A Mage-Based Expansion

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A Mage-Based Expansion

Postby wolf3167 » Sun Mar 02, 2014 2:46 pm

The Quest, as good as it is, has its fair share of problems. The most commonly addressed one is probably the fact that magic is useless in later expansions and that there is an abundance of melee combat and ranger gear but almost no new spell books and Mage gear. Would it be possible for an expansion to be released that was:
-Midleveled (20-30 maybe)
-Mage-oriented with new spell books of every type (powerful attack spells, protection, env., etc)
-A story that promoted the use of magic
-Enemies that are killable by magic

I know that Elemental Asteroids tried to balance things for magic, but no new spells were added. Also, for TQ2, it would probably be best to adopt an AC system for magic resistance as opposed to a percentage-based system.

I will be working with the editor more when I get a more up-to-date PC but that could take a few months. I just wanted to get this on the table for Redshift and Zarista . Thanks.
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Re: A Mage-Based Expansion

Postby Prickett » Sun Mar 02, 2014 11:48 pm

Yea, good idea wolf
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Re: A Mage-Based Expansion

Postby Sylon / Redshift » Tue Mar 04, 2014 7:32 am

Thanks for the idea, Wolf! There were no serious problems with magic in the main game and in the main expansion, so I did what I could there during the development, but yes, the magic system will be better in TQ2 as we're always learning something from the problems of the past. : )
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Re: A Mage-Based Expansion

Postby Catacomber » Tue Mar 04, 2014 7:43 am

wolf3167 wrote:The Quest, as good as it is, has its fair share of problems. The most commonly addressed one is probably the fact that magic is useless in later expansions and that there is an abundance of melee combat and ranger gear but almost no new spell books and Mage gear. Would it be possible for an expansion to be released that was:
-Midleveled (20-30 maybe)
-Mage-oriented with new spell books of every type (powerful attack spells, protection, env., etc)
-A story that promoted the use of magic
-Enemies that are killable by magic

I know that Elemental Asteroids tried to balance things for magic, but no new spells were added. Also, for TQ2, it would probably be best to adopt an AC system for magic resistance as opposed to a percentage-based system.

I will be working with the editor more when I get a more up-to-date PC but that could take a few months. I just wanted to get this on the table for Redshift and Zarista . Thanks.


The problem with the Quest expansions is that everybody's magic resistance is so high---very few players really start a low level expansion with a low level player---most, including me like the feeling of being able to kill everything with our high level player---and we want to keep all the stuff we have in our high level save files----so the monsters' magic spells in effect are wimpy and as far as using spells on the monsters---at a high level it can be buggy if you tweak the monsters to be vulnerable to magic---the best thing we've been able to do is use magic more for triggering events. Will keep this in mind for Nine Dragons, our new Chinese expansion---China is a land of magic--- : )
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Re: A Mage-Based Expansion

Postby Sylon / Redshift » Tue Mar 04, 2014 7:47 am

And in TQ2 we'll probably modify the magic resistance to a more AC-like system as Wolf suggested. : )
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Re: A Mage-Based Expansion

Postby wolf3167 » Tue Mar 04, 2014 6:22 pm

That definitely would help high-level play, Sylon.
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Re: A Mage-Based Expansion

Postby Zaeryk » Tue Mar 03, 2015 3:36 am

Any word on this possibility? I play almost wizards exclusively in every rpg I can get my hands on. It bums me out my favorite class isn't viable.
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Re: A Mage-Based Expansion

Postby abstractcolors215 » Wed Mar 04, 2015 1:16 am

Sylon / Redshift wrote:Thanks for the idea, Wolf! There were no serious problems with magic in the main game and in the main expansion, so I did what I could there during the development, but yes, the magic system will be better in TQ2 as we're always learning something from the problems of the past. : )
I'm sure there will be new & different ideas in TQ2 and I'm very excited for that! I agree though, I didnt have any problems w/ magic in the main game or main expansion. I was very satisfied with the Main game & expansion, in fact! :) But I will be very intrigued to try out a new magic system in TQ2! After all, it IS TQ2, not the first one. So theres bound to be different ideas implemented. So, I have to say..when its all finished & ready to go..BRING ON THIS AWESOME GAME!! :D
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Re: A Mage-Based Expansion

Postby abstractcolors215 » Wed Mar 04, 2015 1:22 am

Sylon, I know Redshift will turn out a very interesting game! You became established with the first Quest, it being very interesting and it has the strategy which I need. So I know you'll come out with something just as engaging with TQ2! Redshift Rocks the Appstore!..
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Re: A Mage-Based Expansion

Postby Sylon / Redshift » Wed Mar 04, 2015 11:10 am

Ah, it would be very good if Redshift would rock the AppStore... : ) But the reality is something different and that's one of the main reasons why we're late with our newer projects. Sorry for that, again. But we're still alive and sooner or later the two new games will see the light.
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Re: A Mage-Based Expansion

Postby abstractcolors215 » Wed Mar 04, 2015 1:10 pm

I guess I should have put Redshift WILL rock the Appstore! :)
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