Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Magic rare but powerful?

24567

Comments

  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Some possible methods for making wizards rare. 


    1) Perma-death
    Surely this is the simplest solution? Make wizards an alpha class, but give them perma-death. If they can make it to endgame then I'd expect them to be crazy over-powered, but a single death and thats it, back to square one. If that is too extreme, just make them lose a level or something with each death. 


    2) Server Caps
    Another simple (but frustrating) solution - only allow a limited number of wizards to play simultaneously. Say, 20 per faction at a time?


    3) True glass cannons / group-based
    In today's solo age of mmos, make them so squishy that they're virtually impossible to level solo and even when maxed, so squishy that they're a ballache to play without a well co-ordinated group. 


    4) Restricted progression
    Kinda of similar to the server caps, make it so that wizards can only progress through a collage of wizards type hierarchy. There can only be one arch-mage, 20 masters, 100 council members, 1000 intermediate and unlimited apprentices. Only the arch-mage has access to all spells, the masters have slightly less etc etc. Progress up / down the hierarchy a combination of in-game actions (like most pvp renown earned), voting and randomness. 



    I'm personally a fan of alpha classes as long as you can restrict their population. Seeing my first jedi in SWG was an exciting event, seeing them in combat was even better. Only became a problem when too many people became jedi as it upset a lot of the balance.
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • GdemamiGdemami Member EpicPosts: 12,342
    Koboli said:
    Okay, and if a Titan was the be-all, end-all of ships, it would be able to solo just fine, expensive or not, wouldn't it? Yeah, it's an expensive ship, but price wouldn't matter in the slightest if it wasn't incredibly vulnerable to boot.
    Ok, you just do not understand the game....at all.

    There is nothing "vulnerable" about a titan, it is the hardest ship to kill in the game by a long shot. Period.

    EVE isn't based on ship "vulnerabilities".
  • AntiquatedAntiquated Member RarePosts: 1,415
    Gdemami said:
    "Rare and powerful" only works in an MMO if you can get the majority of players to accept that they will not be the ones that are "rare and powerful".

    Unfortunately, it usually works the other way around. Players are enthusiastic about this kind of design, because every player believes THEY will somehow acquire the "rare and powerful" abilities and pwn everyone else. When that doesn't happen they complain bitterly and quit because the game is "broken".
    ...and the few that achieve that rare and powerful will complain bitterly they are not powerful enough!
    The most fun occurs when rare-and-powerful is delivered only via lottery win (random drop, millions to one odds).

    Players immediately begin trying to grind out the lottery win. Hooray for disappointment!
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    There are a few ways to do it.  RNG if course where a character just a few character made can use magic.   You could have a characters like wandering mystics that appears out in the wilds rarely.  

    Its hard to make something good and limit it by gameplay. Maybe Mages could have hunters that attack randomly.  Limit the things they can do in game comparative to others.  
  • iixviiiixiixviiiix Member RarePosts: 2,256
    edited July 2016
    Rare Skill tomes from monster and chests
  • KyleranKyleran Member LegendaryPosts: 44,059
    Gdemami said:
    "Rare and powerful" only works in an MMO if you can get the majority of players to accept that they will not be the ones that are "rare and powerful".

    Unfortunately, it usually works the other way around. Players are enthusiastic about this kind of design, because every player believes THEY will somehow acquire the "rare and powerful" abilities and pwn everyone else. When that doesn't happen they complain bitterly and quit because the game is "broken".
    ...and the few that achieve that rare and powerful will complain bitterly they are not powerful enough!
    The most fun occurs when rare-and-powerful is delivered only via lottery win (random drop, millions to one odds).

    Players immediately begin trying to grind out the lottery win. Hooray for disappointment!
    This is how Lineage 1 did it.  Mage spells were not automatically received as you leveled, they had to be learned from spell books that were drop only and some were very rare 

    I recall saving 3 months for a million adena to purchase a "bug bear" spell book, (which was the doorway for wizards to become money making machines) 

    The gods of RNG smiled on me however, I got an ultra rare invisibility spell book that few would sell (I didnt) because of their scarcity.

    Despite playing that Wizard for 6 months I never got all the higher level spells either by purchase or drop, so definitely players who had then all were actually rare and usually only the most hardcore of grinders.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Kyleran said:
    Gdemami said:
    "Rare and powerful" only works in an MMO if you can get the majority of players to accept that they will not be the ones that are "rare and powerful".

    Unfortunately, it usually works the other way around. Players are enthusiastic about this kind of design, because every player believes THEY will somehow acquire the "rare and powerful" abilities and pwn everyone else. When that doesn't happen they complain bitterly and quit because the game is "broken".
    ...and the few that achieve that rare and powerful will complain bitterly they are not powerful enough!
    The most fun occurs when rare-and-powerful is delivered only via lottery win (random drop, millions to one odds).

    Players immediately begin trying to grind out the lottery win. Hooray for disappointment!
    This is how Lineage 1 did it.  Mage spells were not automatically received as you leveled, they had to be learned from spell books that were drop only and some were very rare 

    I recall saving 3 months for a million adena to purchase a "bug bear" spell book, (which was the doorway for wizards to become money making machines) 

    The gods of RNG smiled on me however, I got an ultra rare invisibility spell book that few would sell (I didnt) because of their scarcity.

    Despite playing that Wizard for 6 months I never got all the higher level spells either by purchase or drop, so definitely players who had then all were actually rare and usually only the most hardcore of grinders.
    Sadly someone my sell that I the cash shop.  Let's not give the any ideas.
  • GrumpyHobbitGrumpyHobbit Member RarePosts: 1,220

    Sadly someone my sell that I the cash shop.  Let's not give the any ideas.
    Don't drink and type ;)
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198

    Sadly someone my sell that I the cash shop.  Let's not give the any ideas.
    Don't drink and type ;)
    Running and typing.
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    If you want magic to be rare, you have to make it so that most player don't want to use it.  If you make major game mechanics such that most players do want to participate but can't, that's bad game design.
  • IselinIselin Member LegendaryPosts: 18,719
    The easiest way to do it is to make it a once a week or even longer cooldown. That's also very much in line with the truly spectacular one-of magic events in the best fantasy fiction.
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • fyerwallfyerwall Member UncommonPosts: 3,240
    I am for the reagent based magic system and also having to seek out and learn the more powerful spells/versions through epic quests. Sure, you will have the basics taught to you by your average trainers, but the better ones have to be found. And even once you have them, using them will come at a cost.

    Hell, this would even work for other classes/skills.

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • GrumpyHobbitGrumpyHobbit Member RarePosts: 1,220
    Iselin said:
    The easiest way to do it is to make it a once a week or even longer cooldown. That's also very much in line with the truly spectacular one-of magic events in the best fantasy fiction.
    Like when Merlin summons the Dragon to allow Uther to bed Ygraine and he has to sleep for 9 moons type of epic magic spell.
  • IselinIselin Member LegendaryPosts: 18,719
    Iselin said:
    The easiest way to do it is to make it a once a week or even longer cooldown. That's also very much in line with the truly spectacular one-of magic events in the best fantasy fiction.
    Like when Merlin summons the Dragon to allow Uther to bed Ygraine and he has to sleep for 9 moons type of epic magic spell.
    Something like that minus the sleep :) No one wants to play a game when they're totally useless for a long time. They could have every day minor magic but would need to recharge for a long time for those spectacular displays.

    It'd be fun for the community also to be around when one of those events goes off.
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • GrumpyHobbitGrumpyHobbit Member RarePosts: 1,220
    TBH having magic be non combat oriented is how I would probably want to do it. 

    So you might have spells that would help with harvests or fertility, to assist in the construction of major works like castles or bridges, changing weather patterns, scy far off lands, mind reading, Psychometry...there are many ways to go to make magic both interesting and less appealing to masses at the same time I believe. 

    I am hoping for this type of magic from COE where it would be cool to have magic abilities but not necessarily something everyone would 'need' to have. 
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    fyerwall said:
    I am for the reagent based magic system and also having to seek out and learn the more powerful spells/versions through epic quests. Sure, you will have the basics taught to you by your average trainers, but the better ones have to be found. And even once you have them, using them will come at a cost.

    Hell, this would even work for other classes/skills.
    Yeah I am sure the whinefest would be great lol.  I am all for it though.

    I also thought about magic causing serious physical debuffs when used.  Kind of like magic sickness for using powerful spells.  Maybe permanent great physical decaying for greater spell power.
  • Flyte27Flyte27 Member RarePosts: 4,574
    You could go back to a D&D style system and make spells cast per day.  You have to rest at a certain point to regain your spells.  The rest of the time you have to contribute with something like a sling or dart.  In addition there was a spell slot limitation and spells were hard to acquire.  The trade off was that spells were quite powerful.  Especially as you get higher in level.
  • waynejr2waynejr2 Member EpicPosts: 7,771
    Iselin said:
    The easiest way to do it is to make it a once a week or even longer cooldown. That's also very much in line with the truly spectacular one-of magic events in the best fantasy fiction.

    There is the old once per level cooldown joke.  So if your cap is 80, you can cast the spell 80 times or once per level.  Cooldowns are a nice way to control things.

    But what makes a spell rare in a game?   Are talking about a simple "rare" drop rate where over time more and more people will have it?  Are we talking about a server with 1000 magic-users and only 10 of them can get the spell?

    Can the power of the spell vary with the number of people who have the spell?  A rare spell does X damage when the first person has it.  But as more and more mages get the spell the damage goes down.

    Material components are a nice things too but I seriously doubt the player base will put up with that.

    How about a control when in an instance?  You can choose a list of spells to freely cast, or you can combine spells together for a different result but at a cost.  Or you can combine all the spells on this list into one spell that you can cast once in the instance meaning you can't cast anything else during the instance.  So the team will have to carry you but your spell might be critical for the final encounter.

    Back in the days of dnd, I would put experimental/powerful spells on items like wands.  Back then wands had limited charges and are destroyed when the final charge is used. NOTE: You don't know the number of charges.  So if you make it a unique item with one charge that is hard to acquire, you can make it "rare" from a certain point of view.

    You could do the same thing as a spell that you need to get a charge from. Such as  a priest from a specific altar.  Make it limited use or lost upon death.


    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • fyerwallfyerwall Member UncommonPosts: 3,240
    fyerwall said:
    I am for the reagent based magic system and also having to seek out and learn the more powerful spells/versions through epic quests. Sure, you will have the basics taught to you by your average trainers, but the better ones have to be found. And even once you have them, using them will come at a cost.

    Hell, this would even work for other classes/skills.
    Yeah I am sure the whinefest would be great lol.  I am all for it though.

    I also thought about magic causing serious physical debuffs when used.  Kind of like magic sickness for using powerful spells.  Maybe permanent great physical decaying for greater spell power.
    Yeah, I am the type of person who likes to work for things in a game. I don't mind having the basic everyday skills and such handed to me through normal progression, but I like having to work for epic level weapons and abilities.

    Oddly enough, I like working for things for other people too. I had the most fun in games like AO helping my Nanotech friend find all his high end nanos, or helping guildies in EQ work toward their epics.

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • waynejr2waynejr2 Member EpicPosts: 7,771
    Gdemami said:
    "Rare and powerful" only works in an MMO if you can get the majority of players to accept that they will not be the ones that are "rare and powerful".

    Unfortunately, it usually works the other way around. Players are enthusiastic about this kind of design, because every player believes THEY will somehow acquire the "rare and powerful" abilities and pwn everyone else. When that doesn't happen they complain bitterly and quit because the game is "broken".
    ...and the few that achieve that rare and powerful will complain bitterly they are not powerful enough!
    The most fun occurs when rare-and-powerful is delivered only via lottery win (random drop, millions to one odds).

    Players immediately begin trying to grind out the lottery win. Hooray for disappointment!

    You get only one chance per day to get that drop then the character is flagged.  The player doesn't know this and is free to grind for it.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • KyleranKyleran Member LegendaryPosts: 44,059
    edited July 2016
    Like Mr Gold would advise, "remember dearies, the use of magic comes with a cost."

    Make the cost increase with the greatness of the cast.

    Forget just losing exp, a truly epic spell should obliterate your character permanently.

    Might work with COEs model.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • fyerwallfyerwall Member UncommonPosts: 3,240
    Kyleran said:
    Like Mr Gold would advise, "remember dearies, the use of magic comes with a cost."

    Make the cost increase with the greatness of the cast.

    Forget just losing exp, a truly epic spell should obliterate your character permanently.

    Might work with COEs model.
    "Tonight the guild celebrates the victory we had in the Xargois the Destroyer raid! Thanks goes out to our loyal wizard, Stitch, who saved the day by felling the beast with the use of his Hellfire Rain spell!"

    "Also on a sadder note, we mourn the loss of our loyal wizard, Stitch, who's life was cut short in the epic battle against Xargois the Destroyer. He is survived by his wife, Delores and his 3 children..."

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • KoboliKoboli Member UncommonPosts: 210
    Gdemami said:
    Koboli said:
    Okay, and if a Titan was the be-all, end-all of ships, it would be able to solo just fine, expensive or not, wouldn't it? Yeah, it's an expensive ship, but price wouldn't matter in the slightest if it wasn't incredibly vulnerable to boot.
    Ok, you just do not understand the game....at all.

    There is nothing "vulnerable" about a titan, it is the hardest ship to kill in the game by a long shot. Period.

    EVE isn't based on ship "vulnerabilities".
    No, you don't understand the game at all. Show me some successful solo Titan pilots please. Go ahead - round up a list of names. If the ship is as strong as you make it out to be, then there most be plenty of whales out there who use it to gate camp and mission, right? After all, EVE isn't about vulnerabilities, so the Titan must be nigh-on invulnerable, right? Hell, it must, by its lonesome, routinely destroy entire fleets of enemy battleships without ever getting a scratch on the paint job.

    Nobody ever said the Titan wasn't powerful. But it's a tool, not a swiss army knife. I suggest you make an effort to understand EVE a bit better than you do. 
  • MendelMendel Member LegendaryPosts: 5,609
    Rare, but powerful magic?  Difficult.

    To put such constraints on a player class creates massive problems.  How does that class progress and grow?  How do they function at low and intermediate levels?  What non-overpowering skills can they employ to earn those levels and gear necessary to function at the highest levels?  Then there would be difficulties with rarity once one gained that powerful level.  Almost all MMORPG combat relies on multiple uses of the same skill to accomplish anything. 

    For myself, I'd think this would be a nice conceptual idea, but absolutely useless to try to implement as a player class.  It would be unpopular, and if anyone did achieve that powerful level, there would be an outcry of 'nerf that class' due to the perceived imbalance.

    If I had to attempt a 'rare, but powerful' magic, I think the easiest would be to remove that magic from the players hands, and if at all possible, from normal combat.  Put that kind of magic in the hands of the NPCs, where the developer can actually control the frequency and power of the effects.

    Logic, my dear, merely enables one to be wrong with great authority.

  • ArchlyteArchlyte Member RarePosts: 1,405
    edited July 2016
    @Mendel

    Well I agree with a lot of what you said there, but one of the best ways to have powerful magic is to make it not obey rules like science. 

    Have it wax and wane for weird reasons

    Have it require sacrifices or rituals

    Have it always have variable results

    The problem is that as soon as it enters the mmorpg player population magic becomes the entitlement of evry person to play the game. If you don't grant it to everyone and make it equal the butthurt factor grows to gamebreaking levels.
    MMORPG players are often like Hobbits: They don't like Adventures
This discussion has been closed.