So far we have only managed to adjust one system to my knowledge which is the secondary magic training making it easier for people to begin, but harder to finish (as it requires more posts).
However, there are numerous other systems on the site that are still either broken or missing. Some of the broken ones can be fixed, but others should probably be removed entirely.
A lot of these are my opinion, but it would be good to get feedback on these and perhaps implement the ones that seem good or adjust them in other ways.
Adjusted:
Additions:
Removing(PURELY MY OPINION AND OPEN FOR DISCUSSION. VERY LOW PRIORITY):
However, there are numerous other systems on the site that are still either broken or missing. Some of the broken ones can be fixed, but others should probably be removed entirely.
A lot of these are my opinion, but it would be good to get feedback on these and perhaps implement the ones that seem good or adjust them in other ways.
Adjusted:
- Limiters - These are rarely used and when combined with things like team exp, lacrima milk and double exp jobs it is far too easy to level up. If these were advertised more and adjusted slightly (perhaps make it so they can't be used in conjunction with lacrima milk or something) then these can be fine.
- Invasions: I believe we temporarily removed this for fixing. Currently, invading is more of an irritation for those who are invaded than anything else and again it is rarely used. For story reasons it makes little sense how it is where you can only invade those you've rped with before...as this will just make dark guilders not want to rp with rune knights at all and vice versa. I am not sure how this one can be fixed, but I think its a good system if very flawed.
- Tertiary magic: Nobody seems to have a clear idea of what this does. We suggested replacing it with utility magic and that it can be gained at a lower rank. I suggested C rank (must like secondary) and you gain an extra slot each time you rank up. These spells could be things like lock picking, walking on walls etc. This either needs implementing or tertiary magic needs adjusting heavily to explain just what the hell it is. I've had members asking about it. Medium priority considering we've already discussed how to fix it
- Aura burst: This currently seems a bit OP. It needs adjusting I think. Also, i don't think everyone wants their aura to jsut stop attacks and stuff. Maybe add some clarification on how one can shape their aura for intimidation purposes perhaps. Medium as it is needef or pvp
- Dragon slayer consumption: This chart makes no sense to me whatsoever. It doesn't take the player's rank into consideration at all. An S rank can eat an S rank can get 75% MP back (which is approximately 4 times the cost to cast a spell of that rank) and a D gets the same.
In terms of spell eating I suggestion something like this:
You recover the same amount of MP from the spell as it would for you to cast a spell of that rank e.g. D rank eats a D rank they recover 10% mp, S rank eats an D rank they recover 1% mp(as D ranks normally cost 0 for them, but they should get something).
IF the spell is higher ranked than you then the amount it recovers is an extra 10%, except for the gap between S and H where it recovers an extra 20%.
I also think we should limit how many ranks above you a mage can eat otherwise a D rank fire mage could be almost immune from someone at B rank as they could eat the spells.
Also the volume stuff like 'moon size' seems very odd.
Low Priority and very quick - Force: Currently the requirements for force make it very hard to get into and seem very specific. It takes eating 25% mp in five posts in a row to enter it. THis seems silly. In canon it has generally been one large source that did it. So it would make sense if someone ate say...75% mp worth in one post that it would be enough to trigger force. I've had permission before in order to do something like to trigger force in fewer posts. Low priority, but very quick
- Lineages: These need rebalancing Low Priority
- Spell fusion and mixing and unison raids: I think these just need reviewing and to make sure that they make sense. For example, I often use a bunch of buffs all at once and give it a fancy combo name, but I always use the cost of each spell. Also I don't think we need to prevent light and shadow being mixed anymore. We have seen two examples in canon now for this mixing. Low Priority
- Rank up exp amounts: S rank seems insane because there is a huge gap and then H rank is RELATIVELY easy to obtain as you can get a few S ranks and go on a couple of 100 years. These need adjusting to make it so that the gaps don't seem as extreme and ranking up to A and from S to H isn't TOO easy. Medium Priority
- Signature spell = one effect: This to me just seems stupid. A signature spell isn't really a one effect thing (and one effect is practically impossible as even a fireball does burn damage on top of hitting you with a ball of magic) and doesn't work for takeovers, summons and a few other magic types. Therefore I propose that a signature spell is exactly what it says on the tin: A signature spell. This will be a technique that the mage has mastered to a high level either allowing it to be stronger than a normal spell of its rank or to have reduced cost/cooldown for a spell of its rank. NOTE: Purely my opinion --
Additions:
- Custom lineages: I've looked at these and it seems there is almost no limit to what people can do. We've had simple thinks like tripling strength to strange things like my aura makes your spells one rank lower. Because some of these are classed by members as OP they feel that if they make them then they too can be OP. -- Note I realise they are buying items. However, they shouldn't be as godlike as they are now. LOW PRIORITY
I would suggest some guidelines and limits. Yes they will be stronger than normal lineages (afterall we do pay for them), but no they should not be as powerful as we allow them to be. - PVP rules: In terms of PVP we have very little definition. We don't know how much damage a spell does, we don't know how much damage a physical attack does. All we know is 'Does B rank damage' but what does that mean? We also have no way to directly compare characters in battle. Stats is one way, but to be honest a basic HP system would be enough to at least give people something to go on. This HP system could even be used in jobs so people know when they have taken too much damage. This probably links back to invasions a bit, but still...people need to know how long they can fight for otherwise battles can become endless. HIGH PRIORITY
- Etherious and Angelic equivalent: Recently in canon we have met the Demons of Zeref and found out they uses 'curses' or 'enchantments' rather than magic. I propose we add these and an anglic equivalent with 'blessing' as new VIP positions and perhaps let the slayers be opened up for everyone to apply for. This one is open for discussion ;) -- VERY LOW PRIORITY
Removing(PURELY MY OPINION AND OPEN FOR DISCUSSION. VERY LOW PRIORITY):
- Exams: I honestly don't see the point in these except for plot and in canon we only ever see it for going to S rank. Also, it seems odd to make an exam to go to H rank as if you have enough raw power to do 100 year jobs and get enough exp to become H rank then...i think your guildmaster will acknowledge you as H rank. This is Up for discussion. Keep A to S, but we already have D to C as optional so why not make the others optional or make it so the GM decides? However, this is more personal opinion.
- Signature spells = weapon ranks: This doesn't really make sense to me. And also seems silly. EWhy would a mage give up two spell slots that can have multiple effects for a spell slot that has a single effect? It would make more sense to unlock them as you power up or have a training thread to 'master a spell' and then limit how many spells a user can have as signature. Or perhaps rather than being an extra slot users can denote some of their spell slots as 'signature'. (except for the freebie ones)
- Magic items only being able to have support passive: Not only is this not well defined it is heavily limited and doesn't make sense. If I want a necklace that can be 'activated' in order to allow me to fly at the cost of 1% mp per post then why shouoldn't I be able to? It makes perfect sense and isn't OP. Perhaps make it support and buff only and allow active. However, it being forcibly support passive.
Last edited by Speed Demon Zack on 30th January 2015, 8:59 am; edited 2 times in total