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Forum -> Feedback -> Brainstorming New Magic Ideas

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Rich
[-CR-]
11-09-2021 16:32



Please Read: This in no way is near a complete idea. It is something thats been being discussed with a Clannie and a few others for a bit now. I'm Currently Just searching for Feedback on how to make it a complete/better idea, how to improve it, tweak it. Is This something you would like to see? Something you hate? Also, if you could please State what you dont like or like to see changed or if its a good route, your feedback will be used to better it/change it/draft up different orbs...

Trying to think out the box to create new magic thats not the normal enchants/creature orbs
---

1) Fire Balls (Group Fight Fighting Orb)
Beryl + Amber? + Quartz? + Blank Orb
Magic Lvl to Make: 25?
Magic Lvl to Use: 5
Fame Gain: +5
Damage Done: Min 20 (Possibly use same way damage is determined then Add half your magic lvl to that?)

Breakdown: One thing Myself and others have noticed, is Magic is mainly Enchants(Aim/Powah/Armor/-tt) or Creature/Tele Orbs. Theres Currently no Orbs to assist in a Combat Fights. This Orb would only be usable in a Group Fight Situation, like Dinos/Dragons/Holiday Groups/Bosses/Ect. The orb used would be used beginning of the combat round before anyone else attacked, and ??Possibly still get your normal combat line in that round as well??.


Note: Could make the Gem Combo include 2 ambers and 2 blank orbs instead of 1 and 1 and get Fireball x2? so you would actually get 2 fireballs from this instead of the usual 1 every other thing gives, giving you two magic fireballs to use per time you create them ? just and idea..

---

3) Resource Orbs


Breakdown: Pretty much just make the Resource orbs that are already in game able to be made With some tweaking on the amount thats summoned. Lapis, Serenibite, Jade are all already in the game as well.
Idea#1: Skill lvl determines type of spawns + Magic lvl determines the amount
Idea#2: Some kinda Mathematical Formula with your magic lvl

---

Edited on 11-09-2021 16:46

Edited on 11-09-2021 18:59

Edited on 12-09-2021 00:10

Edited on 12-09-2021 00:12

Edited on 12-09-2021 03:53

Edited on 15-09-2021 12:32
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ShatterStar
[Pond]
11-09-2021 16:36



No, save the rest of the special gems for combat suits in respective skills. I also dislike the idea of boosting exp/hour in combat by having magicial abilities/orbs.

Edited on 11-09-2021 16:37
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Brom
[Choob]
11-09-2021 16:41


I dislike the Orb of Death, but as a non-combat-specialist, the orb of fireball sounds interesting.
I really like the resource orb idea though.
Smeagol
[LoTR]
11-09-2021 18:22


no, no, no. terrible idea.
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Rich
[-CR-]
11-09-2021 18:28



Smeagol, Could you elaborate why? this is for feedback purposes only so no,no,no doesnt give me any feedback to go off from
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Smeagol
[LoTR]
11-09-2021 18:50


the death orb can be used on events. and besides what if someone was in said fight with the orbs, the other one is why add special attacks, never was added in that past 15 some years. it makes sense for bosses to have not players. if u add that one then u have to add many more then the idea of a revive orb then all that. there is a reason it wasnt added and it makes this game different from others
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Rich
[-CR-]
11-09-2021 19:00



Thank you Smeagol, i didn't think of Mod Sent Events and have edited that.
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Vampyre
[Corps]
11-09-2021 22:59



I actually like the death orb idea.
The only tweaks I would do is make it so that the user ONLY gets the +fame and any magic exp that is gained from using an orb. We don't want everyone to immediately jump to just using orbs to clear summoned orbs. So leave the monetary gains ONLY for those who actually fight orbs (So if someone is fighting an orb and someone clears it...the person who has fought and killed any of the creatures can still get money but the mage who orbed the rest gets none) Other than that the idea of allowing it to ONLY clear summoned creatures is a good one.

Resource orbs would also be nice to be able to craft. Would be lovely to run around and force everyone to enjoy my skill instead of their own for once ;P

Orbs used in combat (like the fireball one listed) I don't know about or feel I can comment on as its not my chosen skill.
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Smeagol
[LoTR]
12-09-2021 03:00


+1 with being able to craft resource orbs if it is with the special gems you get from said skill
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Thorne
[-CR-]
12-09-2021 07:59



Although I feel Creature Orbs were a great use of gems, a new Combat Orb may or may not be of general interest, to those who want to train magic. For reasons:

- To use Gems, which currently there is an abundance!
- Does not interfere with Skill or Combat Events!
- Non-harrasing to skill players and those who afk!
- Players can Orb difficult creatures instead of mainstream locations!

Combat Orbs could work in much the same way as A Critical hit. Can you imagine halving the time it takes to take down a Boss? Would create more interest in Bosses and Group Fights.

Thus, Combat Orbs would be very useful for those who have trained combat to a given level and want to experiment with larger creatures and group fights.
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Askeladd
[*TF*]
12-09-2021 11:55



My honest opinion magic can really only go a few ways. Enchant and Orbs.

That is just how its been designed and unless the idea is really good I doubt we will break away from that Norm which is why I tested the waters with a set on new enchants.

In regards to what you have written here, I am not a fan of it all right off the bat I am left with more questions than answers.

overall the ideas are not great but not terrible, there could be a basis for something here such as the anti evil mage stuff could work in another scenario etc.

I do not think spell orbs will work that well, ultimately you would look at possibly having combat spells to help you fight with a similar formula to max hit for a player that uses magic instead of str. maybed a cooldown as well to stop players literally 1 shotting somewhere like beset or yeti.

the ability to make resource orbs, not yet in my view I think the rarity of them is nice and it adds something to holidays for now. effectively it could be added further down the line maybe but it depends what is in the pipeline for the gems as they would already need an increase in drops for sure.
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Rich
[-CR-]
12-09-2021 14:18



Thank you for the feedback Askeladd. Appreciate it and will give me some things to ponder over.

Two things:

"In regards to what you have written here, I am not a fan of it all right off the bat I am left with more questions than answers."

Im also left with more Questions then answers at this point, My hopes was to throw this out here Pretty Primitive and build it off suggestions and try to find a way to make it so the majority of people were interested.Like a Group Development



"I do not think spell orbs will work that well, ultimately you would look at possibly having combat spells to help you fight with a similar formula to max hit for a player that uses magic instead of str. maybed a cooldown as well to stop players literally 1 shotting somewhere like beset or yeti."

Ive thought of this and thats why I chose to use the Orbs and make it only Usable in Group Fight Situations. so its not Suitable to use combat orbs all the time and not able to use them on Regular Creatures.
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Askeladd
[*TF*]
12-09-2021 16:43



I think there is some substance to some ideas that if fleshed out could be really good or at least make some intriguing alterations to the skill.

one that really sticks to me is the Anti Mage stuff... I mean its a fun concept just off the top of my head not too sure how one could work it.

Anti Summoning Orb

similar to what you stated but it does not wipe out currently active invasions' another thing is it will also not block sent invasions such as mod or pirates.

I think with anything anti summon there needs to be a clear tell that it will only stop orbs temporarily and not anything moderator or pirate related as that can cause a lot of issues down the road.

How it could work?

Example say Khaya

there is no invasions taking place say I want to be denied interuption

use orb and time is based or calculated off a base time and magic level say there is a cap at a few hours or so.

A Not so evil mage has protected Khaya From evil magic for X amount of minutes.

The only time this is voided is if there are mod events or if its a pirate invadable location and they land there.

there will be no recouping from this action its just a crap happens thing so maybe not have the recipe too expensive more along the middle.

Edited on 12-09-2021 16:45
God' is nothing more than a construct created by man to inspire fear and promote order.

If you wish to see me struck down, for all these atrocities, use your own hands to do so, not 'God's'.
Rich
[-CR-]
12-09-2021 18:39



Askeladd, Awesome idea to base off from, thank you! i will add this to my list of things to ponder, but that sounds better then the Orb of Death for sure!
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Vampyre
[Corps]
12-09-2021 21:51



Askeladd I like the idea of your anti summon orb too. Its what drew me to the death orb option of Rich's as it had a factor that prevented new orbs being used for a short time. Summoning orbs are fun but some people overuse them imho. Being able to prevent yourself from being bothered for a couple actions or even the length of a farming timer would be beneficial to a lot of folks I'm thinking. (I've heard some horror stories of farmers being orbed and having to restart their entire planting time and that makes me glad I'm not a farmer lol.)
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St0rmz_
[*TF*]
13-09-2021 08:45



+1 for Askeladd!

A wonderful idea!

Edited on 13-09-2021 13:57
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Calgor
[A.D.]
13-09-2021 15:35



Following review of topic, this will be reviewed within the development team accordingly.

I'm not in a position to guarantee anything or confirm any actions or any deliverable dates if we do go ahead with changes but it is on our list to assess.
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Invictus91
[*TF*]
13-09-2021 16:54



+1 Ask
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