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Originally posted by Isane
Very Viable in what is essentially a small group game for adventuring...... The NPCs will just wander to a set of rules and appear to be doing more than standing at a spawn point. Mount & Blade has a very similar system where roaming mobs track based on skill, pretty easy to do when you may only have 1-10 players in a world instance + all the NPCs.
Well, no. Not exactly. Your comment about having NPCs act like players being 'viable' in this system is certainly correct. Where you went wrong when talking about Citadel of Sorcery is the idea that NPCs will 'just wander to a set of rules and appear to be doing more than standing at a spawn point'. This is NOT how NPCs behave in CoS. They will not 'appear' to be doing more than standing around... they are out doing things. They are given a goal to accomplish. They will attempt to accomplish this goal. They have true purpose and take action to accomplish that purpose. They are also reactive in that other world events like running into PCs, or running into other NPC enemies, will cause them to react and change their short term goals, though the may return to their long term goal afterwords. This is not an illusion of NPCs moving around to make it look like they don't just stand there, we're creating a living world where every NPC has a purpose and uses our A.I. net to accomplish those goals. When we repopulate an area, it isn't by respawning the same mobs, or randomly creating new ones to do the same things. What we do is monitor populations of NPCs in a given area and when it falls too low we set new goals by the enemy forces, who then make plans and send in their minions to try to accomplish those goals. It is unlikely that you have played any other MMO using this system since we wrote it specially for this game engine and game design. We hope you'll enjoy it. |
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Originally posted by sharif
Isn't that the question everyone wants answered in life? What happens when you die? Hmm, I could wax philosophical... but I won't. Instead, about death in Citadel of Sorcery: we want death to matter, but we don't want to kill players who have put in months (years?) of time on their character. So, death is not permanent... well, for some. Fallen Heroes are 'of the blood' in the world of CoS, and people playing our game are Fallen Heroes. Those of the blood are special in this world, for they are descendants of the first sorcerer who was not present when the world was 'reflected'. So their souls do not easily cross the veil, and they can be resurrected, but normal folk of the world cannot. Thus, when you kill your arch nemesis, he's probably dead forever (unless he is also of the blood, but that's unlikely). So now you know you can be resurrected as a player, but at what cost? Well, that was the crux of the matter, for we need it to matter. Any game where death is not punished has no tension, no excitement. You need something to protect in order for battles and other dangers to matter. So we have decided on a system that both rewards the player for staying alive and punishes them for dying. The longer you stay alive the greater the reward (to a point) and the more you die the worse it is for you (again, to a point). But, more than that I'm not allowed to release. The actual punishment for dying and reward for staying alive will have to wait for later when we get to Beta (or somewhere thereabout). No, we're still not close to that, and don't ask, we won't tell. As to your last point, we're still right on track to deliver exactly what we promised. We refuse to deliver anything less. Just be patient, Rome wasn't built in a day. |
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Originally posted by Sandbagger ... I wonder when they will release info on the first race and which one? Anyone heard a rumor? Or will Jatar give us a hint (if I ask nicely)?
Well, since you asked nicely |
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Originally posted by Sandbagger
Sandbagger, Thanks for your interest. I come from a table top background myself and it's one of the reasons I find working on Citadel of Sorcery so interesting. It is a game that is finally attempting to make real involved and exciting quests... but I've said all that before... so let me get onto answering your three questions as best I'm allowed at this time. 1) Well, I can't answer for the player community. Perhaps some of the people on this forum will answer if they are interested in playing a game that has a story that matters, and that offers you the chance to make decisions that change the outcome of the quest. We'll have to wait and see on that score. We have received a lot of email from players telling us they have been waiting for a game like this, so we are very hopeful. Personally, this is exactly what I've been wanting to play. 2) Here is an area I can speak about a little deeper. The Quest system in Citadel of Sorcery is unique as far as we know. It is not randomly generated, nor is it linear. Each Quest is a fully designed, rich story, hopefully worthy of an entire novel series. The plot of the quest is set, but the path through it is not. Once the plot begins a player has the chance to make decisions all the way through. What they do will change the quest radically, and when they reach the grand climax (and it will have a grand climax) how the player did on the way there will influence the outcome... as will their actions during the climax. This is not your run of the mill MMO quest, nor a linear RPG game either. We are hoping to capture the fun of a table top adventure while removing the tedium of all the paper tracking required in such a game. This is the core of the game and we're spending a lot of effort to make it sensational. How we accomplish this feat is something I can't really talk about in detail. The other part of your questions is 'how will we make enough content?' Well, we're using lots and lots of Quest Writers and Builders. It is where we are spending and will continue to spend the most time and effort. 3) This game was planned as a long development. Early on we were mostly working on the design and the new technology that is needed to build this unique game play. A large percentage of the technology and design work is already done. At this point we're really only about a year into actually working on what players might think of as the 'game' (even though there is a LOT of work already done on what you might call 'behind the scenes' elements). As time goes on we're shifting effort more and more to the game play building side, which means in the coming months we'll have more to show than we have previously revealed. As for us being a small developer... that's true, but this kind of innovative game is very difficult for a larger developer/publisher to attempt. New R&D is often too risky for them. We have taken the risk for them and can now show this new kind of game working. The proof is in the pudding, as they say. At this point we have so much invested that there is no doubt we will eventually complete the game, so don't despair, just be patient. We're talking the long but sure route to completion and so far nothing has put up a roadblock to that success. I hope that answers some of your questions. I look forward to having a CoS style adventure with you in the future. |
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Originally posted by Zorvan
So then what's to stop high levels just powerleveling everyone? I'm assuming you plan to have some sort of check and balance for this system? Otherwise, the game will be filled with "Powerleveling 100 gold per level" and noone really playing the game.
When higher level players travel with lower level players they have to come 'down' to their area of play. This is governed by the Citadel Tier system. And though the challenges scale to the groups overall 'power' the amount of experience awards don't change. Therefore, a higher level player traveling with a lower level group cannot help them advance quicker than normal, but they can join their lower level friends and go adventuring. As a side note, you'll notice that the higher level player will be getting negligable EXP gains while doing this, so it's for the fun of it, but they won't choose to travel in lower Tiers normally if they want to advance their character at a decent pace. Also, lower level players cannot go up to higher Tiers until they earn their way up.
All this means that power leveling assistance won't be possible. Everyone must earn their character's progress. |
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July almost over and no developers post :(
General Discussion « Citadel of Sorcery 7/26/09 6:01:26 PM
I'm sorry, but even though we may have recently posted somewhat monthly developer updates we have never guaranteed that we would post every month. The dev. log at www.citadelofsorcery.com is for MMO Magic to post development news as it happens. There are times, (like now) that the only thing that has happened in the last thirty some days is more of the same work. This is likely to go on for some time to come. As we explained in some of the recent dev logs, we're in a period of just adding content. Nagging us for development news is not going to do you any good. Progress continues, we'll post to the log when something noteworthy comes around, not when people demand. However, we would like to say that we appreciate your excitement for the development of Citadel of Sorcery, which is the reason we have a dev. log in the first place. We felt that the fans of the game might like a glimpse into some of what goes on in the making of a game. If you have questions, feel free to ask them here, we might even answer a few. :) And yes, eventually there will be future dev. log updates, but expect them when you see them, not by the calendar.
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Ah... no. (though untwisting your question was mind boggling.) We're not really going to get into the details of 'how' we create story and interaction with NPCs across time. It's too much to explain, and not something we really want to talk about anyway. The answer I will give you is that we just track a LOT of information about who, what, where, when and why you did things wherever you go, and use that information in the game and quest generation system. The answer to your second question is 'yes', there are some instances where traveling together with other players will cause you to make NPC friends or enemies you might not have made otherwise. The old 'the enemy of my enemy is my friend, etc.' holds true in CoS. The system in CoS behind this NPC interaction is very complex, and a very important part of our game design. The mechanics of it are unimportant to the player as it would just confuse people to try to understand how it is done. However, when actually playing the game it is very simple to understand. Do bad things to NPCs, make enemiles, do good things for NPCS make friends. Enemies very in what they do to a player, but the worst ones may actually try to thwart you in all of your adventures, Quests and Missions. They might set traps for you, or attempt to steal whatever it is you're after. They might join your current adversaries, or blow your disguise. Generally, they are a pain in the ass as any good nemesis should be in a story. The good news is, like most elements of CoS, interaction with your enemies is not liniar scripted, meaning, you CAN stop them from doing you dirty, and even kill them (perminently). What you do about your enemies is up to you. NPC allies can also help you get out of some dire spots, or give you important information when you could really use it, etc. Hope that explains a little more. |
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Thanks Falendor. It is ambitious, but if it was easy, everyone would do it. :) Meanwhile, though CoS is not a typical PVP MMO game, we are also not a typical PVE game. We plan a new type of MMO game, and we do hope the type of dangerous world we are creating with people hunting you, wars, traitors, spies, evil cults, group strategy A.I. and more will still give you the intense combat situations you are seeking. Give CoS a try when it comes out, maybe we'll make you a believer. |
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Originally posted by Falendor Hmm, several answers here... first off, yes... you can meet people who have sort of gone on the same quest as you. Sort of because each quest is customized to each player's story to the point where they are so different that you may or may not even recognize the same quest. No one could possibly write a quest walk-through that would tell you what to do where correctly, since your version will be radically different. It is based off your past history and the choices you make during the quest. The permutations on all the variables in our quests make them nearly limitless in variety. Next... you mentioned 'killed my arch nemesis', which isn't possible. Your arch nemesis belongs to you, as in, that NPC was created for your story, placed into the world for you, and will ONLY be dealing with you on your quests. He or she is uniquely generated for you and used in your quests (unless you kill him, of course). But don't worry, if you do kill him, I'm sure you will make new enemies down the road. Other players have their own personal allies and enemies in their story. The point is, you are correct, no two characters will ever go through the same exact quests in Citadel of Sorcery. |
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Unfortunately, the 'Hype' comment system in MMORPG leaves no easy way to discuss someone's review of a game. However, we can at least rebut or discuss negative hype reviews in this thread. Often their negative review is simply a misunderstanding of the game since they are interpreting the short description of the game. We acknowledge that there are also those people who just aren't going to like this kind of game no matter what we say or build. We can't change some of their minds, but we do hope we can at least answer some of their questions or enlighten some of those with the wrong impression of Citadel of Sorcery. So let's get started by beginning with the latest 'hype' post by Falendor. Here is his comment as posted in Hype, I quote: Maybe its just how the stuff is shown in the article but i really dont see how this is any diffrent from any other "story based" MMO, and an instance is still and instance even if you call it a "reflected world" First off, before I comment on Falendor's suppositions I'd like to say that there is nothing wrong with the other MMOs I may use in comparison. They are simply different, and my comparisons have to do with pointing out those differences, not in saying what is better or worse. With that said, Falendor states: "i really dont see how this is any diffrent from any other 'story based' MMO". The problem is that he doesn't give any examples of which MMO he is comparing. If Falendor would like to post a reply in this thread and give me an example of an MMO and what he considers one of their better quests, I'd love to compare that to show him the differences that set Citadel of Sorcery apart from those games. However, in case Falendor chooses not to reply, and since he states 'any other story based' MMO', let's pick one. How about LOTRO? That's certainly a game based on one of the greatest stories ever written. In LOTRO they have an Epic Storyline, which I found to be one of the more interesting parts of the game. At various points in the game you are allowed to progress that epic storyline with a small quest. Let's take one of those quests and do a little comparison with a quest from CoS. Because I don't want to write a novel here, I'm going to try to be brief with descriptions from both. In LOTRO's epic quest, at one point you are sent to rescue a guy who is held captive. You are given a bit of story to explain why you need to save the guy. Then you are transported to an instance of a small area just outside the wall of a bandit camp. You have a temporary companion who MUST survive the quest or you 'fail'. The quest consists of opening the gate and getting into a battle around a camp fire. Once over, and assuming you kept your NPC buddy alive, you move forward twenty feet and fight another set of bad guys. Again, if you win and keep you guy alive, you move twenty feet forward to another battle. You repeat this until you reach the end with your guy still alive. Should you fail, you may start over from the beginning and try again. Nothing changes, it is completely linear. You do the same thing in the same sequence over and over until you get to the end of the linear quest with your NPC guy alive. End of Quest. Now, I'm going to describe a similar segment of a quest from CoS. The only problem here is that unlike LOTRO, this wouldn't be a quest, it is too little, to insignificant. But that's OK, let's take a look at this as if it was a quest in CoS anyway just to see the difference in how the game play works. But... let's again assume you choose to let him accompany you into the bandit camp (so that we follow the ONLY choice you get in LOTRO). In LOTRO, your only option is to open the gate and get attacked by the bandits. In CoS you decide how you want to get to the prisoner. Do you want to make a frontal assault on the gate? You can if you want, but you can come up with a better plan than that, can't you? How about luring some of them out of the compound first and ambushing them to cut down the odds? Or how about climbing over the wall and trying to hit them with surprise? Or what about putting on a disguise and trying to fool them? Hmm, there are more things I might try, but this is enough to get the point across, which is, YOU pick how you want to accomplish your mission. Now, let's say no matter what option you choose you somehow get into a fight, (it's one possibility), If your NPC buddy dies... he dies. The story goes on. We NEVER go back and make you repeat a quest portion over again. Like real life, you make your choices, roll the dice and live with the outcome. The Quest and your story goes on, and the repercussions of that NPC dying have to be dealt with, quests aren't linear. But there is more... while in the bandit camp trying to get to the prisoner you spot an old enemy who seems to be working with these bandits. You ran into this guy on another quest, and he made a deal with you, and then screwed you and stole the treasure. You have a few seconds to make a decision, if you are in disguise, he might recognize you and point you out to the bandits. Do you want to try to stay away from him? Or, do you want to try to kill him when no one is looking and hide his body behind some crates? Falendor's second point is, and I quote, " an instance is still and instance even if you call it a 'reflected world'" True, well, sort of, I mean, that's the same as saying a boat is still a boat, even if you call it an Aircraft Carrier. That's basically true, but our Reflected Worlds are Aircraft Carriers compared to row boats in other MMOs, so are they the same? Having said all that, I'd still love to discuss this further with you Falendor if you would like to supply examples of games that you believe are similar to Citadel of Sorcery we can take a look and see if you can prove your point. We haven't found them, but maybe you have played MMOs that we haven't. Let us know, give detailed examples of their story driven quest or instance system and let's compare the difference. I'm willing if you are; love to hear from you.
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Death animations, Platforming elements, and unique environments!
General Discussion « Citadel of Sorcery 6/24/09 12:04:59 AM
Sorry, but you'll have to wait until you die to find out what happens when you die... such is it with life, such is it with the game ;) And although we appreciate your enthusiasm for the game, your questions about jumping and death animations are getting too specific for this stage of discussion. CoS is a game still very much under development, and we are only releasing some broad information at this time. As for terrain, yes we plan to have diverse terrain for lots of exploration, but further details will have to wait until we release information and screenshots on the terrain system some time in the future. I can tell you that this is part of what is currently under development, and that we are using an entirely new type of terrain generation system. Lots of R&D involved, lots of innovation, lots of bugs, (got to take the good with the bad). We'll fix the bugs long before we release the game though :) We understand that you want to know every little detail about the game, but there is a time and place for each thing, and the time for some of your questions is stil coming. I answer what I can, but there are things I'm not allowed to talk about on pain of death (game character death, and no, I can't descibe what that looks like, lol). |
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Originally posted by savarage Yes, there are going to be PC allies, but perhaps not like you are asking. They will seldom travel with your party, instead they will help you at times. You can seek them out, or they may come to you, but they will not act as party members (as in a solo player traveling with three NPC group members). Like all creatures in CoS, we have various levels of intelligence which are used as appropriate. However, the reason NPCs will not travel with you as group members is simply that our quests are so deep and involved that you will need all the intelligence of real players to handle everything we throw at you.
Due to this system of monsters having their own agendas, it is therefore possible to run into areas that don't have a lot of creatures at the moment, or you might wander into an area where a whole community of creatures has recently taken up residence... or you might run into a raiding party moving through on their way to destroy a town, or just a loan scout. The world is in motion, so even we don't know what density of creature population you will run into at any given place at any given time. I'll talk more about seasons and environmental effects later on, we're still developing a lot of that technology and so I don't want to talk about it prematurely.
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Leveling in CoS involves a new system that I can't talk about quite yet, but ignoring that part... I can still answer your question in more general terms. Going up levels in CoS does use a familiar increased EXP system. Example (though these numbers are pulled out of a hat) 1,000 for level 1, 2,000 for level 2, 4,000 for level three, etc. There are good reasons why this sytem is used in CoS and many other games. It has to do with level balancing in groups. If a high level PC comes down and joins a low level adventure, they will gain the same amount of experience as the other members of the group, but since the other members are lower level it will benefit them more, thus helping to 'catch them up' to the higher level player. However, don't dispair, yes it takes more EXP to level as you get higher up, but the amount of EXP given in adventures increases as well. Thus the speed in which you level up does not slow, but hopefully remains constant thorughout the game (as long as you are taking on adventures that match your level of experience). The fact that we allow PCs to create their own character 'class' really doesn't change the dynamic of this system. Going up levels gives you points to spend on Abilities. These points can be spent on ANY ability you wish to improve, with a couple caveats. You must have the Tomb of Knowledge for the Ability (gained through adventuring for it) and you must currently be a member of that League, in good standing. However nothing stops any player from doing these two things and therefore, gaining any Ability for their player that they wish. Your worry about 'Timmy' changing his mind later on is no problem. An Echelon 1 Ability cost the same number of Study points when you are level one as it does when you are level 200. The number of Study points awarded at each level is the same. So, since you gain levels at a constant rate, and are given Study points at a constant rate, and can learn any Ability at any time, there is no disadvantage to learning a new line of knowledge later. Now, the personal diary. We call it the Journal, and each player has one. They can write whatever they want in their journal, and place markers on maps with links to information. Thus they can mark a place on their map and write something about it. When the hover their mouse over that marker it will show the title, and if they want they can click on it and expand to whatever they wrote about the place. They can even share markers with other group members if they wish. (Example: "Meet me at the cave I marked on the map", and when the group member looks at their map they will find a marker placed there showing the location of the cave). Sorry, but when it coms to writing large books that players wish to share with other playrs, there will be no 'GM" based reviewing, etc. here. We're not going to spend the time to read books that players wrote to make sure they fit the world, etc. If players want to write that kind of thing they will need to run their own web sites and police themselves. We have enough to do writing our own stories and ongoing changes to the daily evolving world of CoS without having to police player writing..
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Sound and Music questions are simply getting into an area in which we are not yet releasing information (as it is too much in flux). I apologize, but you'll have to wait until a later date for those details. As for your final question, the Jenemos race was created by Morphael to make his evil machines. These machines combine magic and science. The Citadel does not employ much in the way of machines, prefering to rely on their socerey, but certainly these elements exist in the world... and Morphael is pursing this type of technology to his evil ends. That's really all I can state about this right now. (Most of this can be gleaned from the Lore on www.citadelofsorcery.com anyway). |
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I love your example, very amusing. The fact is that Citadel of Sorcery fully supports this type if NPC interaction... and more. There are, in fact, NO static NPCs that are required or stay in one place at all times. Let me give you an example, our stores close, the shop keepers go out to do the things all people must do when not at work. While the shops are closed PCs can't shop at those stores. (But... we do open up the Black Market in the Underworld during the opposite hours, so there is someplace to do business, if a bit shadier in nature). NPCs have relationships with other NPCs, they go out for a drink together, get in arguments, get drunk, stop and chat, have family, pretty much anything you would expect in a real world situation. In CoS there are no quest givers that give out a particular quest to each player who talks to them. You therefore cannot tell another player to go talk to the guy on the corner and he'll give you a quest to retrieve Maxwell's silver hammer. When you need a quest, the game knows it, and circumstances will lead you into a quest. This is part of the personal story system of the game. Your story is different than another players because of how the quest system looks at your past and present and creates the ongoing quest/mission/story that comes next in your adventure. Though again, don't read 'solo' when we say 'personal'. Anyone can group up with you and while grouped your personal quests merge and the split off again when you part. Anyway, to conclude, NPCs lead their lives in the game, and you are part of those lives. Your interactions with them will impact both your lives as well. The NPC A.I. net is one of the areas that is currently under heavy development. It's an exciting time in our NPC's lives :)
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The idea of 'personal' property does seem to be missing in most MMO games. However, in CoS this is not true. In fact, we go even further. You cannot just walk into anyone's house without being invited, or you will suffer the consequences of your actions. Our NPCs live lives, have property, develop relationships with the player (good or bad). This is all part of the non-static world system we are creating, where time moves on, people (NPCs) live lives, have friends and family, go out to pubs, etc. Players are not gods in our game, they are people, part of a complex society wth pecking orders, laws, police, jails, courts and lots and lots of bad guys. Certainly players are given a lot of leeway to do their own 'thing' in the world... but, unlike other games you may have played, you WORK for somebody. In Tier One your direct comander is Faceless, who is one of the 'Bondead', a lieutenant under the Sorcerer Shadowlord. Faceless is assigned as commander of the Fallen Heroes (which is what you are as a player). Therefore, you will sometimes get called in and assigned some task, duty, quest, mission, etc. Failure to follow orders has punishments, and Faceless is NOT a nice guy. He might even lend out your services to one of the other Bondead. You might have to do something for Whisperer, head of the Citadel Spy Corp. Or Cyclops, commander of the Citadel Infantry. The point is, this is a world with a level of reality that includes personal possessions, punishments, commanders, jobs, and a full on war that is transpiring between the Citadel and Morphael. When you enter our world, expect something different. |
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Unfortunately, the answer to the first part of your question will be as unsatisfying as a Oreo cookie without the filling. We aren't releasing detailed information on the combat system quite yet. So you'll have to wait to get your answer about 'targeting'. However, that being said, I will try to give you a little more satisfying answer to the second question. You wanted to know about Non-lethal take downs. With Citadel of Sorcery being so heavily designed for in depth and interesting quests, and not just kill grinds, we HAD to have non-lethal take downs. These come in three varieties. The first is that when an opponent gets down to a certain percentage of their remaining health they will be disabled. This means they are out of the fight on the ground, but conscious. They can still try to do something for themselves (like a healing potion, or certain types of magic healing) but... their active defense is gone (they still have passive or course, you know, their armor, etc.), and they can't do any offensive combat. If their opponent decides to finish them off there is not a lot they can do about it. The second state is Unconscious. This happens when a opponent takes damage up to and beyond their remaining health. They are, of course, disabled, but in addition when unconscious they cannot do anything for themselves... and worse they are dying. The blow that did this can cause various types of ongoing damage and they will 'bleed out ' eventually. How fast depends on how much damage they took beyond their available health and this could be a few seconds to a bit longer, depending. There is an opportunity here for someone to heal them and stop them from dying. This can be done by their group members, or their opponents. If an opponent wants to capture them, then they can bind them and heal them enough to keep them from dying. Third... there is the choice to Surrender. Before an opponent actually gets knocked unconscious ,or becomes disabled, they can choose to surrender. This is an obvious state, because they drop to their quivering knees. At that point their adversary can decide what they want to do... kill or accept the surrender. It should be noted that fair is fair... so PCs can also be disabled, knocked unconscious, surrender and be bound. There are times you're going to want to just kill your opponent, and you can. But it is critical to our game to have these non-lethal outcomes to combat available for the right circumstance. Since you are in a REAL story during a quest, and what you do next will change the course of the quest, you often need information. Questioning a defeated opponent is one of the best ways to get information, and yes, threats can often be employed. But be careful, information gained under duress is not always accurate, you'll have to decide. Is this bastard telling me the truth or only what I want to hear? Hmmm. The game play in CoS is about player decisions, judgment calls and following your 'gut'.
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Yes, there will be plenty of things made especially for females! First off, we have some female designers working on the game, so this isn't a matter of males trying to make stuff for females (and botching the job. I mean, what a guy thinks a girl wants to look like or wear, well, that's a recipe for disaster). Speaking of clothing... did you know that you will NEED to own more than one outfit? There are different parts of the game that will require you to dress appropriately. Come on, you don't wear rusty old armor when you are invited to a meeting with the ruler. Or... if you want to go to the public baths you'll need a toga, or if you want to infiltrate an enemy stronghold in disguise you'll want to don one of their uniforms, or if you want to go for a swim to cross a river... plate armor would drag you to the bottom! And to tie this into your original question, girls outfits for all of these situations are not only different than boys, but designed from the ground up for females (not adapted from males). Pets is a more difficult to answer area. The nature of our EXTREMELY involved stories and quests make pets a problem in some situations. Remember, you don't wander around killing monsters you run into as a general rule in CoS (like other MMOs). That character 'Grind' type of game play isn't what this game is about. You CAN just wander around the world, that's not a problem, and you will occasionally run into an enemy patrol, or killing party or troop on the move, etc., but it's not the same as walking around and fighting monsters that live on a 'grid' and pop back into existence when they die. So you have to start thinking in terms of a different kind of game play, one that doesn't lend itself well to the pets idea. However, we haven't ruled them out completely yet. What WOULD you do if you went out wandering the world? Well, you might run into a large troop of Recreated (a kind of undead that make more of themselves by killing people and using their dead bodies to sew together new creatures to swell their ranks). If the troop is too big for you to handle on your own, you would want to conceal yourself quickly (magically, or just use the local terrain; i.e. hide in the bushes). Then you could track that troop (their tracks will be quite obvious and even a newbie will have tracking skills capable of following a whole troop of monsters) to their lair where they make the Recreated. Now you can try to do something about this 'nest'. You could try to sneak in and see if you can destroy what they use (can't tell you yet) to make Recreated. Or you could try to pick off smaller groups and whittle them down to size. Maybe you want to go get reinforcements from the Citadel and come back and take these guys out. Or... you might want to just go in and kill the whole lot of them (if you have the power available and are willing to use it, more on Uber Abilities later). The point is, even though this isn't a Quest or Mission, when you do just go wandering the world you won't be out killing popping monsters on a grid, you will get involved in some Adventure (this example being the lair of a Recreated troop). CoS is a living world, where monsters have their own agendas, and are not mindless fodder for players. (one additional note... this was a very appropriate topic for Mother's day... and speaking of that... happy mothers day to all you mothers).
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Well... there will be a type of invisibility spell in Citadel of Sorcery, but I think you'll still like it. First off, no cancan dances with bells jingling, that is a dead give away that there is an invisible person present to NPCs. But it goes deeper than this. First off, NPCs come in variaties of skill levels and intelligence. You might be able to dance the cancan while invisible in front of a low level monster with low intelligence and just confuse him. On the other hand, our entire system has skill levels. You might THINK you are invisible and walk in front of someone with more skill than you and he can see you. Or make a noise and they cast a reveal spell decloaking you on the spot. There are other parts to this as well, but I don't want to get into every bit of this (like tetheres, that let you walk as an invisible projection of your body, but your body is left behind... and if someone, anyone, or a door, or anything goes through that tether... well, bad things would happen to your projected self. Anyway, there is a lot to this, and I can't go into Abilities on here yet. But trust me when I tell you that this isn't simple invisibility that gets you past everything. We are a Quest based game, and any ability that would ruin our Quests... won't be included. Everything has a cost, everything has a counter. Nobody is safe all the time. :) No comments in this post are to be taken as gospel, since Abilities are still very much in flux. |
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There are currently six races in the Citadel of Sorcery universe (six that a PC can play I should mention). The races are:
There you go, a few things about each race, though by no means all the details. We'll release more about the races in the future, keep an eye on the www.citadelofsorcery.com website for a 'Races' page
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