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Messages - Kelugarn

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16
General / Re: Plans for the Upcoming weeks
« on: April 27, 2016, 10:38:39 am »
In the above, you mention seven major schools of magic, but i only count 6 in the above example. Your spell + 2 compatible + 2 incompatible + neutral divination. Is this deliberate?
I apologize, I worded the first post poorly so let me clarify. What I meant to say was that each school of magic is aligned with two other schools and opposed by two other schools. For example the school of Evocation is aligned with Conjuration (both can create matter) and also with Illusion (both can create energy). However, Conjuration is not aligned with Illusion, as one deals with physical objects and the other with hallucinations. It's worth noting that not being aligned is not the same as being opposed. An example of opposing schools are Conjuration (creating life, positive energy) and Necromancy (using death, negative energy).

Determining if schools are aligned or opposed (compatible and incompatible) relates to the principles and methods by which a school practices magic. Different schools may have similar magics, but the method by which the end result is achieved defines a school. The school of Enchantment uses subtle magical manipulations to alter the properties of existing objects; these methods oppose those of Evocation and Conjuration which favor forceful creation of things.

There are 8 schools of magic, but divination (excluding greater) is just basic functional magic ie: magical identification, detecting magic, reading magics. Greater divination could potentially be aligned with/against the other schools, but it's quite difficult to oppose it beyond semantics and as such it is left out of the web. While lesser divination constitutes basic wizardly skills, greater divination and its combat spells act as a neutral form of basic damage attack. Obviously if greater divination spells were left at their true power in the game it would break the negation mechanic, so greater divination spells will be weaker in raw damage than spells from the 7 other schools. However an experienced magus can still use divination in combat to great effectiveness.

17
General / Re: Plans for the Upcoming weeks
« on: April 27, 2016, 06:01:32 am »
chadz, are Devolver Digital your publisher?
Nope
I am actually the publisher. We're renaming from M:BG to M:BG, except this time the M stands for Magic. That's right, all the things you love about historically inspired low-fantasy games will be replaced with flying carpets, casting spells, and dragons. All armors are currently being replaced with 4k texture robes, which come in a variety of stylish colors and alluring cuts. Don't worry about protection though, all you have to do is hold block for an omnidirectional mana shield. There will still be a variety of weapons of course. For 1H there will be wands (dual wielding!) and for 2H and Polearms there are plenty of staves to choose from. Knowing the cRPG community like we do the inclusion of upgrading equipment is mandatory. However this is a world of magic, and as such all items may be enchanted with any of the game's spell effects. Just think, you could create your own [+11 Rat Smashing Rod of Thorns]!

Combat will still be the heart and soul of of Magic:Battlegrounds so don't panic. The team is still hard at work creating the most innovative wizard combat system that has ever been released. The basics of combat in Magic will consist of inputting a series of keys in a quick time event in order to cast spells. Obviously complex spells will require a longer chain to be input, and one wrong key stroke will cause the entire chain to be broken. With practice and patience any player will be able to utilize high ranking spells but only a true magus will be able to effectively use spells like meteor shower. Our intent with this system is to create combat mechanics that are easy to learn but hard to master.

 Above I mentioned the blocking system, and while at a glance it may seem overpowered we have developed checks to prevent combat devolving into turtles hiding behind force fields.  First, as it is a mana shield, the duration of your active block will be limited to your mana pool. Additionally any damage absorbed by your mana shield will be deplete your mana, eventually causing your shield to break and throwing your character to the ground, stunning them. Investing points into the shielding skill, or equiping items enchanted with shielding magics will increase the resistance of your mana shield and decrease your stun if it breaks.

In addition to active blocking with mana shields the team has also been hard at work developing a countering system for intercepting inbound spells. Currently two mechanics exist for spell countering: reflection and negation. Reflection will allow a wizard or magus to redirect an incoming projectile, wave, or beam spell by quickly activating their mana shield at the moment of impact. With proper timing reflection can be used to redirect projectiles off of spherical mana shields on varying trajectories, from oblique angles to hostile projectiles to their casters. Negation focuses on using offensive spells to cancel other offensive spells. To negate an incoming spell the defending caster must cast an offensive spell of their own which is elementally superior and theoretically opposed to the incoming projectile. Elemental superiority is relatively simple, water defeats fire, etc.. Theoretical opposition is determined by which school of magic a spell is from. Of the seven major schools of magic (divination is excluded as neutral) each school has two compatible schools and two incompatible schools. If two spells from incompatible schools connect they will cancel each other out. In spell negation you can intercept a hostile projectile with an elementally superior spell from an opposing school to over power your enemy's attack with one of your own. Doing so successfully will dispel the incoming attack while your counter spell continues forward. Additionally spells from compatible schools and of similar elements can be combine by teammates to generate devastating attacks, which will be very useful in our wizard siege game mode.

That's all the information you get for now, consider it a reward for finally figuring out the meaning of chadz's cryptic posts and the silence from the dev team. Expect the next dev blog soon where we'll cover our progress converting the game to our voxel based MMO survival sandbox engine.

18
General / Re: Plans for the Upcoming weeks
« on: April 22, 2016, 09:10:56 pm »
I'm going to join your little EU testing party with 180 ping to get kills for the glory of NA.

19
General / Re: New name suggestions for MBG
« on: April 12, 2016, 05:09:00 am »
It's gonna be really funny (and horrific) when (if?) more "mainstream" players come into this new game upon access.

It is easy to forget just how easily people get offended and riled up by the loving and endearing use of autism/homosexuality that we have here.

I have but one thing to say to those people.

20
After playing for a few days I can really see how anyone trying to rush to "endgame" content may have boned themselves. If you're not spending time to get your energy and contribution points up through the right quests you'd be crippled by the time you hit 50.

21
... and all the other things floating around out there / Re: Grim Dawn
« on: April 04, 2016, 06:00:57 am »
I've been putting some hours into GD lately, and I absolutely love it. I have had to use Grim Cam to increase the FoV so that I could play without feeling like I was trapped in a tiny box though.

22
I'm going to try and dive into this one. The sandbox nature and the Korean action MMO controls just seem like they check all the right boxes for me.

23
Diplomacy / Re: New Knudarr: Superior Japanese Steel Factory
« on: April 02, 2016, 04:09:59 am »
I would like to have some fine naginatas crafted with the finest steel from Dai Nippon. I request 2500 pieces of masterwork quality for my autistic wizard army. I expect the blades to have been folded no less than 2 million times each, and that they will be able to cleave a knight and his mount in half with a single stroke.

24
Diplomacy / Re: A tale of one and a half Dwarves
« on: April 01, 2016, 12:01:27 pm »
Everyone who missed the battle also missed quite a lot of oiled up and flexed pecs.

25
Diplomacy / Re: Tigergirl, your time is up
« on: March 31, 2016, 03:32:30 am »
I dont want to be the worst player in CA again. Pls no. Course all the good people left so maybe.. maybe I have a chance.

RIP Huey.

26
Diplomacy / Re: Tigergirl, your time is up
« on: March 30, 2016, 06:18:05 am »
Finally, the last dream of the gobble king comes to pass.

27
Suggestions Corner / Re: Item workshop - Give us feedback and join us!
« on: March 29, 2016, 11:53:36 pm »
Here's a small preview of what's in the pipeline once the compiler is un-fucked:

Vietnamese Lamellar with Fur
(click to show/hide)

Hoan Kiem Outfit
(click to show/hide)

Vietnamese Robe
(click to show/hide)

Hooked Spear (WIP)
(click to show/hide)

Thegn Sword Remake
(click to show/hide)

Polehammer
(click to show/hide)

Valkyrie Sword (WIP)
(click to show/hide)

I absolutely love all of these, they are beautiful.

28
General / Re: Dev Blog #6
« on: March 29, 2016, 11:48:50 pm »
It's a tutorial map from Chivalry. So much fucking effort, wow.

True, but it looks like the combat is a great improvement. To me playing Chivalry always felt like trying to wade up a river while drunk.

29
Realism Discussion / Re: Magic
« on: March 29, 2016, 09:13:15 am »
This thread keeps getting raised from the dead, clear proof of magic.

30
Game Balance Discussion / Re: We Are Reverting
« on: March 29, 2016, 05:50:33 am »
Changes being made tonight. Should be patched in today or tomorrow.

Prais.

Pre-Tydeus sweet spots would be amazing with the new leveling system too.

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