Author Topic: Plans for the Upcoming weeks  (Read 31718 times)

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Offline Blood_Muhammad

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Re: Plans for the Upcoming weeks
« Reply #90 on: April 26, 2016, 06:02:37 am »
0
scholae with forum account?

Offline Molly

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Re: Plans for the Upcoming weeks
« Reply #91 on: April 26, 2016, 09:58:42 am »
+1
I wouldn't know about that. It's a mask as far as I can tell. Worst case scenario, everyone from cRPG, drops the game after 2 months and comes back here, because it won't be cRPG and people don't want to be noobs again.
Even after all these years I consider myself noob... I wouldn't mind :P
When west germany annexed east germany, nobody moved a finger too.

Offline Paul

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Re: Plans for the Upcoming weeks
« Reply #92 on: April 26, 2016, 10:21:30 am »
+10
Oh god, this guy is spreading to the Melee:BG forums. How do we contain this guy?

Maybe they'll add a mandatory personallity test for ranged.

Offline Jambi

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Re: Plans for the Upcoming weeks
« Reply #93 on: April 26, 2016, 12:18:32 pm »
+2
Maybe they'll add a mandatory personallity test for ranged.

Love will tear us apart.
Quote
Also, most fucked up brain of the year award goes to jambi. Well done.

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Offline Golem

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Re: Plans for the Upcoming weeks
« Reply #94 on: April 26, 2016, 12:59:46 pm »
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This is about being straight out retarded. Children see in slow motion like owls.

pogosan

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Re: Plans for the Upcoming weeks
« Reply #95 on: April 26, 2016, 06:41:13 pm »
+25

Offline Golem

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Re: Plans for the Upcoming weeks
« Reply #96 on: April 26, 2016, 07:08:13 pm »
+8
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I think you have too much time on your hands
This is about being straight out retarded. Children see in slow motion like owls.

Offline njames89

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Re: Plans for the Upcoming weeks
« Reply #97 on: April 26, 2016, 07:41:15 pm »
+3
The mechanical turk hath no codpiece! Surely only a madman would fight without properly securing his johnson...

Maybe they'll add a mandatory personallity test for ranged.
Question 1: Do you want to play ranged?

Answer: Yes (Unfit to play ranged)

Answer: No (Good candidate to play ranged)


pogosan

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Re: Plans for the Upcoming weeks
« Reply #98 on: April 26, 2016, 07:42:04 pm »
+4

Offline Leshma

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Re: Plans for the Upcoming weeks
« Reply #99 on: April 27, 2016, 12:08:17 am »
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chadz, are Devolver Digital your publisher?

Offline chadz

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Re: Plans for the Upcoming weeks
« Reply #100 on: April 27, 2016, 02:21:47 am »
+3
Nope

Offline Kelugarn

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Re: Plans for the Upcoming weeks
« Reply #101 on: April 27, 2016, 06:01:32 am »
+16
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.
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Offline Paul

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Re: Plans for the Upcoming weeks
« Reply #102 on: April 27, 2016, 09:57:45 am »
+1
Well, the math guy was struck death while trying to handle the office window.

Offline Utrakil

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Re: Plans for the Upcoming weeks
« Reply #103 on: April 27, 2016, 10:10:12 am »
+1
(click to show/hide)
[/spoiler]
lets kickstart this idea and run with the money. we can later donate it to the donkeys to help them make something great.
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Offline Kelugarn

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Re: Plans for the Upcoming weeks
« Reply #104 on: April 27, 2016, 10:38:39 am »
+1
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.
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