Sevilidan Roleplay

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Sevilidan Roleplay

Military Roleplay crossed with all your favorite elements


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jray
DeathwingHD
6 posters

    Important server poll that may change the server for the better or worst

    Poll

    Should we implement a mana system?

    [ 7 ]
    Important server poll that may change the server for the better or worst Bar_left58%Important server poll that may change the server for the better or worst Bar_right [58%] 
    [ 5 ]
    Important server poll that may change the server for the better or worst Bar_left42%Important server poll that may change the server for the better or worst Bar_right [42%] 

    Total Votes: 12
    Poll closed
    DeathwingHD
    DeathwingHD


    Posts : 44
    Join date : 2016-08-23
    Age : 35

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    Post by DeathwingHD Tue Sep 13, 2016 11:48 pm

    So the admin team has been talking recently and we've felt the need for a mana system. But like any good admin we are making sure to add the players in the discussion so they can decide whether they want it or not



    The good

    • It will help balance out the new magic wielding players coming through the magi guild
    • It will help players know the limits of what they can cast and what they can't
    • It will limit the amount of spells a powerful magic user can cast during a battle


    The bad

    • We will have to fix and add the mana to every character sheet
    • Players will have to recreate some of their builds in order to cope with the mana system
    • Some higher level players will have to fix their stats if they want to use mana well
    • it will take a while to get used to and older veterans will have to learn to add mana to their combat

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    jray


    Posts : 39
    Join date : 2016-08-16

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    Post by jray Wed Sep 14, 2016 12:44 am

    DeathwingHD wrote:So the admin team has been talking recently and we've felt the need for a mana system. But like any good admin we are making sure to add the players in the discussion so they can decide whether they want it or not



    The good

    • It will help balance out the new magic wielding players coming through the magi guild
    • It will help players know the limits of what they can cast and what they can't
    • It will limit the amount of spells a powerful magic user can cast during a battle


    The bad

    • We will have to fix and add the mana to every character sheet
    • Players will have to recreate some of their builds in order to cope with the mana system
    • Some higher level players will have to fix their stats if they want to use mana well
    • it will take a while to get used to and older veterans will have to learn to add mana to their combat

    thats whole point of fatigue system?
    DeathwingHD
    DeathwingHD


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    Post by DeathwingHD Wed Sep 14, 2016 1:19 am

    It will be separate thing from fatigue
    Katojishifu
    Katojishifu


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    Post by Katojishifu Wed Sep 14, 2016 1:49 pm

    So, instead of just listing the cons and pro's. try describing what it does. So we know what were selecting for.
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    Spooky Tanuki


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    Post by Spooky Tanuki Wed Sep 14, 2016 1:52 pm

    Didn't it just cost fatigue in the first place? If it did I don't see the need for a change, if anything this would probably allow for the mages to do a whole lot more. Like say they cast a devastating spell that cost all of their mana, they'd likely to still be able to walk around like it didn't tire them since its not fatigue, at that point they could charge into battle with a sword and use other melee abilities, kinda ruining the balance between the classes.
    Döner Meat
    Döner Meat
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    Post by Döner Meat Wed Sep 14, 2016 2:58 pm

    Reaching zero mana means being almost braindead, aka your head would be in so much stress that it shuts down a little... i'd say its even WORSE than fatigue when it hits Zero
    DeathwingHD
    DeathwingHD


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    Post by DeathwingHD Wed Sep 14, 2016 3:05 pm

    Basically it would work much like it does in like..everything else..felt that was kinda obvious

    The lower the mana the lower amount the spells you can cast during a battle

    Mad will probably explain the difference between fatigue and mana in the future i'm just the guy that made the post really

    So to sum it up, if you had a low mana you could really only cast a certain amount of spells or one big spell during a battle and that would be it. Obviously yes you theoretically could charge into battle after your spells are done but the reason why it's changing is because endurance boosts your fatigue, so what goes through most peoples head is "Oh endurance is how many hits I can take and how long til I get tired in a battle AND how many spells I can cast?" so what this will do is lower the amount of "battle-mages" to the higher levels because you will have to make a choice between leveling up how many hits you can take/how good you are with a weapon or you can go for a lot of mana, boosting the amount of spells you can cast during a  battle

    Hope that cleared some stuff up for some people that were confused


    And what doner said is also true
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    Spooky Tanuki


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    Post by Spooky Tanuki Wed Sep 14, 2016 9:05 pm

    Then I'd change my vote to yes, if I could
    Madcombat
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    Post by Madcombat Fri Sep 16, 2016 4:38 pm

    Looks like the vote for Mana has won.  I'll organise a quick meeting tonight for preparations.

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