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  #1  
Old 10-21-2010, 12:50 AM
Seeya Seeya is offline
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Sorcerors can't cast

I was helping a new player earlier, i realized he's a Sorceror but using a sword. I asked why he isn't practicing magic, he says he never had enough mana to cast spells. He has 22 hours and is a trial.

A level one Sorceror can start with 2-3 spellpoints normally. Which is seemingly reasonable, but with this, they can only cast one spell which is Magic Bullet (which new spellcasters don't start with). Even with mana crystals they're stuck with no choice but to get gear before they can use magic.

I'd love to see new Sorcerors start with two-three magic bullet spellbooks. It'd only be logical, because it's just unreasonable that a new player, wanting to be a mage gets stuck with:

Stats: -3 str, +2 dex, -3 con, +3 int, -1 wis, +3 pow

and can do magic just about as well as a warrior or barbarian.

any thoughts?
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Old 10-21-2010, 12:59 AM
cyan3 cyan3 is offline
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Quote:
Originally Posted by Seeya View Post
I was helping a new player earlier, i realized he's a Sorceror but using a sword. I asked why he isn't practicing magic, he says he never had enough mana to cast spells. He has 22 hours and is a trial.

A level one Sorceror can start with 2-3 spellpoints normally. Which is seemingly reasonable, but with this, they can only cast one spell which is Magic Bullet (which new spellcasters don't start with). Even with mana crystals they're stuck with no choice but to get gear before they can use magic.

I'd love to see new Sorcerors start with two-three magic bullet spellbooks. It'd only be logical, because it's just unreasonable that a new player, wanting to be a mage gets stuck with:

Stats: -3 str, +2 dex, -3 con, +3 int, -1 wis, +3 pow

and can do magic just about as well as a warrior or barbarian.

any thoughts?
I agree, just having magic bullet would help a great deal.
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  #3  
Old 10-21-2010, 01:00 AM
Gothika Gothika is offline
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I've been getting quite a lot of questions over the last year or so from new players complaining that they cannot level magic. I did stock up on lower power rings which I would dish out to the new players in order for them to cast spells but shouldn't they start with some form of power item? It's not fair if they are totally unable to cast magic until they invest in some items to do so.
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Old 10-21-2010, 01:01 AM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Seeya View Post
I was helping a new player earlier, i realized he's a Sorceror but using a sword. I asked why he isn't practicing magic, he says he never had enough mana to cast spells. He has 22 hours and is a trial.

A level one Sorceror can start with 2-3 spellpoints normally. Which is seemingly reasonable, but with this, they can only cast one spell which is Magic Bullet (which new spellcasters don't start with). Even with mana crystals they're stuck with no choice but to get gear before they can use magic.

I'd love to see new Sorcerors start with two-three magic bullet spellbooks. It'd only be logical, because it's just unreasonable that a new player, wanting to be a mage gets stuck with:

Stats: -3 str, +2 dex, -3 con, +3 int, -1 wis, +3 pow

and can do magic just about as well as a warrior or barbarian.

any thoughts?
The stats are pretty lame for starting characters.
Starting stats should just be based upon class, not sitting there randomizing and then getting plus' or negs.
If a player has no idea what to do, they will usually just start then choose the coolest looking class. But then 2 week later they realize their stats totally don't match their class, or in this case, temporary prevent the use of that class's spells.

As a personal point I went for high strength when rolling my stats because I was a noob and for most games Strength is the best attribute. Then I chose sorcerer because it had the coolest icon. In the end I had absolutely horrible stats before I realized how to play the game, and it ended up costing me A LOT of money for the GKs, and a lot of troubles with low HP gains (from being sorc) and seemingly useless other gains because GK has a hidden 'Melee Only' stamp when it comes to events and mostly every other task.

Idea:
There could be like class specific 'Buffs' for new players that last for like their first 10-20 hours of game time (like the 'Trial AK47' on Era) that increase the stats/points that pertain to that class by a significant amount making it possible for them to begin leveling on their own rather than relying on a older player or killing 50000 shell bomies. (These buffs could even be made into basic/advanced potions and sold in the various magic shops or for a small amount of gelats.)

Examples:
Magical (Sorcerer) - +10 SP +1 INT +1 POW
Savagery (Barbarian) - +15 HP +5 DAM +1 CON
Warrior (Warrior) - +10 HP +5 ARM +1 STR
Holiness (Priest) - +5 Grace +1 WIS +1 POW
Thievery (Thief) - +5 HP +2 Speed +1 DEX

Or make starter sets of items for each class. Whatever, just make it easier to start.
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Old 10-21-2010, 01:43 AM
Seeya Seeya is offline
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Quote:
Originally Posted by Supaman771 View Post
Idea:
There could be like class specific 'Buffs' for new players that last for like their first 10-20 hours of game time (like the 'Trial AK47' on Era) that increase the stats/points that pertain to that class by a significant amount making it possible for them to begin leveling on their own rather than relying on a older player or killing 50000 shell bomies. (These buffs could even be made into basic/advanced potions and sold in the various magic shops or for a small amount of gelats.)

Examples:
Magical (Sorcerer) - +10 SP +1 INT +1 POW
Savagery (Barbarian) - +15 HP +5 DAM +1 CON
Warrior (Warrior) - +10 HP +5 ARM +1 STR
Holiness (Priest) - +5 Grace +1 WIS +1 POW
Thievery (Thief) - +5 HP +2 Speed +1 DEX

Or make starter sets of items for each class. Whatever, just make it easier to start.
This. An overall buff system would be nice. You can use /cast strength etc, but it's hard to know when it runs out or if it's still active.. or what it really gives you. Should be top left beside the gui.
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Old 10-21-2010, 10:52 AM
Gothika Gothika is offline
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Quote:
Originally Posted by Supaman771 View Post
Or make starter sets of items for each class. Whatever, just make it easier to start.
I'm the process of doing that at the moment. The problem is making sure the trials know to ask me for it.

I usually get questions from a new player asking how to make a pickaxe. So I gotta tell them they need to the mines, kick rocks for about 30 minutes to get some iron/coal, make some pliers, turn the iron into iron blades then craft the pickaxe and I decided it's a hell of a lot easier for me to nip back to my house and get them a pickaxe.

So i'll make some starter packs. Basicly just a sack with all the basic tools. Axe, Pickaxe ect. Some food, a bow, some arrows, a basic wand, some start spells, a flaming sword and some minor stat rings (pow + 1, str+1 ect).
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Old 10-21-2010, 05:28 PM
BigBear3 BigBear3 is offline
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Old 10-21-2010, 07:18 PM
Seeya Seeya is offline
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Yea. I have RoT's/RoF's i give to new players but that doesn't really help casters cast.
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Old 10-22-2010, 01:23 AM
BigBear3 BigBear3 is offline
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