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Thread: Sorcery

  1. #46
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    What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use. If you wanted to flesh it out.

    The Earth Station could be the previously mentioned "Teleport." So you could basically erect a teleporter for the team, ala TF2. Ice/Fire stations could erect ice walls/burning campfires in front of them, helping to provide defenses, and Lightning could provide heatless light. They can be picked up and moved, if need be, and you (the author) can decide if their walls break down after the station is removed or not based on how you want to balance things.

    To make the ice walls, have the station spawn a block with the propereties of a growing plant. Then make 3: Ice 1; Ice 2; Ice 3. With Ice 3 being a non-growing block. There were mods that did similar things in Alpha 16. (15?)

    I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies. Or the Fire role allowing campfires to burn longer for the same amount of fuel. Maybe Fire/Ice could make torches that don't give off as much heat, or Fire could make one that gives off a LOT of heat for farming or base raiding. Weather changes also comes to mind, as well as how many berries you can pick and/or whether or not they make you sick.

    I could go on and on, but I don't want to daunt you. Just keep up the great work.

  2. #47
    Colony Founder wolfbain5's Avatar
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    Quote Originally Posted by Tristam View Post
    What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use. If you wanted to flesh it out.

    The Earth Station could be the previously mentioned "Teleport." So you could basically erect a teleporter for the team, ala TF2. Ice/Fire stations could erect ice walls/burning campfires in front of them, helping to provide defenses, and Lightning could provide heatless light. They can be picked up and moved, if need be, and you (the author) can decide if their walls break down after the station is removed or not based on how you want to balance things.

    To make the ice walls, have the station spawn a block with the propereties of a growing plant. Then make 3: Ice 1; Ice 2; Ice 3. With Ice 3 being a non-growing block. There were mods that did similar things in Alpha 16. (15?)

    I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies. Or the Fire role allowing campfires to burn longer for the same amount of fuel. Maybe Fire/Ice could make torches that don't give off as much heat, or Fire could make one that gives off a LOT of heat for farming or base raiding. Weather changes also comes to mind, as well as how many berries you can pick and/or whether or not they make you sick.

    I could go on and on, but I don't want to daunt you. Just keep up the great work.
    resistances. fire tree makes you resistant to burning and heat, ice makes you resistant to cold?

  3. #48
    Ranger Devrix's Avatar
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    Quote Originally Posted by Tristam View Post
    What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use.
    Stations are definitely a planned necessity in the form of "Spellcrafting Alters" where you'll have to craft your spells and will be able to augment them (governed by your mastery). I like the direction of co-op/teamplay you're taking it. As will bullets, we must govern creation and augmentation.

    Quote Originally Posted by Tristam View Post
    I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies.
    Agreed. So far: we have minor mending and cauterization for the Fire Spellcast, then Ice Shield for the Ice Spellcast (working on this atm). We'll keep expanding on this and branch it out as you're suggesting.


    Quote Originally Posted by wolfbain5 View Post
    resistances. fire tree makes you resistant to burning and heat, ice makes you resistant to cold?
    TFP appears to be working on full implementation of elements and damage types behind the scenes... this will go perfectly.

    Another absolute planned feature, which will resonate with what you've been suggesting @Tristam, are elemental traps that'll consume/run on Essence. These will be capable of all sorts of awesomeness, including what you've mentioned.

    Absolute goal right now, which is going great, is getting the core features and playability to you guys (and myself) so we can enjoy, test, balance then build from there. We don't wanna get too far ahead of ourselves before balancing and optimizing the core. A LOT of sexiness is planned though... that I promise.

  4. #49
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    Quick Update:
    Elemental Conjures (spellcrafting and sorcery stations) are now implemented and fully functional with custom model, animation and sound. These altars, or "Conjures", are used to craft spells and other major sorceries. You perform the ritual using none other than Essence. In turn, the ritual will store the essence you've fed it for crafting (similar, but not identical, to a forge).

    Progressive rarities of Essence provide progressive levels of the element you're crafting with. (ex: Dormant Essence = Fire, Core Essence = Fire2, Primal Essence = Fire 3)
    Last edited by Devrix; 02-16-2019 at 08:28 PM. Reason: name change

  5. #50
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    Thank you @Devrix. I'll keep an eye on this thread. If you ever want someone to bug pick your brain about features, I'm around. But as you said: one thing at a time. Keep up the awesome work.

  6. #51
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    i'd approach all of this less from a magic perspective, but rather from a mutation one. No clue about the details from fallout 76, but about this setting.

  7. #52
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    Quote Originally Posted by Tristam View Post
    Thank you @Devrix. I'll keep an eye on this thread. If you ever want someone to bug pick your brain about features, I'm around. But as you said: one thing at a time. Keep up the awesome work.
    Thanks, all feedback and testing helps. I'll actually reach out to you soon here.

    Quote Originally Posted by voodoov View Post
    i'd approach all of this less from a magic perspective, but rather from a mutation one. No clue about the details from fallout 76, but about this setting.
    Ah, don't you worry about that... we'll be taking care of it through quest lore hints.

    I'll tell you this: cheap, gimmicky, completely unexplainable "magic"... Sorcery is not. There's a reason the word "magic" isn't used anywhere throughout the mod, though you wouldn't fully know that yet.

    Sorcery (the mod, attribute and class) is a direct result anomaly of the "nuclear" fallout of the zombie apocalypse:
    "If the world thought the apocalyptic aftermath of animated corpse (and acid spitting fiends) was the only sight to fear, wait until they meet a Sorcerer..."

    Small and subtle lore hints like this will continue to be spread throughout quests, items and spells.

    There's always going to be that "magic" feel, which isn't completely a bad thing, but I'll personally ensure it remains a mature, semi-explainable, "holy ♥♥♥♥ I just blew off/exploded a limb" thematic "it's pretty damn cool being a post apocalyptic anomaly" theme.



    Last edited by Devrix; 02-14-2019 at 07:05 AM. Reason: Added "Lore, Story and Reasoning" to the main page to explain this

  8. #53
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    I was brainstorming ways to make the Sorcery more natural, and I was thinking about examples of it appearing in the world. Things like mana lakes that you can extract resources from, or those essence trees that may spawn in the wild.

    I was also thinking of Sorcery enemies. A zombie that was simply rare and had some essence in them-- you could tell by their glowing blue eyes.

    Another, stronger, version that walked around slowly trying to kill you. But, if you engage them (lower their HP below 90%) then they'll SPRINT and truly come at you. They're tough as nails, but will drop essential supplies. Lore wise, I'd make them Sorcerors that fell.

    Finally, I was wondering if it would be possible to have a zombie type that existed just to incovenience you. It destroys trees and surface boulders. That may not seem like a big deal, but if left to their devices-- especially during a long seige or blood moon, you could wake up with a LONG way to go to get resources. If they also made random potholes, all the better. Since it would inconvenience your driving skills and running around in the dark as well.

  9. #54
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    To make magic fit into an apocalyptic setting, look into the Rift RPG from Palladium Games. The lore there is when you die you release energy. When millions die in an apocalypse it releases tons of energy. This energy fuels the supernatural and all those deaths and all that energy released charged the ley lines of the earth and brought magic back. (along with rifts in space/time and lots of baddies)

    Anyways just wanted to say the setting of magic & zombies would work fine. Love your ideas. I look forward to playing a John Constantine or Johhny Blaze type character (motorcycle riding, shotgun wielding bad-ass known as the Ghost Rider)

  10. #55
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    Awesome feedback and ideas, gents.

    A lot of these will come to life when we bring the zomb/NPC Sorcerers to life. I've already prepared a handful of the code to implement them with some cool unique effects. Most likely, upon getting Lightning finished, we'll tackle "Essence-tapped Zombs" (similar to what you're saying @Tristam). As mentioned, this will def bring the story/feel to life.
    @HungryZombie: Love Constantine. Ghost Rider's obviously a bad ass, too.

    On a side note: I'm currently balancing all Essence drops and Spellcrafting, while doing some final touches to the "Fire Alter/Conjure".
    I'll get a video of the Spellcrafting in action soon.

  11. #56
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    The Fire Conjure: Fire Sorcery and Spellcrafting Station

  12. #57
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    Quote Originally Posted by Devrix View Post

    The Fire Conjure: Fire Sorcery and Spellcrafting Station
    How wicked. Can't wait to try this

  13. #58
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    Looks good. Looks REAL good. You've got some talent, to say the least.

  14. #59
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    AAAAARRRRRGGGGGGGGGGHHHHHHHHHH the wait to play this is killing me lol....

  15. #60
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    Thanks, glad you guys are anxious for it!
    If all continues to go well, we're looking at a next week initial release of Fire and Ice.

    Last edited by Devrix; 02-17-2019 at 02:16 AM. Reason: added pic

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