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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
  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 1036

 
OP  12/13/13 1:28:53 PM#1
Do you like contained classes that you're pretty much blocked into magic abilities? Would you like one like UO were you have a singular spellbook that everyone can use as much or little as you one? Do you prefer open schools of magic that you can mix and match like M59 or Skyrim? Or would you prefer another system?
  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

12/13/13 1:49:58 PM#2
UO style - multiple schools that any character can pick or choose from, with no need to have the school maxed or all its spells learned to be effective. UO also blurs the line between spells and skills which works for me, too. 

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  Holophonist

Hard Core Member

Joined: 2/15/09
Posts: 2032

12/13/13 1:58:20 PM#3
Neither one is a deal breaker for me but I prefer UO's style. I'm not sure if that's just because I prefer UO though...
  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10872

I think with my heart and move with my head.-Kongos

12/13/13 2:03:36 PM#4

I tend to focus in on a particular play style or a particular strength, so limiting characters to a single school of magic seems to work for me. Even in games where the magic is just mix and match, I'll tend towards sticking to one thing and maxing it out.

I can not remember winning or losing a single debate on the internet.

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7749

Logic be damned!

12/13/13 2:04:21 PM#5

Corp Por! Kal Vas Flam!

Pick and choose magic systems = everyone uses the exact same "proven best" spells.

Balance is always an issue.

FOTM is a problem etc.

Class based is certainly more restrictive, and also difficult to balance, but you have a much better chance at balance + build diversity instead of balance or build diversity.

 

Now Playing: Destiny, WoW

  Alcuin

Apprentice Member

Joined: 4/15/07
Posts: 299

12/13/13 2:17:54 PM#6

I like the system in Skyrim, but if I were designing and MMO, I would have players choose whether or not they were going to be a magic using character or not.

 

I have made characters in Skyrim that don't use magic at all.   I find it odd that every single character in the world of the Elder scrolls can shoot fire out of their hands from the get go.  

 

When I played pen and paper RPG's, I preferred low – magic worlds.  I'm old enough to remember when magic users had a four sided dice for hit points, could only cast one spell per day, could only use a dagger, and couldn't wear any armor.  Maybe that's where my opinion comes from...

 

none of the current system's bmother me. It's their world. I just play in it.

_____________________________
"Ad eundum quo nemo ante iit"

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

12/13/13 2:19:42 PM#7
Originally posted by BadSpock

Corp Por! Kal Vas Flam!

Pick and choose magic systems = everyone uses the exact same "proven best" spells.

Balance is always an issue.

FOTM is a problem etc.

Class based is certainly more restrictive, and also difficult to balance, but you have a much better chance at balance + build diversity instead of balance or build diversity.

 

2002 called for you... something about wanting their talking points back.  

I'll give you the benefit of the doubt, though. Can you give recent (past five years sound good?) examples of such systems resulting in everyone uses the exact same "proven best" spells?

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  Novusod

Advanced Member

Joined: 5/30/09
Posts: 872

12/13/13 2:41:24 PM#8

These debates have really gotten old and stale. Newer and planned MMOs are already starting to move past this. For example in EQ-Next they going with the weapon = play style model. This is not just a rehash of UO model either.

Another example is Vindictus where they let mages wear plate armor and the mage isn't just a static caster. Players can pick up a big giant scythe to do damage or use a staff to cast spells.

 

Even better take a look at the recent Black Desert Online gameplay videos. The way they are doing magic is something never before seen in an MMO. Times they are changing. Move out of the way old school magic the NEW mage is here.

  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 1036

 
OP  12/13/13 3:12:43 PM#9
Originally posted by Novusod

These debates have really gotten old and stale. Newer and planned MMOs are already starting to move past this. For example in EQ-Next they going with the weapon = play style model. This is not just a rehash of UO model either.

Another example is Vindictus where they let mages wear plate armor and the mage isn't just a static caster. Players can pick up a big giant scythe to do damage or use a staff to cast spells.

 

Even better take a look at the recent Black Desert Online gameplay videos. The way they are doing magic is something never before seen in an MMO. Times they are changing. Move out of the way old school magic the NEW mage is here.

 

Not sure what your aiming this at? The topic is on preferences. Seems you have stated yours though lol.
  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3411

12/13/13 3:20:30 PM#10

     I would like a system where a person picks a basic class from one of 3 choices..  1) Magic 2) Melee or 3) Hybrid..  As you asked for those that would pick Magic, From there depending on your location and culture, a person can learn from a school of magic..  This would be that if I'm located in a cultural community in nature, I'm incline to learn "nature" magic as  a druid would.. So for a person to truly learn from ALL the schools they would have to travel for quite some time.. I would also like to see people progress within each school under the same restrictions..  So I person concentrating on becoming a druid, will learn more and stronger spells staying in that community.. If that person would move to a more urban area that focuses on arcane magic, they will not have access to better druid spells, but can learn beginning "arcane" spells..  A person could become a master of Nature, or Arcane, or any one school of magic, but it would almost be next to impossible to be a master of ALL of them...  Personally I would like to see at least 8 - 12 schools in all :)

  GeezerGamer

Elite Member

Joined: 4/03/12
Posts: 4879

12/13/13 3:37:30 PM#11
Ryzom's skill system is a great model. The game itself is left wanting, but the way they have you build your own skills is really good. Take it as a base and expand on it and you've probably got one of the best systems out there. Anyone can lean any skill at any time assuming they have the experience for it. The game calls them "Stanzas". You take the basic spell then add your modifiers to affect what it can do, how powerful it is etc. Generally, you add a modifier that benefits the cast, but then you have to balance that out with something that detracts or costs more.  So higher damage, longer range might cost more Mana or take longer to cast.

It's the sad state of the genre. The next big title has as many threads discussing issues with it's business model than issues with the game itself.

  Quirhid

Elite Member

Joined: 1/28/05
Posts: 5616

Correcting wrongs on the Internet...

12/13/13 3:41:56 PM#12

I love powerful magic - something that can have a huge impact if used right. That said I prefer systems which impose restrictions to keep that powerful magic in balance. If a player can dabble a little bit into anything the magic has to be rather bland in comparison.

That and I like distinct playstyles.

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  Dibdabs

Advanced Member

Joined: 5/29/08
Posts: 2470

12/13/13 3:43:59 PM#13
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.
  5Luck

Apprentice Member

Joined: 1/23/10
Posts: 172

12/13/13 3:45:26 PM#14

Id like to see a system where a char would follow either a deity or cultural path, or even a type pf nature and as you progressed it opens spells. Having some opposing features might make for a balance. All this aside from normal char development and based solely on how you play and the choices you make.

"The deity or wrath has granted you chaos and marked you with a random element of damage"

  Vynt

Hard Core Member

Joined: 9/19/04
Posts: 599

12/13/13 3:51:25 PM#15

I tend to like specialization, not being able to learn everything, but with some diversity. Maybe if someone focused in elemental magic, they might be able to dabble in some of the nature magic, or mind magic or whatever is closely related but could not use any life force stealing magic as a necromancer might use.

Whatever someone chooses to focus on though, that will be their most powerful spells, and the secondary, tertiary lines will be far inferior.

I also think that a system can't just be limited to magic. If a person learns to be the greater wielder of fire and lightning, they shouldn't be a blademaster too. Always think back to Forgotten realms books where to be a blademaster or wizard, it took a lifetime of study, so both weren't done.

Now, that doesn't eliminate someone being great with blades and knows a bit of magic to supplement their craft, but then again, hybrids were never the best at anything, but more diverse and could compete with someone specialized (even exceed because of their diversity).

  Quirhid

Elite Member

Joined: 1/28/05
Posts: 5616

Correcting wrongs on the Internet...

12/13/13 4:21:28 PM#16
Originally posted by Novusod

Even better take a look at the recent Black Desert Online gameplay videos. The way they are doing magic is something never before seen in an MMO. Times they are changing. Move out of the way old school magic the NEW mage is here.

Nothing new under the sun.

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  sunandshadow

Hard Core Member

Joined: 12/05/13
Posts: 643

12/13/13 6:37:42 PM#17

I'd like to see magic used more like a tool and less like direct damage.  Direct damage and direct healing magic are both so BORING.  I want to be able to shapeshift into a dog so I can go eavesdrop on NPCs of an enemy faction.  I want to have genetic engineering spells I can use in pet/mount breeding.  I want to be able to use water elemental magic to pick up a ball of water from a lake, then drain off the actual water and keep the fish.  I want to be able to confuse dumb monsters into killing each other so I can loot the bodies.  I want to make sculptures out of ice or light and magically seal them so they never melt or keep shining in the dark.  Magic has so much potential that games don't use.

  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 1036

 
OP  12/13/13 9:57:50 PM#18
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.  

  rojoArcueid

Elite Member

Joined: 8/13/09
Posts: 5693

"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli

12/13/13 10:15:50 PM#19
I want different magic schoolsi can learn from  like in Skyrim + the freedom and real time spell combination (and effects) system from the game Magicka.

  Antiquated

Novice Member

Joined: 3/08/13
Posts: 479

12/13/13 10:28:47 PM#20
Originally posted by sunandshadow

Magic has so much potential that games don't use.

Most (all?) of those you listed are more than do-able in a pnp setting. Methinks you're just looking in the wrong place.

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