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Citadel of Sorcery dev team member

 

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    • weapons?
    • Originally posted by crazyst3ve

      will there be some way to "empower"  your weapon or make it stronger? if so will it be a time based limited amount?or unlimited or a use based?

      this meaning...

      will there be way a spell can be cast non your wep that will make your wep absorb this power and unleash it on the opponents for a few min and then slowly die away.

      or will it be where you will have a relic attached that has 150 uses and once these are up it will lose it's power and die away making you now need to get a new relic.

      or will it be that you will attach or 'refine' being the word we are used to in the world of RPGs. Where you will be able to upgrade your wep with items that will give a permanent bonus on your wep allow you to take out enimies with not only a certain weapon type but also a bonus of damage or extra honing(for sword) or extra weight(for hammer)

      and if so will these items be found in the world, will they need to be brought, or will they need to be traded with several rare items? or will you win them in tournament

      or will the weapons not be able to be upgraded and will be the same for anyone who uses that weapon with no customizing in this regard

       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.


      2) No relics, though we do use talismans and charms that can be worked into the object to add powers, once worked in they cannot be removed (though there is a way to save ONE of the powers you put into an object by destroying the object to extract it so you can use it somewhere else).
      There are also other items, runes and gems that do other things if added to your object. All items can be found by adventuring, indeed, you can even go on an adventure to find something specific you are seeking (not just random drops) Of course, you can also trade for them, and win them in tournaments.


      Also... spells can be added to your object for a one time use. This is nice in that you store the spell ahead of time, and even if you run out of concentration to cast a spell, you can use the previously stored spell as a 'backup'.


      And yes, there is more... our object system is very robust allowing for a LOT of customization of your equipment, from look to function. I've only barely touched on the system here (we won't release greater detail until later; some things have to be savored).


      So, no need to cry, just get yourself an object with great potential and start working it into something stupendous!          

       

       

       

       

       

    • Posted: 11/19/08 10:50 AM
      Citadel of Sorcery
    • Possible game performance Specs
    • 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 :)

    • Posted: 11/16/08 11:19 PM
      Citadel of Sorcery
    • things you guys havnt seen in other MMO's but want to see in CoS
    • Originally posted by noobzor

      im wondering if the following creatures will be in CoS

      Vampires (classical)

      Gnolls (not so well known)

      zombies (do i have to answer)

      dragons (must, absolutley a MUST)

      Mimics (just to keep players on their toes when opening chests)

      and thats all i can think of right now

       

      CoS will not have any of these monsters (accept dragons), as the game design is a whole new world and mythos, meaning, we mostly have all of our own creatures made specifically for the game. Also, no Elves, dwarves halflings, etc.

      We do have a couple of familiar fantasy creatures as in dragons, demons, and gargoyles, but they are our own take on these. Most of the other creatures you will never have heard of before. We did this because we don't want people to have preconceived ideas about the creatures and people of the world.

       

      Though we may mention some of the creatures now and then, we won't be giving out details on them before the launch of the game so that you can discover them during game play.

       

    • Posted: 11/11/08 6:13 PM
      Citadel of Sorcery
    • things you guys havnt seen in other MMO's but want to see in CoS
    • Originally posted by Shadowlord10

      Seriously, that sounds like a very interesting system.  I like the idea of an icon to do it all for you.  That does save time.  I'm curious though, how will that work with inventory?  We going to have a big enough bag or capacity to carry say 2 or 3 sets of armor and weapons around?  If so, that would be cool.  I'm glad to see you guys are thinking about how to make the combat challenging.  I really love this idea alot.

      Thanks Jatar for replying, I am sure your a busy person.  Again I'm glad to see a developper who wants to step out of the mold a little, and make something far better.  Can't wait to play. :)

       

      OK, inventory...

      Cos uses a tabbed inventory sheet system that auto sorts your equipment to the correct panel by 'type'.  This keeps your inventory sorted nicely, gives you plenty of storage and yet allows us to limit the number of each type of item category you are carrying (since you cannot put say, armor in the shields area).  How you carry all this and don't look like a pack mule is simple, it's a magic bag.   It compresses the size and reduces the weight of what's inside :)  (It is Citadel of SORCERY).

      This way when you are fleeing those maggotmen on your tail and try to cross the river, when you take off your plate armor it goes in the magic bag, therefore it does not take you to the bottom of the river since the weight of the armor is reduced once it is inside the magic bag.   And, when you get to the other side of the river, you can put your armor back on (since you didn't have to leave it on the other side to swm across).

      There is still a limit to how much you can carry, and in this system, you could run out of 'armor' space while sill having room for other things, or vice-versa.   But... there is also a system to reduce space in your bag without having to drop equipment or return to a town.   More about that later on :)

    • Posted: 11/11/08 10:12 AM
      Citadel of Sorcery

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