Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
I have an idea for a magic system. At first I was going to have several kinds of magic. (thunder magic, fire magic, etc.) You will be able to combine a couple different kinds of magic for ultra strong attacks. (Like water and thunder for ThunderStorm) But I came up with another idea about 5 minutes ago.
You have different rings which you can only use only one time per battle. This number grows if you use it more times. But experience will not cause the effectiveness of the ring to grow. If you want a more powerful spell, get a new ring.
Which one do you think is better? And if the choice is #2 then do you think I will be able to implement it into ColdStone?
------------------
Why not combine both?
(Insert Signature Here)
actually, that sounds a lot like the Terranigma system (console, early 90s). Collect magic materials throughout the game, take them to a metal worker, have him build magic rings for you, etc. Unfortunately, despite the (i)numerous(/i/) great ideas/inovations in terranigman, nobody knows about it because of the horrendous job done on the story/character interaction. A 2nd grader with a crayon could have done a better scripting job...
oh well. still a fun game, and a very creative idea. maybe you'll do it better.
------------------ Do not follow me for I may not lead. Do not lead for I may not follow. Do not walk beside me, either. Just leave me the hell alone. -Jedi
Quote
Originally posted by jmitchell: **actually, that sounds a lot like the Terranigma system (console, early 90s). Collect magic materials throughout the game, take them to a metal worker, have him build magic rings for you, etc. Unfortunately, despite the (i)numerous(/i/) great ideas/inovations in terranigman, nobody knows about it because of the horrendous job done on the story/character interaction. A 2nd grader with a crayon could have done a better scripting job...
**
I agree. Quite fun to play, but with a storyline that made about zero sense, especially towards the end of the game. However, I personally found there to be essentially no need for the magic system in that game. The only time I can remember using magic was once against a particular boss who was essentially immune to physical attacks; for the rest of the game, the magic items just kinda piled up in inventory. :frown:
....Note to Coldstone game makers: Game balance, game balance, game balance!
------------------ “If a little knowledge is dangerous, where is the man who has so much as to be out of danger?” - T.H. Huxley
-29° He is here....
::cuts his eyes at the Madman, ignores::
<<what follows is a series of statements/declarations . >>
If you've ever played a game where you end up with nearly 200+ different magical items, at the end,and only so much usefulness, then you can relate. I hate switching in between artifacts, just to cast a spell. Usually by the end of the game my character is strong enough to conquer foes with a wooden spoon. In the end magic is a helper not a main source of power. Magic should be useful, rare,powerful,and progressive(AP).
That is why I opt for (what I call) "slot based" magic systems. For this system to work the characters need to have clear distinct abilities in different elements as well as off-/defensive magic. This allows this allows for more difficult challenges . Magic I feel sould be bought/found/aquired in rare loacations . It should progress through its use. The replenishment of MP/spellpoints should be through draining/elixers/rest.
two good examples of magic systems(and their later refinement) are FFVII and FFIX, compare....
::the figure cracks tehn shatters, raining down in a hail of mist :: He is gone ?... +29°
------------------ Don't send me any mail...
Originally posted by chill_rx: **< snip overdramatic nonsense> If you've ever played a game where you end up with nearly 200+ different magical items, at the end,and only so much usefulness, then you can relate. I hate switching in between artifacts, just to cast a spell. Usually by the end of the game my character is strong enough to conquer foes with a wooden spoon. In the end magic is a helper not a main source of power. Magic should be useful, rare,powerful,and progressive(AP). **
Indeed, this is a common problem with RPGs - the final battle in particular seems to devolve to "hack the boss, heal yourself, repeat." I agree with all of the adjectives in your last sentence, but I don't think that the AP system is a good way to advance magic. I would much rather see magic become more powerful as it is used, rather than just becoming more powerful because you know it and you fight a bunch of battles.
** That is why I opt for (what I call) "slot based" magic systems. For this system to work the characters need to have clear distinct abilities in different elements as well as off-/defensive magic. This allows this allows for more difficult challenges . Magic I feel sould be bought/found/aquired in rare loacations . It should progress through its use. The replenishment of MP/spellpoints should be through draining/elixers/rest.
two good examples of magic systems(and their later refinement) are FFVII and FFIX, compare.... <more excessive drama snipped> **
These two paragraphs don't seem to agree with eachother. I haven't played FFIX, but the system in FF7 seems to me the very opposite from what you describe. The characters don't have "clear distinct abilities in different elements/types of magic;" anyone can cast any spell just by equipping the right materia. While some of the best materia is found only in rare locations, too much of it can just be bought in any random town - why do none of the townspeople cast spells, then?
Aside from your endorsement of FF7 as an example, I agree with your description of what would make a "good" magic system. I look forward to seeing the game you will make with it.... besides, how can an RPG full of people who say "Greetings, stranger.... SO SAYS THE TOWNSPERSON!" not be fun?
yeah that would be.. um... interesting
------------------ "You will suffer! You will all suffer!" -Jon Irenicus speaking to the Cowled Wizards
::A Frozen rolls,laughs :: -29°, He is here...
1.don't be mad 'cuz you ain't got no intro sequence 2. Just because you're name is glenn it doesn't make you any less of a...<insert noun> 3. don't quote the whole damned reply, it makes the topic huge, and you can just use a link to allude to previous writings
Alright here it goes: AP has many different incarnations. I'm referring to the system whre, certain spells advance (like a summon spell),and others advance through your |exp points * a percent|. If you've ever played 'legens of Legaia you'd know the sytem to which you refer (all spells advancing through use) is long arduous and not always feasible .
next: In 7(FF) there was a system in which everyone could cast magic, correct? What I want to do is strenghthen one character in certain elements and such, making it different. You're wrong if you set up 7 right you could have some people stronger in different areas('elemental materia';attack,1/2,null,absorb )<--- I'll follow that part. In 9 you learned magic through your armor(not materia), and after enough AP you had the ability permanently, however you had to use ability stones for special commands i.e. ; steal,jumb,focus,eat.(Magic spells still used MP).
Yes I do intend on having battles with people on screen as well as random battles, So in theory you might get jumped by a townsperson wielding a double dutch rope. My spells will be hot, and Go buy FFIX.
Snip this... ...SO SAYS THE CHILL! ::The echo resounds, with the ethereal chorus of laughter::
He is gone ?? +29°
Originally posted by chill_rx: **< overdrama> 1.don't be mad 'cuz you ain't got no intro sequence 2. Just because you're name is glenn it doesn't make you any less of a...<insert noun> 3. don't quote the whole damned reply, it makes the topic huge, and you can just use a link to allude to previous writings **
1. "A flash of eldritch lightning silhouettes a figure against the sky. A storm of unnatural power begins to rise as the figure speaks, his words easily overpowering the thunder." Does this make me more important somehow? 2. Any less of a demigod? Why, thank you! 3.I didn't quote the whole thing; I snipped your intro and exit lines. And why would I link to a message that appears at most half a screen away from my post?
**Alright here it goes: AP has many different incarnations. I'm referring to the system whre, certain spells advance (like a summon spell),and others advance through your |exp points * a percent|. If you've ever played 'legens of Legaia you'd know the sytem to which you refer (all spells advancing through use) is long arduous and not always feasible . **
Of course; there aren't any perfect systems. I'm just pointing that out as a system that is potentially more balanced than materia/esper based systems. Would you mind enlightening me on what you mean by "certain spells advance (like a summon spell)"? How do summon spells generally advance?
** What I want to do is strenghthen one character in certain elements and such, making it different. You're wrong if you set up 7 right you could have some people stronger in different areas('elemental materia';attack,1/2,null,absorb ) <--- I'll follow that part. **
Sure, you could set up FF7 with different characters having different magical specializations, but there was absolutely nothing in the engine to encourage you to do so. I always gave all three characters as many powerful materia each as I could, and the game was quite easy enough, thank you. There needs to be a certain minimal difficulty level, and letting all of the characters be archmages has a tendency to undermine that. Oh, and the elemental strengths thing sounds a bit like Chrono Trigger - there was a game with a fairly well-implemented magic system.
**In 9 you learned magic through your armor(not materia), and after enough AP you had the ability permanently, however you had to use ability stones for special commands i.e. ; steal,jumb,focus,eat.(Magic spells still used MP).
Snip this... **
<snip>. If you insist.
FFIX's system sounds like an interesting one. Too bad I really don't have time to play it these days...
... ** SO SAYS THE GUY WITH THE BROKEN CAPS LOCK KEY AND NO SPELL CHECK!**
Sorry, couldn't resist.
::stretches,yawns,rubs eyes, awakens in a pie of have finished love letters and pink candy:: He is awake !?! -29°
::clap clap clap:: I liked the whole "eldritch lightening" thing, it reminds me of one of my earlier--anyhow.
I know FF7 had no intent on telling you to play this way (customizing the characters),however this feature was available for your use and enjoymetn, ('My Cloud' became walking lightening,tifa was walking poison,Vincent became death made flesh,etc). Just because they don't make abig deal out of it doesn't mean you shouldn't have fun,were game developers for God sake show some innovation(/novelty) .
consider the following analogy as a model to how it should be: EXP : PC :: AP : Summoned Entity What I meant was that summoning spells should advance through their use, treating the Summoned character like a teammate/familiar entity not a weapon. And eventually you should reap certain benefits from adopting a certain/particular entity (Junctioning FF8) . I also feel that MP is the route to balanced gameplay.
"What is this 'Esper System',of which you speak?" It interests me... Believe it or not I didn't play Chrono trigger or cross, so you'll have to enlighten me on the systems similarities...
(b)So Say The ChizzzzzzzzzZZZ!!...{/b) ::falls asleep, dissapates into a cloud of rose water::
Chill, final fantasy is not the be all end all of games. IMHO, the games are getting worse and worse every time. III was the best, VII kinda started a slide, VIII was one of the worst RPGs I have ever played and IX was just ack, talk about overkill. Let the series die already, don't milk it for all its worth making the games worse every time.
------------------ Was it the Chad? -------------------------------- Make sure you visit the Coldstone Hotline Server run by GlueBubble. The IP is: 65.4.86.190
Okay we've had our fun, I deleted this post because it's slowing the thread loading and it's rude. Dark Madman please do the same thing.
(This message has been edited by Madman (edited 02-16-2001).)
Did !
(This message has been edited by Dark Madman (edited 02-17-2001).)
Guys this isn't a soap opera. Chill doesn't have any evil scheme to kill Tonio and have Tasha for himself. He is just being himself and theres nothing wrong with that (thats why we have karma to regulate behaviour).
BTW, great smilies madman.
never mind
(This message has been edited by ill_a_nois (edited 02-15-2001).)
::Forgets that its February; totally misses Valentines Day::
------------------ GOT YER CONK!
but back to the topic...
Back to the topic?!? This topic has gotten too long! We come up with the same argument every time, if we even post on topic!
Lock it down! Lock it down! Lock it down!
NO MORE!!!!!
------------------ We are Microsoft. You will be assimilated. Resistance is futile.
NO! This topic is my brainchild! It will live on! I will have to create another. sniff I will miss you, "spell pts vs memorization".
sob
ok here's a different spell system: you have a spell book that you write spells into(traditional). No memorization. You can directly cast the spells without losing them, but some spells can only be cast a certain amount of times per day, depending on your experience levels. This is kinda like an advanced memorization thing---but a little different.