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Black Desert Online

System Daemons

Magic System


Attackroot
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Guiding Principles

  • Put the magic back into an MMORPG’s magic system
    • Magic in the vast majority of MMORPGs requires very little thought or effort by the players
    • Spells are handed to the player, with very limited control or customization by players
  • Create a system through which players can have a great degree of customization and control of their magical abilities
    • Adding a degree of unpredictability to your opponent’s abilities in RvR adds to the challenge
  • Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages
    • Another possible area for customization by the player
    • Adds additional immersion to the game
  • Magic system must be fun, and not tedious to use in RvR
    • Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use
    • It cannot just be a “button mashing” system, or we are wasting our time

Core System

  • Magic spells are created by the player (not by the studio), by combining Runes and other components such as reagents
    • Back in the 1980s, Mark Jacobs created a magic system for his MUD Dragon’s Gate, which allowed mages to build spells by putting together elements, shapes, and sizes
    • Here, runes can represent all of that and so much more
  • Runes represent specific magical forces, which may interact with one another in complimentary enemy use
    • Core elements of fire, water, etc. are of course present, but each magic-using class has specialized Runes as well, to prevent class mirroring
  • The combination of Runes to create magical interactions may take place during the spell creation process, or when multiple magic spells affect one another in combat
    • Runes form the “core” spell, but players also have a wide range of other components that they can add to the spell, in order to customize their magic even further
  • All mages are given a spellbook in which to inscribe their spells
    • Spellbooks can level with the player, as the runes and the player’s skill increases as well
    • A spellbook also acts as an “achievement” system, where it records failures, successes, combinations of runes, etc.
  • Magic spells, once cast, can become the equivalent of objects on the battlefield
    • They can interact with players, NPCs, and other spells
      • Spell-to-spell interaction can lead to a wide range of outcomes such as cancellations, enhancements, and transformations

Spellbook

  • The spellbook tracks charges, usage, successes, and failures of inscribed spells
    • Spellbooks level up with the player, gain more power, and *possibly* achieve sentience (Stretch Goal)
  • Creating new spells and inscribing them into a spellbook is dangerous, and may fail catastrophically
  • Players may name their custom spells in their spellbook, and use these names in the game
  • Players may show their spellbook to others, and share spells they have created
  • Spells inscribed in spellbooks must be charged before they can be used
  • Spellbooks have a maximum capacity of spell charges they can hold
  • Spell charges are drained from the spellbook when the spell is cast
  • Spellbooks become easier to recharge over time with use, and can be upgraded or replaced to hold more charges

Magic Use

  • Spells can be cast multiple ways
    • Through use of a spellbook or charged item
    • Potentially “live” building of spells during combat
  • Spells always have a chance to critically succeed or fail
    • Spellcasting result is modified based on proficiency with the components used
    • Spellcasting result can also be modified by external factors, such as interrupts and buffs/debuffs on the player, as well as player stats such as Panic Rating
  • When casting, spells can be held for a brief time before being released
  • Casting too many spells in an area may cause Veilstorms to appear
    • Major Veilstorms (such as a Malevolence) are rare, but smaller ones are common in areas of intense fighting
      • Small Veilstorms have varying effects on magic used in the area
  • Spells can use components infused with reagents (which may be difficult to find in the world), in order to enhance their effects
  • Many outside factors can affect the casting of spells, such as:
    • Various ley lines throughout the world
    • Weather
    • Seasons
    • Day/night

A.I.R.

  • A.I.R. – Action, Interaction, and Reaction is the heart of the magic system
  • Each spell cast can interact with everything in the world, and change based on that interaction
    • Spells can be reinforced by other players
      • Multiple mages with ice spells use magic to keep an Ice Wall up around a town
    • Spells can be weakened by other players
      • Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice
    • Spells can be transformed by other spells
      • An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players
  • A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place
    • Skilled players, groups, etc. are rewarded for playing as a team
    • The outcome of battles is less predictable and different builds of mages might be useful at different times
      • May reduce the “must-have” mage builds during sieges and small-scale battles
  • Some examples:
    • Water + Frost = Ice
    • Water + Frost + Storm = Ice Storm
    • Ice Storm + Wind = Amplified Ice Storm
    • Fire + Wind = Fire Blast
    • Fire + Water + Wall + Wind = Moving Steam Cloud
  • Spells + additional power can modify results
    • Added duration, range, etc.
  • Spells + additional reagents can also modify the spell
    • Ice Storm + Diamond Infusion = Increased damage of the spell
    • Ice Storm + Nightshade = Poison effect added to spell
    • Spells are modified based on type such as Fire Blast + Water Wall = Steam Cloud
  • Spell interactions have different outcomes based on ally or enemy use
    • Wind Blast + Ally Fire Ball = Fire Ball Speed and Damage increase
    • Wind Blast + Enemy Fire Ball = Deflect Fire Ball

Summary

  • The magic system of Camelot Unchained is unique to the world of MMORPGs, not in its core concept but rather, in the expression of that concept
    • Degree of customization of spells unmatched in MMORPGs
    • Interaction of spells on the battlefield take RvR to the next level
    • Use and growth of spellbook adds level of immersion and customization
  • Geared to players who want to have more control over their characters, and are willing to spend time experimenting with spells and combinations
  • Requires players to spend more time talking, reacting, and working as a team during sieges, not just mashing buttons as fast as they can
    • A.I.R. system is not only fun, but adds more immersion to the world, while increasing player cooperation and Realm bonding
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Warpigs is a semi-hardcore multi game community, for both MMOs and other genres. Our core, which has largely remained the same, started back in 2014. Warpigs first got started in Wildstar and has since branched out to several other game including, Black Desert Online, Overwatch, Heroes of the Storm as some of our most active games. We also have a strong internal following for both Dauntless and Ashes of Creation.
 

Warpigs function as a tight knit family-esque guild, which is not to say that our conversations are G-rated. Quite the opposite, but when you're one of us, we've got your back. Words fly pretty freely, and I'm always of the opinion that if you play an MMO, or any game with a social player base, you need thick skin and know not to take things personally. With that being said, we are a well organised and have a fairly mature membership, and as such we offer a very stable guild that we hope will be here for many more years to come.
 

Warpigs are dedicated to a friendly, team focused, fun-loving gaming environment where every member is important and not just a number on a roster. We seek to foster long term friendships among members and enhance the online gaming experience by virtue of those friendships.

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