Magick Code Suggestions.

Started by Asmoth, June 01, 2016, 11:35:42 PM

Every magick subguild/class has spells that I would classify utility and spells that I would classify combat.

It's always sorta bothered me that utility spells take the same amount of effort to cast as regular.

In that vein, has it ever been discussed to have utility spells eventually ween off the need to use normal amounts of mana?

Like say I cast water mage simple spell 1 and it takes 15 mana to cast while I suck at it.  When I master it, it would cost 5.

And I'm not talking about just casting at lower horns of power, I mean for a full sul/mon cast.

I think this should be this way to simply have mages be more flashy (horrible word for it, but best I can think of right now).

Making utility spells more utility and not a gamble between, do I want to have this have a good effect (power) of spell 1, but then not be able to cast spell 2 till X?

I hope you understand what I'm trying to say, but I can't get into specifics without getting yelled at for IC info.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

I think all combat based spells should start with a mana cost of 200.
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
-Reiloth

Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

Critical spell fails should be as dangerous as mundane skill failures. Cost you regents, cost you health, cost you stun, etc., as appropriate.

My suggestion for Magick Code:

Restore full-on sorcery as a primary guild. ALL sorc roles should require special app regardless of how much karma they have, but they need at least 7 to qualify to app in the first place.

Roll out whatever you were all gonna do with the elkros/drovian/nilaz guilds that you eliminated from the game ASAP.

Make it so invis + fly is possible. From what I can figure out based on the official docs, it currently isn't possible. If it is possible, add this as a single-line entry to EACH whiran doc, with a note: "If you wish to have this combination of spells in your spells list, please send a request via "question" on "future character" and we'll let you know which option to pick in chargen.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: BadSkeelz on June 02, 2016, 12:42:02 AM
Critical spell fails should be as dangerous as mundane skill failures. Cost you regents, cost you health, cost you stun, etc., as appropriate.

This.

Quote from: James de Monet on April 09, 2015, 01:54:57 AM
My phone now autocorrects "damn" to Dman.
Quote from: deathkamon on November 14, 2015, 12:29:56 AM
The young daughter has been filled.

There should be a 0.25% chance of killing every PCs logged into the game each time a magicker casts a spell.
"When I was a fighting man, the kettle-drums they beat;
The people scattered gold-dust before my horse's feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back."

Quote from: Asmoth on June 01, 2016, 11:35:42 PM
Making utility spells more utility and not a gamble between, do I want to have this have a good effect (power) of spell 1, but then not be able to cast spell 2 till X?

There are definitely some spells that are more flash and less firebally that I can think of that I wish had some custom mana tweaks to make them more viable to use. The spells without coded benefit are what I'm meaning.

The magick system overall needed some tweaks and they've came along slowly up until recently with the subguild changes, removing much of what I think was the 'grind' of playing a mage.
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."

Quote from: Majikal on June 02, 2016, 04:56:07 PM
Quote from: Asmoth on June 01, 2016, 11:35:42 PM
Making utility spells more utility and not a gamble between, do I want to have this have a good effect (power) of spell 1, but then not be able to cast spell 2 till X?

There are definitely some spells that are more flash and less firebally that I can think of that I wish had some custom mana tweaks to make them more viable to use. The spells without coded benefit are what I'm meaning.

The magick system overall needed some tweaks and they've came along slowly up until recently with the subguild changes, removing much of what I think was the 'grind' of playing a mage.

Part of what made it a "grind" is also what made it scary to -other- people. Because other people knew that "if he can fly, he can also do...[insert scary thing that people with fly used to be able to do]. Now, *players* know that "this" kind of mage can't do "that" kind of magick, and I'm starting to notice some of this knowledge leak into the game. In fact, I'd even go so far as to suggest that it makes sense for it to leak into the game. Here's why:

"I need a [element-type mage] who can [do this specific thing] for [that specific purpose.]" So I go looking for [elementalist] and find three of them, but none of them can do what I need done. They're the right element, but they're the wrong subset. So I'm not going to waste any time hoping they'll branch what I need them to do, if I know already that they will never branch it. It'd be a waste of IC and OOC time, and a lesson in futility and frustration both ICly and OOCly.

It would've been better to just not find anyone who could channel that element at all, than to find three who can channel it but not THAT aspect of it. It's just very frustrating.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

I will kindly ask people to veer away from "I want full mages back" to more of the topic of discussion.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

I want half mages doubled.

Quote from: Desertman on June 02, 2016, 11:57:35 AM
Quote from: BadSkeelz on June 02, 2016, 12:42:02 AM
Critical spell fails should be as dangerous as mundane skill failures. Cost you regents, cost you health, cost you stun, etc., as appropriate.

This.



That.  Definitely that.
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
-Reiloth

Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

Quote from: Asmoth on June 02, 2016, 06:57:02 PM
I will kindly ask people to veer away from "I want full mages back" to more of the topic of discussion.

The topic of the discussion is magick code suggestions. My suggestion is to code full magicks back in. You don't have to agree with my suggestion, but it is a valid suggestion.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: Lizzie on June 02, 2016, 08:18:18 PM
Quote from: Asmoth on June 02, 2016, 06:57:02 PM
I will kindly ask people to veer away from "I want full mages back" to more of the topic of discussion.

The topic of the discussion is magick code suggestions. My suggestion is to code full magicks back in. You don't have to agree with my suggestion, but it is a valid suggestion.

I agree, but you already suggested that, multiple times in multiple threads when full mages were abolished.

I'm just asking we keep it to code suggestions that don't rehash old threads.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Actually - returning to the actual post that I actually posted - I didn't even ask for a return to full guilds (plural). I asked for sorcery, exclusively, to be restored, under the condition that it be lowered 1 karma point from the 8 it used to be, BUT require all apps for it be special app, which it didn't used to be.

I also asked for fly and invis to be combined somewhere in the existing system.

I also asked for the plans that the staff had posted about when they broke the elemental guilds down into segmented guilds, to be implemented - whatever those plans were - which they never specified to us, and only mentioned that they had some.

So you, Asmoth, must've been responding to someone else - though I don't see ANYONE asking to restore all magick guilds to their former existence (except me, after you snarked and asked people to not post that particular suggestion because you don't like it).


Quote from: Lizzie on June 02, 2016, 11:23:23 AM
My suggestion for Magick Code:

Restore full-on sorcery as a primary guild. ALL sorc roles should require special app regardless of how much karma they have, but they need at least 7 to qualify to app in the first place.

Roll out whatever you were all gonna do with the elkros/drovian/nilaz guilds that you eliminated from the game ASAP.

Make it so invis + fly is possible. From what I can figure out based on the official docs, it currently isn't possible. If it is possible, add this as a single-line entry to EACH whiran doc, with a note: "If you wish to have this combination of spells in your spells list, please send a request via "question" on "future character" and we'll let you know which option to pick in chargen.

Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: Lizzie on June 02, 2016, 08:51:28 PM
Actually - returning to the actual post that I actually posted - I didn't even ask for a return to full guilds (plural). I asked for sorcery, exclusively, to be restored, under the condition that it be lowered 1 karma point from the 8 it used to be, BUT require all apps for it be special app, which it didn't used to be.

I also asked for fly and invis to be combined somewhere in the existing system.

I also asked for the plans that the staff had posted about when they broke the elemental guilds down into segmented guilds, to be implemented - whatever those plans were - which they never specified to us, and only mentioned that they had some.

So you, Asmoth, must've been responding to someone else - though I don't see ANYONE asking to restore all magick guilds to their former existence (except me, after you snarked and asked people to not post that particular suggestion because you don't like it).


Quote from: Lizzie on June 02, 2016, 11:23:23 AM
My suggestion for Magick Code:

Restore full-on sorcery as a primary guild. ALL sorc roles should require special app regardless of how much karma they have, but they need at least 7 to qualify to app in the first place.

Roll out whatever you were all gonna do with the elkros/drovian/nilaz guilds that you eliminated from the game ASAP.

Make it so invis + fly is possible. From what I can figure out based on the official docs, it currently isn't possible. If it is possible, add this as a single-line entry to EACH whiran doc, with a note: "If you wish to have this combination of spells in your spells list, please send a request via "question" on "future character" and we'll let you know which option to pick in chargen.


Well alrighty then.  I'll just back away from this and let you go on your tirade.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

hrrrrrnk

I do kind of want to see full guild mages again. But I never want to see the untracable, uncatchable mages we used to see.
Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

Please keep this discussion nice.
Child, child, if you come to this doomed house, what is to save you?

A voice whispers, "Read the tales upon the walls."

I have never played any magickers before, and while it saddens me to know I probably wont get a properly beastly glass cannon mage any more let alone "alla dem spellz" I do feel that having them specialised makes some amount of sense.

So ontopic part, maybe current mages who live a stupidly long time, (see irl year or something) learning to master their current abilities, truly, truly master them. Maybe allow those full on people the ability to get more spells. Or even allow more based on what they do during that rl year, eg gick 1 spends rl year in the Byn, somehow managing to hide the fact he is a mage from them -and- master himself magickally and physically, maybe this guy could get a fireball esque spell if he doesnt already, or better yet some form of buff spell that cant be seen by others very easily. To show that this fucker has spent a long ass time mastering his shit good and proper.

Suggestion 2:
Perhaps mages need to be a little more interesting, I for one have noticed far less of them, that could just be players not in the mood to do it, or players not wanted to for whatever reason, but I have seen less.
Basically spice them up some.



Also I just realised this is a magicker code thread not magicker suggestion thread but dammit I typed this all out so I will post it. Feel free to remove or whatever if needed.

Okay, so, sans cuntery.

This thread has lead me to start formulating a magick-related suggestion to staff, which I'm hopeful that they'll see as a good idea.  I won't go in to the details here, because it isn't for a thread to be discussed, but I would like to say, officially, that Asmoth made me think.

The idea I did come up with that I would like to present here, in this Magick Code Suggestions thread, which we are all doing our damnedest to play nice in, is this:

It would be baller ass awesome if we could play para-elementalists.  Magma mages... Krath/devastation with a touch of Ruk/Empowerment.  Mist Mages... Whiran/Travel with a touch of Viv/creation.

Now, don't get me wrong, after some initial skepticism, I have really come to love the idea of sekrit jedi lurking in all Byn latrines, but I think the idea can be made better. 

"BUT WAIT, Malifaxis," one might say, "how can we make this shit viable?  That sounds tremendously powerful!"  (I imagined Desertman saying that, who I always read the posts of in the voice of Dwayne "The Rock" Johnson.)

So this is what I came up with.

You pick your guild, you pick your subguild.  If you pick a magicker subguild, you get an additional screen of selections (YES MORE STUFF) where it asks you if you want to be a para elementalist.  And also, this is where you set your cajones on the chopping block.

If you select any para-elementalist, then you get a trade off.  You pick three starting skills you will do away with.  BING... they get removed automagickally from your character sheet.  You don't get them.  Did they branch?  Tough.  You don't get them.  Happy birthday.  Do your research.

But in return, you get two randomly chosen spells from the 'beginner' set of one of the types you pick.  If you want viv as your secondary mage-type, you might rock hard and get (censored) and (censored also), which then has the potential of releasing (censored,) (censored,) or even (censored) from the skill branch tree.  But, also, you might end up with some crappy spells, and crappy trees.  So you might own, or you might lease.

Either way, it would give a bit more wiggle room for those who want to veer towards true-mageness, and still keep us from seeing (as was mentioned before) the uber mages of old who can't ever fucking be found.

IMHO, para-elementalists should be K5 or K6... because the potential is wicked, but it also allows K2 players to spec app in to them and flex some muscle by being totally f'ing rad.

Anyway, there's my thoughts.  Hopefully un-cuntified.

(obligatory fuck goddamn shit of any typical Malifaxis post included in post-script)
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
-Reiloth

Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

That's.....a pretty good idea in my opinion.




Quote from: James de Monet on April 09, 2015, 01:54:57 AM
My phone now autocorrects "damn" to Dman.
Quote from: deathkamon on November 14, 2015, 12:29:56 AM
The young daughter has been filled.

I like the general idea of that Malifaxis. Except - it goes back to the whole "newbies at a coded disadvantage that they can't "find out IC" about" problem in previous threads. Someone who is comparably new - having only had maybe 3-4 characters total, won't have experienced all the guild options and unless they read an *up to date* list somewhere, won't know which options to remove. But veterans who have experimented with more guild options and might have a better idea of what's "up to date" on the guild lists, will know better what to remove. So the new player will once again be at a distinct disadvantage for not knowing OOCly the OOC mechanisms of the OOC skills lists (as in - what branches off what, not simply which skills eventually appear on the list).

For that reason alone I'd suggest that it be bumped up to 7 karma, OR allow newer players to select this option ONLY if they are picking a main guild they've already played previously.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: Lizzie on June 03, 2016, 12:24:00 PM
I like the general idea of that Malifaxis. Except - it goes back to the whole "newbies at a coded disadvantage that they can't "find out IC" about" problem in previous threads. Someone who is comparably new - having only had maybe 3-4 characters total, won't have experienced all the guild options and unless they read an *up to date* list somewhere, won't know which options to remove. But veterans who have experimented with more guild options and might have a better idea of what's "up to date" on the guild lists, will know better what to remove. So the new player will once again be at a distinct disadvantage for not knowing OOCly the OOC mechanisms of the OOC skills lists (as in - what branches off what, not simply which skills eventually appear on the list).

For that reason alone I'd suggest that it be bumped up to 7 karma, OR allow newer players to select this option ONLY if they are picking a main guild they've already played previously.


Yeah, this isn't meant to be played by new players.  Hence the K5/6 requirement.   Even if they are K2 (spec apping up to K5) they would most likely have a firm grasping on the idea that wickedshit branches to fuckyes, which in turn branches to zomg and HOLLLAAAAA.
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
-Reiloth

Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

I like his general idea.  However I don't like it being so high of karma. Because some of us are karma locked at 1 like myself.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Quote from: Asmoth on June 03, 2016, 12:53:50 PM
I like his general idea.  However I don't like it being so high of karma. Because some of us are karma locked at 1 like myself.

That has nothing to do with the topic really, and has more to do with the karma system and whether or any given player has earned the privilege of playing roles that require more responsibility and more trust from staff.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: Lizzie on June 03, 2016, 01:44:04 PM
Quote from: Asmoth on June 03, 2016, 12:53:50 PM
I like his general idea.  However I don't like it being so high of karma. Because some of us are karma locked at 1 like myself.

That has nothing to do with the topic really, and has more to do with the karma system and whether or any given player has earned the privilege of playing roles that require more responsibility and more trust from staff.


In all respects, I'd like to break the subject of this thread down.

Magick - Yep.  My post was highly focused on magick.

Code - Affirmative.  This did deal with coded ideas.

Suggestions - Oh boyo, did I make suggestions.

I do find it curious how your posts also do not have much to do with the OP's first post.  However, when it is something you don't agree with, you start trumpeting about how everything is off topic and karma is bad guyz.

This thread, to me, appears to be not only a discussion, but a brainstorm session on how we can make Magick more awesome.

My post even has the backing of The Rock.  You need to smell what's cooking, Lizzie.
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
-Reiloth

Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

June 03, 2016, 02:56:40 PM #24 Last Edit: June 03, 2016, 03:16:54 PM by Asmoth
Beside the karma thing, the problem with instituting a large change like this is the coding aspect of it.

Having to code the prompts and subsequent changes to guild templates etc.

I think it would be easier to change the under the hood mechanics because as it is, in my opinion we have a working system but a clunky one.

If I'm playing a tinkerbell Mage and I start with gather pixie dust spell, I have to not only grind it through the different power levels (which through random number generator or whatever it uses, can happen in a day or an hour) we them need to grind it through the branching point which is failure based like everything else which could take a day or a week.

Which if you are actually doing anything besides pure grinding your tinkerbell Mage, you are falling behind the "twinks" and just those who get luckier with the rolls.

So you can have a well played tink that's half branched or half powered to a tink that appears out of no where and is flying back and forth to neverland at will (if you get the analogy).

While I understand the current system works I don't think we should leave a low grade system alone just for the sake of it working.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Another thing that might be worth looking into... Perhaps eliminate some spells in favor of traits or perks to the class.

So say I learn a spell that's a utility based spell help me do X thing.

Instead of leaving it a spell and effect, why not have it where the mage has grown in power and just can do X spooky thing.

Like some of our status effects that spells currently give, but a few that are so simple, so basic in the scheme of thing that magickers develop the talent over time.

One that comes to mind is one that has to do with objects every magicker gets.  Due to the utility of that spell and it's awkward way it works, it honestly isn't worth being a castable spell.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Quote from: Asmoth on June 03, 2016, 02:56:40 PM
Which if you are actually doing anything besides pure grinding your tinkerbell Mage, you are falling behind the "twinks" and just those who get luckier with the rolls.

In the old system? Yes. Very much so.
With the new subguilds? No. At least as far as spell-flinging goes.

I think the mage system is heading in a more balanced direction, it needs less governing imo and provides some interesting posibilities for character concepts. Personally, they don't interest ME as much as they used to but I'm a dirty gick-lover and like seeing that big spell list. Overall though, I like the direction it's headed.
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."

Quote from: Majikal on June 03, 2016, 05:09:03 PM
Personally, they don't interest ME as much as they used to but I'm a dirty gick-lover and like seeing that big spell list. Overall though, I like the direction it's headed.

Same here, I can't even think up a magick subguild concept that I would like to play. Every time I start I think, "oh spell x would also be great... oh, nevermind.", and that's the end of it. I love playing strictly magic type characters, but at least a few people are enjoying the new changes, right?
3/21/16 Never Forget

Having played with new and old mages, currently, I have to say I would switch glass canon for a tank that shoots fireballs.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Here is what it looks like to me:

Old system: Imma spend a couple days twinking and then shoot dumb fucks in the face wiv mah fiahballs!!!


New system: I am gonna spend some days twinking for fireballs and then join some sparring clan to make my krathi ranger the ultimate beastly beast of beasts!


Tl;dr pretty much the same except now you can also swing a sword.

Quote from: Hauwke on June 17, 2016, 06:34:47 AM
Here is what it looks like to me:

Old system: Imma spend a couple days twinking and then shoot dumb fucks in the face wiv mah fiahballs!!!


New system: I am gonna spend some days twinking for fireballs and then join some sparring clan to make my krathi ranger the ultimate beastly beast of beasts!


Tl;dr pretty much the same except now you can also swing a sword.

Not even almost pretty much the same, because this:
join some sparring clan...

and never use your magicks in your clan, ever, because if you get caught you get PKed or gemmed, and definitely tossed out of the clan (unless you join Oash, which isn't a sparring clan).

Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

My suggestion would be to bring back nilazis as full mages.  Bring back the 4 basic elements as full mages.  Make them all high-karma, so that they are rare-as-fuck.

Cap off the new subguilds not by skill, but by power.  Een or something.  Their spells are less powerful, but give them a skill called 'armed casting' that allows them to cast with a weapon in hand as an implement.  They don't need hands free, but they're less powerful by far.  Don't give these subguilds any of the true-disable spells such as sleep, paralyzation, etc.

I have not played a mage in some time, so if this is absolutely retarded, forgive me.  But I'm going completely off of theorycraft in my head.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

Quote from: Armaddict on June 17, 2016, 02:56:42 PM
My suggestion would be to bring back nilazis as full mages.  Bring back the 4 basic elements as full mages.  Make them all high-karma, so that they are rare-as-fuck.

Cap off the new subguilds not by skill, but by power.  Een or something.  Their spells are less powerful, but give them a skill called 'armed casting' that allows them to cast with a weapon in hand as an implement.  They don't need hands free, but they're less powerful by far.  Don't give these subguilds any of the true-disable spells such as sleep, paralyzation, etc.

I have not played a mage in some time, so if this is absolutely retarded, forgive me.  But I'm going completely off of theorycraft in my head.

You can cast with things in your hands, as I'm sure you know, if you have some special...well you'll figure it out.

My last mage was a long time ago.  I couldn't cast with things in my hands.

So my entire idea is outdated and you should ignore it!  XD
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

Quote from: Armaddict on June 17, 2016, 04:44:49 PM
My last mage was a long time ago.  I couldn't cast with things in my hands.

So my entire idea is outdated and you should ignore it!  XD
You still can't but uh, certain items let you.
Lets just stop at that!

Deal.

Can you input on whether that sort of idea has any merit or whether it's just altogether meh, from the mage pov?
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

I'm confused on the question but I think this is the answer?


If you are a mage that wants to combat people and still cast the method of doing so is pretty alright.
That being said it may not be, talk to your local templarate.

Randomize. This could even work for all guilds and subguilds, or any that the staff want it to work with.

General idea, with Ruk "power-combat" subguild as the example:

This Rukkian will get all the necessary combat-based spells to function as a combat-based mage. If they want protective/defensive abilities they'd have to make that a priority when picking a main guild.

BUT - they would ALSO get up to 6 random spells added - maybe they'd come with one out of the starting six, and the other 5 would show up in branches. These other six could be any of the first or second-tier spells of ANY element other than nilaz. It wouldn't even show up on a specific schedule or after a specific spell is ready to branch. The code would be something like...

Call random 6(whir AND/OR elk AND/OR drov AND/OR viv AND/OR krath) "SpellX1, SpellX2, SpellX3, SpellX4, SpellX5, SpellX6."

If any of first 6 spells have gotten to een, chance of branching SpellX1 = 90%. Chance of branching SpellX2 = 70% etc.
If three of the first 6 spells have gotten to pav, and SpellX1 is already branched, then SpellX2 is at a 90% branch rate, SpellX3's pop rate increases, etc. etc.
If all of the first starting spells are at pav or better, then the increase increases further.
Once a mage has branched the entire skill tree, even if the last four spells are only available at wek, the chance of branching all six of the SpellX spells increase to 90%.

This way, it's POSSIBLE for a mage to pop all 6 of the extra spells right away (or maybe only 3 at the first tier, 2 at the second tier, and the last tier would unlock only when the caster has branched at least one spell on the third tier), but very unlikely. Plus, the player would have zero way of knowing which of the spells would branch, because it's totally random.

I think adding a new random "bonus points" factor to the subguilds would make them more attractive. It returns a lot of the mystery of magicks back to the game. It's make it scarier for non-mages to see, and more exciting for the mage's player to experience.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Giving, say a Ruk, straight Vivaduan spells would be strange, even from what I understand about magick lore.
Especially if they would give off the same cantrip.
So you like, do that Ruk thing that ruks do when they cast...and water pops out?
That'd be strange.


This idea, while I think it is nice, I don't think it fits in with the idea of elementalists in Arm. I do like the spell branching idea, just not the idea of random spells. Maybe from the same elemental guild.

THIS IDEA HOWEVER would be good for some crazy ass like, 'quasi' elemental. Not elkros but like, a strange 'inbetween' class that gets random spells at gen with random branching. Their cantrips being almost wildly violent or even actually having a coded effect on the world, same with their passive cantrips.
Maybe their connection to whatever elemental plane is so fucked it switches or is in several places at once, so they can have the wind at their hair and the earth shaking. Maybe someone could roleplay it that their elements don't like each other as well, so when someone casts for fire they can't (Icly) cast water for a bit.
Thats where I would see something like that.

I don't really like my own idea of 'lets give a class random as hell spells' because I guess you have sorcerer for that, given it isn't random, but I kinda do at the same time.

Quote from: Jihelu on July 09, 2016, 09:28:56 AM
Giving, say a Ruk, straight Vivaduan spells would be strange, even from what I understand about magick lore.
Especially if they would give off the same cantrip.
So you like, do that Ruk thing that ruks do when they cast...and water pops out?
That'd be strange.


This idea, while I think it is nice, I don't think it fits in with the idea of elementalists in Arm. I do like the spell branching idea, just not the idea of random spells. Maybe from the same elemental guild.

THIS IDEA HOWEVER would be good for some crazy ass like, 'quasi' elemental. Not elkros but like, a strange 'inbetween' class that gets random spells at gen with random branching. Their cantrips being almost wildly violent or even actually having a coded effect on the world, same with their passive cantrips.
Maybe their connection to whatever elemental plane is so fucked it switches or is in several places at once, so they can have the wind at their hair and the earth shaking. Maybe someone could roleplay it that their elements don't like each other as well, so when someone casts for fire they can't (Icly) cast water for a bit.
Thats where I would see something like that.

I don't really like my own idea of 'lets give a class random as hell spells' because I guess you have sorcerer for that, given it isn't random, but I kinda do at the same time.

Prior to the switch from main to sub, all elemental lists came with spells that had nothing to do with their own element. All of them. It's not far-fetched, it was also an aspect of functionality. Each spell had to come from somewhere. The results weren't necessarily the same, or perhaps one elementalist might need a component to cast the spell while someone harnessing a different element would not need a component for the same spell. There was at least one nilaz and one rukkian spell on every single main-guild mage spell list.

There was also a very strange, but very plausible IC explanation for how this was possible, that had to do with the concept of "magick" being the overall term for the power-source that creates each of the elements.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

My suggestion could be better honed in too - it's flexible. The old docs about magick (I haven't looked at the new ones) said that certain elements "got along" with certain others, and were diametrically opposed to certain others. So for instance - light is the antithesis to dark therefore drov + krath = cancel each other out and therefore not a good pairing.

So for the random 6 (or 4, or 2, or 3 - I'm not married to 6), they'd be random spells that only come from "cooperative" elements. Whira might pop a couple elkros and a couple rukkian spells. Krath might branch anything except for vivadu. Vivadu would add anything except krath. And so on.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

I always assumed it was just: You were borrowing the words, not necessarily the element.
I recall all guilds but a certain one, not nilazi, had nilazi as a spell word for a certain spell and still do.
That doesn't mean they are conjuring anything from Nilaz/using its energy, or atleast I hope so, but they are just casting the spell.


But then again, me using that logic means that they could simply have random spells as well (so like your idea)
Idk.
I suppose it's just a matter of opinion on what the best system is. I would personally be fine with any change mentioned in our last few posts.


"So for the random 6 (or 4, or 2, or 3 - I'm not married to 6), they'd be random spells that only come from "cooperative" elements. Whira might pop a couple elkros and a couple rukkian spells. Krath might branch anything except for vivadu. Vivadu would add anything except krath. And so on."
If such a thing were to happen, that would be how i do it.
Maybe even a number.
Say you're playing a krathis or something.
You get like..
1 earth spell
2 wind ones
Etc.
And thats generally the same throughout all of them.
Though a whiran might get.
No earth spells
1 water
2 krathis
etc

My only problem with the magicker sub-guilds are that someone playing a vivudian corruptor needs to find a viv/ruk creator in order to be able to use their spells in a combat situation without it feeling like twinking/suicide.

Really wish that would be changed.

Quote from: Dresan on July 09, 2016, 12:21:10 PM
My only problem with the magicker sub-guilds are that someone playing a vivudian corruptor needs to find a viv/ruk creator in order to be able to use their spells in a combat situation without it feeling like twinking/suicide.

Really wish that would be changed.
You could just go warrior and cast while in battle.
But for those who aren't...well Idk.

i just want my full gickers back. Cause with the new subguilds lancer, berserker, agressor, what not you can be a gicky with mundane fighting abilities, crafting, riding... blah blah whatever. just my opinion.
Sweet chaos let it unfold upon the land.
Guided forever by my adoring loving hand.
It is I the nightmare that sleeps but shall wake.

Quote from: Clavis on July 10, 2016, 11:40:09 PM
i just want my full gickers back. Cause with the new subguilds lancer, berserker, agressor, what not you can be a gicky with mundane fighting abilities, crafting, riding... blah blah whatever. just my opinion.

Yup. Plus the level of guild-sniffing is even WORSE now than it was before.

look west
>The Temple of Vivadu
Some NPCs are here
A newly-minted gemmer is here.

think Oh awesome I need a healer for my crew!
Upon entering the temple:
Hey gemmer I need a healer.
"I might be able to do that, but I'm not sure."

(ooc think: So is he RPing being new to magick, or does he not have the heal spell on his skills list, or is it something that might branch for him and he just doesn't have it yet?)

The IC guessing game to find out the OOC information you need to know ensues.

Same with all the other elements. If your character needs specific things from specific gemmers, you have to ask them specifically and the only way you can be sure they do, is if they say they have it at the present time. If it's something that will branch eventually, or something that will never branch, you won't know which it is unless you start guild-sniffing.

Makes me want to just go OOC and ask flat out: "WHICH subguild are you dood?"
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

I love the subguilds but I do miss the old options. I'd be content with bringing back Nilazi, though. I'd never complain again.  :(

I seriously had a sinking feeling in my gut when I heard Nilazi were gone.

I think I've said this in ts or on skype or something.
But like.
I wish you picked a 'guild frame' and then could add/upgrade skills you wanted better.

One of the examples for this was like.
"I wish I could have higher haggle on a burglar"
Or
"I wish I could get rid of poison and get something else"

I feel like this would be better for magick guilds, though I suppose if they were still main guild, as well.


"think Oh awesome I need a healer for my crew!
Upon entering the temple:
Hey gemmer I need a healer.
"I might be able to do that, but I'm not sure.""
In that scenario I would say it is up for the gemmer to react to the world.
"Why the fuck does this person want me to use MAGICK on them?"
"Are they going to just kill me?
"I'm just going to be some stupid tool aren't I?"
Shit like that.
Though if your character is into that sorta thing/has no ways of making coin it could work ic.

For the whole 'guessing what they can do ic' thing I do agree that it is tedious and it sucks and I wish there was some fancy way of doing it.
"Hey heal me water mage"
Water mage: "I can't"
"Why the fuck not?"

The correct answer from the water mage should be something like "Vivadu hates me" or something.