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- Mar 12, 2016
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Magic System Critique
Greetings, fellow massivecrafters. In recent events, the Lore Staff have taken the initiative of implementing a new system of magic to replace the old. While this has decreased the over-saturated and power-gaming infested nature of the system, I (and other people) find that it has killed the idea of being able to do what you fancy (within reason) on massivecraft. Within the contents of this debate thread, you will hear my words on the matter.I will acknowledge that I do like magic (especially this system) and desire, like most people, to make a mage, that I shall admit. However, this thread is not fueled by my arbitrary desires, but more so a realization that things must change in order for people to be happy. Now, I wish to clarify that I respect the staff and that no one is getting downsized, it's merely that their decision was a bit flawed.
The main issue with this new system is the inaccessibility that the new magic system exhibits. It is nearly impossible for the common folk to make a mage, usually only able to be attained by high nobility, staff, or other more high-profile players. While I know that we can't hand out magic to any new player with terrible roleplay etiquette, we can't restrict it to the 1%, it is all about drawing a line in the sand or finding a middle ground. Another issue is the population cap itself. Having a set amount of mages (and a lower one at that) heavily prevents any fresh blood from filling in the ranks, and bringing forth new roleplay and ideas. This is because of the fact no one would give up their mage character, due to how special and limited it is. So, subsequently, when the slots are full, it would take an extremely long time for prospecting mage players to actually take up one of those slots.
Once the slots are full, they're going to be full for an extremely long time, until some of those said mage characters die or get shelved. Due to the fact magic is going to be extremely special and restricted, plus with the kill permission system, I find it hard to believe that these players would give up their mage characters. Also, the staff say that they wish to promote a sense of "mystery" in magic, which I can agree to. Though genociding the mage population isn't going to fix that, what will however is changing the magic system itself. Don't be afraid to put a more mythological twist to magic, don't be afraid to be vague in certain areas to stir wonder. I honestly like the newly updated magic system on how the schools are categorized along with the spells, it resembles Dungeons and Dragons quite a good deal.
The solution I have in mind is quite simple; downsize magic to a regular permission. I am not going to discuss the Grandmaster rank of the combat schools or the Silven race because this post is fully devoted to the magic system. Make magic a permission. I do think said application should be heavily scrutinized, but don't make it so closed off to the general masses that it's only possible for the 1% to attain it. Also, don't put a hard population cap on the number of mages, it won't be overbearing as long as the magic system itself is entertaining and immersing.. I think the good of having plenty of players happy with the magic system, and perhaps even interacting with it and making a mage, heavily outweighs the bad of a few powergamers here and there.