Quote from: Zanzero on Mar 11, 2020, 01:51 pmI think the nether could potentially stay on the main map, as it isn't directly tied to the acquisition of diamonds or other goods used in basic progression.
Quote from: Zanzero on Mar 11, 2020, 01:51 pmWild safari could be a lot of fun, in my opinion. Or at least gating entry behind some sort of in-game currency or time limit so players cant become too reliant on using it as their de facto form of progression.
Quote from: tenebrae on Mar 18, 2020, 07:47 pmI think the activity in each should be different too for more variety. Scavenger hunts, waves of mobs, pvp, puzzles, I think this is something that could be a good game changer, if done well.
Quote from: Zanzero on Mar 11, 2020, 02:08 pmLuckily magicspells has a lot of that baked in with options to use items, exp lvls, cooldowns, or "mana" for a casting cost.
I don't know if I agree with having moves be that hard to charge up and use. I think they should become a reliable part of every players toolkit for both PvP and PvE. I think setting cooldowns up so some moves are out of commission for 10+ minutes would be fine if we REALLY want to stop players from spamming it or using it too often.
I think a good idea for a lot of the spells would be having them act as sort of "cantrips" from D&D, where they are weak but reliable parts of a player's kit. I'm thinking like Bug Bite, where it would do 2 damage (1 heart) and heal 2 hunger, but had a 6-second cooldown, meaning you can use it often but not constantly. Or String Shot, which would inflict a target player with Slowness1 for 6 seconds on a 15-second cooldown, and have a cost of 5 string per use. I'd be more than willing to throw together another sheet of 4-6 moves of each type and how I would personally approach designing them if you guys would like.
I recently did one for my own server, converting D&D spells and classes using MagicSpells and although we haven't been able to put it into practice yet, it's looking pretty good at a surface level.