have we helped the mage enough?

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Kage
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Re: have we helped the mage enough?

Post by Kage »

If you think mages are so much better and so much more powerful. Why not just become a mage?
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skipy
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Re: have we helped the mage enough?

Post by skipy »

yourmistakes wrote:warriors are punks . . . and armor is for morons
:twisted: that makes me a punk and until i came be a Rogue and steel and back-stab 1 hit kills on my way to a wanted poster ...im make me a moron as well......... im ok with that ....but my day will come ....blood will fill the streets and gold will fill my pocket :twisted: :twisted: :twisted: :twisted: :twisted:


----------------------------skipy
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Eragon
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Re: have we helped the mage enough?

Post by Eragon »

Being a warrior sucks.Magic rocks :D .So,please dont abuse the forums to post against mages.Magic has alot to improve.Warriors improved enough.The next updates should give us spells that deal 1000+ damage for free.It would rebalance the combat triangle 8)
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mistergrey
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Re: have we helped the mage enough?

Post by mistergrey »

One thing I'd like to add here: As is, a well tanked warrior can stand and stab at any monster in the game, and not die from it. This includes jackos, skulls, terranites, zombies, etc. I don't think even the most tanked mage could say the same, at least against a jacko. I can understand why warriors would find it unfair that a mage can easily do so much damage to them. My question is this: this game IS the mana world, which kind of implies that mana, or magic, is central to the game. So what will warriors say when devs finally add a monster that does magic damage instead of the usual physical damage? Aside from the usual anti-mage shitstorm that will bring about, you'd suddenly start seeing warriors upping their int stat and working with mages to fight these monsters. Wouldn't that be something? :P
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Re: have we helped the mage enough?

Post by yourmistakes »

i'd bet 90kk right now that warriors would be our best friends if we could cast buffs on them.
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Re: have we helped the mage enough?

Post by Turmfalke »

like #betsanc, #asorm and #joyplim?
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kickinyourface
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Re: have we helped the mage enough?

Post by kickinyourface »

mistergrey wrote:My question is this: this game IS the mana world, which kind of implies that mana, or magic, is central to the game.
this game was called the mana world long before the first spell was implemented though...
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Eragon
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Re: have we helped the mage enough?

Post by Eragon »

yourmistakes wrote:i'd bet 90kk right now that warriors would be our best friends if we could cast buffs on them.
You are right.But they usually refuse the help(not all warriors,but many of them).They think mages are selfish players,but the truth is that warriors and mages should play by helping each-other.A mage can use protection spells on warriors,and warriors can help mages with strong monsters.
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Re: have we helped the mage enough?

Post by mistergrey »

It may have been called that before magic was added, but fact remains magic was always a planned part of the game to some extent.

Also, that's how I see it - Mages and warriors will never be equal on all fronts, because they're not meant to be. Most just go solo but they seem better designed to fighting together. Mages cast buffs on warriors, the warriors hold and damage monsters, and the mage attacks from a distance, healing when needed.

Unfortunately, a Lot of warrior enthusiasts will be openly rude if a mage tries to level with them. I've had people make rude comments about mages ruining the game and leaving, saying that it's unfair cause we drag monsters from them when we hit. Before mages though, the warriors just hated on archers for the same reason, so... if anything, to me, some warriors are far more selfish than most mages lol. :P
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Eragon
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Re: have we helped the mage enough?

Post by Eragon »

I agree with you mstergrey.But they think mages are selfish.However,they can say what they want.In the end...Magic Rules! :mrgreen:
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Re: have we helped the mage enough?

Post by Acegi »

Without magic this game wouldn't be half as interesting as it is. The ironic thing is that apart from combat there's virtually no common use for magic.

The typical player will start the game interested in what they can do, as expected a player can fight, explore and do spells. What spells? We have spells for healing, buffing, attacking: all combat. Now the rest of the spells: transmute, rain, summons and detection. What are the motivations for using these other ones? Transmute spells aren't profitable, rain spell and summons really falls back into combat and detection is uncommonly used.

Magic users just have a bad rep because of the limitations on their uses. More than half the spells focus on combat. Transmute spells if made more profitable will open more avenues for players to focus on, essentially like crafting. IMO, magic should be more diverse and allow players to specialise on specific magical areas so there are more variety of mages rather than the ones everyone sees: combat mages.
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Dude
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Re: have we helped the mage enough?

Post by Dude »

Acegi wrote:We have spells for healing, buffing, attacking: all combat. Now the rest of the spells: transmute, rain, summons and detection. What are the motivations for using these other ones?
You left off the transport spell.....Oh, wait. Not everyone has that one ;)
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Re: have we helped the mage enough?

Post by anunitu »

I do see a lot of Mage-warriors playing, a combo of both. I think perhaps some mages and Warriors do team up. This is a good thing,IMHO.
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Acegi
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Re: have we helped the mage enough?

Post by Acegi »

I'm not sure what new magic ideas exist in the future but there are dozens of ideas that could be used. These new ideas do promote more mages but lets face it the game would be boring with just simple attacks. The way I see it warriors are the most basic type of play, then archers, magic is inevitable for interesting game play.

I'm hoping that there will be more diverse spells to encourage specialisations. It's too easy for people to reset their stats to maximise their spell's effectiveness. Being able to specialise in a type of magic would be something worth achieving rather than a simple 10000gp (max cost) to be able to just kill things.

The monster points system would be a really good way of investing in schools of magic (as used by the war magic npcs). Of course this would mean a lot of monster points if specialisation is to happen.

Some ideas:
Life Magic - potentially leads on to necromancy
  • Rescale #inma (instant-full heal) to depend on level of life magic (heal amount)
  • Heal aura nearby players get healed % per time inside the spell AOE (%, size of area depend on Life Magic level)
  • Heal monster (again dependent on level of life magic)
(New) Necromancy - MUST max life magic first
  • Summon 1 ghost (wisps, poltergeists etc, higher level -> longer duration)
  • Sacrifice life for another player (instant death, health swapped with dead player) - highest level only
Transmute Magic - For profit
  • Obviously produce larger quantities of items with level
  • Less ingredients required (like bugs legs instead of all 4 herbs for lifestones)
  • Produce different sizes of potions (healing ones - obvious, can include buff potions: large concentration/iron potions)
  • Many more transmute spells: Bottled Water -> Wine/Beer, Itens -> Gold/GP
War Magic - For combat
  • Summon chains (AOE) to trap players/monsters in spot for duration (longer with higher War Magic level, can still attack if in range)
  • Negative buff spells
  • Stun spells to stop players from moving (including spells+attacks)
  • Poison (duration longer with level)
Nature Magic - For exploration
  • Transfigure Monsters to other monsters Spiky mushroom <-> Evil mushroom, Fire skull <-> Poison skull (shorten delay between use as Nature Magic level increases, health of monster debateable)
  • Invisible - can't be seen by players+monsters except GMs/devs/admin (duration dependent on Nature magic level)
  • Reveal invisible - shows invisible players
  • Reverse itenplz AOE - makes aggro monsters not aggro (level determines size of AOE)
  • Passive (non-spell) buff +Defence and +M.Defence dependent on Nature Magic level
Astral Magic - For combat support
  • Instant local teleport (same map, repeat delay shortens with higher astral magic level)
  • Buffs (str, agi, vit, dex, luck, m.attack, m.defence, )
  • Negate spells AOE (trap, poison, stun, slow, buffs positive+negative)
  • Silence AOE (prevent spell casting)
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Big Crunch
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Re: have we helped the mage enough?

Post by Big Crunch »

Eragon wrote:
yourmistakes wrote:i'd bet 90kk right now that warriors would be our best friends if we could cast buffs on them.
You are right.But they usually refuse the help(not all warriors,but many of them).They think mages are selfish players,but the truth is that warriors and mages should play by helping each-other.A mage can use protection spells on warriors,and warriors can help mages with strong monsters.
The problem is that betsanc totally nerfs your agility. At higher levels warriors use agility to help net more xp.
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