jwhitehorn wrote:Ok so, I tried... I really did try to understand this game. But can somebody explain wtf it means when they say "You can create any spell you want"? Why in the world would I not create Level 9999 Fireball of the F*cking Phoenix that does a billion damage and has an area of 10 billion squares? I don't understand how they can brag about the extreme level of customization yet still maintain any form of balance in the whole thing? Does anybody have any insight on how that works?
A lot of the classic MUDs work in this way. There's some flaws in the design, yeah, but how many of those spells can you cast? If I recall from my MUD days in one of the games I played you could do that, it'd take a week's worth of hard grinding just for a single cast of one of the most powerful spells you could create. (And by hard grinding, I'm talking macro'd and multiboxed all the way. If you think the jokes about porta-potties and adult diapers were new with MMORPGs, you're about a decade too late.) Sometimes it would be for a single material component that was easily carried, just rare as f***. In another game, the "balance" was that you'd be so overburdened that you couldn't really move, so what was the point to having the spell? Or the cast time was so long you'd get ganked. I've not done any digging on the game, but if it's like what I used to play in MUDs, there's going to be issues, yeah, but there's going to be a lot of fun to be had, too.