A WORLD AT WAR
You play one of the Fallen Heroes, a soul of renown, brought back from the dead from a time in the past when true good fought true evil. In those days the Reflected Worlds were in a Golden Age of prosperity, only threatened by the sudden attack of demons. But that time is gone… and you are awakened to a world where evil holds sway. The Reflected Worlds are on the brink of destruction as two powerful forces of evil battle for supremacy, with all free folk in the middle. Into this time of terror, this war between the evil sorcerers of the Citadel and Morphael’s twisted creatures, a Hero is reborn.
You are that hero, and your soul is rescued and placed into a new body. In exchange, you are sworn to a nearly impossible task… bring down both the evils that threaten the Reflected Worlds. You must destroy the evil sorcerers that rule the Citadel, and defeat Morphael and his hordes of evil creatures. To do this you and the other Fallen Heroes must join the evil forces of the Citadel of Sorcery and attack Morphael and his hordes, yet secretly you must also work from within to bring down the rule of the evil Sorcerers and liberate the Citadel of Sorcery.
ABOUT THE WORLD
The world contains both massive multiplayer areas as well as fully instanced playing worlds for smaller groups. These instanced worlds are gigantic, and have endless and seamless adventures waiting your group. By making full use of this extensive and advanced Instanced system the game can create FAR more in depth and interesting quests for solo players or groups. These adventures take place in a world environment this is dynamic, changing and affected by what you accomplish. The Reflected World is a vast place, with every type of conceivable terrain and countless villages, towns, cities, caves, dungeons, and more. You will travel under and over land, down rivers, over seas and through the air.
INTRIGUIING QUESTS
Our quests are not your garden variety simple task lists you may be used to from other MMOs. Each adventure you undertake is designed for your character and takes into account what you have accomplished in the past. Each one is a rich and interesting quest with story, plot and twists that continues your story in logical fashion. The NPC enemies you have made will return to challenge you; the NPC friends you have gained will at time assist you. Organizations you have helped or thwarted in the past will come into play in the future. And no other player will go down the exact same story as your character, your story is uniquely your own. Perhaps most importantly, they are not linear grinds. Your choices, successes and failures along the path shape each quest into a unique adventure. It is no longer a matter of just killing your way through hordes of creatures to reach your goal, the choices you make at key points will shape the branches of your story. Simple put, what you choose to do… matters.
SOLO AND GROUP
You are never forced to group in Citadel of Sorcery, yet joining Guilds and creating adventuring groups allows you to enjoy group tactics and shared experiences. But if you feel like playing alone, you will not be penalized. ALL adventures are available to the solo player, as they are to groups. When you do group, Citadel of Sorcery uses several innovative systems to allow higher level characters to group with lower level ‘newbies’. This can be done to help them along, to ‘catch them up’ to your level, or to just join their adventure for a short time. Our Quest Generation system takes the experience and skills of the players in your group into account and creates adventures that are suitable (even if the group changes during the adventure). We can’t reveal the technology behind this as it is part of a proprietary system built specifically for this game and is a good portion of the technology we have been designing and building for three years.
RACES
Besides human, there are five other new and unique races in the game. We have some unique methods of choosing your race that we hope you will find enjoyable, but we’ll leave that information for when you begin your story. I can tell you that you will have a good understanding of all the advantages, and yes, disadvantages of each race before you chose your race. You role players out there will appreciate the deep history behind each race, and their unique characteristics. And we hope that all types of players will enjoy the way the variance in the races impacts the game and enhances the strategies and fun.
CLASSES
Citadel of Sorcery does not have a limited set of class choices. You do not choose a class to start the game; instead you may create your own unique class based on what you learn during character advancement. Alternately, for those wanting help, there is a University that will provide you with a ‘plan’ on how to become one of the thirty some University Cadres. However, you are by no means locked into one of those plans, you can just create you own class since there are nearly unlimited combinations. Gaining skills is not random, nor are you handed one you do not like when you go up a level. Instead, you can quest for your next ability and plan out exactly what you want to learn. You get to advance your proficiency through both study and practice.
COMBAT
The combat system in Citadel of Sorcery is designed to offer you many strategic possibilities the entire time you fight, yet not be overly complex so that you cannot understand your options. Partially this is accomplished with an innovative user interface. We call our UI system, ‘Situational UI’. This means that you don’t have a lot of UI clogging up the screen, but when a UI element is needed, it shows up at that time. This system also uses as many direct and intuitive interfaces as possible. The situational UI brings up what you want when you want it, or allows you to directly manipulate the item.
The combat system is also revealed in a systematic progression. Initially combat is very simple with simple strategies, but as time goes on we gradually add new strategic options. This is also timed with the gradual increase in varied opponent AI. This way players are never overwhelmed by too much to learn, yet not bored with a stagnant combat system or enemies that always act and fight the same way. Players will need to evolve their combat strategies over time to cope with new monsters and their altered tactics. Combat is integral to the enjoyment of our MMO, and we have spent a lot of effort to give you the most enjoyable system possible.
OPPONENTS
Your opponents have actual intelligence in the game. This doesn’t mean they are all stupid or smart, but vary quite a bit. You must adapt your tactics in a battle to the intelligence of your opponent, some of whom will even learn as they fight. Unlike many games, the same combat strategy will not work against all opponents. We should note that although monsters have varying intelligence, it is also consistent. A zombie is always stupid, where an evil sorcerer is always fairly smart, but you wouldn’t want to use the same tactics on these two adversaries, trust me on that.
PVP
Citadel of Sorcery is foremost and primarily a quest and adventures based game, focusing on giving players intelligent opponents in story driven adventures where your choices shape the outcome. This means we don’t fit into the standard frame of current games, so don’t expect to see those elements. Our game is designed to make the world intriguing and challenging in new ways. Yet, we do offer players the ability to fight one another solo or in groups so they can measure themselves against a live opponent. This is done through bouts in the Coliseum where solo players or groups can be schedule bouts and fight. These bouts can also be witnessed and wagered on by other players or the contestants.
ADAPTIVE GAME PLAY
As a player you don’t always want the same thing every time you play. Some days you might want some simple and somewhat mindless fun. Other days you might want to do some exploring, or hunting. Other days you might like to get involved in local happenings… like a posse forming up to hunt down a killer, or the protection of a town under siege. And most often you might like to delve into a true and amazing adventure where you are the lead character in your own story. Citadel of Sorcery is designed to allow players to decide what kind of adventure they want at that moment, and then deliver that game play.
A GRAND CLIMAX
Yes, it is true, like any good fantasy novel or series Citadel of Sorcery has an epic climax where the player gets to be a part of the resolution of the entire story. “How can that be!” You might ask, horror struck at the idea of an MMO not being an endless grind. Well, Citadel of Sorcery IS NOT an endless grind. You live through your story, and at the end you get that big pay off of a climatic story conclusion. You get the satisfaction of facing the ultimate challenge, the climax of your epic adventure.
And then… is this the end?
Of course not! We don’t boot you from the World, or make you start over. Like every great fantasy book, there is always the sequel. Your character continues on in the game, and their new story will begin where the old ended. This new story will build toward its own grand climax down the road.
FINAL NOTE
There is so much more to tell you about this new type of MMO game, but many of the design elements have to be kept secret in this competitive development world. We’re attempting to bring new and innovative concepts to every portion of the game. Players have asked for something new in their MMO game… many are demanding a revolution in the design of the MMORPG genre… we’re trying out best to make Citadel of Sorcery that game.
We choose to reveal the game to this extent and this early simply because we wanted to get input from the players. We knew we would take a lot of flack from a few people who feel it is necessary to tear down any developer who attempts to do something new. Since the art of the game is only at prototype level, we knew this would also take a lot of heat. However, there are also those who understand that we are doing our best to fight a system where new game design is discouraged as ‘too risky’ to fund. We’re doing this by investing our own time and funds to the project, and have for three years so far. However, the team members are committed to the ideals of this game, and are willing to work to make it a reality for those who would like to try something different in their MMO game. Please be patient and kind, and help us with constructive criticism rather than angry attacks. And remember the words of the Enchantress…
All is not lost as long as one Fallen Hero is true… be the one.
Well, that answers my question from part 1 about "solo-ability". Many thanks. :)
This game sounds very interesting, and I wish you developers much luck and future success with it. I suppose it's too early to talk about your beta/game completion time frame? Oh well... I'll definitely be watching this one.
If you need a writer/editor, let me know. ("Intriguing", not "Intriguiing"...)
And, yes, this game IS definitely intriguing. :)
While I applaud their efforts to make a game that stands out from the other MMORPGs out there, this sounds more like a single player RPG than a MMORPG to me. Heavy instancing, little to none PvP, only sporadic need for other players..? Leaving out the other players in a supposedly interactive world makes little sense to me. But I might be wrong about how the game will turn out, we'll see.
We choose to reveal the game to this extent and this early simply because we wanted to get input from the players. We knew we would take a lot of flack from a few people who feel it is necessary to tear down any developer who attempts to do something new. Since the art of the game is only at prototype level, we knew this would also take a lot of heat. However, there are also those who understand that we are doing our best to fight a system where new game design is discouraged as ‘too risky’ to fund. We’re doing this by investing our own time and funds to the project, and have for three years so far. However, the team members are committed to the ideals of this game, and are willing to work to make it a reality for those who would like to try something different in their MMO game. Please be patient and kind, and help us with constructive criticism rather than angry attacks. And remember the words of the Enchantress…
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Flaming a game that is still in early development is lame and stupid. You always have those people.
But there is also something called constructive critisism ;)
Problem is that many of us have seen so many statements from developers before about their new MMO being revolutionary and something new, who would stand out of the rest of the competition. And in the end only ending up in one big dissapointment, because they couldn't deliver on their promisses.
Vanguard: Saga of Heroes is a prime example of that! How many players got shafted by Sigil and ripped off $50,- is just unforgivable. And that still stings on many!
One thing that always plays a key role is "budget". Money investment is what desides what you can or cannot do. When you run out of money and thus time you will have to make choices as company. And usually it ends up in either scrapping a lot of promissed features or rush out a terrible bugged / flawed game.
All I hope for you guys is that you have enough money to support your claims and promisses and that you can deliver on all your claims.
Then I say: GO FOR IT!
Cheers
While I am not a big fan of instancing this game does sound diferent. To be honest different will get my money every time over same old same old. They seem to be trying a huge amount of different things, but ofcourse everything comes down to implementation. I have seen some of the same claims prove to be somewhat hollow in the end still hope springs eternal. I wish you the best with your continued development.
After reading both parts of the game intro, the concepts sound great. I would give this game a try even though I too have seen these ideas stated before and over the coarse of development 'short change' the public. The last game that had a similar style of gaming, Horizons. I was so looking forward to that game just to be disappointed at launch. With this said I do wish the developing team luck in an attempt to 'break the mold' of current MMOs.
Wow, it sounds like a MMO dream come true for me. I wish them the best of luck realizing their ideas.
Lately I have to wonder what is it about the 2nd "M" in MMORPG that developers don't get? Mutliplayer does not mean that complete solo play!
You know when you put in mostly solo play you satisfy the kids and turn off everyone else. Problem with kids is they have a very short attention span, hence most subscriptions last only a short time.
Without significant multiplayer features, games like this die on the vine very fast. I am suprised the people funding this have not pointed out that error to the developement team, seems to me you should always examine the problems encounted by previous games and attempt to alleviate them....not compound them.
A MMO that doesn't force one to group. My biggest problem with WoW is that it forces one to group. I don't play WoW anymore because of that. Outside of the dailies all that is left is raiding, for which I don't have the time .
This game sounds like it will fit my play style and schedule. I hope you can pull it off and not be forced by one of the game distribution companies to be more "WoW like". If I wanted "WoW like I'd still be playing WoW. I think that might of happened with Vanguard.
This is perfect, as it asnswers many of my questions. This is a big risk, but I think they can succeed.
I did read about this game. It did seem like a perfect game, but then I did read about the instance. Then it will be a group/single player game, not a mmorgp game. Have seen this in a couple of game and always they claim it has to be that way, I dont think so. instancing should only be used when it has to be.
If it is a dynamic game, than instancing is not a part of that. So what will be left of the dynamic mmorpg game?
I hope they change there mind and drop almost all instancing. Then they would have a very good game.
I know I would be testing it then, but with instancing I would not spend my time on it.
Greetz
I think you're generalizing too much here. For one thing, just because a game can be soloed doesn't mean it won't have "significant multiplayer features." I suspect it will. But the smart money would be in designing a game that can be soloed for the core content but that also has significant *optional* multiplayer and/or PvP content/regions. If CoS does that, then I think they could be quite successful.
Guild Wars is a good game that is playable either multiplayer or solo or a mix of both and has proven to be quite popular. If CoS can be either soloed or played in player groups from beginning to end, then I'd say that's a really good feature. There's nothing I hate so much as getting totally stuck in an MMO trying to pull a player group together to complete some instanced dungeon or other. Yuk. It's why I canceled my WoW subscription and never went back.
If CoS *required* grouping for instance content (the way WoW et al. do), then I wouldn't be interested in it. Apparently (?), CoS does not--though I'm not quite sure how they intend to do this. There are plenty of other MMOs out there that REQUIRE grouping for people who prefer that style of play. I am not one of them.
I also like the idea that CoS appears to be story-driven, rather than grind-driven, like so many MMOs. It (evidently) has a beginning, middle, and end ... leading to a new beginning, and so on. If lots of instancing is required in order to personalize the story, I think that's also a really good thing.
Respectfully, I have to disagree. I am 38 years old and play a lot of MMO's. My gaming friends are also in their 30's. We play a considerable amount together, but we also all have individual lives and commitments that prevent us from grouping. So we play grouped or solo depending upon the day.
DDO is a game that really focused heavily on grouping. If your argument held true, then DDO would be a phenomenally successful game. Yet despite having great graphics and compelling dungeon adventures, it's only a mediocre success at best. My friends and I stopped playing it because grouping was the only choice that we had, and when we couldn't group up we had no choice but to play something else. There just wasn't any solo content available in DDO with which to occupy our time until our friends came on.
If you have one game that focuses exclusively on group content and another that offers both options, where will you spend your monthly subscription fee? You'll naturally spend it where you can play whenever you want to. DDO learned this the hard way, and has slowly been introducing more solo content to the game.
As a mature player, I want BOTH kinds of play. I want compelling content that I can enjoy with friends, as well as equally compelling content that I can experience when those friends aren't available. The "join a big guild" argument just doesn't hold water, in part because of the fact that we're mature players. We have developed a core group of solid friends that we work well together with. We don't like all the politics and cliques that form with big guilds. So we -- and many other mature players just like us -- will naturally gravitate toward games that cater to both solo and group playstyles.
That being said, I'm not too sure about the use of instancing as it's described here. If the game world has as much space as the real world, yet that space is heavily instanced, it seems to me that the result would be a very dead world. It will be necessary to learn more about this aspect of the game as the devs make that info available. For now, I'm withholding my verdict.
Sounds good I can't wait to see more.
It does sound a little like Guild Wars, I am hoping it really is something different and they don't go with Sony
From what i get from how they described the game so far, people seem to be misunderstanding the concept. As a few have said already you can do it by yourself or go with others, Free to choose which you like. You get both players happy with that.
Also other companies have said these things before and i do agree we have been disappointed. I just hope these guys keep what they are saying. If they do come through with what they are saying and i must agree mmo's need a change. The grind fest is just getting to tiresome. People will always argue against what they are doing because of past experinces, good or bad. I will be keeping my eye on this game closely. You have my interest.
The concepts sound fantastic. As a programmer / geek myself I can't wait to hear more about the working of the engine, especially the quest generator. If that piece delivers this game will be great. And for those moaning about instancing / solo-ability ... think about your favorite books, esp fantasy sci-fi. Do the hero(s) roam together in a band at all times? Nope.
Excuse me, but your statements seem contradictory. On the one hand you advocate letting the player choose between Solo and Group play, and how having the choice is always better than being forced to only one or the other (and I couldn't agree more with you on this issue).
However, on the other hand you state that you think having the choice of entering a fully instanced world, complete with all adventures, towns, NPCs, enemies... everything... or going into the world where there are other MMO players... is bad. So you want to limit the game play choice to one of these, instead of having the game allow you to choose what type of game play you want at that time?
Personally, there are times when other players are just annoying me. I'm on my adventure with my group of friends and some other group of players 'takes' what I'm looking for or need. I have to wait... I hate to wait. What good are these other players to me when I'm already in a group on my adventure? I'd rather have a world where my group was able to adventure without other groups getting in my way.
That being said, there are also times when I might want to wander and maybe join another group of people. If that were the case, I'd like an MMO area for grouping up and interacting. I've read all the posts on this game, and read their Q & A section on their web site... they are offering both choices to me, much like offering Solo or Group play. I want the choice, always, for both these things.
the heavy instancing cant be as bad as AOC
Instancing does not make a MMORPG, it functions to allow for more variety but at the same time taking away the best part about a MMORPG, PEOPLE!
This game has some good ideas, I really like the sound of the dynamic monsters attacking towns, but at the same time I see alot a fail for the masses. PvP lots of instant content even at this early stage.
Take WoW add in DAoCs RvR, your mosters and towns AND MOST importantly in without border's ie: ONE game world, when the world becomes too crowded add another server cluster and expand the area and you will have the best game on the planet.
So im guessing its too late for something above?
That's probably true. AoC is in the "other MMORPGs out there" bracket either way.
It read to me as if it's going to play a lot like Guild Wars.
It left me wondering how open the world will be. Is the world itself instanced based upon my actions the quests I'm given so that every time I enter the instance of that part of the world my actions will be reflected in what's going on there? Or will each part of the world reflect the overall actions of the server.
Exactly how much impact will I have on the world as it relates to all the other players.
Will I be on a solo adventure that is seperate from any I take as a group? Will players be able to "help" in a solo quests and will taking part in somone elses adventure have an impact on the way that your story unfolds in solo play?
It sounds more like a co-op game then an MMO one. I see it being more like an adventure driven Guild Wars.
well no ffa pvp for this game so as well as it sounds about the other stuff seems just another carebear mmo for everyone to hold hands
wont waste my time or money following it or playing it
I need a hug......
convict1 perhaps before you exit I could coax one out of you......or at least just hold my hand for a little while....
~Hairysun~
You need to read about the game before trying tp compare it to another game. Cos is nothing like Guild Wars, nor is it like LOTRO, or EQ, or WoW... that's the whole point that many seem to be missing. This game is something new to MMOs. People... this is not a static world, nor is it 'job' type quests of 'fetch me nine bananas'. The devs are clear on this, just read.
They are also clear from their posts that solo questing is optional. You can play any adventure... any, as a group. There is no separate 'solo' quest line, but you CAN solo quests if you choose. Players can come and go into groups as they please, help when they want to join, leave when they want to split off. I know... because I just went ahead and asked the devs. They replied almost immediately.
I don't know why people feel the need to try to make CoS like some other game, when it has clearly been their intention NOT to be like other games. Have some imagination, everything doesn't have to be a clone. CoS is something new. Some won't like it because it isn't what they have played in other games, others, like myself, are looking forward to playing something different.
Question: If they have multiple servers, and a gameworld that is completely dynamic, how are they going to handle coding the updates, bug fixes, events, etc. If each server has a different world on it, won't they have tailor each update to the coding of each world?
i read the two articles over the past few days ... and all i can say is GOOD LUCK .... and i really mean that , its sad when ppl want to compare and assume before knowing all the facts .. in hind sight we will not know more cos they dont want to let out too much ... this is understandable. I think in some ways this was their way to ask us ok heres our game heres our idea we CAN do this .... now what would u like to see as we move forward. This engine and the dynamics of the game sound by far more than interesting adaptive AI ... its like a PC that lives [ TERMINATOR ] and adjust to the world around it.
"Today i kill Snowlord Axtelsmash and tomorrow when i think all is calm the AI has made his Brother to come avenge his death while gaining my enemies trust or backing in which they could all conspire against me to see me fall six feet under ... three words " COME GET SOME" ... lol i really hope to hear more on this in the future ... is there a website or official site we can see this game coming up or is it still gonna be secret for another yr or two ? ..."
now as a pvper this actually sounds quite interesting with the collesium , for several reasons the pvp is kept to a secluded area .. can be solo or grouped based [ makes good for clans and guilds ] so in games where pvp is usually possible we already have gotten rid of a PK problem in open ended areas while in the actual progressive world. However im concerned about the balance of the pvp as if ur on ur own quest developing ur skill not everyone will be equal. Im hoping theres actually some kinda cap or set for the pvp ... there has to be rules. However this could make u alot of money if ur good at it ... the idea that others can watch is something interesting too cos then u cant say U DIDNT LOSE to the NOOB lol ... only thing i can see is pvp players need more warzones and map types to keep them interested ... its all bout strategy and adaption and a tru pvp player understands and loves that aspect.
One of the more interesting parts i read is the availability of the quest and where or how far they can go ... more so in the Air ... so maybe theres a flying class or something ... dunno but this game sound totally open ended as far as where u can go cos if u can get to the air that opens up a whole new game ... even if it is instanced ... i ll say this for ppl saying this is like GW ... in GW one of the best things that help it work is its instanced areas , ppl dont have time to wait for a bunch of ppl to kill the same person , however the way this game sounds im interested also to see whats instanced and whats open ended cos it sounds a bit confusing and contrasting. But i do wish u good luck on implemention. The Last part i found most interesting was the END GAME ... when u finally reach ur climax a new one will begin .... im thinkin this has to do with that adaptive AI ... when u take one out of power surely another foe will rise ... interested in this part extremely cos REPLAY value is whats the biggest key to any game.
sorry to post twice but hoping that one of the team sees this thread which im sure they are otherwise they wouldnt be doing the interview or w/e ... in this reply i was hoping just to give some feedback of some stuff im sure u thougth of but as ur game sounds well like real life i just wanted to give a few ideas i hope to see as this comes along .
First in this article it says in one part about what u want to do on a day to day basis and some change ups like a hunting party or living ur adventure or helping on a town seige etc ...well it got me to thinking a game that sounds this dynamic needs more RL implications.
Like maybe marriage to an NPC or another player ... as it says u will forge relationships with NPCs that will affect u later this sounds great as an enemy could always use ur family against u. If he or she were to die this would definitely be an affect that would shape a persons future and their outlook on life.
Time itself ... a change in seasons as well as day and night
Character housing which surely could be instanced ... ppl could come on invites i suppose ... if attacked ur home for instance an enemy could burn it down or cause damage forcing u to do repairs .....
this may be flamed a bit but ... not sure on what rating ur going for as far as ur audience but what if one day i dont feel like doing anything just sittin back in the game world minding my own business talkin with friends or gettin to know new ones ... i want to CHILL bY the OLD SHADE TREE and take down my last swallow while watching the sunset while Fishing for rations in the old lake or pond ... this could make for some great screens btw as well as video later as well as a drunkard storyline as ur character may become obsessive with drinkin and fishin by the old shade tree lol.
how about PETS ... yes i went there , everyone knows mans best friend is loyal ... only this is some fantasy world so imagine what could be created ... however all pets eventually die or take one for the team once in awhile ... so death should be embraced. When ur pet dies it dies ... they are like doritios ... kill em off they ll make more lol ...
since u have betting how bout a gambling house where u can play slots or poker or some blackjack for ingame cash. could be set up like mini games and something on the side for players to do besides all the other activities already at their disposal. this is the part that also makes me think this games audience is gonna be a more mature audience as far as its demographics the betting alone im sure would be a major concern from the parental community for children so if ur gonna do it go all the way lol
im sure i could go on and on but i wont just something bout the lil bit of info says that all of the above is fully possible in ur game .... but as u r trying t break the mold on the MMO market i wish u the best of luck and lookin forward to hearing much more on this game ... I think this is exactly the type of game Jeff Strain over at Anet was talkin about in his " How to build a Successful MMO" article .... for those that havent read it google it , its a good read.
Jatar
Citadel of Sorcery dev team member
Jatar
Citadel of Sorcery dev team member
LOL i love this one, says instancing wont make the game dynamic, so what your saying is that if 500 people sit there waiting for the orc chief to spawn that is dynamic, The instancing Allows for a dynamic game, one group may have ot go kill the orc chief, but another player may have destroyed the orcs and now there is a small guardpost there with a quest. That is the beauty of instancing it allows for specific portions of a quest to truely be Your own story.
I am looking forward to try this game, after the launch. :P Not going to try anything in beta, want to experience it fully. :P
CoS looks interesting and I wish the team well in bringing it to market, but there are several reasons why I doubt if I will be playing it, should it ever actually go live.
Firstly, the "You are the Hero" concept is an absolute turn-off for me. Not only do I have no desire to play a "hero", but I actively like to play regular, run-of-the-mill, anonymous kinds of characters. I thoroughly detest RPGs that tell me I am big, important or special; I just like to be there in the background, wandering along fairly aimlessly, doing my own thing. Being made the centre of attention or the focal point of the story is plain annoying.
Most MMOs give a nod to this kind of thinking, having NPCs recognise your character and claim they have "heard of your exploits" and so on, but it generally isn;t material to gameplay and I can easily tune it out. If gameplay actually relies on me playing my character as if what he does is "important", then that's lost me as a customer right from the start.
Secondly, CoS sounds extremely story-driven. I don't actually look for story in MMOs. I read books for stories, or watch movies, where stories have genuine depth and meaning. It is possible for RPGs, on or offline, to tell a story (although Adventure games in the old style did it better), but generally those stories are pretty trite and thin. I am far more interested in my character having a "life", where his own story accretes out of a theoretically endless series of apparently unrelated actions - just like non-virtual life does, in fact. So the game having a strong, overarching storyline that it is pretty much compulsory to follow is another big turn-off.
Finally, I like predictability and repetition. That, in large part, is what i come to MMOs for. Intelligent AI, clever monsters, dynamic content, a changing world - all of those are negatives for me. It's about as attractive as if i came home from work each day and found someone had moved all my furniture round. I want to know where things are, I want them to be where they were yesterday, and I want them to do the same thing they did last time i used them. So, another offputting design element there.
I have, however, seen many of these claims made before for MMOs that turned out in practice to be absolutely standard for the genre, so I live in hope that most of these will turn out to be nothing more than promotional fluff and CoS will finally emerge as another mainstream, solid MMO. In which case i will definitely give it a try
Wow and omg i try and think of the type of game Bhagpuss says he likes and i honestly can't even think of how completly boring a game like you would describe would be. No story, nothing actually happens people just mill around waiting cause they all expect something to happen to them before they do it then they chew there lips cause if they react in any remarkable way someone may go hey and pay attention to them leading to one conculsion
This is his mmo game
You make old people that sit around shuffling from room to room occasionally yelling at the nursing staff then you scurry away to avoid "attention" while waiting for reletive to arrive and give you things to do, veyr mundane things, like get them a sandwich or help with the groceries. The reward for these activities is points used to be left alone and make people not remember who they are, which help cause most of the players are old people anyway
That reminds me of ZenMUD.
It was an old text mud where you gained experience by sitting idle, but when a trivia question was asked, you had to reply (right or wrong), or you got disconnected (and thus stopped gaining experience).
I second the shock and 'omg'. Well, the good news for this guy is that there are already LOTS of games he can play already! Fortunately for many of us who are quite bored with 'predictability and repetition', dumb AI, stupid monsters, static content, and the same old world every day, we have Citadel of Sorcery to look forward to so that we can finally get away from all that boring... and I hesitate to call it this... game play.
I will keep an eye on this MMO , it sounds promising.
It would be nice to play a game different than all the games that are on stores these days....
To the developers of this game - I applaud you for trying these new things and breaking the formulaic mold that many MMORPGs have fallen into lately. It is a very ambitious concept and I look forward to seeing it develop. I really hope when it comes time to get a publisher they allow you to keep the innovative parts of the game design.
In any case this looks like a game I would really enjoy and there is nothing like it out there right now. Good luck to you guys and I will be keeping my eyes on this!
That actually makes me more wary...not less. Trying "something new" with the standard designs of mmo's = fine. Trying "something new" with the area that bug fixes are = a bit scary.
What do you have to be 'wary' about? You're not the one risking millions of dollars. If the dev wants to create a new system that allows them to create a better game, good for them. You don't even have to risk the price of a game, you can just read and find out if it works or not... they have to risk millions. Jeez, give them a break.
The point being, excessive instancing like they are talking about basically ruins the massively part. If you want to play solo so much get a single player game, there are plenty of them out there.
Personally, the way Wow did instance is fine, you have to party to get the good items, as it should be, good stuff should never be available solo, it just makes it a farming paradise if you instance everything.
Nothing wrong with innovating, except when you take it too far. Unless they majorly tone down the instancing this will be another one and done game, won't last a year.
yea cause hearing 50 "kids" screaming chuck norris jokes and 100 others calling each other noobsauce is really what i wanna see for almost every moment i play. 10 years ago i didn't care 1 way or another about instancing. But with the utterly immature 90% of the gaming populace playing now being in an instance is the only time i can even enjoy playing games. most games should be called MMONusreryGames. This at least lets people who actually want to experience the game and the story do so without people who's ONLY enjoyment is bothering every person they can find.
I'm a little confused here. If the world is going to be 900 million square kilometers big, and this new quest system is truly adaptive and dynamic, then why is instancing necessary?
If there's truly that much space, can't this magical quest system send everyone to a different place to do their grand epic style adventures? (or at least spread everyone sufficiently out and give diverse enough objectives to keep crowding and overlap from happening?)
If NPC's come into the world and exist until they perma-die, would I, for example, ever need to enter an instance to deal with him for my quest? (presumably for the purpose of not having to share a spawn) If so, can't the magical quest system just make enough NPC's for every individual's needs so that I don't have to enter an instance? I mean, I'm assuming the same guy won't die twice anyway from what I've read, otherwise it wouldn't be very dynamic at all...
When town's get attacked or raised to the ground, is that instanced too? I mean, if it's not, that's a pretty big scale event on its own, proving that you don't need an instance to make something more grand or cinematic...
It just seems to me like the two concepts, a gigantic fully adaptive world, and an instanced world where people do things apart, are not necessary to each other. Having both seems like trying to design two completely separate games.
Now I realize I don't have all the information here, and I'm sure you've shared all that you can at the moment... Perhaps there's something I'm missing? Is there some way that these things will work together that's actually better than just not having instancing? Again, why can't all that superb dynamic adaptive content just exist in the normal game world? 900 million km sq. man! That's the size of Earth! Even with a population the size of every WoW server, a world that size would be barren... And to boot, a quest system that (on the surface) sounds like a sentient AI lol... Surely it can handle putting everyone in the same world and give everyone somewhere different to go...
Please enlighten us.
This explains a little more. It sounds like they're using Instancing which could work to limit players who try to exploit the reactive game system they describe. It won't stop their exploitation but Instances would limit the damage to the shards rather than the whole world. And they're addressing issues of other MMORPGs like solo-ability and playing with different level characters. They seem to know what they want to do, but doing it is a whole different matter.
I have to laugh when they made this comment:
We knew we would take a lot of flack from a few people who feel it is necessary to tear down any developer who attempts to do something new. Since the art of the game is only at prototype level, we knew this would also take a lot of heat. However, there are also those who understand that we are doing our best to fight a system where new game design is discouraged as ‘too risky’
If they're afraid of flack, then they shouldn't be in the gaming industry lol And in making their noble claim about how they're fighting the Evil System by being Innovative, they neglect one simple fact. New game design IS RISKY BECAUSE MOST OF THE TIME IT FAILS.
And we've seen those failures, time and time again. So until they can prove they're actually capable of pulling off all they claim and they're not just full of hot air, the community shouldn't expect anything much. When they have a working demo that they're showing off at conferences, then we can start being excited, but right now, it's way, way too soon.
The idea they are aiming at sounds fantastic in theory if it can be pulled off. Too early to pass any sort of judgement yet though, although many seem to be intent on doing so...
At the end of the day its how it works in practice that will matter - be interesting to see how it turns out - hope it works :-)
Although I normally go for PvP, this game sounds, although explicitly said that it only contains minor PvP, very interesting.
One thing that bothers me is what they will do once one or both enemy factions are defeated, because either you don't even get a chance or they invent something for after that. The problems with the first one is that, in the end it could end either like WoW: Just searching for the best equipment; or like Guild Wars: fighting (maybe not PvP) again and again in battlefields. The problems with the second idea is, how are they going to invent new stuff and balance it, when they don't even know when exactly they are going to implant it.
So I hope they find a way to solve this
(And I hope they take all the time they need, I would actually even donate if it helps)
Thanx for the outlook into what ur really thinking about or have already put in the game . After u replied i spent the last few days [busy weekend] finding some of ur threads where uve mentioned anything about this game as it really peaked my interests, thats when i found something about a newspaper , or Town Criers that were there to let know of the world around u. I was gonna say when i originally was puttin suggestions these two were at the top of my list but i thought id b flamed for such an idea cos so far well it just doesnt happen in most games. I also read about the questing with others , and he did say that questing with others does influence ur own personal life as well as theirs. Again all these concepts sound really good and i hope that u find someone [publisher] to back u.
On the artwork thank u for not focusing all ur early attention to this .... to the neigh sayers if this engine is capable of all they claim u should be thankin them too , infact as they ve come forward now im sure theres alot of HUNGRY ARTIST out here this is ur chance into the professional world as level designers and more ... just a thought ... this also means they havent actually set graphical limitations yet to btw which is a good thing ...
can we know a lil more on the terrain thing im really interested in this IN THE AIR thing .... is their a flying class , a way to fly , quests in the sky ?
id like to add a few more suggestions but these arent so much about what id like to see in ur game
1. Publisher ... i know ur hungry to get one seated and i cant wait for the day we all read about it as an official announcemet . However now adays it also seems that so many are ready to be the next WoW and willing to do just about anything to get there . Including regular clones and companys that are willing to let the games fail so they can suck up the technology for their own interests . ... Im not saying NCsoft by far but when u lock in one, do think of a company like that as they are into trying new things and new ideas on breaking the mold on the MMO market ... GW success of 5 mill units sold is a perfect example cos when ANET tried it and succeeded ... it was believed it couldnt be done. They re goin in theyre own directions im sure but i was using them as an example of what kinda heart the publisher has to have ...
2. When U ask me to marry into ur game [ subscription fee] cos i kn u need ur money back and want to make more , just make sure that i dont regret marrying into it so i stay married to it ... unfortunately it doesnt come with a prenup but does come with the ability to divorce. As a gamer urself i believe u and ur team made this game with gamers in mind and its not just the game u want to play but the one u and everyone has always dreamed of.
3. Fantasy is fun and all but at same time it needs something new ... i really hope to see a cross somewhere between technology and the classic take on RPG style games so please keep this in mind as u build ur world. Swords Shields and mystic ability can only hold someone for so long.
4. I want u to deliver the game u want us to play , while takin the suggestions of the community and improvising and implementing this into making it a great game , my last suggestion is one that has happend all to often as of recent ... Dev teams turning def ears to their community ... please no matter who backs u dont allow them to take ur gaming sense away ... ur a gamer so u know how important this is to u ... cant please everyone i know but i think the big dogs at the top have sometimes forgotten we are what makes or breaks games. IMHO thats why WoW / GW continue to b where they are .... bc their teams dont forget ... ok ok as well as good financial backing i ll give them that . lol
I wish u the best and looking forward to anything new and official on this game .... Hey if u need some quest writers ill give u some for free ... would need to know some backround and more in the game but heck just to say theyd be in game ... and when u do finally go live i d be able to say hey i made that quests lol.
Lets look at wikipedia's definition:
http://en.wikipedia.org/wiki/MMO
I think that pretty much erases your MMO disagreement.
As for instancing, im on the fence for that. I believe its necessary for some parts of games and not others. Everquest taught me to hate not having an instance when I had to wait for days camping a monster with guilds. This day and age casual players which can easily be 80% or more of the players out there dont have that kind of time to wait. Instant satisfaction Is what drives games these days.
And I am betting that the questing system will not grant so called "farming rights" as I doubt you will be able to repeatedly enter the same instance over and over to get an item or items. A simple fix to this is coding a flag that tells the server, player xx has this item or has recieved it already, and put a "timer" on it to avoid the player farming. Plus what can be done is to create a method that once you hit an instance, as you kill mobs in it, they cant respawn until the quest is completed, and instance closed not allowing itself to be redone by the same player.
Most of you are reaching conclusions on a game that DOES NOT EXIST!!!
The game looks very good on paper and the developers are working on a truly REVOLUTIONARY game. I hope and wish this game gets out; let's wait a couple of years and we'll see.
1. No FPS combat.
2. Why look at this game, it is dead. Darkfall here we come.
3.. Grow up developers, we are geting very tired. You think we accept this kind of bollocks ?
Saorlan, no FPS combat? seriously, I think you're on the wrong forum, and I also don't think you understand the world these guys are creating.
What I read suggests:
1.) The world is STORY. You play a character, not neccessarily a hero at all times - your story is developed around You, and what you've done. You will develop not just skills and stats, but a link to other PCs, NPCs, locations and events. As these linked characters and locations are affected, you'll be drawn back to them because they should be interesting to your story.
I believe this will be where the instancing shines - as your story develops, and you make irreversible decisions, the STORY can branch slightly with instances for those who are aligned at that point in time, without negatively affecting minorities or allowing griefers to mess with the main plot you're really interested in.
2.) I can't believe people bother posting here with "graphics are poor", "been tried before and failed" etc. To me, the idea is the big winner. They have released an early interview, which is great as it shows us these ideas RPG fans have been looking for, are actually being worked on. What these same fans are after, is what is being developed; we're not neccessarily interested in those fancy graphics or PvP arenas.
3.) On PvP: I don't see it being limited by this description; rather, I see the Story-driven world as a new introduction to the PvP idea. Imagine again, your character in a town, where the town crier runs through announcing bandits have hit the neighbouring farms, where you and some friends get a good deal on weapon repairs through a friendly blacksmith you saved earlier. Now there is serious reason for you to rally a few people and go save the area. Now add to the scene that the bandits are actually PCs hired on another interacting story-line raiding for prisoners, and you have PvP combat which is entirely optional, but alot more important.
Please don't post quick responses deriding these guys work. If they've kept it up for 5 years, with a live test-bed server for over 2, then they're fairly commited, AND able to get this game made. I salute them, and put my hand up for a job / beta position too :)
Don
have a great day
Lol, I almost replied to Saorlan too, but you beat me to it. Basically: what a jerk.
You know what? If these guys and gals can pull this off, then kudos to them, it sounds new and interesting, and anything new is a relief.
And since when did everyone care about graphics so much? I'd rather have a good GAME, instead of good GRAPHICS. There are plenty of flashy crappy games out there. But I guess I still play Fallout, Planescape: Torment, Curse of Monkey Island etc. on occasion, heaven forbid!
Why? They're good games. The graphics compared to today are complete garbage for the most part, but if the game is the good, and the art/graphics/design at least FITS the game and aren't horrid(i.e. don't work at all), well then, you have a good game.
Graphics should be the icing on the cake, not the cake itself. Would you rather have a bucket of icing or a cake without icing?
Ok probably both, but that's not the point!
CoS sounds better and better.
But this statement about forced grouping is the lamest thing i have ever heard!
If you choose tp play a MMORPG, you choose to group with other people. Same if a go and play fotball, and then whine i have to play with a team. The dont play!
You should have read the posts in the beginning:
"Gaining skills is not random, nor are you handed one you do not like when you go up a level. "
I hope that cyrptic line doesnt mean "Yet Another Level based poo-poo game" if so, then i pass!
I agree with Ozmo.... the point he is trying to make is that the people should have the option to solo or group (via monster difficulty etc etc etc) but not though instancing.... and i agree... instancing is bad, it kills player interaction. In guild wars it was really hard to get to know people becuase it flung you into instances all the time. That and it really didnt have very many social aspect of it aside from actual guild fights, pickup parties, and guild chatter.
Let me try to explain it a bit more simple... basically back when SWG was in its prime (pre-cu) player interaction was at its best... you could run into people messing with their harvestor, sit down at the trading post in dantooine and talk, talk with people in the cantina etc etc etc. There was a ton of social things to do. And this was totally non instanced. The problem with instancing is that it truely kills a good portion of player interaction... you dont run into people harvesting... you dont run across players that are about dead and you save them, posibly you sitting and having a talk and forming a friendship... you get my point.
I think too many games these days are focusing on instanced content and i would have to say that they are shooting themselves in the foot. This is a mmorpg after all isnt it? Not a single player game? So why limit player interaction in that way?
I have read both threads on this game and I have to say that its defiantely a step in the right direction and something many of us have been looking for since SWG pre-cu or whatever other sandbox game weve played and watched it die (due to wow). This game will have my full support if it actually gets off the ground.
My only concern is player interaction and instancing... that may be the only factor that will change my mind on this game.
Edit: Sorry... one more concern.. leveling.... i hope this isnt another class/level based game... but a tree skill based sandbox like SWG used to be, but more like oblivion.
All the red paragraphs are my responses and constructive feedback. I agree with most of it. Lol... I hope this game is true..
You dont understand.... if this game is truly dynamic like they say it is... it wont need instances... and that orc boss wont exist.. this isnt wow.. its a different type of game.. they said so with their quest paragraph... so not everybody will be doing raids on the exact same thing...
So I see no need for instances if this game... and they shouldnt use them...
Dittos!
The MMORPG came out of the pen-and-paper Dungeons and Dragons style RPG, which came out of Science Fiction and Fantasy books. This is the true root of the MMORPG, and much of the flavor has been lost in the translation to the computer medium. Many of you who should really be sticking to FPS and RTS type games anyway have no idea of what has been lost in the modern MMORPG; and that is the RPG.
This is a major step to what the MMORPG was really intended to be about to begin with! I am excited, thrilled to hear the concepts expressed by the creators of this game, and hope very much they can pull it off!
Will this game be for everyone? I don't think it was ever intended to be. This game will be for the RPG person.
FPS players, RTS players, get someone to create an MMOFPS for you, or an MMORTS, or stick with playing the games that try to be everything for everyone - and end up diluting the flavor of the classes, characters, armor and weapons, and weakening the strengths and individual expressiveness of different players by catering to PvP balance above all else.
Finally! I see an upcoming game that will take the place of Saga of Ryzom for me. No pre-made classes! You choose what skills you gain as you level up! Plus, you can play solo if you want, or group if you want! I hope the developers of this game pull it off. This game thus far sounds freakin' awesome!
As for the whole instancing thing, I think that's ok, in small doses; if their world is as dynamic and huge as has been described, it may not be necessary, and I hope the developers limit its use to times when it is actually necessary. I've played games where, to complete a quest, you had to wait in line behind 30 other people camping the given NPC mob spawn, and, that, I'm not a big fan of. From what I've read, though, the devs are working to keep that from happening in their game, and instancing is one of the tools available to them.
I think I would like to play a game where at least some of my character's actions have a real and noticable impact on the game world; being the hero every single day can get tiring, but every now and then, to be involved in some epic undertaking would be good.
I will be watching for this game. I really hope the devs can pull it off.
I am SO excited about this game!! I was just talking with my guildmates recently about how tired I am about the linear grind in most MMORPGs. Many games promote "freedom" but lock you into classes, predetermined skills, and allow little customization, creation, and freedom. This game is so exciting for me because it's exactly what I've been looking for. I would offer a few additional suggestions for thought:
1) One thing that I thought was very successful with LOTRO was having a central, "epic" quest line. How clear that quest line is to the player isn't that important to me, but I do want to make sure that even if I do all these other cool things, and help other NPCs, etc., that I can still get to the final battle. For instance, even in FFXII, there was a main quest line and TONS of other side quests, games, hunts, etc. The hunting trophy idea was very cool in this respect.
2) Player-housing, player-towns, interpersonal relations, children etc: The more you allow people to have their own homes, for guilds to create their own towns, hire guards, adopt other players, get married, etc., the more fun I think it will be.
3) Secondary skill advancement system: I think the idea of being able to develop your own class as you progress is awesome! I'd also say you should extend that same concept to other "non-spells/abilities". For instance, in WOW you had talents which were both bonuses and unlocked spells, and in LOTRO you had traits (including class and race traits). I think having something like that where it allows even MORE customization is really cool.
4) Crafting. I know the article didn't say much about it (or I might have missed it), but hopefully the Devs can apply the same mindset to crafting. In wow, you hit the "Make" button and that's that. Similar to LOTRO, but at least they had master options. Vanguard was unique in that it was almost like a mini-game...but I don't think it went far enough. Apply lessons learned from those games, I would hope for a crafting system that's as creative and edgy as the rest of this game.
5) Alternative questing: I know there's a lot of errand-running type quests (kill 10 X, deliever Y, protect Z)--oe thing I liked about Vanguard was the diplomacy system. Another good example are all the mini-games embedded in most of the Final Fantasy games.
6) Hiring NPCs: I think Gods and Heroes was onto something (I was a beta tester for it), when they allowed people to hire NPCs. Guild Wars and FFXII also had similar concepts. I think having that option available for soloers and groups is great. Wouldn't it be awesome if you have 4 people for an instance and you need a healer, can't find one, so you hire them. Obviously, you want them underpowered compared to the real thing, but again, it gives game-play options.
So that's all I have in my head this morning. I LOVE that the Devs are working on such an AWESOME-sounding game. Please make sure to let us know when we can get involved from an alpha/beta testing standpoint!
Best of luck!
Yeah, best of luck, you guys!
I have since 1999 played most MMORPGS out there and am currently playing LOTRO and have Vanguard account in hopes the game may be sorted. The quest where you rescue an NPC then see it back in its original location every time you visit that location is annoying. Horizons was plagued with bugs but the concept of players changing the world was one of the best teatures in all the games I have played.
As others have pointed out the restrictions on groups due to differnces in levels is a pain. It was an aspect of WoW which I hated.
I am a little confused as to what two players who have pursued simular quest lines but with different outcomes would see when they enter a location where one player saved a building from distruction and the other failed?
Guess after 3 years dev it is already to late to introduce any more concepts. I do feel the normal character leveling system which restricts a players access to a fraction of the game world should give way to a skill level based system. My other wish is a game with proper collision detection. Still enough of day dreams.
I like the game you describe. I would buy it if you could produce it.
I followed Vanguard for 3 years on a daily basis with nearly 4000 constructive posts. They highlighted some of the biggest dangers to a development.
Project Creep - Agree on a specification and safe timetable stick to it.
Sods law - Rules
Landscape - Small is better than empty. LOTRO have this right starting with a small well poputated world and adding to it year on year.
Release when Ready - See sods law. You need an extended Beta but that is where so many games die. Make sure there is sufficent funds to finish the job. A rubbish Launch is very hard to recover from.
Graphics - WoW and LOTRO aimed at mid level player systems which was one reason for their success.
Dont hype up the game. You wont be forgiven. I bet most contributers to these forums can run off a list of false promises.
Dont sell out to Sony.
Best of luck
Look here, I'll be honest, i was rolling my eyes as i read all that text but at the end the part where it said you guys have been working on this for 5+ years plus is a good sign so who knows maybe your engine is capable of doing all these things, still not going to wait on this one though, ive seen this happen too many times before, but either way good luck.
Instancing.
it apears as though the developers here are tirelessly working to 'rewrite the codes' of mmorpg. i am sure that all the problems that instancing would cause to pvp and the multi-player environment that people have been raising have already occoured to the developers. i would imagine that they already solved those problems, or at least are confident that the problems are solveable, through thier creative approach, long before they spent years further developing the game.
instead of telling them 'you cant do that if you have instancing', maybe you should simply ask 'can you do that with instancing?'
the game seems very promising, and i am happy that they have including me into the beta testing, whenever that may be, i hope this game really does adress the turn-offs that are prevelant in most all mmorpgs.
Dear Devs-
I've been thinking about this game in my spare time, and I had a new idea for you all. Going back to my good 'ol RPG tabletop days, why don't we bring back the concept of alignment: good/neutral/evil.
As a hero, you get choices throughout the first X levels of play when you do quests--some of those choices make you more evil (e.g., corrupted), while the others make you more positive. For instance, as part of a quest, a house is burning, you run out only to realize there's a child trapped inside. You can choose to risk you own life to save the child. And perhaps the quest has a twist--you do die saving the child, but you get a huge bonus to your alignment (selfless action bonus, etc.) Ultimately, you are aligned good, neutral, or evil, with KOS flags for the places you're not aligned with.
I think it could be really cool that some of the quests may have you fight some evil guy, but instead you could cut a deal with them. Ultimately, as a corrupted hero, you're after power--to be in control of the Citudal of Sorcery, which would have you trying to fight the same type of battles as the regular heroes, but for different reasons.
This also would open the game up to PvP (which I'm not all that interested in, personnally, but I know many people are), while expanding the depth of play. And people could find themselves playing PvP indirectly too--you help to defend a town with some NPCs, while some corrupted heroes and NPCs attack it.
So many games now have you start off and you're either good or evil (e.g., LOTRO, WOW, etc.). It'd be really awesome to be more like the real world where we all start off as a blank slate and some of us choose to be heroes while others choose to do evil.
Just my $0.02!
Foenyx
It all sounds very good - but it also sounds kind of hollow. Like their website, which is an adjectival orgy.
New blah blah, innovative blah blah, unique blah blah.
It's all gloss and no substance.
I remain dubious.
I sincerely hope you can make the statements of the 2 intros into a reality. I like grouping with people I get along with, and I love to play solo and have for a long time wished someone out there would develop a generator like you describe. My highest of hopes go with you in acheiving your stated goals and going live, if you manage to do this, you will definitely have my subscription.
convict1 you say there is no pvp but if you went on there website you would see that it says that you can do pvp in a colisuem in the main city so before you say there is no pvp look it up for shure next time.
This game looks very interesting. They actually seem to want to throw the Wow mold out the door and innovate. Let's us hope they have the time and funding to do it.