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Originally posted by amusedmonkey Many of your questions are already answered... but I don't mind answering them again :) I think the first part you are missing is that Citadel of Sorcery uses a different server model than other MMOs you may be used to playing. I'd have to write a novel here to explain in detail WHY we choose to make the game this way, but we decided long ago that in order to offer in depth quests that continue personal stories of players that we would have to mix massive multiplayer areas with group play areas. In the simplest of terms, when you go out on a quest you (and your group if you have one) will enter one of the Reflected Worlds. This is the entire world... all of it, every single adventure and place, 'reflected'. (See our World mythos). You can move back and forth between the Reflected Worlds and the Citadel (and some other places) almost at will using our personal portals. However, while you and your group are in an RW you won't run into other players (other than by chat, or if you pop open a portal to let one into your group). Again, I don't want to go into the myriad of reasons why, just trust me that this works to your advantage in our quests and fun game play elements. 1) If you can take part in someone else's quest, how is it going to affect your personal story? Especially if you have a NPC as an enemy but that person has them as a friend? Will the NPC refuse to help the group because you are in it? Or will you be like "disguised" and NPC doesn't notice you but remain your enemy? Or will they become friendlier after you have helped them through this group quest? A: The game handles this by deciding what NPCs to use based on the current story and the players in the group. Our quests are not set in stone, or linear, therefore, when the quest is built for the player by the Quest system, it will take some of these things into account. However, in the case of a NPC being involved as a 'Friend' of the group leader, and you join the quest later (and that NPC is your enemy) well, you'll have to decide if you are willing to deal with your enemy or not. You could kill him, but he might be helping on this quest. Will you put aside your differences or act on them? It's up to you. The quest will continue regardless of your decision. CoS quests are like that, adaptive to the player choices. 2) Same as above, if NPC's do die (which I think might present a whole lot of logical errors in group questing), will you be banned from participating in a quest that involves that NPC being alive? 3) If the world is as large as stated won't it be "burren" and lonely during regular hunts with players scattered all over the globe? A) Yes, it would be if we let you go anywhere in the world at launch, which we won't. Sorry, but the size of the planet is one thing, the areas that you adventure in are another. Think of it as the middle ages and you are in Europe going on adventures. The New World (America) has not been discovered yet (it's still over there though). Eventually, you WILL get access to other territories and continents, but in the proper progression. The shear amount of playable land we are starting with is, well, massive. We didn't build it that way to use it all right away; we built it this way because we constructed a planet, rather than drawing a map. Once we have the planet, we will go exploring and see where we want to develop first. With the amount of room we start with, we don't think we'll ever run out of new areas to develop and open up to players. 4) Is grouping up for regular hunts (not quests) possible? A: You can group for all game play in CoS. Eight is the maximum though. 5) If the monsters don't "pop" right back does that mean you would have to run far distances to find them after other players have killed every single monster in that area? A: Other players can't kill your monsters, you are in your personal or groups current RW. It's all for you. However, also remember that CoS is not a grind game. We don't put monsters out on a grid for you to kill, wait for them to pop, and kill again. First off, it's boring, and artificial. In CoS even monsters have their own agendas. You will cross paths at times for random encounters, sure, but mostly you will be hunting them, or they will be hunting you. There is a war on, and Morphael's creatures are taking towns and villages, creating new footholds in Citadel territory, doing raids and kill parties. You are part of the forces trying to hold them back. You'll have to discover what their plans are today, and deal with them. Are there times that you might go a long distance and not run into enemies? Sure, it's possible, since things are on the move and we can't completely predict what will be where when. But, you'll never have a problem finding a fight if you want one. Use your tracking skills and start hunting your prey... they probably crossed your path and headed for a nearby village to attack... or maybe they are kidnapping people in the area to create new monsters in a cave nearby. Just talk to the locals, find out what's been happening recently, and go get into an adventure. 6) If you are not likely to find the same enemy in the same area how would you know where to hunt and find enemies that suit your current abilities? A: The world is divided into territories that match up to your current abilities. As you progress up the Citadel Tiers you will open up new territories to adventure within more suited to your current skill level. However, our game is adaptive and even if you go back to lower Tiers the adventures there will still be challenging. (and there are NEVER gray monsters in CoS). 7) It has been stated that the publisher will decide how this game gets published, which worries me a bit because if the publisher decides with selling it as a hard copy only (due to the large size) chances are it's not going to be available in my country and I'm not going to be able to play it unless it's also available through direct download online purchase. And trust me, for a game that's going to set a whole new standard for online gaming you have my paycheck no questions asked. A: Don't worry so much, the client will be downloadable, we’re pretty sure about that. :)
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I believe you two are talking about separate things, let me try to clarify:
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Well, there are a lot of questions in your posts, I'll see what I can do to answer some of them.
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Well, I'd love to answer your question... but.... at this point we are developing the game. It will be up to the publisher to decide the financial model. We're only concerned with making the best game possible. If I was going to guess (and this is very shaky territory) I'd guess a subscription model or buy and free to play with pay for expansions. But again, that's a guess and this probably won't be up to us in the long run. That's the best I can do for you at this point, but thanks for the question and your interest in CoS. Jatar |
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The 'First' Official CoS Guild/Fansite
General Discussion « Citadel of Sorcery 3/29/09 9:56:26 AM
Though these two web sites are in early stages (and which is first really doesn't matter) we appreciate people starting up guilds and information sites about the game. We'll be stepping up support for these sites in the future. Guilds are an important part of any MMO community, and we're still striving to find ways to add more to the Guild system in the CoS design. It's an area in which we're spending a lot of thought. We want to support Guilds as much as possible. That being said... we are also concerned about the solo players of the game world as well. To that end we've come up with a system where they are automatically enrolled into one of the game garrisons. These act as a kind of generic guild where there are no PC leaders or officers, but have the basic amenities of a Guild. The idea here is simple. For those who want to customize their Guild (in all ways) and have certain friends or types of players, etc. They can do so. But solo player types don't have any game play disadvantages by not belonging to a guild, since they belong to a garrison. Remember, CoS is a game that supports social play as much as possible, but never forces it on anyone. Play in groups or solo, it's your choice. Feel free to ask any questions about this, or drop your opinion, love to hear from you. |
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What's up with Citadel of Sorcery discussion
General Discussion « Citadel of Sorcery 3/18/09 12:48:13 PM
Don't worry. Everything we have promised so far will be in the game. There are many other areas of the design that are still in flux, and those are the things we are holding back until they are a more 'firm' element. For example, you won't find a list of the player abilities anywhere... because we will be changing and tweaking these for some time to come. You'll also noticed in my previous posts in other threads that I sometimes just say I can't talk about that yet. Again, this means that we can't talk about it because it might change. If I ever do talk about something that isn't firm, I always mention 'don't hold us to this, it's still in design'. So, when I do tell you something will be in the game without reservation, you can be confidant that it will. |
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What's up with Citadel of Sorcery discussion
General Discussion « Citadel of Sorcery 3/18/09 10:25:57 AM
I haven't posted on MMORPG in awhile, thought I'd stop by and just say hello, and answer any questions anyone might have.
Or... just post a question in this thread.
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Thanks. The xmas trees were just a quick add in for the party (obviously), as were other decorations around Tier 1. Much fun was had by all during the scavenger hunt around the city. A few of the player races were added in right before the party (first time more than humans were seen). Basically, just the Gargoyles and Verduren races. The Waerians, Jenmos and Tyven are still being modeled, though we finally settled on the look of the Jenemos recently and got the concept art approved. Ony the Tyven are still in concept stage now. We'll add some new art to the web site soon so you can see some of the new race concepts. Meanwhile, there has been a LOT of progress on the game recently. We'll be posting in the devlog on the web site around the end of the month to give everyone the heads up on progress as well as a new crop of screenshots.
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things you guys havnt seen in other MMO's but want to see in CoS
General Discussion « Citadel of Sorcery 1/13/09 12:37:56 PM
First... as to your idea on beams... unknown. We're still doing a lot of design work on player Abilities.
As to your question about our magic system... well, yes and no, or neither, and both. CoS has five Leagues of knowledge. Two are based on types of magic, the Spirit League and the Magic League. The Spirit League uses spirits, which can grant you some possible elemental types of magic, and necromancy, etc. When using spirit magic the user may verbally invoke a spirit, and use their hands to try to contain the energy siphoned off or given by the spirit before releasing it. The greater the ball of energy the more powerful effect this magic will create. Meanwhile, the Magic League is more about using actual spells. When a Magic User casts a spell they may have a voice element as well as actually writing magic runes in the air as letters made of fire. The more letters, the greater the spell. Anyway, in either League, there is a visual element that tells an opponent a little about what is coming once the magic is released... which gives them a chance to do something about it... or get the hell out of dodge. |
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OK, I'll have the web guys post a couple on the www.citadelofsorcery.com web site later tonight. There is one group shot with about eight or nine of us that shows some of the new characters. There is a verduren female and a couple gargoyles as well as some humans in that shot. And... an xmas tree :) We shot it in front of the Spirit League building. |
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things you guys havnt seen in other MMO's but want to see in CoS
General Discussion « Citadel of Sorcery 1/05/09 7:31:40 PM
Well, both. You have abilities to parry attacks and interupt spells, as well as movement to help you avoid attacks as well. There are also abilities to speed yourself up, or slow down your enemies. In the UI there is a small graph that shows you if you are faster or slower than your opponent, so you can see if running will do any good. If not, you can attempt to slow them down or speed yourself up. So you can't run from everything, but sometimes it's a good idea, and sometimes you can do something to make running possible. There are lots of strategic elements like this in our combat / movement system. |
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things you guys havnt seen in other MMO's but want to see in CoS
General Discussion « Citadel of Sorcery 1/04/09 10:06:36 PM
I agree with you, Pellagren. Movement is critical to strategic battle, and movement speed is a feature affected by many elements in CoS. Or course, you want to go as fast as you can, but what you wear, and how much power you choose to use, what special abilities you employ, etc. all have affects on your movement. |
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Happy Holidays to all. May all your wishes come true. My wish is to see all of you in Citadel of Sorcery soon. Jatar |
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Loyal fans... you know who you are, after all, you have already sent us email to get on the Beta test list (even though that is NOT yet near). You know who you are because you can't wait to see if we're telling you the truth about this game, or blowing smoke up, well, where smoke shouldn't go. Yes, you know who you are, and we're starting to figure it out as well. But... as for THIS holiday party, only team members will be joining the holiday game, but... it won't be long before we do allow just a few people into the world now and then for some early testing. Don't you dare ask me when, or bother hopping up and down and saying, "me, me, pick me," like some donkey from a Shrek movie. We, like Santa, are compiliing our own list of those who are naughty or nice, and we will invite a few to early testing. It's a double secret list, my lips are sealed, not even torture or gorgeous women could... wait, how gorgeous? Sorry, my mind wandered... no, not even they could pry the list from my fingers! But eventually, we'll contact a few people to let them help us test some early features. In your heart, you already know if it will be you. |
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Well, let's talk about time and the calendar of the game. Citadel of Sorcery is not a static world, as we've mentioned before. Thus each day of the world is a 'new' day, the next in the CoS calendar. The world's calendar runs on a four season schedule, with 91 days in each season. Therefore, today might be the 12th of Winter. Why is this important? Because today, the 12th of Winter, is a different day than the 11th. And on the twelfth, it might be the Tyven great egg stealing holiday, or the 12th could be the day that one of Morphael's commanders planned to invade a Gargoyle settlement. And it also might be the day that the annual holiday market and carnival started in Westbrook. It might also be the day that the recreated harvest new bodies by the full moon. It is also the day of the week that farmer Jones takes his goods to market, the day a mad wizard releases his magic plague, and the day your enimies plan to ambush you. But... tommorrow, that will really be something different. The point being, in CoS today is not like yesterday, and tomorrow will be different still, new things happen today because it IS the 12th of Winter. So, I hope this answers your question, of course there are holidays, and every other type of event you can imagine, something different every day. There is never (and I mean never) a day in CoS where something new isn't going on in the world. |
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There will be an official update on the www.citadelofsorcery.com website some time next week. We've been working hard on a new milestone build, and getting ready for our company Holiday party. :) Since many of our staff are in different states (and countries) some people are attending via the CoS game world, where there is a virtual scavenger hunt for prizes going on during the party. We'll have many systems there for people at the physcial location of the party to log in and meet virtually with the other team members. Hey, if you have a virtual world, why not use it? I'll post a picture next week of the virtual team in the world together by one of the holiday decorations in Cos.
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Is it FAR too much work to create a virtual world for thousands?
General Discussion « Citadel of Sorcery 11/23/08 12:47:51 AM
The truth is, you will be able to look up some things on spoiler sites about CoS, but they are as likely to mess you up as to tell you what's going to really happen. Our adventures are not completely random generated, we felt that to make our adventures as engaging as possible, each one must be designed by a human writer. However, once the story is created it goes through a process that breaks it down to component parts that are fed into the Quest Generator. Now many things are altered and changed so that the final output for one player is different than for another. Add to that the multiple route possibilities during the quest based off the player's choices and the number of permutations is... well, large. Therefore, even if you read about a similar quest online that another player wrote up, and you tried to follow in his footsteps, his choices will likely not work for your version. Our goal is to create an ongoing story for each player that is unique. Not just a bunch of unconnected quests. This means that what happens to you as you play will change and color the quests you go on in the futrure. If you piss off some nasty cult, they will make it their business in the future to make your life hell. If you help some NPC on a quest, he may help you in the future. Yet each player has different enemies and friends, all based on their actions as they play. This fact alone changes each quest you go on and makes it different for you than for another player. Anyway, this is just a brief discussion on how quests work in CoS. For an early taste of what quests are like, I suggest you read the 'Tour' on the www.citadelofsorcery.com site. |
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Originally posted by crazyst3ve Both of the other answers are correct, but I'll also answer you more specifically. 1) Empowering your weapon: Yes, through the use of Grim and Radiant power. The effect is not time based, once done, it remains.
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Currently the Trident3D engine uses a DirectX 9 rendering system. At this point we're intending to continue to support that in the release of the game. However, we are also planning on writing an additional renderer to support DX10 and even DX11. So most decent systems currently being used for gaming will work with CoS, however, if you want to take adventage of the DX10 and DX11 features, you might want to have a faster system. Finally, and most importantly, what I just said is not written in stone. We won't promise anything until the game has gone 'gold', but we like to at least try to answer questions when we can. This way you know what we're currently thinking, until that thinking changes :) |
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things you guys havnt seen in other MMO's but want to see in CoS
General Discussion « Citadel of Sorcery 11/11/08 6:52:25 PM
Originally posted by girlgeek www.citadelofsorcery.com We're also listed on MMORPG in the game list: Citadel of Sorcery |
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