Author Topic: runes/magic  (Read 110 times)

0 Members and 1 Guest are viewing this topic.

Offline Greatest

  • Hero Member
  • *****
  • Posts: 1175
  • Karma: 12
  • Gender: Male
  • I'm better than you!
    • View Profile

  • Total Badges: 34
    Badges: (View All)
    10 Poll Votes Invisible Eighth year Anniversary
runes/magic
« on: June 06, 2017, 01:17:41 pm »
from the current task thread:
Quote
Magic changes: blank runes (blacksmith), rune crafting (anyone with a magic trained), must have a rune to make that rune, rune drops, rune research, spell rune combos mixed on world creation
NO!  there is so much wrong with that. 

1: runes shouldn't be crafted by mages.  mages have it too easy already.
2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.
3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!
or do I just not understand role playing games? heh

Offline Mickey Kudlo

  • Administrator
  • *****
  • Posts: 1293
  • Karma: 22
    • MSN Messenger - mkudlo@hotmail.com
    • View Profile
    • http://www.rpgwo.com
    • Email

  • Total Badges: 38
    Badges: (View All)
    10 Poll Votes 10 Polls Nineth year Anniversary
Re: runes/magic
« Reply #1 on: June 06, 2017, 03:16:24 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
You may have conquered my worlds, but I destroyed them!

Offline Greatest

  • Hero Member
  • *****
  • Posts: 1175
  • Karma: 12
  • Gender: Male
  • I'm better than you!
    • View Profile

  • Total Badges: 34
    Badges: (View All)
    10 Poll Votes Invisible Eighth year Anniversary
Re: runes/magic
« Reply #2 on: June 06, 2017, 09:18:53 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 
or do I just not understand role playing games? heh

Offline Gimpy

  • Hero Member
  • *****
  • Posts: 608
  • Karma: -33
    • MSN Messenger - inseanjosh100@hotmail.com
    • View Profile
    • Email

  • Total Badges: 28
    Badges: (View All)
    10 Poll Votes Tenth year Anniversary Nineth year Anniversary
Re: runes/magic
« Reply #3 on: June 07, 2017, 07:24:23 am »
Greatest dont forget what rpgwo truly is, a game that allows one player to do it all if they chose. So how would a black smith know how to make runes? Because there are no classes. Just players with different motivation levels.
Liberty (level 22 sword/tradesmen)Steeltide1 (57 flail)Steeltide2 (55 flail,57dagger)Last Phobos (59 bower)Lunatik (44 bower) Gringo was the nameVale Devine (66 thrower)Oceanic (61 xbow) Shadow 2 (77 xbow) Nexus v2 (65 thrower) Active
Nulonia (41 bow)
Nexus (60 thrower)

Offline Roarion

  • Sr. Member
  • ****
  • Posts: 379
  • Karma: 15
  • Gender: Male
    • MSN Messenger - Roarion123@hotmail.com
    • View Profile

  • Total Badges: 34
    Badges: (View All)
    Nineth year Anniversary 10 Poll Votes Invisible
Re: runes/magic
« Reply #4 on: June 08, 2017, 06:46:30 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 

1) Mages don't have it easy, you actually have to pay full attention while training unless you're macrroing or abusing LOS in some way. Playing a mage is a huge disadvantage on most servers.

2) I don't understand your thinking on mages having too much money? Your argument is that they don't need to buy anything but runes, but you can say that about any other skill in the game. You can literally run the worst armor in the game on a character if the +s are decent. The problem is the economy isn't balanced, it has nothing to do with mages specifically and I don't think they make considerably more money then anyone else.

3) Rune research is more often boring / annoying. You just figure out a few of the runes and decode the spells from another server. No ones buys runes just like no one buys weapons, potions, and any other item in the game. There's no reason to try to depend on someone else when you're gonna be solo playing most of the time 1-2 months into the game. My personal opinion still is that if you added 100 players to a server and made the system intuitive for setting prices on traders people would buy from traders more often since it's convenient. Traders then can turn gold into cosmetic items for houses, upgrade tools, buy tames, etc.
Asylum - lvl 33 Thrower
Pyramid - lvl 40 Scythe
Dementia - lvl 69 Spear
Nexus V2 - lvl 61 Stealth
Rebirth - lvl 72 Bow
Ganymede - lvl 56 Mage
Hex - lvl 1000 Admin
Future - lvl 1000 Admin
Retired - Unless V6 pulls a miracle

Offline Gimpy

  • Hero Member
  • *****
  • Posts: 608
  • Karma: -33
    • MSN Messenger - inseanjosh100@hotmail.com
    • View Profile
    • Email

  • Total Badges: 28
    Badges: (View All)
    10 Poll Votes Tenth year Anniversary Nineth year Anniversary
Re: runes/magic
« Reply #5 on: June 09, 2017, 07:57:05 am »
1: runes shouldn't be crafted by mages.  mages have it too easy already.
ty

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 

1) Mages don't have it easy, you actually have to pay full attention while training unless you're macrroing or abusing LOS in some way. Playing a mage is a huge disadvantage on most servers.

2) I don't understand your thinking on mages having too much money? Your argument is that they don't need to buy anything but runes, but you can say that about any other skill in the game. You can literally run the worst armor in the game on a character if the +s are decent. The problem is the economy isn't balanced, it has nothing to do with mages specifically and I don't think they make considerably more money then anyone else.

3) Rune research is more often boring / annoying. You just figure out a few of the runes and decode the spells from another server. No ones buys runes just like no one buys weapons, potions, and any other item in the game. There's no reason to try to depend on someone else when you're gonna be solo playing most of the time 1-2 months into the game. My personal opinion still is that if you added 100 players to a server and made the system intuitive for setting prices on traders people would buy from traders more often since it's convenient. Traders then can turn gold into cosmetic items for houses, upgrade tools, buy tames, etc.




ty
Liberty (level 22 sword/tradesmen)Steeltide1 (57 flail)Steeltide2 (55 flail,57dagger)Last Phobos (59 bower)Lunatik (44 bower) Gringo was the nameVale Devine (66 thrower)Oceanic (61 xbow) Shadow 2 (77 xbow) Nexus v2 (65 thrower) Active
Nulonia (41 bow)
Nexus (60 thrower)

 

Related Topics

  Subject / Started by Replies Last post
ST Runes Combos

Started by Vex « 1 2 » RPGWO Chat

22 Replies
3766 Views
Last post July 25, 2007, 07:48:51 pm
by Komodo
5 Replies
1020 Views
Last post January 21, 2006, 12:49:47 am
by Dark Elf
13 Replies
2052 Views
Last post January 02, 2009, 09:52:33 pm
by Rokhan
14 Replies
2930 Views
Last post May 29, 2009, 06:38:55 pm
by Gulron
9 Replies
1614 Views
Last post August 24, 2011, 01:48:32 am
by Cky