Posted January 13, 2020 Here is laid out the real fix to wurm's magic issues, and thence a hope of resolution. The ideas below aim to integrate magic fully into wurm, rather than it being a "bolt on system" that forces the use of alts (be it a crafter alt, or a priest alt) upon players. These notions should, in theory, fix the problem as priests as alts, resolve player god loss issues, and expand game mechanics for both casters and crafters in a way that fits game lore. 1. All priest actions should be accomplishable by player agency of some form; i.e. in the case of genesis there is the need to cull, but for stonewall there is only a VERY long wait and prayer to RNG which isn't player agency, high skill crafting recipes for stub skills would be a good solution. There should never be a *need* for a priest, just as there should never be a *need* for a crafter. Thus all crafter actions shoud be accomplishable by a priest in some form; remember, high QL tools are just QoL, they are not a neccesity. However, cutting down a tree is a neccessity, as is digging dirt or mining. Cap it at 20 if QL is an issue. 2. Magic efficacy needs to be linked to skills other than channeling, and to give ticks for those skills. At the moment, grind faith, grind channel, insta-priest powerhouse. Channeling needs to play a strong role (maybe acting as a hard cap to spell power?), but it should not be the only role. Link healing spells to first aid, link enchanting spells to weapon/armoursmithing/jewellery smithing. Make them something to grind in and of themselves. 3. New enchantments/spells that offer QoL are needed; things a priest can trade that act as QoL for players, and these need to be spread over ALL priests (lib included). Again, QoL, not actions that are impossible otherwise. 4. Currently we have one god capable of terraforming, and this mechanic really should be extended to the others. Allow Fo bountiful forests, Vyn rich oceans, and Mag plentiful caves, all sustained by follower/priest prayer. More prayer = faster domain terrain spread, domain removal = terrain reversion. Give Lib the same option, bring mycellium to freedom with a different spread mechanic. 5. Balance follower abilities (there is a thread for this already), and allow more meaningful follower/priest interactions (a random 24 hour affinity for your first confession of the day for example, possibly linked to your god of choice). 6. Change the way enchanting works, make enchanting an item over a certain amount require a material component of some kind (see 7), 0--50 casts no item needed, 51+ gated before an item is applied (similar to slotting a rune except no chance of failure). 7. Extend Forage, Botanise, Milling, Milking, Forestry, Fishing, and Tracking. Add in rare reagents only findable with high levels in these skills, specifically for use in enchanting. 8. Flesh out the alchemy skill line with a new skill "unnatural substances" aimed to complementing priest abilities (putting things like transmutation fluid, and dragon blood potions under it), giving extra use to materials from (7). 9. Remove shatter; it is a mechanic with no purpose other than to randomly punish players. Replace it with severe item QL loss (based on roll fail amount). 2 Share this post Link to post Share on other sites
Posted January 13, 2020 +1 love all of this. A lot of work, but if there's a time to redesign priesthood, it's now Share this post Link to post Share on other sites
Posted January 14, 2020 -1 to every single one of them, especially the first one. Priests should not be able to imp... get over it. 3 Share this post Link to post Share on other sites
Posted January 14, 2020 oh god no to all of them.... 9. Remove shatter; it is a mechanic with no purpose other than to randomly punish players. Replace it with severe item QL loss (based on roll fail amount). purpose to punish players?? for the benefit for whole community, the game is overflowing with items already, it needs more item sinks, not less. 2 Share this post Link to post Share on other sites
Posted January 14, 2020 I don’t have a priest so it’s never really affected me, but it’s really been the restrictions that keep me from wanting to become one on my only account. No digging or mining seems good in theory but with the current population and mechanics it is just frustrating in practice. Removing these restrictions might also negate the need/want for account trading considering that most people could become a priest on their main if they specialise in something that isn’t currently restricted with the god they would follow (I hope that made sense). Share this post Link to post Share on other sites
Posted January 14, 2020 12 hours ago, Wargasm said: -1 to every single one of them, especially the first one. Priests should not be able to imp... get over it. Go read that again. Share this post Link to post Share on other sites
Posted January 14, 2020 On 1/13/2020 at 5:27 PM, Etherdrifter said: Thus all crafter actions shoud be accomplishable by a priest in some form Crafters imp. Imping is a crafter action. Share this post Link to post Share on other sites
Posted January 15, 2020 9 hours ago, Wargasm said: Crafters imp. Imping is a crafter action. Crafting is QoL, not essential. Follows the same scenario as genesis Vs strongwall. Share this post Link to post Share on other sites
Posted January 15, 2020 (edited) On 1/13/2020 at 6:27 PM, Etherdrifter said: 2. Magic efficacy needs to be linked to skills other than channeling, and to give ticks for those skills. At the moment, grind faith, grind channel, insta-priest powerhouse. Channeling needs to play a strong role (maybe acting as a hard cap to spell power?), but it should not be the only role. Link healing spells to first aid, link enchanting spells to weapon/armoursmithing/jewellery smithing. Make them something to grind in and of themselves. Huge -1. This is only true when you approach 99+ channeling---heaven forbid you're 90-95, because casting still ****ing sucks, and all the casting power journal entry really did was shift the ceiling higher, rather than raising the floor by an appreciable degree. Edited January 15, 2020 by Agatino Share this post Link to post Share on other sites
Posted January 15, 2020 3 hours ago, Agatino said: Huge -1. This is only true when you approach 99+ channeling---heaven forbid you're 90-95, because casting still ****ing sucks, and all the casting power journal entry really did was shift the ceiling higher, rather than raising the floor by an appreciable degree. Really? I am landing a fair few 90+ casts on LT with only 81 channeling. What are you trying to cast exactly? Share this post Link to post Share on other sites
Posted January 16, 2020 4 hours ago, Etherdrifter said: Really? I am landing a fair few 90+ casts on LT with only 81 channeling. What are you trying to cast exactly? 94 Channeling on a priest of Vynora trying to cast CoC/WoA/Nimbleness, and it takes an act of God to land >90. Share this post Link to post Share on other sites
Posted January 16, 2020 Agatino, there could be other factors at play, such as domain bonus, armor penalty, etc. The journal is not to blame Share this post Link to post Share on other sites
Posted January 17, 2020 22 hours ago, Wargasm said: Agatino, there could be other factors at play, such as domain bonus, armor penalty, etc. The journal is not to blame Yes, because despite grinding a priest to 94 channeling, I'm clearly too goddamn stupid to notice a gigantic buff (re: debuff) icon mentioning a penalty. Much less awareness of basic systems such as domain. You also might want to re-read my post again, champ. Nowhere did I mention that the "journal was to blame" for anything beyond ****ing the casting economy. Share this post Link to post Share on other sites
Posted January 17, 2020 (edited) 94 channeling with full bonus casting on a tool that doesn't have that enchant already has a 5.25% chance for a 90+ cast, your god must be very busy if he's out doing acts that often Edited January 17, 2020 by Oblivionnreaver Share this post Link to post Share on other sites
Posted September 16, 2020 Going to give this a bump, because quite frankly wurm's magic needs a solid overhaul and the current "nerf it till only alts use it" approach just doesn't cut it. Share this post Link to post Share on other sites