• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Old Magic Schools, New Ones, Rulings, And Ratios

EndersGameboy

The Last of the Bloodline
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Question:
Firstly, I assume staff often don't receive questions like this one, but technically (In my mind), these are valid lore questions.

1) Do you still have a copy of the old lore pages on magic. If so, will you please tell me what the types of magic were.

2) I understand tat the reason why you got rid of the old magic schools was because too any people were playing as mages, thus forcing you to reduce the total number of mages. Now, because were were fewer mages, yet so many magic schools, it would be possible for there to be not a single mage player playing a specific magic school. So, as more players start roleplaying, you will be able to grant more permissions, because there should be a specific ratio of trustee members compared to total members or the role-play community. This brings me to my question, if we get enough players, and therefore increasing the trustee members while keeping the ratio the same, would you add more magic schools, and... (Much like the old pages) possibly add classes, in which smaller schools would reside?

E.X: Elemental Magic would be a Magic Class, and inside this class would be other magics related to a specific elemental force, like fire, or ice, or Air (If I had to name a school like this it would be Ethereal Magic).

E.X: The Celestial Magic Class would consist of Umbra Magic (Or dark magic), Solar magic (I think this pertains more to radiation than light, so light would be better, and Air magic (This could be either Elemental or Celestial).

3) Are non-staff, non-trustee players, aloud to write lore pages on magic or Dimenthism, because I read those pages like every day when I am bored? So I have some ideas on pages.

4) El numero, quatro! May I ask (And I am not complaining), why you made the rule that any spells cast would remain just as powerful at any level of magic.

"Additionally, it should be noted that casting strength of any and all spells is exactly the same on every level. An Expert mage does not know how to produce larger and hotter fires with a Firewave spell than a Trainee does, they just know more spells as opposed to more powerful ones."
- MassiveCraft Lore/Wiki

I believe that is all I have to ask (At the moment), I hope this does not get rejected, if it does, I would really enjoy an answer to at least SOME, of these questions... or maybe even just one. Thank you, and...

KA-CHOW!


P.S.
I just copied and pasted this from the Lore Q&A Page. So sorry if this looks identical to that format if it annoys you. I only reposted because this was not relevant to my character and therefore could not be in the Lore Q&A Page.
 
1) not pertinent. Most of the magics have been added to the new magic schools

2) all magic is the same, so classes are meaningless

3) trustee players don't even write the lore (bar the ones who are lore staff already)

4) variety and freedom to choose spells for other schools. Bar construct magic, mages are free to choose any exist spells or void spells. As long as you do not mix dimensions of void and exist, you can learn the spells up to a cap of 10.

I think magic is fine as is right now, and only tweaks need to happen in the future. Maybe an additional Binral School, but that's about all I see.