View Poll Results: Spellcasting Currency

Voters
15. This poll is closed
  • Gold (DK I)

    6 40.00%
  • Mana (DK II)

    9 60.00%
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Thread: Spellcasting Currency

  
  1. #31
    Elite Dragon Mothrayas's Avatar
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    Default Re: Spellcasting Currency

    Quote Originally Posted by dotted View Post
    The key thing is that the details are not as important, they are when you have conditional spells. If you make spells more important and more expensive you achieve the same result without all the complexity, why are you so much against it?


    No mana, could mean that for the next 30 seconds you would not be able to produce lightning. You are trying to make the game overly complex, when the real problem can be solved by mere tweaks.
    Oh good, I'll just stall for 30 seconds and I can use spells again. Again, there's little drawback.

    And I don't get how I'm making the game overly complex by saying there should be one central resource instead of two. A second resource would make the game more complex, not less.

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  2. #32
    Keeper of Keepers dotted's Avatar
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    Default Re: Spellcasting Currency

    Quote Originally Posted by Mothrayas View Post
    Oh good, I'll just stall for 30 seconds and I can use spells again. Again, there's little drawback.

    And I don't get how I'm making the game overly complex by saying there should be one central resource instead of two. A second resource would make the game more complex, not less.
    Who says you can stall?

    The thing is, mana as i've already explained is an already understood mechanic. You don't really have to read anything to understand what it means. And it applies to all spells.

    Conditional spells only work on a spell by spell basis, you dont have the same universal understanding, it is not immediate apparent that Create Imp is an initial free spell, but starts costing when you reach a certain threshold.

    Just look at the Create Imp spell example, the last bit could be removed, becuase it isn't needed when mana is used, and the same applied to any other conditional spells that would likely all have different conditionals.
    • Mana: I have X mana, the spell cost Y mana, therefor i will be able to cast Z spells.
    • Gold: I have X gold, the spell cost Y gold, therefor i will be able to cast Z spells. However assuming A i can do B, otherwise i can do C.

    It is simply much much much more complex to have conditional spells like this, then to simply use the mana mechanic.

  3. #33
    Vampire MeinCookie's Avatar
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    Default Re: Spellcasting Currency

    DK I gold worked perfectly, but DK II mana makes more sense and was probably the best addition of DK 2.

    My opinion and I am entitled to it.

    Quote Originally Posted by Mothrayas View Post
    And I don't get how I'm making the game overly complex by saying there should be one central resource instead of two. A second resource would make the game more complex, not less.
    Things can be complex, as long as they make sense than everything is dandy and the game is easy to pick up.
    Last edited by MeinCookie; May 4th, 2010 at 01:11.
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  4. #34
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Spellcasting Currency

    Oh look, I broke the tie.

    Quote Originally Posted by Hapuga View Post
    Making gold as currency for spells is an bad idea, leading a player into a stalemate, when there are no workers and you are unable to create any more because you have no gold, and no one can dig it for you. Gameplay-wise, this is a serious drawback.

    99% of games have 2 separate currencies (mana/gold) and it makes perfect sense.
    I have to agree with Hapuga () with this one.

    No offense dotted, but I don't think you're fighting as best as you could.

    Quote Originally Posted by Hapuga View Post
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    Quote Originally Posted by MeinCookie View Post
    DK I gold worked perfectly, but DK II mana makes more sense and was probably the best addition of DK 2.
    There were some other stuff, like in DK1 that exploit where you could get the computer to torture or sack some of his creatures? DK2 fixed that.

    Jeez, neither of you are going anywhere. You're fighting for which game you like better, not which idea is more practical.

    I obviously do not like DK2 and prefer DK1. Yet I prefer the mana, even though I'm very much used to DK1's gold system.

    Why?

    There were so many more possibilities with the mana. In the gold system, you have to be careful about giving the player a gem rock because that gives him the ability to build with ease, train, and all that. But this also gives the player the ability to own all enemies with the spells.

    Mana is generated differently.

    This allows the map maker to have more freedom as to which the player can become more powerful in, and allow more strategic moves depending on the situation at hand. Gems = win, period.

    Without the mana system, you can place infinite traps, and have over 9000 Imps. (Well if there wasn't a creature limit)

    Not to mention you're either struggling to make payday or sitting around like a fat (not-) jolly happy (or pissed) king since if you have the gold, you have all.

    Recall that traps cost mana, I'd be pretty pissed off if my gold was dropping because I'm building traps. And I'd also get annoyed when every step I take into the enemy dungeon sufficates me with gas. Yeah that's the two possibilities with the gold, can't avoid either of them without some kind of trap limit which makes absolutely no sense at all. (Thus forcing the best traps)

    When I sell doors that means MORE MAGIC!!! Why? Who knows, I guess wood is made out of magical elves.

    Imps cost mana, otherwise they'd run around and explode. This kept a limit on your little Imps running about in the dungeon and building and peeing on your walls. This limit increased as you grew in power and land.

    Without mana, you can make more and more Imps to keep mining.

    If Imps cost gold, then if you find a gem rock you could make more Imps to find and mine even more gem rocks.

    With Mana, if you find a gem rock you could begin mining it. However, this slows down your activities. Well I'll create more Imps! This costs you in other ways, like Traps and Spells. If you cannot afford said price, then it doesn't allow you to camp as much as you could and then pawn all.

    Mana and Gold combined allowed a more creative gameplay, as you gain both sepperately you can obtain more power in different sections. If it was all gold, well that means if you have gold you have everything.

    There's also a limit on max mana, if you recall. Gold is limited on how many treasuries you have, which can be alot. Not to mention a max mana gain.

    No the +500 doesn't mean +500 mana every turn. Look next to it, there's a minus sign. Do the math. +500 -246 = 254 mana every turn.

    Imps, Traps, and Spells all cost Mana and bring it down too.

    Taking out Mana effects alot more of gameplay than just spells.
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  5. #35
    Bile Demon natchoguy's Avatar
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    Default Re: Spellcasting Currency

    mana was comfortable since with a gem block you are unstoppable making it unfair so mana limits you and makes the game much more fair

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