
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- Estralis Seborian
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- Garett Gwenour
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The only problem I see with Estralis' idea is that every man and his dog will be running around with the ability to cast spells. The only solution to this would be to cap off learning at much higher magic stats.
But then of course you shit all over the halfer's who SHOULD be learning spells according to their RP.
But then of course you shit all over the halfer's who SHOULD be learning spells according to their RP.
- Garett Gwenour
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- Laviath Rathor
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- Estralis Seborian
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Time to team up 
It is one option to let monsters drop something useful besides weapons and copper coins. Shouldn't be the only way to obtain runes, but it might be one. This way, you can have "levels" of runes, different "themes" and so on.
We had runes dropped by monsters in the past, was that soo bad?
It is one option to let monsters drop something useful besides weapons and copper coins. Shouldn't be the only way to obtain runes, but it might be one. This way, you can have "levels" of runes, different "themes" and so on.
We had runes dropped by monsters in the past, was that soo bad?
Honestly, unless you are on the other end of a pushed mage, or are a halfer (who wont be able to learn the more advanced runes anyway) going down to a crypt is suicide.
Even if you do team up.
I dont expect runes to be dropped apart from in the deepest depths of the dungeons. And this means that there will be LOTS of monsters respawning left right and centre. Unless you are able to completely box in a mage this approach becomes entirely unfeasable unless there is some sort of change to the spawning system.
For example, when someone enters a dungeon spawn points are turned off, all monsters are able to be cleared, and when they leave/log spawn points are reactivated for the next set of people. I am sure this must be possible with the new client.
Even if you do team up.
I dont expect runes to be dropped apart from in the deepest depths of the dungeons. And this means that there will be LOTS of monsters respawning left right and centre. Unless you are able to completely box in a mage this approach becomes entirely unfeasable unless there is some sort of change to the spawning system.
For example, when someone enters a dungeon spawn points are turned off, all monsters are able to be cleared, and when they leave/log spawn points are reactivated for the next set of people. I am sure this must be possible with the new client.
- Laviath Rathor
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Are you sure it's this easy to get good enough to teach? I mean Nalzaxx was pushed. You didn't have to learn all the stuffNalzaxx wrote:Yes, if you get 2 swirlies a day, and you need 80 levels to be able to teach. Thats 40 days before you are able to teach. And then you loose 3 levels each time you teach a rune.
It does not come quickly.
- Avalyon el'Hattarr
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of course it's not easy to teach. Athian was only able to pass one a total of four runes before the various things (including the system) messed things up for him.
firstly, we're not still sure if the bug exists but there was a bug that made it extremely hard to increase your magic based skills, i've asked if it was gone, and been told "maybe" more or less.
lets say you need 210 skill points to train, but at the point of 180 skill points it takes twice as much to learn. lets say you also learn at a rate of about 2 or 3 skill points every two day. doesn't seem bad right? but now factor in the fact of having more then one student. since there are no one runes spells, you autmoatically give two runes (whichever that teacher feels is the first spell) to your student. if you lose 3 skill points every time you teach. then having more then one student becomes a very time consuming and burdening thing.
we must remember that the PC characters (most anyway) have no advantages. we must advance the same as everyone else. we also die, and lose skill because we're players, or for various reason (having lives) can't train all day every day.
runes as monsters drops i don't think of as a horrible idea, but they'll have to be some very big monsters, and since the system constantly changes (i.e. some spells become useless, like the fireball. which does no damage because it''s 'basic' *lame ass excuse number one*) it should only be fonded when theres a solid system in place. otherwise it'll just be a wild card.
firstly, we're not still sure if the bug exists but there was a bug that made it extremely hard to increase your magic based skills, i've asked if it was gone, and been told "maybe" more or less.
lets say you need 210 skill points to train, but at the point of 180 skill points it takes twice as much to learn. lets say you also learn at a rate of about 2 or 3 skill points every two day. doesn't seem bad right? but now factor in the fact of having more then one student. since there are no one runes spells, you autmoatically give two runes (whichever that teacher feels is the first spell) to your student. if you lose 3 skill points every time you teach. then having more then one student becomes a very time consuming and burdening thing.
we must remember that the PC characters (most anyway) have no advantages. we must advance the same as everyone else. we also die, and lose skill because we're players, or for various reason (having lives) can't train all day every day.
runes as monsters drops i don't think of as a horrible idea, but they'll have to be some very big monsters, and since the system constantly changes (i.e. some spells become useless, like the fireball. which does no damage because it''s 'basic' *lame ass excuse number one*) it should only be fonded when theres a solid system in place. otherwise it'll just be a wild card.
- Avalyon el'Hattarr
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doesn't work that way, no mage is going to just hand out runes. you still have several months of ingame learning before your going to reach even four or five spells. there are 56 currently. there needs to be some balance.
after checking it out the learning system still has issues with the magic system, meaning mages can't improve. i guess this isn't seen as a problem since there isn't a horribly large amoutn of work being done on it. you'll have to be patient. even if you become a mage or caster now, it'd be kinda pointless wouldn't it. you'd have to stop at a certain point.
after checking it out the learning system still has issues with the magic system, meaning mages can't improve. i guess this isn't seen as a problem since there isn't a horribly large amoutn of work being done on it. you'll have to be patient. even if you become a mage or caster now, it'd be kinda pointless wouldn't it. you'd have to stop at a certain point.
- Kevin Lightdot
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NPC mages and basic runes for sale will result in everyone learning magic, wich is as I recall hearing not what they want. Magic should be special.
Monster drop runes will cause only experianced fighters to get magic and the so called 'pure' mage chars with stats made specificly and only for magic won't get shit without getting it from a fighter. And magic would still be to common in my eyes. Even if the drops are rare, people would spend all day hacking and slashing shit as powergaming and pick up the runes.
Academy has proven not to work quite good already, only way to make it work in my eyes would be with devoted players, devoted mage characters that teach. But as it has been done before was kinda crappy. You have to attend certain classes at certain times, okay. But we would need more times than two wich one would be likely real early in the morning and another realy late in the evening or something like that causing some to get cut back by rl, wich is kinda unfair. The essay stuff was realy annoying, since not everyone wants to write stuff down in an essay since we get enough of those from school. Some of us would rather do some actual rp, not all of us have a shitload of time. So unless you get some realy devoted players to do it and keep doing it this would be quite impossible.
Archmages, would again need devoted players and they also need to be quite friendly and tollorant(Not saying their chars should be) since they get to deal with newer players to though I realy don't think it's that bad. I run into about 1 to 3 of those annoying newbies a week, I guess most do since newbies don't always check the forums and would not know that you're a mage unless you show them in some way. They would have to devote alot of time to it, not just become one for fame or power or stuff. Or get bored with it and simply let it hang.
I realy don't see a way to teach magic easily and the way they originaly wanted it (as I've heard atleast) rare. You would need sacrifice.
Here's a little rouge idea I just came up with and felt like posting, being npc controled and still a bit advanced and time consuming:
Script something that allows only chars who have been ingame for a total time of [Insert time here]. And after that have to complete a little static quest. Using variables(Or something) you need to talk to some dude, next to some other dude who needs to confirm you talked to him. Get that dude some item. Solve a riddle, answer some questions. go back to the other dude and he'll teach you some basic magic and give you some runes.
Though this would only provide the basic stuff.
I dunno, I didn't think about this idea to much, I just decided to post it.
Monster drop runes will cause only experianced fighters to get magic and the so called 'pure' mage chars with stats made specificly and only for magic won't get shit without getting it from a fighter. And magic would still be to common in my eyes. Even if the drops are rare, people would spend all day hacking and slashing shit as powergaming and pick up the runes.
Academy has proven not to work quite good already, only way to make it work in my eyes would be with devoted players, devoted mage characters that teach. But as it has been done before was kinda crappy. You have to attend certain classes at certain times, okay. But we would need more times than two wich one would be likely real early in the morning and another realy late in the evening or something like that causing some to get cut back by rl, wich is kinda unfair. The essay stuff was realy annoying, since not everyone wants to write stuff down in an essay since we get enough of those from school. Some of us would rather do some actual rp, not all of us have a shitload of time. So unless you get some realy devoted players to do it and keep doing it this would be quite impossible.
Archmages, would again need devoted players and they also need to be quite friendly and tollorant(Not saying their chars should be) since they get to deal with newer players to though I realy don't think it's that bad. I run into about 1 to 3 of those annoying newbies a week, I guess most do since newbies don't always check the forums and would not know that you're a mage unless you show them in some way. They would have to devote alot of time to it, not just become one for fame or power or stuff. Or get bored with it and simply let it hang.
I realy don't see a way to teach magic easily and the way they originaly wanted it (as I've heard atleast) rare. You would need sacrifice.
Here's a little rouge idea I just came up with and felt like posting, being npc controled and still a bit advanced and time consuming:
Script something that allows only chars who have been ingame for a total time of [Insert time here]. And after that have to complete a little static quest. Using variables(Or something) you need to talk to some dude, next to some other dude who needs to confirm you talked to him. Get that dude some item. Solve a riddle, answer some questions. go back to the other dude and he'll teach you some basic magic and give you some runes.
Though this would only provide the basic stuff.
I dunno, I didn't think about this idea to much, I just decided to post it.
When I was a player, I hated it.Estralis Seborian wrote:We had runes dropped by monsters in the past, was that soo bad?
Signed.Xalliar wrote:Enabling chars ot get runes through monster drops/shops etc. ist plainly bullshit, sorry for the hard expression.
I think i told you my plan. Lets see if it works or not.Xalliar wrote:My idea:
-Make teaching more easy.
I doubt that this will really work. Maybe one time or two.Xalliar wrote:-GMs and Teacher-PO's should work togheter. The point:
GM: "Hey, I have found a possible apprentice for you, he seems to fit to your cha's style etc. etc., you can find him at..."
PO: "oh thanks, I will try and talk to him."
Nitram
- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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