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The Pub at MMORPG.COM  » IN THE SPOTLIGHT: What's type of magic system would you in a MMORPG?

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35 posts found

Novice Member

Joined: 8/06/13
Posts: 151

12/13/13 10:33:45 PM#21

Some years ago i planned on some stuff for making a game, but i never made it to an developer.


One thing of that was about skills.Basicly a "Learn and Forget" system

You start with 0% at everything. but when you play you gain up to 100% cumulativ knowledge in skills. 

But its not a point and click to get those % up. You have to actual use the skills and maintain them. Want to "respec" start using other stuff until you reached the point what you want. But while doing so, your unused skills decay. So you will never have two skills above 50%. You can go super Focused or spread your skills. But higher percentage doesent give "stronger" spells, but more spells of that skillline with new and different effects.


50% Fire Magic, 50% Water magic =100% skills


99%Dark Magic, 1%Illusion Magic = 100% skills


54% Melee, 16%Light Magic, 30%Nature Magic = 100% Skills


10% in ten different skills = 100%skills


100% in Airmagic = 100%skills




An additional system to that above  is a combo skill system that starts if 2 skilllines are above 33%.

If say you have fire and earth at 40% and air at 20%, you gain acces to special Fire-Earth combo skills.

if you have 3 skillines at 33% you get the very first of the comboskills and additional triple skills.

Example you have 33% in fire, earth and air you will get fire-earth, earth-air and air-fire combo skills and fire-earth-air tripple skills.


Apprentice Member

Joined: 9/10/04
Posts: 32

12/13/13 10:34:07 PM#22

Honestly I want something like Morrowind, where the player builds the spells that suit them from the effects they know.

Note that I said Morrowind not Skyrim or Oblivion, both of which fail to meet my needs for various reasons (Skyrim should be obvious, Oblivion because of the skill requirements to learn spells, I think skill should control costs & success rates, not so much what is actually possible).


Hard Core Member

Joined: 4/20/05
Posts: 1247

12/13/13 10:36:56 PM#23

1 word:




Novice Member

Joined: 2/16/13
Posts: 864

12/13/13 11:52:29 PM#24

I like magic systems that are imaginative and diverse enough to reward creativity. Sadly, these are seldom seen outside of PnP rpgs. 

Whether magical ability is class based or skill based or memorized, yada yada, makes little difference to me. I am more concerned with the actual application of magical effects being A) creative and/or B) thematically cohesive in regard to the setting and style of the game world.

Sunandshadow's thoughts on non-traditional magic echo mine as well, in as much as they are conducive to being tied into the game world by more than just putting pixels on justifications for HP fluctuations.

I hope Voxel-esque technology progresses swiftly. More specifically, I want a completely interactive world with magic or psionic abilities that allow characters to affect matter on a virtually fundamental level instead of just giving them a goddamn fireball at level five/at 20 Destruction. Give players tools and let them use these tools creatively. If Minecraft can begin to do it with craft-based creation, someone can freaking do it with magic already. It's freaking MAGIC.


Elite Member

Joined: 8/27/04
Posts: 8312

Perhaps tomorrow will be better.

12/14/13 12:39:28 AM#25

I like EVERYTHING Square Enix did with class design,but that was only a blip ,it can be done with even more depth and better.

Their idea of a sub class was imo the best thing class design has ever seen but also keeping the sub half was again brilliant.It accomplished two things,it kept the CLASS in the class design but gave each player versatility outside the class.

Many game designers are just plain lazy,they will toss together a bunch of spells and abilities and tell you to pick from them.Then it really bothers me when designers copy one of the worst ideas in class design,the TREE or point.

I could just imagine Gandalf the wizard ,he becomes more powerful and stops to allot his points,it is just dumb.Or Gandalf is wandering around with his companions and stops,they ask why are you stopping?Gandalf replies,i have to pick from a tree and alot some more points,just give me a sec,it really makes a joke of the class system.

Back to square Enix FFXI design,the way you make it better and in more depth is to further elaborate on the weather effects,day effects,elemental effects and player/mob resistances,including all those mentioned and of course various types of weapons.

Further examples how to improve say the magic system.Wands and staves could carry different properties,Wands better for healing,staves better for damage and both carry other properties like elemental and Staves better for AOE melee while wands better for blunt or single melee.Then you could add other magic elements like Scyth's for death magic,magic to charm and control beasts,magic to control the land or elements,tons and tons of room for depth in this genre,this is absolutely no reason to think this genre is bland or dead,we just need some QUALITY designers and not cheap ones looking to make a profit from the mmorpg tag.
Samoan Diamond


Advanced Member

Joined: 3/14/05
Posts: 148

12/14/13 6:18:15 AM#26
Originally posted by Vermillion_Raventhal
Originally posted by Dibdabs
I'd like a game where I can research my own individual spells and not be the 10,000th mage with the same spells as everyone else.  There's too much uniformity in MMOs.

I think like you do.  One thing UO beta taught me through a bug was that reagents can control methods to people having access to magic or not.  In the beta test either through an actual bug or unintended design consequences reagents were not spawning in the shops regularly.   That meant you couldn't really do spells unless you stalked the shops or found them.


I'd like to see reagents limit spell usage so you have high ranking spells use rare reagents.  The more powerful the spell the harder to find the reagent.  


I'd like to players be able to craft spells.  

I had forgotten all about those days, back when mages had to run around Moonglow island and other locations gathering up their regs one at a time to be able to cast. It was an interesting bottle-neck to the use of magics back when anyone could have any skills and there wasn't the skill point cap.


I'd say if there was a system in place for magic being usable by any character, then a system that provides a bottle neck would be a good thing. It'd make it so magic isn't something whipped out at every encounter, but can be used for a more powerful effect to really turn the tides.  Right now in MMOs I feel that magic is essentially the same as using a bow and arrow, it often does the same damage and has the same effects, which for me kinda ruins the point of being the glass cannon of a magic.


I think the resource gathering method is a little outdated for a bottleneck, esepecially in the days of easy to use scripting languages where bots can be made by amateur programmers in under a day. Perhaps a time based bottleneck would be better for the modern MMOs?


Maybe a system where a player can pick X number of schools to be from. So say they have 3 schools, they may choose an armored combat school, a swordsman school, and a earth magic school; or another player may choose a more pure magic going with a fire magic school, a water magic school, and a wind magic school. Each school could allow X number of spell uses from that school per hour While magic would have a much higher cooldown compared to melee combat with almost no cooldown, it would in turn have a much more impactful effect rather then just being the equivilent to an arrow hit.


Hard Core Member

Joined: 1/02/08
Posts: 1544

Let em put a slave ring thru u're nose u're prob not going to like where they're taking you. Think.

12/14/13 8:19:43 AM#27

Skyrim's way.  And the mmo Mabinogi.  In Skyrim you buy what you want to learn with perks.  In Mabinogi you buy what you want to learn with AP.  Anything you want to learn.  Tho in vanilla Mab you had to go to school which I liked.  A school system.  I can see why others might want to forget school exists in fantasy tho.  I am all about options and free choices and not being forced into a set way of doing things.


Also, I did like how Skyrim had a bonus for your race but only because it was a single player game.  In mmo's I get outraged when other players have an advantage over me because they are human.  I am always elf or drow and if I can't get that I go furry.  It's annoying to created a werebear char and work hard to get a special sword only to find out some puny little human gets better hit points because of their race.  And makes no sense because were's should be stronger.  Race benefits should be for role playing purposes only and have nothing to do with combat systems.  But I'm an advocate of Sims-like player characters where they have a bar that depletes over considerable time when they don't eat or use the toilet.  I could see race stats covering hygienic values.

Best console game: DD Dark Arisen. Best mmo: GW2. Best game series ever: The Sims.


Novice Member

Joined: 9/22/04
Posts: 509

12/14/13 10:51:26 AM#28

This is how I would do it:

- Predefined spells categorized into many schools (Explicitly NO spell making like in oblivion).

- You level a school by appointing skill points to it. Only with enough points in a school can you learn a certain spell.

- Skill points are used globaly for everything (Attributes, magic schools, skill categories, professions, HP, Mana etc.). It's up to you how you want to shape your character.

- Every player can select a single self-buff before leaving town which boosts all spells of a single school or skill category (by 33%).

- Your items have sockets in which you can socket spell / skill boosters (for example +15% fireball damage or x0.5 teleport cast time). Together with the self-buff this will allow for both specialized or hybrid characters. Depending on the bonuses the casting animation (glow, runes etc) as well as the spell effect should have a different look (for example more brigthness).

- You can only use 7 preselected skills / spells outside of towns.

- Spell combinations like in GW2

- Execution: Casting is slow but spells are strong. Using a weapon to attack or block will abort the casting but the mana is gone. The cast time is increased if you move or you are hit. Magic projectiles and fields can be dodged and can hit allies. Yes, this means you can kill your party with a badly placed fireball.

--> Easy to use, hard to master

Insanity: Doing the same thing over and over again and expecting different results.


Novice Member

Joined: 3/01/11
Posts: 293

12/15/13 10:52:34 PM#29
I'd like a class system where certain elements are only accessible to one class. Like Fire Master, Water Lord, etc...instead of just a mage. 

"Great minds talk about ideas, average minds talk about events, and small minds talk about people." - Eleanor Roosevelt
"Americans used to roar like lions for liberty; now we bleat like sheep for security." -Norman Vincent Peale


Novice Member

Joined: 12/10/08
Posts: 3109

12/16/13 6:11:11 AM#30

I find a lot depends on whether you intend people to be playing non-mages.

In a world where players are choosing between magical and non-magical classes/skill-sets, there are huge constraints on how powerful magic can be and I'd be tempted to make spells another form of gear ( your spellbook is a backpack of known spells, but before you go into combat you have to prepare a spell, like equipping a weapon ), complete with having fireballs that come in a whole range of power levels and visual effects.

Utility magic and magical research is where the design can really have fun. 

You can have whole minigames around non-combat schools of magic (alchemy is an example of magic turned into a trade skill)

I always liked spells as a minor collectable minigane (possibly because of the influence of one too many card games), but perhaps not for the core combat spells.

I like Ryzom's stanzas system (that was mentioned earlier by GeezerGamer), but I tend to favour splitting the deep theorycraft (for both mechancis and asthetics) off as a minigame. Then have a seasonal competition amongst wizard-researchers where one set of spells is selected to be released as the next playable school of magic..  Splitting it off this way also means you have more freedom to have player-created spell sets it as a stretch goal that can be added at a later point.




Apprentice Member

Joined: 6/14/03
Posts: 52

12/28/13 2:00:11 PM#31

I'd like someone to do something sort of... slider based re-branded to something that fits a setting. Where you could choose:

0-100 points in Damage

0-100 points in Defence

0-100 points in Crowd Control

0-100 points in Healing

At various levels you would open up/close off abilities. Leveling up would give more points.

This would make each person a little bit different and it would allow you to constantly change your role.


Apprentice Member

Joined: 3/10/08
Posts: 1980

You can't † BURY † ¤¤ Holy Paladins ¤¤ As we will always __.- ASCEND -.__

1/12/14 11:01:12 AM#32

I prefer the schools of magic that follow the D&D rules, along with it's attributes. Some variations are okay (like what Blizzard did to create Holy paladins), but not if they conflict with the class itself (Holy paladins that can carry a dagger with poison, for example).

Schools like: Divine/Holy; Elemental; Arcane; Magic; Nature; Physical, etc.



Novice Member

Joined: 1/31/11
Posts: 184

1/16/14 7:59:07 AM#33

I also like the traditional DnD where you have specific defined classes











I like the idea that each can be capable on its one with a single dominant strength.  That a Warrior and an Enchanter can band together and each of its abilities can supplement but not negate the others strengths.

I hate the idea that someone can be a warrior / Priest (paladin) because it negates the reason for a Warrior and Preist to get together when a Paladin can do both jobs.  

I'd like to see a system where perhaps a warrior priest gets together and after spending time fighting together they become more efficient (get bonuses) so that another warrior and priest who just joined up would less effective than the former team.

I like the idea that if a warrior solo's he becomes more proficient at soloing and when joined by another team becomes less efficient but that reduced efficiency is counteracted by the added heals.  

So perhaps a warrior who has soloed exclusively to level 20 when fighting a priest and warrior who just got together has a increased chance of beating the duo.  I guess you could call it a passive codependency that adjust to recent play between mixxed classes.

In terms of raiding a guild that has a solid consistent membership base would be more proficient at performing than a guild that has adhoc raiding groups based on whoever is on at the time.

Something similiar to how military teams become better and more efficient the more they bond and work together.  I think it would add an additional dynamic that couldn't be powerleveled into random alts.  A maxxed out alt who just sat there getting xp from kills from its high level main would be terrible at first when acting in a team for the first time, rather than just a premade copy of every other character of its class.



Apprentice Member

Joined: 12/17/13
Posts: 224

1/21/14 10:54:11 AM#34
I'd use a non-targeting system and copy Black & White's magic system where instead of hotbars you draw shapes in the air with your mouse to cast spells.

Currently playing: Eldevin Online as a Deadly Assassin


Novice Member

Joined: 2/04/04
Posts: 53

1/22/14 1:33:57 PM#35
An earth based magic system that allows me to throw mountains at you

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