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Re: Magic guilds

Posted: 08 Jan 2011 20:13
by Kas
How many elves are in the qualinesti elfcamp?

Re: Magic guilds

Posted: 08 Jan 2011 22:42
by Celephias
Ilrahil wrote:Celephias you ask how Aldinach performed so well? The same way mages can still do mithas, albeit you can't do it as regularly as you used to, and he went in and broke all of the weapons in the qualinost elf camp and then flame breathed through them.

My information comes from first hand basis of seeing him do it. And the elves there as well as certain other npc's around have a very high mana pool, that was easily funneled back into him, so his herb use was minimal.

My point is this. If the recodes are to work as we were told they would. With power comes great responsibility throws balance out the window. There can be perks and such specific to a guild but the power levels behind them should be reasonably balanced to melee fighting in a way. Should a spellcaster beat a melee fighter. Unless the melee fighter is extremely prepared... Yes probably 9/10 times. Should be it be a massacre like it is now? Absolutely not.
Actually I didn't ask how Aldinach did whatever he did. His time was in between my playing days and I never knew him. I do know that many modifications have been made to reduce the spells, so references to his time aren't really relevant.

So, if your point in bringing up Aldinach is to suggest that a mage will generate more combat experience per login than a fighter char, I would say this is probably untrue, but easy enough to verify. It wouldn't surprise me if the wizards could compute something like exp per hour or something similar on a per guild basis. I'd be interested to know the relative gain per login for fighters versus magic users. I have a pretty good idea how it would pan out as I watch players much smaller than me blow through areas much quicker than I do.

I think the balance topic is very complicated and I don't think simplifies nicely down to a magic user and a melee type fighting 10 times where the magic user wins 'x' and the fighter 'y'. If someone is serious about hunting someone, they stack the deck in their favor so that its not a fair fight anyway.

Re: Magic guilds

Posted: 09 Jan 2011 12:18
by Laurel
Celephias wrote:So, if your point in bringing up Aldinach is to suggest that a mage will generate more combat experience per login than a fighter char, I would say this is probably untrue, but easy enough to verify.
1 point to consider:
a mage (at least a MM) does not require as much combat exp to kill the same tough opponents (maybe not as often in a set time-frame, but single-attempt wise) as a fighter class char; examples are plenty; those NPC's you usually don't kill for exp (maybe you do - later on ... ;) ); same goes for PvP - it's not a long-time spec/spec/spec/spec, but burst dmg+block+dot game in which MMs clearly win atm (at least from my experience)

btw. I am not in favour of downgrading anything, until everything is re-coded in line with standards set by already recoded guilds ... and I'm not playing, since Genesis doesn't support my playing-style anymore anyway

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 10 Jan 2011 10:35
by Bromen
Sooo.....

Magic users can wear cloth armours.
Hybrids can use leather/mail.
Melee can use plate and above.

Why not make it so magic users lose mana comparable to health when fighting something? Like if I lost and average of 2 health levels killing kernan, a magic user would lose 2 mana levels. Instead of a battack or slash special they get a passive mana regen bonus comparable to a non-drunk fighter.

Magic users should be able to clear out a room very quickly. But in order to clear out an area, it should take a much longer time to do unless they are willing to sacrifice the resources and health to do so.

If the examples I read correctly indicate magic users are more strategic in their tactics to xp, then honestly, so be it. Burst xp should be an advantage to them with long periods of rest in between. I agree they shouldn't be able to wear the best armours in the game, but (if we're sticking to the typical magic user template) what mage wouldn't fight with some shield spell that would contribute the same amount of protection? Certainly if the recode balances the guilds, then some magic advantage should be given if all they can wear is some cloth to shield them from the tip of a sword.

Kas, about spending oodles of time gathering flowers... don't you have people to do such trivial things for you? haha!

I wonder what would happen to me if I found this gem cave in Calia...

-Bromen

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 14 Jan 2011 23:56
by Mersereau
Who's going to reclassify _ALL_ the armours in Genesis? Sounds like a daunting task.

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 15 Jan 2011 05:30
by gorboth
Mersereau wrote:Who's going to reclassify _ALL_ the armours in Genesis? Sounds like a daunting task.
Correct. No one is going to do that. If it were decided to restrict a certain guild (or whatever) to wearing only certain armours, there are a few routes that I think would work:

1. The easiest route, of course, is to just forbid the wearing of all armour. A serious hardship, but interesting and easy to accomplish.

2. The more complicated route would be to do two main things - disallow them from wearing armours that have any "metal" words included in either their short or long descriptions, and disallow them from wearing armours that go above a certain armour class. (sometimes people have created non-metal armours that far exceed what we would want to allow in this case.)

These types of strategies adapt to the existing content rather than trying to rework all the existing content to adapt to our new ideas.

G.

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 15 Jan 2011 11:34
by Rhaegar
Option 3: Restrict them from wearing armour that wieghts more than xxx for certain location or overall.

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 15 Jan 2011 12:27
by Makfly
Options 4: Go the "ogre way". Have them draw out out the specific qualities of a piece of armour, ruining the armour in the process, and then proceed imbue it into their wizardly wizard robes at a lower power/protection percentage.

Option 5: Fergetaboutit!

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 15 Jan 2011 20:55
by OgreToyBoy
The ogre-way is nothing like that :lol:
We just ruin the item and thats that.

Re: Suggestion for Magic Guild Recodes - MM and SCoP ability

Posted: 15 Jan 2011 21:08
by Rhaegar
Very much like blademaster swords it seems...