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skipeth 8/27/08 3:00:56 PM
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Novice Member
Joined: 11/12/05 |
The quest system and character story in development is what I've always wanted in an MMO. It seems a lot more like a good pen and paper RPG than a modern MMORPG. From the website info, a novelist is writing the story of CoS. The characters will then have a unique story within the framework of this story as they progress. What if I'm looking for a slightly different story.... such as building an undead army then taking over through force, bribery, and assasination. Not everyone wants to be a Hero, some of us just want to be an evil despot. |
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Hypermiike 8/27/08 6:39:26 PM
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Advanced Member
Joined: 3/20/08
Why do I try? Oh yeah it''s because I have nothing else to do... |
Totally agree! Evil has more fun, acually have a chance when it's not a fairytale, and get awwwwwwsome clothes! |
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mike470 8/27/08 7:12:13 PM
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General Correspondent
Joined: 2/11/08
"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch |
Originally posted by skipeth
I think you can choose between both evil and good, it depends on what actions you take. If you were to turn bad, your actions would have to lead you into doing so. I'm not sure if you can lead an army though. |
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Jatar 8/27/08 8:53:15 PM
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Hard Core Member
Joined: 9/16/07
Citadel of Sorcery dev team member |
Actually, you can't be pure evil
You'll have to wait to learn more about this crutial system of the game and story after we release more about how our universe works. But I'll tell you this much, it involves everything you do in Citadel of Sorcery. Everything. |
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skipeth 8/28/08 8:42:42 AM
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Novice Member
Joined: 11/12/05 |
hmmm... Grim and Radiant. I like the sound of that. I'm glad to see so much effort is being put into a non-static world with real cause and effect. Thanks for the info Jatar, I'm looking forward to more updates on this. |
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MindrotGames 8/29/08 9:22:31 AM
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Apprentice Member
Joined: 8/29/08 |
In addition, the existance of evil player characters gives rise to even more noble heroic types and actions. In Lineage II, if there was a PKer, someone would risk their own characters to do battle (generally) and rid their presense (if only for a time) this was considered heroic and brave (because you could drop your gear anytime you died) its hard for me to qualify my character as good/evil when my only interactions with him/her are clicking the attack button while a wolf is engaged. if your going to have the ability to be evil, the players need to be able to make the other players hate them, and the non-evil establishment will rebuke them. brings up the complicated situation of whether or not safe-havens will exist for players... and whether or not evil characters will have to camp outside the safe-haven door waiting to grief people just so they CAN be evil. with out evil in-game-objectives (like building an undead army) evil players (in games) become griefers because they typically dont have any other way to qualify themselves as such. Typical MMO "evil" character *run into town, kill a newbie *guards aggro *run out of town taking damage (but its not enough to kill you) *wait for aggro to die *repeat while people in general chat complain about that 'ass-hat' outside
this is not an evil character this is a bored player wanting to be an evil character
my mind is kind of scattered right now sorry if the post doesnt make sense |
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mike470 8/29/08 9:36:54 AM
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General Correspondent
Joined: 2/11/08
"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch |
Originally posted by MindrotGames
I think you're stuck on an L2 setting here. In CoS, you make both enemies and rivals with the NPCs. The recent events that you do in your storyline will lead you to doing so; you aren't just randomly given enemies. Technically, you choose your enemies and your allies; although you won't really be noticing that since you'll just be doing your storyline. (I think that's correct). I don't agree that players have to hate eachother just because of their storyline; I would rather keep my storyline apart from who I meet outside of questing. If this was a PVP based game like L2 with the most brutal grind ever, I would agree with you. But, CoS is quest based, so I'm going to have to disagree here.
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MindrotGames 8/29/08 9:48:46 AM
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Apprentice Member
Joined: 8/29/08 |
Sorry, i don't think i did a very good job conveying my point. What i was trying to say was, if i want to play an evil character, i do NOT want to have to grief players to be considered evil. i do want to justify my evilness off of quests. however, what i would LIKE is for in addition for my quest choices defining my evilness, i would like for those same quest choices to give 'good' players the opportunity to consider me evil, and thus not try to stop me. I'm not promoting hatred of players in the game, I'm just suggesting that IF your going to be evil... you don't get to hang out in the pub with the paladin. a suggestion me and skipeth discussed was, as an evil character, i have an epic evil quest(EEQ), and the result of this EEQ is that a swarm of aggroing NPC skeletons invade the near by town and kill npcs and players (only for a short time) and in doing so they steal a magical crystal...and this crystal gives players in this city '150+ HP or wtvr'
this would give me joy, as an evil character to have impacted the world (if only in a temporary) negative way. AND i have gained, as all evil doers attempt, more power for my evil goals |
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mike470 8/29/08 10:12:08 AM
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General Correspondent
Joined: 2/11/08
"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch |
Originally posted by MindrotGames
Okay, you're making a lot more sense now; thanks for clarifying. It would be neat if you could tell if a player was | |