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Chat: Scape

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Dragon78114
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Post by The Empty Lord Tue Jun 26, 2012 11:03 pm

First topic message reminder :

I'm still around a mates and her Internet has just been cut off... So we can't discuss this in game until tonight/tomorrow.

Redid skills section in light of our discussion.

Quicklink: Scape
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Post by Duskcurse Wed Jul 04, 2012 11:50 am

AHhhh, then I was confused, replace Janzar with Pallis Tongue, and the potential for skyboxes isn't lost, I think the mistrise adds more functionality to it, as the skyboxes could change to show that the mistrise is coming. But I think that making hte mistrise dangerous, makes the game more engaging, and gives more posibilities for other stuff

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Post by Slayer Noir Wed Jul 04, 2012 12:04 pm

To be honest I don't see how it makes the game more engaging but I do see how The Brink would be a cooler place if it were tranquil rather than dangerous.

And while you're right, it does present storyline potential, the idea of being able to sail the Cloud Sea and do other stuff with it presents more.
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Post by Duskcurse Wed Jul 04, 2012 12:13 pm

By showing how the cloud sea is changing in response to the mistrise
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Post by Dragon78114 Wed Jul 04, 2012 12:26 pm

okay; I am lost now that I am back from my vacation. What have we discussed? This seems tiresome to read through 11 pages of text.
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Post by Slayer Noir Wed Jul 04, 2012 1:10 pm

Read the wiki instead then
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Post by The Empty Lord Wed Jul 04, 2012 1:32 pm

The mistrise can possess magical properties, but I'm going to be pretty adamant that mistrise is no longer dangerous. I would say that maybe in certain areas it could be more toxic, but I don't think weather is predictable enough to say that the area above place X is more dangerous. So I'll just scrap that bit. Smile

*shrugs* about The Falls.
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Post by The Empty Lord Wed Jul 04, 2012 1:53 pm

I've probably missed a lot of today's discussion. You'll have to ask again tomorrow if I missed anything... if this lag stops.
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Post by The Empty Lord Wed Jul 04, 2012 10:09 pm

Yay, the forum appears to be loading smoothly!

Did I miss anything?
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Post by Slayer Noir Wed Jul 04, 2012 11:44 pm

Not that much, actually, but if you want stuff to do I have plenty of suggestions:

Dawn and Fawkes need fleshing out - being your concepts I haven't done much with them yet.
We need to work on the mechanics of Scape.
And I want your opinion on my ideas for the dwarves because I'm a little unsure of them myself...
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Post by The Empty Lord Thu Jul 05, 2012 12:00 am

Apparently I'm not running smoothly... but so long as we don't have another debate where 4 new posts can be made in the time mine tries to post once, it should be fine.

Dawn and Fawkes) I more have names and an image of what the cities should look like, over any particular lore or plan for them. You'll have to excuse me that I'm capturing images over planning plots. Wink

Mechanics) I'm awaiting your discussion starters. Tongue

Dwarves) Have you not posted it yet, or am I being blind?
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Post by Slayer Noir Thu Jul 05, 2012 12:26 am

Dawn and Fawkes) Get down what you do have, no matter how vague - the more you share the more we can help.

Mechanics) Let's start with death. How much of a punishment should it be? I was playing a game called Allods on my MMO tour where dying is nothing more than an inconvenience, you have to wait about 30 seconds in purgatory and then you'll spawn very near to where you died - in stark contrast to the early days of RuneScape where death absolutely wrecked you. The system in Allods allows me to happily run around doing whatever I want whereas on RuneScape, in 7 years of playing there's still content I haven't tried purely because I don't want to die and loose my stuff. But then, on the other hand, it adds a level of excitement and adrenaline if dying actually means something and I can't decide which is better.

Dwarves) I was hoping to discuss this ingame with you, I haven't posted anything yet.
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Post by The Empty Lord Thu Jul 05, 2012 12:57 am

Dawn and Fawkes) I shall see to it momentarily (after a LoL game or too).

Mechanics) Something similar to that sounds interesting, that could also be combined with the element of existing in the spirit realm that I have already posted on the Wiki. I wanted something similar to WoW, but I couldn't decided if the player should return to their body or seek a Spirit Healer starting at their body. The latter adds an element of time, but moves you away from your body which is less convenient... I don't really know how to handle it. But I want the idea of purgatory/spirit realm. If armour degrades, damaging equipment could be some penalty.

Dwarves) I shall log in, then.
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Post by Duskcurse Thu Jul 05, 2012 2:54 am

Hm about the death mechanics on allods, they changed it. In previous patches dieing meant to have an item cursed, which made it have negative stats, and you had to exorcise the curse
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Post by The Empty Lord Thu Jul 05, 2012 3:43 am

That could be interesting. Zoanthropy (now part of Mysticism) involves possessive spirits. It's possible that they could occasionally hitch a ride back with you. I don't think that should be a primary mechanic, though.
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Post by Duskcurse Thu Jul 05, 2012 3:53 am

More liketo make players more cautionous about dieing. Also 3mpty, I was discussing with Slayer about summoning in RS, and how you can only summon magical creatures, so I was proposing him adding something like, golem-making to be able to make more mechanical/artificial familiars, and perhaps other htings, to give more variety. Like it?
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Post by The Empty Lord Thu Jul 05, 2012 4:03 am

That was already planned.

Engineering allows for mechanical followers; Sorcery can cast magical followers; Mysticism still has a more refined version of RuneScape's summoning (i.e. spirits); there's also demons; living stuff (akin to pets) acquired from bestiaries and hunter. Golem making is a possibility also, although I don't think any skill currently covers it; possibly alchemy?
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Post by Slayer Noir Thu Jul 05, 2012 4:06 am

I think all skills should have a follower associated with them - a golem can be mining's follower.

Also, I'm still not keen on engineering being a skill and would rather it was a miniskill.
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Post by The Empty Lord Thu Jul 05, 2012 4:47 am

Associated with, yes, made with, not necessarily. Unless golems are found.
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Post by The Empty Lord Thu Jul 05, 2012 7:16 am

I'm going to start at the top with lore shortly.

Creating an in-depth Catalyst page, then follow all the links from that, etc.

I need good names for the following;
- The Last Great Spell (although I was considering this)
- The cage that was placed on the Catalyst. The inspiration was called the Interdict of Merlin, but I think we should create our own name.
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Post by Slayer Noir Thu Jul 05, 2012 7:37 am

What last great spell? What cage placed on the Catalyst? I'm confused...
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Post by The Empty Lord Thu Jul 05, 2012 8:00 am

Just spitting lore out of my ass. The Last Great Spell is the last spell cast when magic was unbound, and it was used to bind magic.
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Post by Slayer Noir Thu Jul 05, 2012 9:46 am

Magic was unbound then bound? You're giving me more questions than you're answering Tongue
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Post by The Empty Lord Thu Jul 05, 2012 10:32 am

I try to create enigmas as I go. Smile

Basically, at the end of Godless Conflicts (or whenever I decide to put it), it was decided that mastery of magic was too common and that wars would only stop if mortals could not wield entropy. The Last Great Spell was cast upon the Catalyst itself, preventing new spells from being created. Now, the only spells that exist are those that are passed from mind-to-mind.

Or something to that effect. Magic is no longer godlike, and as observed at the start of the game it was dying out. I wanted to create a reason for why magic was dying out.
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Post by Slayer Noir Thu Jul 05, 2012 10:48 am

Who would do that? The Astratii? The Furvusan? I thought magic was dying out because one by one the Primal artifacts that made catalyst were breaking.
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Post by The Empty Lord Thu Jul 05, 2012 10:55 am

Whoever cast the spell that made everyone forget the war, I guess.

And the Pallis refined Catalyst, it already existed.
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Post by Slayer Noir Thu Jul 05, 2012 11:06 am

I fear your history will conflict with other potential storylines later down the line, like RuneScape's magic history did - Supposedly it's all gone but then we discover a clan that still have a working altar and everyone seems to be dropping talismans. RuneScape has so many continuity issues because of the lore for runecrafting and I worry this whole locking up magic thing might be going the same way.

I was actually going to suggest that the whole memory wipe thing was a much more localised event centered around Rivel and that the Godless Conflicts be scrapped as a historical era and instead are classed as ongoing.
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