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Wizard changes: Picks & retorts

Quote:Your table is no different from mine, just other values... I gather from your points that you want few books to yield less relative to more books.
No. Not my intention. Actually, 2 books in my system give you 4 common spells which is more than 2nd draft (2 c spells), 3 books give 6 commons (only 3 in 2ndD).
All I want (as I wrote in priorities) is a big gap between picking X books and X+1 books. Make it a valuable decision. That is where the last table does better.

Look at Draft 2:
6 books give you 15% discount, 1 spell gift, 2 pre-chosen, 1 random (in common sp.).
7 books give you 20% discount, 1 spell gift, 2 pre-chosen, 2 random (in common sp.)

Difference (Draft 2nd) : 5% discount, 1 random common spell, (+1 unc, +1 rare, +1 very rare can be researched / guaranteed , I suppose.)
Difference (last table) : 10% discount, +2 unc, +2 rare, +1 vrare can be reasearched. +6 uncommon, +1 rare, +1 very rare spells are guaranteed.

There is my objection demonstrated. Few extra potential spells and 5% discount is still a lot short of decent incentive to pick up 7 books instead of 6. That's why I search different model. I agree, it is about values. Since you nicknamed my last attempt crazy, I try to find consensus with your way. bang


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:aar:
A private war against 5% discount difference
Why do you prefer it? It is too small a step, totally negligible. (I want to see decisions making a difference, not indifferent scales).

A few examples:
----------------
Web 10 (10).
Confusion 15 mp (15). (Can be 14 if you round up. Hm.)
Fire Elemental 19 (20). (Finally, a discount! Wait, 1 mp?)
Prayer 29 (30).
Air Elemental 48 (50). (Wow, 2 points spared. I noticed.)
Call Chaos 72 (75).

Just Cause 143 (150).
Basilisk 309 (325).
Efreet 523 (550).
Behemoth 665 (700). (We saved 35 mp... 3 more webs for one Behemoth? A must buy).
Sky Drake 950 (1000). (This starts to look like a bonus. So, how many Drakes are we gonna cast per game?)

It's ineffective, tasteless. Let's stick to 10%, please.

Opposition to starting spells and guaranteed spells: every game tends to look the same.

I think Infernal Power and Divine Power should cost the same as long as they do the same thing. Otherwise, it's punishing Death Magic users for having a good spell (Dark Rituals). What if I get Infernal Power but no Rituals ? I still pay 2 picks.

I partly agree with b0rsuk. Making all choices in advance = removing choices from the game.


The problem stays. What advantage should the "books" bring?

What about inserting extra rarity levels of spells, spanning only 5 spells instead of 10?
Frequent spells = [1-5], common spells = [6-10], uncommon spells = [10-15]... This will allow better diversification. Every book gives you more powerful spells.

En example how the books can work:
Quote:1 book - trade/get from the node [spells 1-5], research some [1-10]
2 books - trade/get [1-10], research some of [1-20]
.....
4 books - trade/get [1-20], research some of [1-40]. The whole [1-5] can be researched.
.....
8 books - trade/get [1-40]. The whole [1-20] can be researched.
9 books - choose 1 spell from [1-5]. The whole [1-30] can be researched.
10 books - choose 1 spell from [1-5] and choose 1 spell from [5-10]. All spells can be researched.
11 books - choose 1 spell from [1-5], choose 1 spell from [5-10], choose 1 spell from [10-15] and choose 1 spell from [15-20].

And we insert 10% bonuses or 5% bonuses as well.

This will cancell the effect of spellbook research page.
Actuallly, The spell on the research page of spellbook appear in the order of increase rarity.So, you must research common spell to get rare spell in your research page. there are 8 spells to research. The pesearch page contain all (almost equal) rarity spells. The only reason to exist the research page is to stop learn high rarity spell at the start of a game. (I.E. research page must cover all "equal rarity" spells.).
If you want increase the number of levels of rarity spells, you must decrease the number of spells on the research page.
With 5 spell per rarity level the studying of the spells will become almost linear: Example: You must study web,then earth to mud, then crack call ,then ice bolt.... ets, and you (almost)cannot swap the order of studying. Hence -> all is forecastable , bad.

To make more random element in the game, You must allow more diversity of the spells immediately,
i.e. 5 (and 7) book or more => get one uncommon immediately spells for the cost of two common immediately spells than in vanilla
8 book or more => get one rare spell for the cost of one common spell and one uncomon spell immediately.
(So, 8 book -> 2 common 1 uncommon 1 rare spell)
10 book => get 1 very rare spell immediately for the cost of....

And : The one spell of each rarity level must be received immediately, but random.

Resume: I purpose the new category spell - "blinking".This is the spell,which is received immediately (at the start of the game) but random inside its rarity level.
It may be the one spell just get: so for 8 book -its rare spell, for 9 book -its common spell again.


Other Idea: We need remodelled the selection of spells to the research page. Now we cannot get (almost,probability is about 1/10) rare spell to the spellbook if we have uncommon spell guaranteed but not in the research page. This probability must be increased.

Asfex, ne ponimaju.

I think the reasearch spellbook page / distribution should be reorganized.



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