Proposed Spell List

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WakkaCraft
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Proposed Spell List

Post by WakkaCraft » Fri Apr 01, 2005 7:48 am

The Mana World Spell proposition

General spell notes:
* Familiar should be a quest, having it as a spell would lessen its usage.
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.
* The spells of each individual element are listed in the order in which they are acquired.
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the "standard" resistance percentages arrived at mathematically. The embrace spells, then, change the target's resistances into the standards for a creature aligned with the appropriate element.
* Spells that say "combines with [blank]" can be combined. The area of effect spell must be cast, then the appropriate direct damage spell can be cast at the spell area (the area of effect of combinable spells is a usable target for the appropriate direct damage spell). Upon doing this, the original area of effect spell immediately ends, and the combined spell takes it's place in the same area. The resultant spells are listed at the bottom.

Spell targeting options:
Single Target--Spell targets a single character, NPC, or monster.
Caster Effect--Spell only effects the character that casted it.
Passive--Spell only effects the character, is constant and never needs to be casted.
Area of Effect--Spell targets an area of the ground.
Tile Effect--Like area of effect, but only targets a single tile.
Character-Centered Area of Effect--Spell targets the area surrounding the caster.
Summon--Spell summons a creature to aid the caster.


Fire:

Fire Bolt: Single Target. Does small amount of fire damage.
Body Heat: Passive. Grants resistance to fire and water.
Immolate: Single Target. Sets an enemy on fire, doing damage over time.
Burning Rage: Single Target. Enhances a target?s Attack Power for a duration.
Blazing Weapon: Single Target. Ignites a player?s weapon, changing its damage to the fire type for a duration.
Fireblast: Single Target. Does more damage than Firebolt, and deals splash damage.
Burning Heart: Caster Effect. Enhances caster?s magic power for a duration.
Embrace of Fire: Single Target. Changes the target?s property to fire.
Magma Geyser: Tile Effect. Creates a pillar of fire on a square, doing fire damage.
Sunstroke: Area of Effect. Super-heats an area, stunning monsters within.
Ground Zero: Caster-Centered Area of Effect. The area around the caster becomes an inferno, damaging all enemies in the effect.
Requiem Blaze (combines with Temporal Disruption): Area of Effect. Causes monsters in the targeted area to erupt into flames upon death, dealing fire damage equal to 1/3 their total HP (rounded down) to adjacent enemies.
Epyri?s Fury: Area of Effect. Creates an inferno in the target area, dealing massive fire damage to enemies within.


Water:

Ice Bolt: Single Target. Does a small amount of water damage.
Heal: Single Target. Heals the target.
Dilution: Passive. Gives resistance to poison and shortens poison duration.
Become like Water: Single Target. Enhances a target?s Evasion for a duration.
Gift of Genki: Single Target. Heals the target for a large amount, but uses some of the caster?s health.
Icy Weapon: Single Target. Freezes a player?s weapon, changing its damage to the water type for a duration.
Freeze: Single Target. Encases the target in ice, doing some damage. Target cannot act until attacked or effect ends.
Serene Heart: Caster Effect. Enhances caster?s magic armor for a duration.
Embrace of Water: Single Target. Changes the target?s property to water.
Cleanse: Single Target. Remove negative status effects from the target.
River?s Flow: Caster-Centered Area of Effect. Enhances mana recovery rate of allies around caster. Caster is unaffected.
Glacial Thaw (combines with Antimatter Shot): Area of Effect. All allies within the area regain health at a moderate pace.
Merene?s Mercy: Single Target. Raises fallen ally with full health.


Earth:

Rock Sling: Single Target. Does a small amount of earth damage.
Stoic: Passive. Gives resistance to stun effects.
Stone Skin: Single Target. Enhances the target?s armor for a duration.
Granite Shield: Tile Effect. Creates a shield of stone in front of the player, absorbing physical damage.
Crystalline Weapon: Single Target. Infuses a player?s weapon with mineral energy, changing its damage to the earth type for a duration.
Steady Heart: Caster Effect. Removes all slowing effects from caster and makes caster immune to slowing effects for a short time.
Root: Single Target. Stone Encases the feet of the enemy, immobilizing it.
Embrace of Earth: Single Target. Target?s property becomes earth property.
Toxin: Single Target. Poisons a foe by chance.
Mud: Area of Effect. Makes the ground in an area muddy, slowing the movement of enemies within.
Quake: Caster-Cetered Area of Effect. Causes an earthquake under the caster, knocking enemies backwards as well as doing some damage.
Solid Ground (combines with Shadow Strike): Area of Effect. Nullifies area of effect spells targeting target area.
Geon?s Resolve: Single Target. A target player?s armor and magic defense are greatly increased for a duration.


Air:

Lightning Bolt: Single Target. Does a small amount of air damage.
Swift: Passive. Speeds up the character, increasing chance to dodge.
Gust: Single Target. Blows the enemy back.
Zephyr Focus: Single Target. Enhances target player?s Accuracy for a duration.
Electrified Weapon: Single Target. Charges a player?s weapon, changing its damage to air type for a duration.
Capricious Heart: Caster Effect. Increases the caster?s Reflex for a duration.
Static: Caster-Centered Area of Effect. Does air damage to enemies surrounding caster. Embrace of Air: Single Target. Target?s property becomes air property.
Steal Breath: Single Target. Causes silence by chance.
Chain Lightning: Single Target. Air damage against multiple enemies.
Thunderstorm: Area of Effect. Creates a lightning storm in the target area that does significant air damage to enemies.
Entrapping Gale (combines with Photon Ray): Area of Effect. Nothing (allies or enemies) can leave the area for a duration. Anything can enter the area as normal.
Izurial?s Mischief: Caster Effect. Summons a tornado around the caster for a duration, causing heavy damage to any adjacent enemies. The caster is still capable of movement.


Light:

Photon Ray: Single Target. Does a small amount of light damage.
Aurora Beam: Single Target. Heals the target.
Illumination: Passive. Caster gains resistance to blindness.
Prismatic Ward: Single Target. Provides limited protection from all elements to target for a duration.
Purify: Single Target. Cures negative status effects.
Lucent Weapon: Single Target. Changes a player's weapon to deal light damage for a duration.
Brilliant Flash: Single Target. Causes target to be blind by chance.
Aurora Wave: Area of Effect. Heals allies in a target area.
Embrace of Light: Single Target. Target's property becomes light property.
Resurrect: Single Target. Returns target to life with 25% health.
Righteous Heart: Caster Effect. Caster becomes immune to damage for a duration.
Sacred Ground (combines with Lightning Bolt): Area of Effect. Everything inside the target area is immune to status effects.
Lumine's Hope: Caster Effect. Caster becomes immune to status effects and damage to them is reduced 50% for a duration.


Dark:

Shadow Strike: Single Target. Does a small amount of dark damage.
Shadow's Whispers: Passive. Player gains resistance to silence.
Depression: Single Target. Target deals less damage for a duration.
Stolen Vitality: Single Target. Damages a target and restores a small amount of health to the caster.
Lightless Weapon: Single Target. Changes a player's weapon to deal dark damage for a duration.
Morbid Heart: Caster Effect. Any opponent touched by caster during a duration loses some defense skill for a duration.
Grasping Shadow: Single Target. A shadow hand grabs the target, dealing moderate damage and causing paralysis by percentage.
Embrace of Darkness: Single Target. Target's property becomes dark property.
Form of the Shadows: Single Target. Target becomes ethereal, and can neither deal nor take physical damage for a duration, but takes spell damage normally. Can be cast on self.
Clouded Mind: Single Target. Caster becomes invisible to target for a duration.
Spite: Single Target. Caster loses a percentage of health to deal massive damage to target.
Pitch Black (combines with Rock Sling): Area of Effect. All enemies within the target area take increased damage from dark spells.
Tenebrae's Miasma: Summon. Summons spirits of the darkness to fight for you.


Time:

Temporal Disruption: Single Target. Deals a small amount of time damage.
Slow: Single Target. Causes target's moving/attacking speed to decrease for a duration.
Sands of the Hourglass: Passive. Player gains resistance to slow.
Accelerate: Single Target. Causes target's moving/attacking speed to increase for a duration.
Temporal Weapon: Single Target. Changes a player's weapon to deal time damage for a duration.
Theft of Time: Single Target. "Ages" the target, causing stat reductions for a duration.
Ticks of a Second: Single Target. Every time target ally attacks during a duration, they also perform a second fast attack immediately thereafter.
Embrace of Time: Single Target. Target's property becomes time property.
Wrinkle in Time: Summon. Summons a perfect duplicate of target that engages the target for a duration. Does not work on bosses.
Time Sink: Area of Effect. Causes all enemies in an area to receive slow status effect by a percentage.
Temporal Armor: Caster Effect. Causes the next three hits taken by the caster to be immediately undone, and stuns the attacker for a short duration.
Temporal Shifting (combines with Fire Bolt): Area of Effect. Enemies within the target area have lower resistance to time spell effects.
Chronos's Mirth: Caster-Centered Area of Effect. All damage dealt to player or allies within an area is reflected back to the attacker, and caster gains the double hit from Ticks of a Second for a duration.


Space:

Antimatter Shot: Single Target. Deals a small amount of space damage.
Molecular stability: Passive. Grants caster resistance to time and space effects.
Dimensional Warp: Summon. Summons an extra-dimensional being to fight for you.
Teleport: Caster Effect. Teleports caster to selected square.
Void Weapon: Single Target. Changes a player's weapon to deal space damage for a duration.
Chaotic Void: Single Target. Attempts to inflict a random status effect.
Wormhole: Single Target. Teleports the target a very short distance; if the target is a monster, one item or piece of equipment in their inventory is consumed. If the target is a player, one equipped item is unequipped.
Embrace of Space: Single Target. Target's property becomes space property.
Singularity charge: Single target. Does heavy damage to target enemy.
Void Dance: Caster-Centered Area of Effect. Emits five orbs of nothingness from random directions from caster, each doing heavy damage.
Pulsar: Single target. Does damage and bounces a la chain lightning
Black Hole (combines with Ice Bolt): Area of effect. Does damage to all enemies in target area.
Teless' Eclipse: Caster effect. Warps caster to alternate dimension where they can move around with impunity, invisible to others.


Life/Mana:

Gate: Character Effect. Teleports the character to their estate.
Portal: Tile Effect. Creates a portal to a chosen friendly town. The character must have previously been in the chosen town. Closes after five uses.
Living Armor: Character Effect. The character's maximum life is increased for a duration.
Essence of the Hero: Single Target. Target ally gains a small boost to stats and becomes able to receive the Mana Weapon spell effect.
Mana Weapon: Single Target. Target ally's weapon's base damage is doubled, and it ignores enemy armor and resistances. Only targets under the effect of Essence of the Hero are effected by this spell. (requires reagents)



Combined Spells (all are area of effect):

Requiem Blaze + Temporal Disruption --> Clinging Magma: Attempts to cast slow on all opponents within the area, and casts immolate on the area continually for a duration.
Glacial Thaw + Antimatter Shot --> Starlight Rain: Fully restores health and mana of all allies within the area. Does not effect the caster of Glacial Thaw.
Solid Ground + Shadow Strike --> Blighted Land: No spells of any kind can be cast from within the target area.
Entrapping Gale + Photon Ray --> Brilliant Vortex: Forces all enemies in the area out, attempting to blind them whenever they are forced out.
Sacred Ground + Lightning Bolt --> Consecrated Ground: Deals unbelievable damage to any undead in the area.
Pitch Black + Rock Sling --> Obsidian Grasp: Attempts to paralyze all opponents in the area, and drains their mana over time.
Temporal Shifting + Fire Bolt --> Blazing Drive: All allies in the area gain the double strike from Ticks of a Second, and some fire damage is added to their attacks.
Black Hole + Ice bolt --> Frozen Vacuum: Casts freeze on all opponents in the area as well as dealing significant damage.

Inputs are appreciated, but I think this is be a good start.
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Post by Aacheron » Fri Apr 01, 2005 1:16 pm

I'd have to say it looks very good at a glance; I'll take a closer evaluation of it later on, perhaps tomorrow. But, all in all, very good work from what I gather.
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Post by Kyokai » Fri Apr 01, 2005 3:50 pm

I've read through it and it seems like a pretty solid list. A few notes:
- You said familiar should be a quest, but aren't all the spells gained through quests? I didn't understand what you were implying here.
- The mana spell, gate, is unnecessary, since there is an item that teleports players from the field to their estates at any time. (It's a key item they recieve at the begining of the game, and you can read more about it in the estate section). A spell which let players escape from dungeons would be more useful.
- A "Mana Shock" spell, basically a non-elemental magical explosion. Since Mana has no direct damage spells.
- There are no familiar summons in the list, so I assume you left them out on purpose. That's good, since we haven't decide what each elemental or their servants will look like.
- Reagents aren't really necessary for spells. The craft Alchemy, is used to make items with spell charges in them, so it acts the same as reagent casting.
- I'm not totally sure about the combination system, but it looks sort of interesting. I'll have to think about it some more later.

All in all, it's a good list, and I think we can keep it. Why not post it in the Wiki under GameSystems->MasterMagicLis ?
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Post by Talaroc » Fri Apr 01, 2005 6:50 pm

I can respond a bit, since I gave a little input into this. "Familiars should be a quest" means that it should not be a spell; ie, you go on a quest to gain a familiar, not to gain a "familiar summon" spell. We had discussed it, and using the familiar system outlined in the wiki would drastically reduce both the function and distinction of having a familiar. Particularly given the mana draining aspects of it; heavy magic users wouldn't want to sacrifice constant mana as they are dependant upon it, and lesser/non magic users wouldn't have the option of getting the spell, so nobody would use it. Rather, we both think that the familiars should be as they were originally outlined: something that stays with you indefinately after you quest for it from the appropriate temple, and does not have any particular drawbacks (but is rather difficult to obtain).

The use of reagents isn't the same as craft alchemy, unless there are to be spells that can only be cast through craft alchemy. Reagents are consumed spell components that you have to use to be able to cast a given spell. It's a way of balancing spells that would otherwise be overpowered.
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Post by Kyokai » Sat Apr 02, 2005 12:23 am

Talaroc wrote:The use of reagents isn't the same as craft alchemy, unless there are to be spells that can only be cast through craft alchemy. Reagents are consumed spell components that you have to use to be able to cast a given spell. It's a way of balancing spells that would otherwise be overpowered.
I know that, but I don't see a reason to have reagants for spells. Reagents are invariably overpriced, hard to get, and reduce the functionality of a spell. I suggest just making a balanced spell in the first place.

As for familiars, I'm fine with having familiars not drain MP, but they should still be summoned and dismissed by a spell, so as not to interfere with the pet system, and also to not follow the player around all the time, and also to resolve conflicts if the player happens to have 2 or more familiars (or should that be allowed at all?)
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Post by Talaroc » Sat Apr 02, 2005 7:24 am

Well, the original idea in the familiar system was to have it so that a player could only have one familiar at a time. I don't really see how it would interfere with the pet system; they're two different things.

The idea behind having familiars set up this way is to make them a mark of distinction; something that only the farily powerful can posess, and something that they'll be proud and protective of. If it's spell-summoned, there's no incentive to keep the thing alive; you can always just summon up a new one, which cheapens the effect, in my opinion.
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Post by maci » Sat Apr 02, 2005 5:38 pm

he i would want 1 uber spell which is simply uber and its not possible to learn it ..
it shuld go like this .. you spell a monster or player or whatever and its dead hehe
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Post by Kyokai » Sat Apr 02, 2005 6:14 pm

maci wrote:he i would want 1 uber spell which is simply uber and its not possible to learn it ..
it shuld go like this .. you spell a monster or player or whatever and its dead hehe
That's a spell that only the GM's can use :)
It goes along with the "level up/down" spell and the
"generate any item in the game instantly" spell. ;)

Talaroc: but what happens when it dies? I think we should just put a 2 hour timer on the summon spell or something, and let the player resummon it as needed. When I say it would interfere with the pet system, I mean that having a player, familiar, and pet would nearly constitute having one's own army, especially if you had a skill to charm monsters in addition to those two. Pets and familiars probably shouldn't be allowed to overlap like that.
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Post by Talaroc » Sat Apr 02, 2005 6:42 pm

When it dies? Some sort of penalty to the player, and then you have to go quest for it again if you want a new one.

As for having your own army, I was never under the impression that either of our ideas on familiars included them engaging in combat except in self-defence.
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Post by Aacheron » Sat Apr 02, 2005 9:07 pm

About the familiar dying, D&D (3rd Ed. and onwards) imposes a permanent Con penalty (-1 Con, according to the D20-system) on the spellcaster when their familiar dies (or was it when the familiar was created? Hmm...). The reason is because the familiar is "tied" to the spellcaster, and is partially fuelled by his or her life force. Note: the above is from outer memory, and might be totally wash...

This might seem evil or unfair in TMW, but I think it's just their own fault for first going through the trouble of getting the bloody thing, and then not minding it enough and hence letting it die. If you can't handle it, don't get the squeaking thing in the first place. "With great powers come great responsibility", and with a slight boon comes a slight responsibility.

Players need incentives in order for them to do things... Really, they do.
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Post by Kyokai » Sun Apr 03, 2005 6:43 am

I agree that we shouldn't promote negligence toward familiars, but come on, if I accidentally stumble into a high level monster who chops my familiar up in one hit, there goes a 5 hour+ quest? Nobody likes those kind of restrictions. Perhaps if we allow the familiar to respawn every 30 minutes or so, and give the player a weakness to all magic damage during that time, we could better enforce it. A player can understand being punished awhile for his irresponsibility, but he will quickly lose patience and go do something else if he loses more than 15 minutes worth of work permanently.

Basically: Losing progress sucks. Never make players do the same thing twice. Never create a penalty they can't recover from. Let's try to think within these guidelines for our familiar system. Otherwise it just won't be that much fun.
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Post by Aacheron » Sun Apr 03, 2005 11:34 am

For once, Kyokai, I'd have to say I don't agree with anything in your last post. Penalties have a reason for being there; if familiars respawn, players won't care as much. Losing progress is not something that's supposed to happen to you, it's a punishment for being reckless - or just for having bad luck. Games are like that; bad luck can hurt, and good luck can really bless.

I'd really like to keep a certain "negative" feeling to some things (really making the player feel like he lost something), in order to keep the relative difference between the "grave sink" points and the "peak" points big enough. People will in the end get bored with getting the +7 vorpal greatsword of turbonium dragon slaying, but if there are things like permanent penalties and really damaging losses, they'll be on their toes and actually appreciate their super-zany sword of bloody slaughter, even when they're level too-high-to-count...
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Post by maci » Sun Apr 03, 2005 3:11 pm

Kyokai wrote:
maci wrote:he i would want 1 uber spell which is simply uber and its not possible to learn it ..
it shuld go like this .. you spell a monster or player or whatever and its dead hehe
That's a spell that only the GM's can use :)
It goes along with the "level up/down" spell and the
"generate any item in the game instantly" spell. ;)

Talaroc: but what happens when it dies? I think we should just put a 2 hour timer on the summon spell or something, and let the player resummon it as needed. When I say it would interfere with the pet system, I mean that having a player, familiar, and pet would nearly constitute having one's own army, especially if you had a skill to charm monsters in addition to those two. Pets and familiars probably shouldn't be allowed to overlap like that.

YEAH YEAH exactly this spell hehe
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Post by Kyokai » Mon Apr 04, 2005 2:57 pm

Aacheron wrote:For once, Kyokai, I'd have to say I don't agree with anything in your last post. Penalties have a reason for being there; if familiars respawn, players won't care as much. Losing progress is not something that's supposed to happen to you, it's a punishment for being reckless - or just for having bad luck. Games are like that; bad luck can hurt, and good luck can really bless.

I'd really like to keep a certain "negative" feeling to some things (really making the player feel like he lost something), in order to keep the relative difference between the "grave sink" points and the "peak" points big enough. People will in the end get bored with getting the +7 vorpal greatsword of turbonium dragon slaying, but if there are things like permanent penalties and really damaging losses, they'll be on their toes and actually appreciate their super-zany sword of bloody slaughter, even when they're level too-high-to-count...
I don't know if you keep up with MMORPGs much, but I recently tried the beta to a new one called Guild Wars. (http://www.guildwars.com) If you're not familiar with this game, it's basically WoW with all the boring stuff taken out. You respawn with a minimum death penalty, which going into any town erases immediately, if you want to travel, you can travel instantly to any town you have been to from the field without walking, etc.
Anyway, all that to say that Guild Wars is the most fun MMORPG I have ever played, because it's continuous action and team play with all the tedious and unhappy parts taken out (even finding party members is incredibly easy).
Perhaps it is more realistic to punish people more for making mistakes, and perhaps it adds some extra prestige to those that do have things (at least for the moment). For me and the majority of gamers out there though, when we hit a "grave sink" more than once, we don't feel like trying again, we feel like throwing our computers out the window and going to play some better-designed game.
Anyhow, I know I suggested that we follow principles like not take away things permanently from the player because of a mistake or a loss, but what I really meant was that in any design department that I am in charge of (which is TMW's) we are going to follow those principles, because it's just good game design. I'll repeat them again for those reading:
* Never make players do the same thing twice.
* Never create a penalty they can't recover from.

If you really don't agree with this, Aacheron, we can start a game design theory thread in general talk and discuss it, but if you really think about it, you'll see how much sense it makes to have restrictions like this on our game.
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