|
|||||||
| General Discussion Discussions about Mortal Online |
![]() |
|
|
|
LinkBack | Thread Tools |
|
|
#1 (permalink) |
|
Newbie
Join Date: Jun 2010
Posts: 8
Rep Power: 0
|
I understand the conditionality of magic system in PC games, but I would also like to see Magic System in Mortal Online as clean and accurate I would even say as original as possible. Currently the magic system is more like alchemist activity - bottles, substances, extracting and experiments.
Magic in its essence is playing with Information and Energy. Therefore, in game theory, mana pool is energy source that provides spell casting through the knowledge (information) to make different kind of impact on physical world. Nice. But that in theory. How to ensure the magic system work “right” within Mortal Online and to be “fair” to other classes' expenses, since mana restoration is nothing other than Rest or Meditation, which in turn is free of charge? Here I would like to encourage community to discuss on the subject. What do you think? Maybe together we can manage to create a Vision for clean and believable magic system in Mortal Online. |
|
|
|
|
|
#3 (permalink) |
|
Member
Join Date: Mar 2009
Posts: 450
Rep Power: 0
|
I am still waiting for a really nice low magic setting for an MMO. I'm sick and tired of all the pew pew magic in MMOs.
Magic should be rare and primarily utilitarian not direct damage. But given that is not going to be the case for MO I honestly don't think it matters how you "charge" them for using magic, reagents, bought mana pots, expensive robes o staffs. Whatever, its all just a means of trading time for pew pew powers. The important thing is balance and the limitation of the hybrid. Also keeping the mixing of different schools from creating OP combinations. Basically you should have to choose to be a pew pew mage or a utility mage and not be allowed to do both. Either that or the pew pew needs to be very weak or the utility not very useful :P |
|
|
|
|
|
#5 (permalink) | |
|
Member
Join Date: Mar 2009
Posts: 450
Rep Power: 0
|
Quote:
But as for Mortal, Well if your going to have combat magic then fine it should be as viable an option in combat as melee or archery. The problem comes with when you want to add utility magic because then suddenly you have all the benefits of the same level of combat effectiveness as non-mages but at the same time gain access to all sorts of cool and useful utility spells and powers. This is why I say you either have weak combat magic or weak utility magic or you build the system such that a mage cannot do both. |
|
|
|
|
|
|
#6 (permalink) | ||
|
Member
Join Date: Apr 2009
Posts: 1,191
Rep Power: 0
|
Quote:
__________________
Quote:
|
||
|
|
|
|
|
#7 (permalink) | |
|
Member
Join Date: May 2010
Location: Oakland, California
Age: 34
Posts: 524
Rep Power: 0
|
Quote:
With the current system and new schools coming though I disagree that mages should be forced into a single type. Goes against the fundamental idea of being able to learn whatever and build your character however you wish.
__________________
|
|
|
|
|
|
|
#8 (permalink) |
|
Senior Member
Join Date: Apr 2009
Location: Egypt
Age: 19
Posts: 4,533
Rep Power: 0
|
There is no such thing as magic.
Normal Humans use less than 10% of there brains. Magic Humans use 100% of there brains, they can force molecules in the air to vibrate until it heats up creating fire. they can then throw this fire at enemies, hence fireball. It is all science, used on a high level on which normal humans cannot comprehend. yeah.
__________________
In Egypt, Eating Humans.
|
|
|
|
|
|
#10 (permalink) | ||
|
Senior Member
Join Date: Jun 2009
Posts: 2,244
Rep Power: 0
|
Quote:
Quote:
|
||
|
|
|
|
|
#14 (permalink) | |
|
Junior Member
Join Date: Mar 2010
Location: Basel, CH
Age: 30
Posts: 53
Rep Power: 2
|
Good thing in magic is: It's not a "real" thing. So there's no true or false implementation of a magic system, is there?
Quote:
But I agree about the naming: It's more alchemy than magic ;P |
|
|
|
|
|
|
#16 (permalink) |
|
Member
Join Date: May 2010
Location: Oakland, California
Age: 34
Posts: 524
Rep Power: 0
|
Ummm, yes?
Gotta love typos. Sorry to pull that one out but it cracked me up. I usually browse this forum from an iTouch so have a lot of tardisms through their auto correction. Pre-Renaissance though science and sorcery/witchcraft went hand and hand, especially alchemy. Flash powders, explosions, and other such chemical reactions were thought by the majority of the uneducated, supersticious populace to be "magic." It makes sense to me to fuse fantasy magic and alchemy for game purposes due to the higher intelligence stat requirement. I hope to see a lot more chemistry fused with the magery in MO. In essence creating more powers/skills that aren't necessarily a result of tapping into or manipulating spectral planes. That combined with dark sorcery like being to temporarily pull demonic beings from the etherworld (when they're implemented) into the physical world might be a win for MO magic in my opinion.
__________________
Last edited by Guttersnipe : 22nd July 2010 at 21:43. |
|
|
|
|
|
#17 (permalink) | |
|
Junior Member
Join Date: Feb 2010
Posts: 247
Rep Power: 0
|
Quote:
Classically, the two activities go together. Unless you subscribe to the theory that magic is totally independant of reagents, which is an entirely valid premise, but would make it very hard to "balance" in the MO game design. |
|
|
|
|
|
|
#18 (permalink) | |
|
Junior Member
Join Date: Jan 2010
Posts: 72
Rep Power: 0
|
Quote:
Some great ideas you have. I would really like to see this game have a little Haitian Vodoun flavor added to the magick skill set. I like the idea of using regents for magick skills in game as-well. |
|
|
|
|
|
|
#20 (permalink) | |
|
Senior Member
Join Date: Jun 2009
Location: U.S.
Age: 42
Posts: 2,604
Rep Power: 0
|
Quote:
I think StarVault has mentioned botany (poisons, ailments) and rare herbs in rare places, etc..
__________________
~metavision~ thinking beyond normal means
|
|
|
|
|
|
|
#21 (permalink) |
|
Member
Join Date: Jul 2009
Posts: 330
Rep Power: 0
|
In theory, you could kill someone but pooping a vien in their brain or something else of the sort. It would be much more practical and efficient opposed to creating fire, and launching it, and doing it over and over until the pour soul dies. Of course the amount of nerdrage caused by would be insane, so they go with the typical "make this water and powder magically heal this douche" approach. Anything else would require complete re-innovation of the magic system and reinventing the way magic systems are done in a game, all while keeping it balanced. So don't get your hopes up.
|
|
|
|
|
|
#23 (permalink) | |
|
Junior Member
Join Date: Mar 2009
Posts: 176
Rep Power: 3
|
Quote:
|
|
|
|
|
|
|
#24 (permalink) |
|
Veteran Member
Join Date: Aug 2009
Location: UK
Age: 28
Posts: 6,553
Rep Power: 6
|
now i think reagents are so easy to get it makes having a mage nothing special, i think there should be a few high level magic circles that require extremely hard to get reagents to make playing a mage something special again
|
|
|
|
|
|
#25 (permalink) |
|
Developer
Join Date: Apr 2008
Posts: 1,296
Rep Power: 15
|
Oh, just you wait and see..
__________________
GK isn't some nice calm peaceful place to just sit around and extract stuff all day. We don't load characters up with carcass and rocks to the brim to where you have to push them around to the tables to work. - Anticules Mortal Online is a placeholder for Mortal Online. -SV - Airfell Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting? -Archaaz |
|
|
|
|
|
#26 (permalink) |
|
Senior Member
Join Date: Jan 2009
Age: 25
Posts: 2,383
Rep Power: 4
|
i have no problem with magic being used for combat as long as they make it skillbased, aim based magic (make it cost less mana or up mana regen to compensate off course) and make them have to use combat mode like everyone else,
atm mages don't miss and they dont have any friendly fire issues, they can also cast from a mount(even tho it got nerfed) for free skillpoints wise while it costs archers and melee 100 skillpoints. i have nothing against magic and would actually like to see it more oblivion wise (charge it up like you have to do now, and then instantly cast it like oblivion, aim based)
__________________
|
|
|
|
|
|
#28 (permalink) | |
|
Member
Join Date: May 2009
Location: UK
Posts: 1,748
Rep Power: 3
|
Quote:
A agree that projectile based spells should have hit arcs, much like archery. As for AE spells, they will hit friendlies. |
|
|
|
|
|
|
#29 (permalink) |
|
Member
Join Date: May 2009
Location: England (EA) Playstyle: Adventurer
Posts: 1,571
Rep Power: 0
|
Utility vendors are going to start selling buckets and we will have to all run down to the nearest river and harvest water for our basic spells. Then they will implement depletable resources for water, and all of the rivers will dry up. Eventually, the landscape will turn into Meduli type desert, and PvPers will no longer be fighting for gold and prosperity, but simple water.
Then you will have to employ Al Gore to fix the climate change, and last time I checked he was pretty expensive, so I am assuming we will be seeing an expansion being released in order to pay for such costs. Thanks for the heads up.
__________________
"Pave The Way"
|
|
|
|
|
|
#30 (permalink) | |
|
Senior Member
Join Date: Jun 2009
Location: P(r)oland
Posts: 4,494
Rep Power: 0
|
Quote:
|
|
|
|
|
|
|
#31 (permalink) |
|
Member
Join Date: May 2010
Location: I live in a cave.
Posts: 538
Rep Power: 0
|
Magic should not be inside of any game. It should be called Alchemy. Do you know how they got the first boom powder? Chinese alchemists searched for a forever youth powder, but they found the boom death powder, and the Europeans called it magic :P
|
|
|
|
|
|
#32 (permalink) | |
|
Senior Member
Join Date: Jun 2009
Location: P(r)oland
Posts: 4,494
Rep Power: 0
|
Quote:
|
|
|
|
|
|
|
#34 (permalink) | |||
|
Developer
Join Date: Apr 2008
Posts: 1,296
Rep Power: 15
|
Quote:
Quote:
Quote:
Magic in MO differs from this in a number of ways. I imagine that in a renaissance-ish society where music, math, physics, art, chemistry and so on are all intermixed (as opposed to being separate specialized fields), magic would be just another component. For instance there wouldn't be any "border" between magic and music, because magic would be a part of music, just like math is a part of music and vice versa. The question is, is there even such a thing as "raw magic" (outside of magic theory), and if there is, what would be the use for it? You can isolate math, but it has no use, and it is only theoretical, until you actually apply it to another field, whether it's theoretical physics or dividing your corn field. There is no use for "raw math". Likewise, magic is not separated from the other fields - it's a component that is intertwined in everything else. In other words, magic is not breaking the laws of nature, it is a part of the laws of nature in MO. Another example would be physics. You can isolate physics into a specialized field, that only deals with the laws of physics; but are those a set of rules that reality must obey, or are they what we can derive from the current state of reality? In MO, you could ask if the laws of nature where put there by the gods as a firmament for creation, or if the gods themselves had to adjust their creation to the laws of nature, bending and sometimes breaking them to get their will through? The same questions can be asked in regards to magic. Practically this means that in our world, we are able to distinguish between the "magician" doing card tricks and "real magic", simply because there is no real magic. Any real magic in our would immediately stand out, and be a very isolated field, because we know that it's not possible to make a card disappear for real according to the laws of our nature. And we (and several authors) tend to take for granted that this must be the case in fantasy worlds as well. Instead, imagine a world that has magic, where a small portion of it is always present even in everyday life. Science and theory is at another point than in our own age, partly due to the progress of civilization but maybe also partly due to the presence of magic. In this world there is no difference between a card trick and a "magic" card trick, at least not for the layman. And even for the expert in theoretical magic the difference is vague. One trick may deal with math, another with aether planes. Both are very real. Both have parts of magic in them. We who stand on the outside may feel the compulsion to think that magic and aether planes are different from the "physical world" and "the laws of nature" in Nave, but that is because we compare it to our own world. However neither the layman nor the expert in Nave can say that or draw that conclusion, and if they did it would be wrong, because aether planes are very real, and the laws of nature are what they have always(?) been. So the use of reagents are in a way, alchemy. The reagents are partly based on chemical reactions in our own world, but you can do other things with them than you can in our own world, as there is also "magic" in MO. However, do not fall into the trap of separating the two because one cannot really exist without at least a small portion of the other. In "pure" alchemy, you will mix materials at your workbench with the aid of magic, but you won't fling or teleport the result onto another player. Likewise, there will be other magic that doesn't deal with alchemical reactions. Now, if magic where to be separated into an isolated theoretical field in Nave (like math), what it really "is" and how it "works", I leave for you to find out.
__________________
GK isn't some nice calm peaceful place to just sit around and extract stuff all day. We don't load characters up with carcass and rocks to the brim to where you have to push them around to the tables to work. - Anticules Mortal Online is a placeholder for Mortal Online. -SV - Airfell Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting? -Archaaz |
|||
|
|
|
|
|
#36 (permalink) | |
|
Senior Member
Join Date: Jan 2009
Age: 25
Posts: 2,383
Rep Power: 4
|
Quote:
no friendly fire, no combat mode, no mitigation by armor, i have max phsyche doesnt seem to do much, no losses on a misshit, stamina bar can be used for movement alone since you don't need stamina for damage. mage vs mage fight might require some kind of "skill" but mage vs anything else is just a retarded thunderlash or fulmination spam, if you dont think so you must not be playing the game or play any kind of pvp involving mages right now. also all the good mages i talked with agreed with me and actually want an aimed based system to make it more fun, this includes mages from my guild but also mages from enemy guilds like RUS that hate our guts still agree with me on aimed based magic.
__________________
|
|
|
|
|
|
|
#38 (permalink) | |
|
Senior Member
Join Date: Jun 2009
Location: P(r)oland
Posts: 4,494
Rep Power: 0
|
Quote:
Oh, and playing a melee char is actually easier then a mage as all you have to do is face your targets direction and mash that LMB holding ALT with your spear. |
|
|
|
|
|
|
#39 (permalink) | |
|
Senior Member
Join Date: Jan 2009
Age: 25
Posts: 2,383
Rep Power: 4
|
Quote:
![]()
__________________
|
|
|
|
|
|
|
#40 (permalink) | |
|
Member
Join Date: May 2010
Location: Oakland, California
Age: 34
Posts: 524
Rep Power: 0
|
Quote:
Now if I could only get people to stop being jerks and quit moving while I attack them I could put this theory to test. Time to find some over-encumbered slag haulers. About the LOS, just yesterday I was fighting a mage. Saw them starting to cast a spell (I think that's what they were doing, their hands were doing stuff and pretty lights appeared). I ran behind a big brownwood tree to break the LOS and a couple seconds later I was hit with the spell. That tree would've stopped an arrow for example, but the spell seemed to go through or around it.
__________________
|
|
|
|
|
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
|
|
All times are GMT +1. The time now is 07:25.










