Aristeaus wrote:Im just going to post a no brainer before i leave my sarcasm from the board.
If you want to keep magery to those whom you think deserve it etc. Why not have designated teachers as you have now, and when people have learnt enough about a rune, have this teacher PM a responsible GM with the rune and character name, perhaps include a post from that character about his studies in the message, so the GM can allocate the rune to this player. This gives the teachers an oppertunity to roleplay and not powergame, and it gives students a hope off learning a Rune.
A teacher then cant take more than 1 student and teach runes which they dont have to spend 8 months working upon :p.
As i see it at the moment the system is truely '' arse ''.
VOTE - magic academy
Moderator: Gamemasters
Notice any contradictions?Samantha Meryadeles wrote:1. I am not inactive, Stephen. thanks for telling that nonsense about me. But currently I CAN'T teach any magic because of the magic system.
2. there is already work on it to change that so that we mages can teach finaly magic to others. but that work still needs time to be developed. Until it isnt finished we still can't teachmagic, so the academy is "offline" until that new way of teaching got finished. be patient.
there is no need to continue this discussion, since a solution is already there and in work.
Last edited by AlexRose on Sun Aug 13, 2006 12:44 pm, edited 1 time in total.
- Avalyon el'Hattarr
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But I believe an NPC is the only 'true' way to keep magic in the game....kind of like the NPC who sells portals......I dont see any mages selling them, and if it weren't for him, they wouldn't exist!
I'm not saying let people buy Runes, but why not have different and harder Prices, Trades or quests for each rune? I think an NPC Archmage at the academy like an "Albus Dumbledore" or "Merlin" who could be there to "Teach" would keep magic alive.
I think its the only way......
I'm not saying let people buy Runes, but why not have different and harder Prices, Trades or quests for each rune? I think an NPC Archmage at the academy like an "Albus Dumbledore" or "Merlin" who could be there to "Teach" would keep magic alive.
I think its the only way......
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this won't be allowed .. will be a big blow for roleplay
A mage should be a very smart and cultivated person with a lot of time spent reading and meditating... Where will this go when everybody will be able to buy magic like they would buy any other item.
But i admit.. something must be done or we risk losing magic
A mage should be a very smart and cultivated person with a lot of time spent reading and meditating... Where will this go when everybody will be able to buy magic like they would buy any other item.
But i admit.. something must be done or we risk losing magic
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What about mixing items and money needed for quests to be taught the runes?
As an example,
The beginning Rune would cost 10 silvers, a Glass and a vial of mead.
Say you need the next rune, and the teacher says you need a lamp, a bottle of ink, and a snake sword for the ritual. Well you could RP with players who may have those items or could smith them for you.
The next rune may require an Emerald, gold ring, a flute, a flamegoblet Blossom and a Black 'Cultists' robe. See they would get progressively harder to get because the number of trades, therefore players you'd have to RP with would increase.
Harder and higher 'skilled' items would be required to advance to the next rune. More RP with non-mage characters would be required. More interaction.
Of course, to understand the Rune 'sequences' for spells would still require the help of other player mages, but an evil mage could figure it out through perseverence if he really wanted to.
What's wrong with this idea?
As an example,
The beginning Rune would cost 10 silvers, a Glass and a vial of mead.
Say you need the next rune, and the teacher says you need a lamp, a bottle of ink, and a snake sword for the ritual. Well you could RP with players who may have those items or could smith them for you.
The next rune may require an Emerald, gold ring, a flute, a flamegoblet Blossom and a Black 'Cultists' robe. See they would get progressively harder to get because the number of trades, therefore players you'd have to RP with would increase.
Harder and higher 'skilled' items would be required to advance to the next rune. More RP with non-mage characters would be required. More interaction.
Of course, to understand the Rune 'sequences' for spells would still require the help of other player mages, but an evil mage could figure it out through perseverence if he really wanted to.
What's wrong with this idea?
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You know, in UO it's really easy to gain skills quickly, and yet lot of the roleplay on some of the RP-enforced shards is better than Illarion's. Just because we want to encourage good Rp doesn't mean you need to accomplish super-feats whilst clocking eighteen hours a day online, just to gain enough skill to begin.
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