Now, this was an idea that came to me a few days of beforehand, but I never got around to putting it into text;
Achievement based skills and spells. Now, this might sound weird, but think about it! It works exactly how both wizard's and mages are presented in fantasy, through study and world...
Of course, I was suggesting that it be based on cumulative interest, where the price would increase say.... 5% each time. That doesn't effect someone buying one or two, but two hundred ? Different story entirely
Whilst I do believe this could be a good method, this runs the risk of exploits becoming more commonplace throughout the world, where a person can eventually drain an npc of all their money with no real consequence.
A more elegant method of doing this would to be increasing the price of an item...
Now, this is going to be a difficult thing to balance, and that will always be a fact. the economy will always be difficult to get right because there are just so ways a person can mess it up. everythings too cheep? great, now nothing is worth anything. make everything too expensive? great, now...
to be perfectly honest, i was suggesting breaking the magic using classes down into these catagories. it was a hell of a mess to try and communicate, so sorry if it didnt make too much sense heh
upon reconsideration, i think i should have called this thread Magic Archetypes, rather than Wizard archetypes. sorry everyone! i just confused things hehe
well, heres a suggestion which im sure has been heavily suggested and is to be implemented; Wizard schools of magic and the ways magic is called upon.
if your not clear on the types of magic user, il clear it up from a general mythology standpoint:
Witches are not female wizards, but magic...
Whilst this will be a small, possibly terrible idea, I believe legendary weapons shouldn't be necessarily difficult to craft, but instead require ***insainly*** specific circumstances to be created, and the information on ***how*** to make them be the hard to obtain part. The economy should not...
Whilst designing seasons and long term aspects, it is always important to take into account the basic aspects of the game for players to benefit from. What doesn't matter is the large stuff, but the little aspects that make it memorable.
For example, because magic is an implemented system, why...
whilst i agree heavily with MrDienns, i would personally offer each player towards the start of their adventure the opertunity to "study" under some NPC craftsman in a different area of the world, increasing the % of experience gained when practicing a specific skill, and lowering the quantity...
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