I'm the creator of Minegicka 1 and 2, and now i've come back to recreate Minegicka into it's best state ever. Minegicka 3 is already available for multiplayer and has lots of feature await testings. I've been working with hemmy as my only assistance and tester for the last 2 months and now I'm looking for about 10-20 testers for beta versions of the mod (which is now). There is a website and a fully functional server up and running right now. So if you are interested in being a beta tester, leave a message here or send me a private message. Of course there will be benefits to beta testers. But i'm not telling you what yet.
What do you do as a tester? You'll have access to our Minegicka 3 official server, play as survival and test out all the aspects that the mod adds to the game including: spells, magicks, item acquiring, crafting and of course, spell balance as you test our destructive spell on other participants. Then if there's anything out of context, imbalance, or there's any bug, then you make a report.
What are the server's specs? Our server is using mcprohosting.com host. Located in Seattle, Washington and right now is allowing at most 20 people at once. The server is Minegicka-dedicated, we have no other mods than Minegicka but we do have administrating plugins so dont you ever think of committing a crime there. And in case you ask, Minegicka uses Forge. And we're running on Minecraft 1.7.2
What are the requirements to be a tester? They are fairly simple.
You dont have to have played the original game Magicka but you need to be responsible for what you do and you'll have to explore the aspects of the mod mostly by yourself, of course i'll be there too.
You must own Minecraft because the server does not allow cracked client.
You should have skype so me and other admins / testers can contact you directly any time which is more convenient than using the website.
You should have a decent amount of free time to go online almost everyday.
You will have to follow our admins instructions without questions. If we tell you to jump and die, jump and die. No. Questions.
You have to be a polite and well-behaved citizen.
What do we expect from testers?
Firstly, you wont be in creative mode. You'll have to play as a normal character trying to survive in the world and gather all the resources to become the greatest wizard of all time.
We wont be guiding you all the time, we will only tell you the first steps into Minegicka. From then on, it's pretty much self-explanatory.
We encourage testers to PvP with magic as much as possible to test out all the spells available. Which is balanced, which is not, which can be improved, etc.
We ask you to be polite to other testers as well as the owners, admins and moderators (when there are some). We seek to create a friendly environment where people can blast each other out with spells, not physical nor verbal violence.
Just a heads-up, we will relieve your beta-test privileges if we find you having any grumpy face toward us or your performance as a tester is not adequate to what we need.
Hello and welcome to the beta testing
I've put both 2 of you into potential testers list. Once we have enough to consider, you'll be official beta testers and ready to hop into the server.
Oh im sorry i was too sleepy last night i forgot to add some important details.
Previous applicants please comply to my new requirements and resubmit your application.
I'll close the list of application at 15:00 GMT+0 So hurry up if you want to participate in beta test.I'm the creator of Minegicka 1 and 2, and now i've come back to recreate Minegicka into it's best state ever.Minegicka 3 is already available for multiplayer and has lots of feature await testings.I've been working with hemmy as my only assistance and tester for the last 2 months and now I'm looking for about 10-20 testers for beta versions of the mod (which is now). There is a website and a fully functional server up and running right now. So if you are interested in being a beta tester, follow the instruction below.Of course there will be benefits to beta testers. But i'm not telling you what yet.Some quick screenshots, they look much better in-game i swear
What do you do as a tester?You'll have access to our Minegicka 3 official server, play as survival and test out all the aspects that the mod adds to the game including: spells, magicks, item acquiring, crafting and of course, spell balance as you test our destructive spell on other participants. Then if there's anything out of context, imbalance, or there's any bug, then you make a report.What are the server's specs?Our server is using mcprohosting.com host. Located in Seattle, Washington and right now is allowing at most 20 people at once.The server is Minegicka-dedicated, we have no other mods than Minegicka but we do have administrating plugins so dont you ever think of committing a crime there.And in case you ask, Minegicka uses Forge.And we're running on Minecraft 1.7.2What are the requirements to be a tester?They are fairly simple.
You dont have to have played the original game Magicka but you need to be responsible for what you do and you'll have to explore the aspects of the mod mostly by yourself, of course i'll be there too.
You must own Minecraft because the server does not allow cracked client.
You should have skype so me and other admins / testers can contact you directly any time which is more convenient than using the website.
You should have a decent amount of free time to go online almost everyday.
You will have to follow our admins instructions without questions. If we tell you to jump and die, jump and die. No. Questions.
You have to be a polite and well-behaved citizen.
What do we expect from testers?
Firstly, you wont be in creative mode. You'll have to play as a normal character trying to survive in the world and gather all the resources to become the greatest wizard of all time.
We wont be guiding you all the time, we will only tell you the first steps into Minegicka. From then on, it's pretty much self-explanatory.
We encourage testers to PvP with magic as much as possible to test out all the spells available. Which is balanced, which is not, which can be improved, etc.
We ask you to be polite to other testers as well as the owners, admins and moderators (when there are some). We seek to create a friendly environment where people can blast each other out with spells, not physical nor verbal violence.
How do I apply to be a beta tester?Go here http://minegicka.enj...ications/page/1Just a heads-up, we will relieve your beta-test privileges if we find you having any grumpy face toward us or your performance as a tester is not adequate to what we need.
I'm already working on Minegicka 3 for 1.7.2, but im sure it won't come out soon guys. There are a lot to work on but i'm sure you'll be satisfied with the outcome of the newer version
Sorry guys i know lots of you want me to come back to this piece of gem but my time is very limited right now and i'm working on Minegicka 3 at the moment.
What if I incorporate cubebots into Minegicka? What do you guys think?
I'm the creator of Minegicka 1 and Minegicka 2, and I'm working on Minegicka 3 at the moment and instead of using the original images from the game I'd like to give the mod a fresh look and I'm in need of official textures for the mod.
If you can make any textures that I like and if you give me the permission they will be used as the official textures for the mod when it's released and credits will be given to you.
You can draw the textures in any style you want, pixelated, simplistic, complicated, any style. High quality images are preferable.
Right now I need textures to replace the original element icons.
Either you upload then separately or you can put them into a single image like this.
I've seen a mod showcast featuring Minegicka II few days ago and was totally amazed, then thought: why not give it a try? However after playing it for a few hours, the excitement soon vanished. Nevertheless I think this mod has great potential, so I'd like to give you some feedback for possible improvement.
First: The description. Best mod desciption ever! On this web-page and in-game (even though the jokes are a bit cheesy), everything was clear right from the beginning.
Next step was: "Dafuq do I get dust?!?" I realized later that the drop chance of mobs was about 5% or less, but to get started for real, you need about 15 dusts, which means that you have to kill about 1000 mobs just to get started with this mod. Or in other words: when I got enough dust, I was about level 63 just from killing mobs. Now I love if a mod doesn't take it too fast, but this is just plain rediculous.
Even if you just go for the staff + book you need to kill a huge amount of mobs. If you lack a bit of drop-luck like I did, you probably have each existing spell unlocked, before you can even cast the first one. And then the first spell you can cast ist barely enough to kill a single mob with some aiming and half your mana bar. This feels even more ridiculously considering that I already had to kill about 200 mobs by hand to get that spell.
While some spells are useful, no single one feels like it was really worth going through that blood-shed to get them, the other half of them are explosions with different animation. And the spontaneous casting (which I was very excited about) turned out to be only what feels like 5 spells just with different colors. In addition after some testing it turned out that the fire spell beast about everything, because why carefully aim with a beam, if a single fire-symbol causes an inferno and kills everything?
I do feel that this mod has great potential, but at the moment there are some severe issues with it that made me uninstall it again. For once the way to get started is... well let's say uncreative. Considering that I played Thaumcraft 4 at the same time, where you have to run around with your detection lense to identify attributes of objects to learn "spells" vs mindless mob bashing... let's just say that I see some room for improvement here.
The balance between time required to get started and what you get in the beginning is very much off. At first you have nothing, then you bash 23948723947 mobs, then you suddenly have everything. I could imagine a more paced approach here. For example let's say the drop-rate of dust was 20%, so you get your staff and book after about 10-20 kills, but the basic wand can only do single-symbol invocations. To be able to cast combinations and a first set of spells, you need to upgrade the wand once, but this requires a few of the next tier of dust + a few special items, so either another ~100 mobs to kill or start setting up the dust-production + some hunting for rare components. Thinking of it in form of a "Quest", the mod currently gives me the "Kill 100 wolves" quest everyone hates, but why doesn't it give me something more interesting and creative instead?
The spontaneous casting system definitely has great potential that is sadly currently mostly unused. I get several combinations of damage spells, but in the end I only need one, and that one needs to be more useful than my sword, considering the time it takes to type and cast it. I think it would be helpful if for once a right-click always casts the spell I typed, including special spells like "Teleport" if I got them right, and for second if the symbols wouldn't vanish after each invokation. I think it would be best if the current spell would only be erased after 1) I casted it at least once and 2) typed a new one.
I think you got the basics right here, the variance with the symbols is nice, but then whatever I type somehow "magically" ends up to be a ray spell. I think it would be better if the first rune would dictate in what form the spell unleashes, so if I type i.E. water + whatever I always get a cone spell, lightning + whatever is always a chained style spell, and so on. Currently it is not very intuitive what I will get in the end, which makes the whole system feel more like a guessing game instead of having any noticeable system. And then there seems to be no difference between casting fire vs firefire vs firefirefirefirefirefire. Also: spells backfiring if you do something too wrong would be nice. Having something as deep and logical as the Mystcraft symbols and prefixes would be great.
The named spells you get through the scrolls are a good start, but currently you get too many "BOOM!" spells. I do like explosions, but I do like variance as well, and if all of them are armageddon-style kill-everything spells, this is not only massively overpowered, but as well gets boring after a few minutes. If you had some kind of easy API here that allows others to write spells for you (like "Spell-packs" instead of resource-packs), this might take some load of your back and would greatly enhance the experience.
But beside all critics: keep up the good work. I am very sure this mod will in the end be one of the well known must-haves with some polishment. =)
This is the most detailed feedback I've ever read and it really made me rethink a lot of things. Firstly thank you for that.
I'll definitely rethink the approaching to get dust and advance to higher-level magic.
And once again, I can not deny that i'm still trying to balance out all the spells and magicks in this mod, but not much progression has been made.
About the idea of keeping the queued element icons in the queue bar and only reset them if a new set of elements is added, now I totally agree, and it'll be implemented.
The last thing, and the only thing that i have to disagree with you is this part (sorry if i didn't understand it correctly)
the variance with the symbols is nice, but then whatever I type somehow "magically" ends up to be a ray spell. I think it would be better if the first rune would dictate in what form the spell unleashes, so if I type i.E. water + whatever I always get a cone spell, lightning + whatever is always a chained style spell, and so on. Currently it is not very intuitive what I will get in the end, which makes the whole system feel more like a guessing game instead of having any noticeable system. And then there seems to be no difference between casting fire vs firefire vs firefirefirefirefirefire.
The way the output spell is created is from the basic mechanism from the game Magicka, for that instance, if you put any beam element into a set of sprays, then the output will be a beam. We can say that beams outrank sprays.
The output is not predicted by the first element you add, and will never be like that. It's not a guessing game, it's a mechanism that has already been used in the game that this mod based on, and is a basis that I will never change. You can look for it in any Magicka wikipedia
Also, fire fire fire fire is a noticeably stronger than just 1 fire
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http://minegicka.enjin.com/betatesting/m/23969338/viewthread/13193389-beta-test-applications/page/1
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If you'd like to participate in beta testing stage, feel free to drop by here
http://www.minecraftforum.net/topic/2719106-minegicka-3-looking-for-tester-has-a-server-up-and-running/
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Minegicka 3 is already available for multiplayer and has lots of feature await testings.
I've been working with hemmy as my only assistance and tester for the last 2 months and now I'm looking for about 10-20 testers for beta versions of the mod (which is now). There is a website and a fully functional server up and running right now. So if you are interested in being a beta tester, leave a message here or send me a private message.
Of course there will be benefits to beta testers. But i'm not telling you what yet.
What do you do as a tester?
You'll have access to our Minegicka 3 official server, play as survival and test out all the aspects that the mod adds to the game including: spells, magicks, item acquiring, crafting and of course, spell balance as you test our destructive spell on other participants. Then if there's anything out of context, imbalance, or there's any bug, then you make a report.
What are the server's specs?
Our server is using mcprohosting.com host. Located in Seattle, Washington and right now is allowing at most 20 people at once.
The server is Minegicka-dedicated, we have no other mods than Minegicka but we do have administrating plugins so dont you ever think of committing a crime there.
And in case you ask, Minegicka uses Forge.
And we're running on Minecraft 1.7.2
What are the requirements to be a tester?
They are fairly simple.
What do we expect from testers?
How do I apply to be a beta tester?
Go here http://minegicka.enjin.com/betatesting/m/23969338/viewthread/13193389-beta-test-applications/page/1
Just a heads-up, we will relieve your beta-test privileges if we find you having any grumpy face toward us or your performance as a tester is not adequate to what we need.
0
I've put both 2 of you into potential testers list. Once we have enough to consider, you'll be official beta testers and ready to hop into the server.
0
0
Previous applicants please comply to my new requirements and resubmit your application.
0
0
0
What if I incorporate cubebots into Minegicka? What do you guys think?
0
0
If you can make any textures that I like and if you give me the permission they will be used as the official textures for the mod when it's released and credits will be given to you.
You can draw the textures in any style you want, pixelated, simplistic, complicated, any style. High quality images are preferable.
Right now I need textures to replace the original element icons.
Either you upload then separately or you can put them into a single image like this.
0
0
0
0
This is the most detailed feedback I've ever read and it really made me rethink a lot of things. Firstly thank you for that.
I'll definitely rethink the approaching to get dust and advance to higher-level magic.
And once again, I can not deny that i'm still trying to balance out all the spells and magicks in this mod, but not much progression has been made.
About the idea of keeping the queued element icons in the queue bar and only reset them if a new set of elements is added, now I totally agree, and it'll be implemented.
The last thing, and the only thing that i have to disagree with you is this part (sorry if i didn't understand it correctly)
The way the output spell is created is from the basic mechanism from the game Magicka, for that instance, if you put any beam element into a set of sprays, then the output will be a beam. We can say that beams outrank sprays.
The output is not predicted by the first element you add, and will never be like that. It's not a guessing game, it's a mechanism that has already been used in the game that this mod based on, and is a basis that I will never change. You can look for it in any Magicka wikipedia
Also, fire fire fire fire is a noticeably stronger than just 1 fire
Again, thank you for this thorough feedback.