Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.
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This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
S - Doom - The target dies automatically after a certain amount of time.
B - Erase - The target may be destroyed automatically. (No XP for this)
I believe these are highly abusive in the game
Doom- People can just ... use it and walk away or make the monster chase them and get exp off of it ---... also, people can just use this to annoy other people by using it on others monsters.
Erase- i must admit, the no exp is a good handicap, BUT its not good enough, even if its no exp, people will abuse it just to piss other people off(Maybe a timed usage would help)
How about the monster dies when his health is under 100 HP within 30 seconds after the spell is cast?
So it would instantly kill it if his health is under 100 HP. And the curse is lifted after 30 seconds.
These are just some numbers, they could be totaly different.
Erase
The abuse would be lessened if the spell could only be cast if the monster has you as its target.
And maybe something could be added like the monster needs to have no more than 1/2 of his max. HP.
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Well probably those spells will be high time casting and very mp consuming so you can't launch them so frequently and as Modanung said maybe the creature won't die immediately but it will lose his hp gradually within a certain amount of time
How about these being almost ultimate high level skills and hence 1) require extremely high levels of the associated skills and 2) requiring ultra rare and expensive stones to empower them ?
I was under the impression that we were currently working off of the magic master list (http://www.themanaworld.org/wiki/index. ... aster_list) that WakkaCraft and I drew up. It is, after all, a bit more complete (not to mention balanced) than what appears in the individual elemental pages at present.
How about sucess rate? if you are high level and use it on a lower monster it will work mostly, on monsters with about the same level as you will have 30%-40% of working, and higher monsters is lower, of course with bosses it won't work
Also it seems a good idea to need some reather hard or expensive items in order to cast it.
Sincerely I never played the wizard role in MMORPGS, but I guess I could find annoying to use items to cast spells. I mostly agree instead about success rate.
Um, no. Think about the mindset of a person playing this. This is an omni-spell, which means that nobody is going to go after any spells but this; it doesn't matter if it takes a few extra seconds to cast, if you've got a meele tank standing in front of you, and given that you can annihilate monsters with a quick spell instead of actually having to fight them, getting additional mana potions wouldn't be terribly hard either.
Spell balancing is a rather difficult thing to do; the two major pitfalls being the "balance through being identical" idea, which says you balance all the different types of magic by making them all carbon-copies of each other (boring as hell), and the general problem of laziness, which tends to result in games that are only quasi-balanced (this happens in commercial games all the time--look at Diablo 2 for a great example). If one school of magic were given an instant death spell, the game would be unbalanced because players would just go straight after that spell. If all schools got an instant death spell, the game would be unbalanced because spellcasters would suddenly be overpowered as compared to non-spellcasters.
Instant death spells work well in regular RPG's, as you have at most a couple other people helping you out. In an MMORPG scenario, however, balance is much, much more important because you get so many people playing (and teaming).
thinking about that, in combination with some yet-to-be-added death penalty: not too good an idea. how about just reducing the player's hp to like 5% so he still has a chance to heal, as long as there aren't any other monsters around?