Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Interactive Element Magic
ArchivedUser
Guest
My only problem with element locked magic, is all users no mater what element has access to the same basic spells with thier special element that seperates it from other classes. Magic that effects the environment and evolves the environment as you magicly interact with it. You cast a force push and rocks fly at the enemy, or in your cast lets say you summoned a puddle to throw an ice spire instead of chucking rocks. The enemy mage reacts with a force wall to block your ice attack and his wall absorbs the ice becoming a ice wall. He using force push and sends it back at you. You Dispell the ice wall, and send the water back at him as a binding move to hold him still etc. A back and forth tug of war of power, not just numbers. A magic battle should be more of a conversation then a spray and pray battle.
Mages should be allowed to specialize if they want, but unlocking the ability to control different elements through quests spread across the world, rather then giving them elemental control through leveling up. Staggering the elements could give the impression that an element you would get later on is better then one you would have early access to. No one should be locked into a element, if you want to be a jack of all trades, you should be able to do that. Specialization should on the user’s part to choose to only use certain spells or combinations. If you could only use one type of magic, it may open up jobs for mages to get people into dungeons blocked by certain elements. Wind jumps gaps, water freezes or parts, earth moves rocks, fire burns debris.. or boils fluids in steam powered locks.. kinda stretching it for fire but.. Branches and vines shouldn’t just be burned, nature should be a element of its own, a lot of crowd control there.
(I have accidently deleted this three times trying to edit it T_T)
Mages should be allowed to specialize if they want, but unlocking the ability to control different elements through quests spread across the world, rather then giving them elemental control through leveling up. Staggering the elements could give the impression that an element you would get later on is better then one you would have early access to. No one should be locked into a element, if you want to be a jack of all trades, you should be able to do that. Specialization should on the user’s part to choose to only use certain spells or combinations. If you could only use one type of magic, it may open up jobs for mages to get people into dungeons blocked by certain elements. Wind jumps gaps, water freezes or parts, earth moves rocks, fire burns debris.. or boils fluids in steam powered locks.. kinda stretching it for fire but.. Branches and vines shouldn’t just be burned, nature should be a element of its own, a lot of crowd control there.
(I have accidently deleted this three times trying to edit it T_T)
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Comments
It would be cool to have the environment change with the element that it has contact with. Like if you were to concentrate enough steam/mist you could cause it to rain. Lava turns the ground it touches into more molten lava that can move around leaving trenches of lava as temporary trap pits. Structures made from lava that act like normal rocks when cooled that are linked together until they are damaged, then they fall apart into normal separate pieces of stone.
I saw your post about this either earlier today or over the weekend. I like it extremely for sure. It reminds me a LOT of Magicka and an even older game, The Wheel of Time, which was a FPS "magic battle." However, having a complicated magic system like the one you described has been a bit of a stretch for MMOGs (maybe more than a bit). Vanguard is the only AAA MMOG that I can think of that had elements of what you described (nullification and reflecting of enemy spells) and it was pretty enjoyable. I know at least one of the team members at Intrepid Studios worked on Vanguard, so who knows: We may get a pretty sweet magic system. If the magic shown in the videos so far is in any indication then there is certainly hope!
One way it would work is using Cloud Computing.. But that is reaching very far.
https://www.youtube.com/watch?v=ECsbaO1XGBU
One way to split up the processing needed to power such a system could be cloud computing.
https://www.youtube.com/watch?v=ECsbaO1XGBU
I think Vanguard did have the most interesting magic system I saw, the countering and reflecting spells made it much more dynamic. Though my favourite in that game was psionicist with the illusions and the psionicist only chat channel. ;P