Get Rid of "Mana Pool"?

Post » Tue May 17, 2011 12:19 pm

Universal disapproval...about what I expected. No biggie, running it up the flagpole to see if anyone else would enjoy it.


Well its just I always thought of Magicka as some energy type that spellcasters wielded to form spells. Just saying this energy form does not exist and they randomly make fire burst from their hands every 3 seconds seems, well stupid in comparison. It would be nice for something fresh, a new way to do magick, because basically everyone does it this way, but unfortunately this system does not appeal to me. And any new system would have to be really, really good, in order for me to accept it over teh tried adn tested sysytem of magicka/mana pool.
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Kelvin
 
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Post » Tue May 17, 2011 3:06 pm

Yeah and let's remove durability off gear aswell.

And bows will have unlimited arrows!
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JLG
 
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Post » Tue May 17, 2011 3:08 pm

I know it's stamina now, which makes much more sense than fatigue, but why does everyone say Mana instead of Magicka?

I say mana because mana is the generic term, and the current system, though some claim it is exclusive to tes, is in fact a generic system. I agree that if they did something different it would have to be really good, and I'm not trying to imply what I suggested is in any way superior to the current system, merely that the current system is just that...generic. Tes has always done magic far better than any other RPG, but I still find spamming potions and refilling magicka to be a relic.
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OnlyDumazzapplyhere
 
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Post » Tue May 17, 2011 9:47 am

And bows will have unlimited arrows!

Who need a bow when gun is better?
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Lucie H
 
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Post » Tue May 17, 2011 4:47 am

Who need a bow when gun is better?

Yes, yes. Strawmen are fun.
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Angus Poole
 
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Post » Tue May 17, 2011 2:13 pm

It's not anywhere near as ridiculous of an idea as people are implying.

Problem with magicka in TES is that it's the only significant limitation on stronger spells. This could be fixed with or without keeping the mana pool in there - it depends on what else they do.

Another problem is that mages have a finite resource with which to deal damage with, or infinite if they use potions. That's a pretty bad balance between two extremes.

I'd say the most simple solution would be to up passive regen a bit at lower levels so mages don't feel like they have gaps between being able to do anything. Then make potions longer in duration keeping the limit of 3 at one time, and make similar effects overwrite eachother so you can't have 3 regen magicka potions rolling while you spam, or 3 regen health making you near invincible. This +longer casting time for stronger spells(affected by skill level of course) and I think magic would be in a pretty good place without putting any of the change fearing TES fans on red alert.
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Amy Gibson
 
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Post » Tue May 17, 2011 10:28 am

Especially http://www.gamesas.com/index.php?/topic/1161952-tes-on-line/.

Are you stocking me because you didnt like my suggestion?

No cry babies please.

Get a life and keep my name out of your mouth.
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Anthony Rand
 
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Post » Tue May 17, 2011 7:36 am

Are you stocking me because you didnt like my suggestion?

No cry babies please.

Get a life and keep my name out of your mouth.


:lmao:

Lighten up, i was just illustrating your point.
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Josh Sabatini
 
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Post » Tue May 17, 2011 11:20 am

Tes has always done magic far better than any other RPG, but I still find spamming potions and refilling magicka to be a relic.

Your mage is pathetic, see power only in bottles, born as Atronach and absorb magic use drain Magicka on enimies to take more and strike with weapon that will drain last Magicka from they lifeless bodies, fortify your Magicka pool with artifacts and enchants, wait or sleep for restoration Magicka reserves.
In oblivion Magicka regenerating overtime and there was limit to consuming potions at one time
With mods even bigger variations of restore Magicka will be consume souls from Soul Gems, sacrifice some of health to fire up magic and more and more.
Your idea is better to be implemented in mod.
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Juan Cerda
 
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Post » Tue May 17, 2011 2:24 am

A solution is to make restore magicka potions more rare and more difficult to create, or at least good quality ones that restore a lot.

And make them heal over time, and not instantly like it was in Oblivion.
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Laura Simmonds
 
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Post » Tue May 17, 2011 3:12 am

not instantly like it was in Oblivion.

ALL player made potions worked over time.
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Brian Newman
 
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Post » Tue May 17, 2011 11:08 am

ALL player made potions worked over time.

Cool, but not the non-player-made potions.
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Jeffrey Lawson
 
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Post » Tue May 17, 2011 3:15 pm

A solution is to make restore magicka potions more rare and more difficult to create, or at least good quality ones that restore a lot.

And make them heal over time, and not instantly like it was in Oblivion.


Eh, I liked potions being a little easier to find/make - the problem, I think, is just that they end up restoring too much too quickly and they can stack. If you svcked down 3 easy to make restore health and/or magicka potions in Oblivion and your red and/or blue bar basically became impossible to bring down.

I'd like longer duration potions with less powerful effects. This way combat doesn't feel too "potion chuggy" while potions would still remain powerful and useful due to having greatly extended durations - like most potion effects would last you the time it takes to clear out a small-medium size dungeon. Would also make life a bit easier for characters without a lot of healing capabilities.
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Anthony Diaz
 
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Post » Tue May 17, 2011 12:58 pm

I much prefer the Oblivion approach to magic. I've always believed the idea of "mana" was a parallel to stamina. When you do physical activity, you become tired and hence you're stamina bar went down to represent this. It's the same with Mana, as you perform magical tasks such as spells, you're "spiritual fatigue" drains reducing the mana bar. I do prefer Morrowind's approach to magical failures, instead of each spell always working provided you have the magical prerequisite (skill needed, and the magic to cast) i liked how each spell had it's own success rate depending on a number of factors like fatigue, skill, and magnitude of the spell. A fireball spell may have a 75% of succeeding if you are well rested, yet in a battle you may only have a 50% chance of succeeding.
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Isaac Saetern
 
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Post » Tue May 17, 2011 10:00 am

Cool, but not the non-player-made potions.

Which were very expensive and in short supply. I'd say it's balanced in that respect because if bought potions were the same as player made, why buy?
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Alyna
 
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Post » Tue May 17, 2011 3:44 am

Aside from potions, isn't this pretty much how it works now, with regen replacing rate of fire? You can cast a big spell less frequently because it takes longer to recover the magicka. The major difference would be that you could fire your strongest attack spell as fast as you're allowed without considering that you might need the magic for healing or something else.
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Monika
 
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Post » Mon May 16, 2011 11:55 pm

I actually prefer http://tvtropes.org/pmwiki/pmwiki.php/Main/VancianMagic (D&D style). It requires a whole other level of planning and decision-making that's simply unnecessary with mana-based magic. Doubly so if the pre-prepared spells require rare and expensive reagents or components.
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No Name
 
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Post » Tue May 17, 2011 12:36 pm

Which were very expensive and in short supply.

I remember them being somewhat common.
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Steve Bates
 
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Post » Tue May 17, 2011 2:11 pm

I don't understand why magic users still have to use potions and draw from a "mana pool". Would it not make more sense to have spells work much like Energy Weapons in Fallout: New Vegas? Before you set me aflame, what I mean by this is having spells have a set base damage and rate of fire. High damage spells would cast slower, where low damage and dot spells would cast faster. You could still put points toward your "magika level", but instead have that effect the damage and rate of fire formulas for casting. What do you think?

Not a great idea imho. Never run out of juice= broken game mechanics. Everybody gets tired
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Richard Thompson
 
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Post » Tue May 17, 2011 2:04 am

I remember them being somewhat common.

Yeah the ones that restore 20 or 50 were quite common but since you could only take 3 every 5 min they are practically worthless compared to player made potions.
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Vivien
 
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Post » Tue May 17, 2011 3:18 pm

The mana pool is the only thing keeping this as an rpg, the minute you get rid of that I remodel my hands to look like quake rocket launchers and start spamming fireballs.
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Sophh
 
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Post » Tue May 17, 2011 1:18 am

The mana pool is the only thing keeping this as an rpg, the minute you get rid of that I remodel my hands to look like quake rocket launchers and start spamming fireballs.

D&D does not use mana. Does it not count as an RPG?
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 3:46 pm

Reason for it staying the same: it's been one of the hallmarks of the TES series since the beginning, including the very concept of a person's personal magicka pool. To do away with it wouldn't only contradict a lot of already established lore, but it would piss off a lot of TES fans who have held on through the years.

agreed the magic and casting should not be messed with
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lauraa
 
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Post » Tue May 17, 2011 6:08 am

No.

What they need to do is lower the magicka cost for certain spells, or add a perk that's something like "1/2 Magicka Cost"
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Facebook me
 
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Post » Tue May 17, 2011 11:25 am

No.

What they need to do is lower the magicka cost for certain spells, or add a perk that's something like "1/2 Magicka Cost"


Huh? Magicka in Oblivion was already extremely abundant. Never mind the absolutely insane Magicka regeneration you normally have, you could easily produce hundreds of Restore Magicka potions with little or no effort, giving you virtually unlimited Magicka.
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gandalf
 
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