asgnny Report post Posted September 28, 2009 Quite simply, I propose modifying the price for sigils to gradually increase, making magic more friendly to new players who often find the 1.1k for increase & health to be quite a burden, and a bit of a barrier to entry/ gc sink for more advance players. Harvesting 2200 lilacs (or 3000 to include the global sigil) is boring for someone who will likely have low carrying capacity. To offset the decrease in npc revenue from the less expensive first sigils, create a minor barrier to entry for "mage" types, and yes, a gc sink, I propose the following: Note: I have not yet considered a cost for every sigil along the way, but the following are nonetheless within scale of what I have in mind. Increase: 50gc Health: 50gc Global: 100gc .. . Temporary: 600gc Decrease: 600gc Life: 600gc (these three sigils are for the poison spell - a bit more expensive because they are "negative" spells, so a bit of a barrier to entry for the "mage" type) ... Move: 500 Change: 500 Local: 500 Space: 500 (teleport to range) ... Create: 500gc Matter: 500gc Protection: 500gc (shield spell, often used to level magic) ... Remove: 1500gc (used with harm & life drain, along with other previously purchased sigils) ... Restore: 800gc (used with life for restoration) ... Magic: 2500gc (used with move & change for mana drain) ... Knowledge: 8000gc (used for advanced spells, such as invisibility) Share this post Link to post Share on other sites
nathanstenzel Report post Posted September 28, 2009 Interesting. I would not doubt it if the prices were adjusted again, but I like the idea in general. Of course, helping new players manage to get the beginning sigils is sometimes a recruiting method of some guilds. Share this post Link to post Share on other sites
Raytray Report post Posted September 28, 2009 I like this idea. However, what will happen to the players with such sigils already? Share this post Link to post Share on other sites
trollson Report post Posted September 28, 2009 Why not just modify the price for any sigil by how many the character already has? Say that it becomes more difficult to "teach" a sigil as you learn more. This could also give a reason to have a "unlearn" option. Although, I think that Entropy was intending to replace the sigil magic system with separate spells. That would be a shame, as the sigil could be developed to give a very flexible and imaginative system... Share this post Link to post Share on other sites
nathanstenzel Report post Posted September 28, 2009 Trollson, if he replaces the sigil system...wow...that would be different. If it happens or he starts discussing it publicly, I guess I will have to pay attention and see what is going on. Share this post Link to post Share on other sites
Entris Report post Posted September 28, 2009 I like this idea, it makes sence that it would be a diffrent cost to diffrent sigils the more use it has the more expencive and maby even a lvl base cost, higher lvl spell more gc for the sigils. Share this post Link to post Share on other sites