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Posted: Mon Jun 26, 2006 8:55 pm
by Cassandra Fjurin
Djironnyma brought up a great idea for some spells which will now kill the own group.
A wizzard will take a magical stone and casts a special rune on it. From this moment on every person who wears that stone in his inventory won't be harmed by destructive spells from the caster. Maybe it can also be possible that good spells (healing spells) work better for this persons. The magical stones will loose theire power after some time ( 2 - 4 RL hours for example ) after this time the stones will be useless. Maybe the protection rune can be casted again on this stone.
Posted: Mon Jun 26, 2006 9:08 pm
by Quinasa
I like it. ^^
Posted: Mon Jun 26, 2006 9:15 pm
by Cassandra Fjurin
not for spells, for casters. This stone won't protect you from a special spell. it protects you for all spells from a special mage. And yes that is one interesting point. A char who dies can loose this stone and so another person, maybe an enemy of the mage can take it from the ground is also protected, but this makes this system very interesting.
Posted: Mon Jun 26, 2006 9:15 pm
by Djironnyma
i think you misunderstand xav. only you self can make these protection runes and it will protect only agains your own spells. It is to use area spells without hurting your friends.......
Posted: Mon Jun 26, 2006 9:57 pm
by Samantha Meryadeles
i think you misunderstand xav. only you self can make these protection runes and it will protect only agains your own spells. It is to use area spells without hurting your friends.......
um...and hurting yourself? Whats if you carry yourself such a stone?
Posted: Mon Jun 26, 2006 10:02 pm
by Djironnyma
you self can protect you by these stones sure too. to protect was the star of these idea ^^
Posted: Mon Jun 26, 2006 10:54 pm
by Cassandra Fjurin
technically it will be so that the caster burns his id into the stone. Everyone who wears that stone will be protected from the spells of the caster with the id in the stone. Why should another mage can made such stones from your char?
Posted: Mon Jun 26, 2006 10:54 pm
by Deinarious
Just a question...How does the magick system work with fairies? Do they have spells at first? Or do I need to find out in game?
Posted: Mon Jun 26, 2006 10:57 pm
by Misjbar
No magic for faeries. Unless they get it taught to them.
Posted: Mon Jun 26, 2006 11:03 pm
by AlexRose
Hmm.... It's an interesting concept, but I doubt anyone will use it. You probably won't be planning to do an area spell. Who'd be bothered quickly casting on a rock and tossing it over, wouldn't that be obvious, and also, if someone hasn't prepared to do an area spell and he starts casting on a rock, stay next to the reciever of the rock, shove them, kill them whatever and knick the rock then own the weakling mage. Bit silly. People who prepare to do an area attack are usually invading somewhere or something and chances are they'll be evil and not care who they attack. I just don't think anyone will waste their mana using these rocks.
Posted: Mon Jun 26, 2006 11:06 pm
by Misjbar
Most evil mages do care if their followers get killed or not. Followers equal power.
Posted: Mon Jun 26, 2006 11:32 pm
by Samantha Meryadeles
And when will that be ingame?
Posted: Mon Jun 26, 2006 11:35 pm
by Cassandra Fjurin
hmm i don't know really, some serverchanges have to be done.... maybe 2 or 3 days? maybe less, maybe more. I have exams.
Posted: Tue Jun 27, 2006 1:10 pm
by Aristeaus
Waves to Sam and Athian then..
Aristeaus wrote:#me does his mages are over powered dance
Posted: Tue Jun 27, 2006 3:10 pm
by Nalzaxx
Would it be possible to make these items permanent in certain cases.
For example members of the temple should be immune to the other member's spells all the time.
Posted: Tue Jun 27, 2006 3:12 pm
by Keikan Hiru
How do you define "being member of ..." ?
Posted: Tue Jun 27, 2006 3:26 pm
by Ghorn
Why do you want it permanent when all other mages can do them just for 2-4 month?
and members are those with whom he did the dark ritual ingame. he put them a blackstone into their chest
Posted: Tue Jun 27, 2006 3:39 pm
by Cassandra Fjurin
Nalzaxx wrote:Would it be possible to make these items permanent in certain cases.
For example members of the temple should be immune to the other member's spells all the time.
No we can find a ig reason for that or an easy ooc explainment. The wproblem ist, what if another person finds such an item. He can never be harmed by the wizzard.
Posted: Tue Jun 27, 2006 3:43 pm
by Nalzaxx
Then thats the wizards problem isn't it ^^
Posted: Tue Jun 27, 2006 3:51 pm
by Ghorn
Not that it counts anymore since those mages who have not a group of evil warriors around him or who is a warlock are now fucked since even a simple fireball needs now 2-3 seconds before it gets casted.
Posted: Tue Jun 27, 2006 4:07 pm
by Misjbar
Errr. One odd question though. Why was the self-teleport spell removed?
EDIT (Yesh I went in and tested casting times)
Posted: Tue Jun 27, 2006 4:19 pm
by Ghorn
A mage needs now for the easiest spell 2 seconds to cast, the highest spell 4-5 seconds. a mage stops the spell he prepares immediately when he gets hit.
that was it for mages...thank you, you made them useless. you guys never think about ig happenings before you prog, right?
An archer hits you, you are dead. you can't cast anymore. of course now you guys come with that smaaart idea of warriors helping you..god damn it...again you haven't used your brain before programming that. since it is NOT possible for every mage to gather 24/7 strong enough warriors around you...and we also dont want to forget that there are simply no warriors who would do that job. the only mages profitting from that are those of groups. yay...good buy neutral mages who dont lick others boots and join a town or group *rolls eyes*.
And even IF you were possible to get 1 or 2 warriors. in the time they ran at the archer and attacked him the mage is dead. or if they stand infront of a mage, when you managed it to go ig when your warriors can too and when right now something happened, the enemys simply run past your warriors and attack you immediately, ignoring your own warriors first. and since you cant cast once they attack you, and since mages have no high agility, and now protection against weapons, you are dead.
Thanks...that was it for mages ingame
You want to know how many strong warriors are out there who are of good alignment and free, and also having the time, to support a mage like samantha? not a single one.
Posted: Tue Jun 27, 2006 4:21 pm
by Misjbar
Fireball costs one second for me.
Posted: Tue Jun 27, 2006 4:22 pm
by Ghorn
Your char is an elf with maximum attributes. i think you got a bonus on it
Posted: Tue Jun 27, 2006 4:37 pm
by Misjbar
Oh, and by the way, it is nice that you think we have a large enough playerbase to provide 2 warriors for each mage, but this is not working. I cannot kill FLIES with this. I mean....The lowliest newbie can kill flies.
Casting times are awesome and all, but do not expect many mages to show up anymore (at all perhaps even). I think this is one of the first times I truly agree with Patric, we just got screwed. Majorly.
Posted: Tue Jun 27, 2006 6:15 pm
by Cassandra Fjurin
Macht euren Scheißdreck alleine, ganz einfach.
Hat irgendjemand ahnung was es bedeudet an Illarion zu entwickeln? Ich stecke täglich 5 - 10 Stunden in Illarion. Ich verbringe meine Freizeit mit Arbeit damit ihr Spielen könnt, damit ihr damit spaß habt. Und weil ich ja so auch nichts zu tun hab bezahle ich als Aktives Vereinsmitglied nochmal mehr geld.
Ich arbeite für euch und bekomme nichts dafür. Im gegenteil. womöglich noch permanentes geheule wie extrem scheiße das alles ist.
Hat einer von euch irgendeinen sinnvollen vorschlag gemacht? Weiß eigentlich jemand was für arbeit es macht die Scripte so zu halten das jeder idiot der 5 Zahlen lesen kann rein technisch die casting zeit ändern könnte? Hat jemand irgendwelche vorschläge für änderungen gemacht? Irgendwas? Was man besser machen sollte? Ich höre nur Ach das ist scheiße....
Ich habs satt dafür zu ARBEITEN damit andere Spaß haben und dabei nur gemecker und gezeter zu ernten.
Wir lassen illarion auf den Stand vor 3 Jahren und alle sind zufrieden.
Ich sagt nochmal macht euren scheißdreck alleine.
Posted: Tue Jun 27, 2006 6:22 pm
by Kevin Lightdot
Misjbar wrote:Oh, and by the way, it is nice that you think we have a large enough playerbase to provide 2 warriors for each mage, but this is not working. I cannot kill FLIES with this. I mean....The lowliest newbie can kill flies.
Casting times are awesome and all, but do not expect many mages to show up anymore (at all perhaps even). I think this is one of the first times I truly agree with Patric, we just got screwed. Majorly.
First everyone wants magic, now they say it sucks.
I mean, magic is verry strong. And it comes with a price, you need time and someone to protect you from melee atacks. Though at a magic level casting times should decrese I think. So that realy strong and seasoned mages may stand their ground alone.
Its either that or a battlemage who can use both a melee and cast magic.
Posted: Tue Jun 27, 2006 6:25 pm
by Misjbar
Sorry Cassandra. I shall make some suggestions then.
Perhaps there should also be instant cast spells, amongst the spells that do have casting times. So that we do have a spell for when one of our longer casting spells gets interrupted because we got hit.
And perhaps return the self-teleport spell as a way to....Atleast stay alive when attacked. As a way to counter-act the fact that mages do not have any armor to protect themselves when warriors get close. Because face it, now more than ever mages are helpless without such a spell.
And yes, I do understand what kind of work it takes to make the script itself, and to keep it easy enough so it is tweaked easily. No one ever stated that it is not so, and I (and hopefully others) are sorry that you feel this way.
And even more so sorry if I did not interpret the german correctly.

Posted: Tue Jun 27, 2006 6:41 pm
by Cassandra Fjurin
Misjbar wrote:Sorry Cassandra. I shall make some suggestions then.
Perhaps there should also be instant cast spells, amongst the spells that do have casting times. So that we do have a spell for when one of our longer casting spells gets interrupted because we got hit.
And perhaps return the self-teleport spell as a way to....Atleast stay alive when attacked. As a way to counter-act the fact that mages do not have any armor to protect themselves when warriors get close. Because face it, now more than ever mages are helpless without such a spell.
And yes, I do understand what kind of work it takes to make the script itself, and to keep it easy enough so it is tweaked easily. No one ever stated that it is not so, and I (and hopefully others) are sorry that you feel this way.
And even more so sorry if I did not interpret the german correctly.

ok... that are some good points
why don't you create a list of some weak instant spells. I try to change the teleport as soon as possible.
and it woul be really helpfull to bring up some ideas how magicans can protect themself against 1 or 2 monsters.
What can spells do here? Which effect should they have? I am the last one who doesn't see the problems. If i won't be in that bad mood currently i would implement the protection rune thingie.
In my eyes mages should rule the battlefield from the back, but how they should rule. In my eyes a mage with one or two fighters should win against 5 to 8 fighters without an own mage.
The problem currently is, Fighting is to fast. Archers will disturb every spell immediatly. So we need a line of sight and some protection spells against arrows. Maybe some spell where mages are harder to hit etc. I need sugestions for such things.
And if you say me. "Spell blah blah blub is a very strong spell but its only a defensive spell because of..." so it needs an instant time maybe more dizzy time after casting then i will change it.
A sit down 3 hours changing the scripts and giving values which came in my mind. Without help without knowing the true meaning of the spells. how they are used etc. Now its in you hand to balance the magic out.
But please be fair, if you think something is to hard, ok.... i make it easier but also say if you think something is to powerfull and should be decreased.
Posted: Tue Jun 27, 2006 6:49 pm
by Korwin
I'm really disliking the idea that the "self-teleport" spell was removed. That was one of the few spells that turned mages away from simply being magical fighters. That eliminates the single method mages have for escaping battle, given their low agility. It needs to be considered that you're starting to cripple mage abilities that aren't used in combat, as well as those that are.