CoS Home    Cos FAQ    Register CoS    Register    Login    Forum    Forum FAQ

Board index » Citadel of Sorcery General Discussions » Game Play




Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2, 3  Next
Author Message
 Post subject: Magic use
 Post Posted: Sat Apr 30, 2011 6:24 am 
Offline
Fallen Hero
User avatar

Joined: Sat Apr 09, 2011 11:47 am
Posts: 100
Location: South Gloucestershire, England
I am a fanatic spellcaster. In every Roleplaying Game I play, I like to have a character who can cast spells (as many as possible) so I have a few questions about the magic system.

Firstly, is there any limit to the numer of spells you can cast? If so, can you tell us what it is?
Secondly, how do players learn new spells? Is it in a similair way to finding new abilities in that we have to search out ancient tomes? or do we just learn them with levelling?
Finally, is there any system for Player-Created spells. I imagine there won't be simply because of the huge space needed to store the information, but it is interesting to know.

I understand fully if you can't answer any of these questions, thank you for reading.

_________________
There is no such thing as normal behaviour, only sensible.

Lack of a denial does not necessarily make an affirmation.

"Stop quoting laws to us. We carry swords."
Plutarch, "Life of Pompey", x, 2

Image


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sat Apr 30, 2011 8:29 am 
Offline
Lead Designer
Lead Designer
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 1876
Heo Ashgah wrote:
I am a fanatic spellcaster. In every Roleplaying Game I play, I like to have a character who can cast spells (as many as possible) so I have a few questions about the magic system.

Firstly, is there any limit to the numer of spells you can cast? If so, can you tell us what it is?
Secondly, how do players learn new spells? Is it in a similair way to finding new abilities in that we have to search out ancient tomes? or do we just learn them with levelling?
Finally, is there any system for Player-Created spells. I imagine there won't be simply because of the huge space needed to store the information, but it is interesting to know.

I understand fully if you can't answer any of these questions, thank you for reading.


There is no limit, though each spell uses up a kind of magic pool (not mana, but can't talk about this system in detail yet).

Yes, they collect ancient Tomes to get a spell. Once they have it, they can study it to improve the spell, this is done by spending 'Study tokens' earned during leveling. Or, they can improve it through practice, by using the spell (though this is throttled a bit as you can only increase through practice so much per level).

There is no system for player created spells, sorry. We are offering 1890 Abilities for players to learn, adding more would be nearly overwhelming. At lease 900 of these could be considered 'magic' type spells, though all of them are not from the Magic League.

It is very important to note that CoS does not use the standard D&D or fantasy MMO model of wizards. Sure, you can specialize in spells, that's your choice, but get rid of the idea of wizards having some arbitrary reason that they can't wear armor, swing a sword, or do anything any other human chooses to do. We're not sure if it was Larry Gygax who came up with that limitation, or who, but fantasy stories we read previous to D&D didn't even think about that kind of limitation. Check out what Gandalf does in Lord of the Rings... he uses a sword to do battle. So, in CoS, we have a rule... everyone fights or they die. When some monster is about to cleave your head in two with an axe, it would be nice to parry that blow with your axe or sword, or have some armor on that might help, even if you do like flinging spells around most of the time. But if you really insist on looking like a wizard, and you want to wear robes... we have some magical robes with armor like protection ;)

_________________
Remember, patience is a virtue, kill them later. - Poison: from Cathexis: Conspirator's Coin.
http://www.philipblood.com


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sat Apr 30, 2011 6:30 pm 
Offline
Patron Scribe
Patron Scribe
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 493
Location: Denver, CO, USA
Won't there be spells that give you magic protection that's as good as if not better than physical armor, or is physical defense completely dependent on physical armor of some sort?


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sat Apr 30, 2011 7:22 pm 
Offline
Moderator
Moderator

Joined: Thu Apr 07, 2011 12:47 pm
Posts: 812
Lonfer wrote:
Won't there be spells that give you magic protection that's as good as if not better than physical armor, or is physical defense completely dependent on physical armor of some sort?


I think what Jatar is saying is that a lot of what you want is in the 1800 abilities dressed up as something similar but not run of the Mill. I am guessing you can do what you like but all abilities and specialisation require training points which are limited to your current level. Spread these too thin and you will end up as the saying goes "Master of None".

I see this as a key part of the game ; tactical mixing and specialising of abilities. Sounds like it will be fun. (And the game is not PvP so builds and charachter development will be more personal , not we all have to be build XY to win)

_________________
The Signs are in the sky.

Look Down.....


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sat Apr 30, 2011 8:01 pm 
Offline
Lead Designer
Lead Designer
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 1876
Lonfer wrote:
Won't there be spells that give you magic protection that's as good as if not better than physical armor, or is physical defense completely dependent on physical armor of some sort?


Yes, there are spells that can help protect you, and there is physical armor as well, but ANYONE can use ANYTHING, in CoS, we don't cripple your choices based off of a race or class (we don't even have classes). Wear what you want, learn what you want, be what you want. No one player can have everything, but you have the choice of everything.

So, you may ask, won't that make for everyone becoming mud? Nope. We have another system involved here that will encourage people to specialize somewhat into a League. This only means that the majority of their Abilities might be from one or two Leagues. However, the rest of the Abilities can come from any of the other Leagues without penalty.

So, you can be a wizard... with double bladed axe capabilities. Or a warrior with a wicked fireball spell. Regardless of what you are, expect to play many roles in combat since we are doing away with the tank system from many other MMO games. In CoS that will be a lousy strategy, and will generally get you killed. Instead you will have to adapt new strategies to different situations, one general plan will never work in all situations. And as a player you will need to have a lot of tricks up your sleeve, meaning a well rounded character who can do many things during a battle. Trust me on this.

_________________
Remember, patience is a virtue, kill them later. - Poison: from Cathexis: Conspirator's Coin.
http://www.philipblood.com


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sun May 01, 2011 10:57 am 
Offline
Citadel Recruit
User avatar

Joined: Tue Apr 19, 2011 6:06 am
Posts: 23
All hail the death of the Tank System, and long live multiple strategies!

It's about damn time. I hate the tank system. I have one stupid role in every stinking battle. If I'm the healer, I have to stand there and heal everyone, over and over and over and over and over and over and over... times ten thousand battles. Shoot me in the head, please! That's what makes games boring, repetitious things, and the tank system is exactly that!

Now that I have told you that I love your plan.. what is your plan? Just kidding, I mean, how do you stop people from just using the tank system?


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Sun May 01, 2011 2:32 pm 
Offline
Producer
Producer
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 352
Bookkeeper wrote:
Just kidding, I mean, how do you stop people from just using the tank system?


Our core design prevents this from happening (one of those things we haven't released yet). I know people are probably tired of hearing it, but it's so radically different from any other game that we just can't talk about it right now. It's not just silly mechanics but fits into the entire lore and make up of the world. It's important and when we do release information I'm sure there will be lots of questions.

However, a couple things to note that I can say.. first, our NPCs aren't stupid. They aren't going to try and kill a big beefy target when other people are trying to kill them. Second, there are no taunt abilities. They're silly, unrealistic and don't fit with our design.

Everyone fights or they die. Wear a helmet.

_________________
"It's like no other system you've seen before." - Me


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Mon May 02, 2011 4:45 am 
Offline
Citadel Guardian

Joined: Wed Apr 13, 2011 6:39 pm
Posts: 46
Speaking of magic use, is there a wide array of spells with different capabilities and not just a hand full of spells that do mostly the same thing but slightly improved from the previous or not improved at all just with a different name? I get really frustrated when a game designer claims they have X number of spells/abilities but in reality they have a lot less simply because they just change the name. Fred's supper flamey thing, Jim's incredibly more flamey thing and so on and so forth. It’s the same thing people! It's just retarded. Its ok to have an improved version of one thing I suppose but seriously, don’t expect people to believe that you have more options than what really exists because the name changed. Frustrating.


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Mon May 02, 2011 6:18 am 
Offline
Lead Designer
Lead Designer
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 1876
No kidding, I couldn't agree more. Creating our list of Abilities has been daunting. The number of Abilities came from some simple math. Due to Uber Abilities (something we haven't yet discussed), there needed to be 54 Ability Lines in each League.

An Ability Line is a series of similar Abilities, though each one is unique, and not just a more powerful version of the same thing. Example: one line of magic might be fire spells. But... just because two spells use fire does not make them even remotely the same. One can be a fireball that tracks and strikes a moving opponent, while another could be an exploding blast that strikes a location and continues to burn an area of ground (or anyone within the flames).

So, each League needed 54 base lines. Then, within each base line we wanted seven unique Abilities using that base (like the fire example above), one for each Tier of the Citadel. That means 7 x 54 = 378, multiplied times the five Leagues of Knowledge, 378 x 5 = 1890.

So now that we knew how many we needed, the question that arose was, can we make 1890 unique Abilities? Not only that, but each and every one of those 1890 Abilities needed to be able to be improved by study and practice, nearly indefinitely. If you think this is easy, you haven't been in on the hundreds of hours of design meetings on Abilities for CoS. We still haven't fully succeeded, though we are still plugging away, and indications are there now that we will make our goal eventually.

So far we have not had to compromise out original goal that EVERY Ability have something unique from all others... in other words, no combining other Abilities to make a new one, or why would a player not just take the better version? Of course, we're not there yet, but like I said, we've got a system that, at least mathematically, says we can achieve the goal with a lot more hard work.

We've had to attack this from several directions, and Ability meetings come with a certain dread, simply because I won't give an inch on the ideals, and the task is extremely difficult.

_________________
Remember, patience is a virtue, kill them later. - Poison: from Cathexis: Conspirator's Coin.
http://www.philipblood.com


Top 
 Profile  
 
 Post subject: Re: Magic use
 Post Posted: Mon May 02, 2011 6:21 am 
Offline
Producer
Producer
User avatar

Joined: Thu Apr 07, 2011 9:00 am
Posts: 352
Our abilities are not just name changes. Our specific design requires that no ability overlaps another. It's extremely daunting and a massive amount of work.

We worked hard to make every single ability one that you want to get because we want choice to matter. We want to reward people for thinking and playing smart and this includes how they choose and use their abilities.

_________________
"It's like no other system you've seen before." - Me


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2, 3  Next

Board index » Citadel of Sorcery General Discussions » Game Play


Who is online

Users browsing this forum: No registered users and 1 guest

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron