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Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal


:siren:Official Website:siren:
Release Date: :iiam: (Probably 2017 at this point for anything resembling a release)

Camelot Unchained is essentially the direct successor of Dark Age of Camelot (Think of Everquest back in the day with a heavy PVP emphasis), modernized for the current MMO environment and industry standards. It's being developed by City State Entertainment, which is a who's who list of MMO developer vets, including some former DAoC devs.

CU is the PVPers wet dream -- everything from a progression standpoint centers around PVP (or more precisely, RvR, more on that later), and holding territory, whilst taking the territory of your rivals.

:siren: CU is a subscription based game. CSE has said many times that CU will not feature a cash shop, or any way to circumvent core gameplay mechanics. The game will feature virtually no instancing, focusing on massive battles between Realms. CSE is building its MMO engine from the ground up to support massive PVP and those supporting mechanics. Like EVE Online, the vast majority of items in CU are player crafted (including top end items), with a player driven economy. Players/Guilds will design their own keeps and castles, defend them their own way, and supply them through their own effort. The equivalent to "end game raiding" takes place when you smash enemy stronholds into dust to sieze the resource zones they hold sway over.

Lore:

The world is broken. Shattered. No one knows exactly how; all we know is that eons ago, the Veil was pierced. They say the Veil was the only border between our world and a stranger, more magical world Beyond. Through that puncture came the Emissaries. Through that tear in reality came the Dragons.

Some hold that the Veil itself is alive; a mysterious entity that did not like being pierced. At all. Its violent reactions caused the Veilstorms. These storms tore across the earth and changed everything.

Abominations and new races were forged from the fires of magic and winds of the Veilstorms, creating something new out of humanity. Sometimes, the changes made us stronger; usually, the unchecked magic made us into monsters.

The Emissaries gifted us with immortality to repopulate the world, and left us with dark secrets. They forged three swords of power to choose our leaders. Three brothers appeared, and took the three swords. With the power of these artifacts, they were reshaped, forever changed into what they were most like inside: Arthur, Sigurd, and Nuada. Each forged a Realm out of the tiny area of habitable land left in the world. In the center, they founded Camelot, the glorious place of peace known as the One True City.

However, Camelot fell. The land broke apart as the stabilizers failed, and the three Realms were torn asunder by explosive magic. Three islands of civilization remained, lost in the vastness of the Stormlands.

Now each Realm fights for its king, seeking to rebuild the One True City in their own image. Which path will you take? Who will you fight for? :toot:

The World



The map concept contains three safe “zones” which contains each respective Realm’s main city and some support areas. These support areas are for new players, and provide an emergency supply of raw materials and necessities for the start of the server. This is something to fall back on if one Realm is overwhelmed by its opponents. As discussed during the Kickstarter, this is necessary to prevent one or both Realms from driving the weakest Realm to a “quit point”. In between these safe zones there are the remains of the “One True City” (Camelot) and the main continent. The pieces of the map can be reassembled by the players, who can add stabilizers to the map pieces. The world will change over time as the stabilizers work their magic on the world’s geography.

Probably the best feature is the map shifts and changes between campaigns, ensuring that they never get stale and there are always new strategic possibilities. The map itself goes a long way in ensuring that battles and campaigns don't end up being the same thing over and over. Opens up interesting possibilities for guilds with a castle constructed, in terms of their access to resources, as well as allies and enemies.

The Ability Builder


In order to give each class and player a unique "feel", players will be able to customize their abilities in a number of different ways. This helps to discourage cookie cutter builds, and instead rewards individual tastes and playstyles.

Classes



Heavy Fighter:

The old plate wall tactics are back in a big way. They have incredible passive and active mitigation, influenced by positioning and where their shield is. They have high survivability and good CC, and their main role is mitigating damage for their zerg and dealing heavy sustained physical DPS.

Archetypes:


Arthurians


Vikings


Tuatha

The Devout

Depending on your racial choice, the Devout range from quasi-Paladins(Arthurians) to something more akin to Druid healing(Tuatha). The Devout are a mix between a magic/melee damage dealer and a healer, and are an excellent choice for keeping up your Heavy Fighters in a battle. They don't have a lot of the utility of a dedicated DPS, nor the specialized healing of a dedicated healer, but more than make up for this in survability and excellent spell application.

Archetypes:


Arthurians


Vikings


Tuatha

Archers

Classic ranged physical DPS. Extremely long range, and direct damage application. Can be played mobile, or "turret" style for maximum DPS. They also enjoy some of the stealth mechanics of other classes.

Archetypes:


Arthurians


Vikings


Tuatha

Shapeshifters

TL;DR: You can shift into various forms that enhance certain abilities, and your abilities further change dependent on your weapon/armor choice. You can shift during battle, but the longer you stay in a form the more powerful you can become. Very flexible hybrid class.

Archetypes:


Arthurians


Vikings


Tuatha

Mages

Pretty straightforward -- caster DPS fun time! Flame Warden looks particularly interesting, for those who enjoyed Bright Wizards in WAR.


Arthurians gently caress yeah, literally Bright Wizard.


Vikings


Tuatha

Scouts

Fast moving, hybrid stealth class. Excellent for picking off lone enemies and tracking targets. Will probably be quite important in the RvR stuff. They are also built to directly counter other stealth classes and mechanics.


Arthurians


Vikings


Tuatha

Spirit Mages

Otherwise known as Warlocks/Necromancers. Magic DPS with more pet control and survivability baked in.


Arthurians


Vikings


Tuatha

Stealthers

The people everyone else hates. Your Rogue classes, high burst damage melee DPS mixed with concealment mechanics. Fortunately can be foiled by other classes directly (scouts), and the cool thing about the Veil (stealth) in CU is that just because you enter it, doesn't mean other people can't. Other people in the Veil can see and combat you.


Arthurians


Vikings


Tuatha

Healers

Your dedicated healing classes. CU gives them some interesting offensive options, but class is good for keeping your friends alive.


Arthurians


Vikings more like stoned healer amirite


Tuatha

Support

Your classic buffbots and offensive debuffer. Probably going to be extremely critical to most groups, and shouldn't be underestimated. Also for people who enjoy playing guitar amidst other people being decapitated and screaming in horror.


Arthurians


Vikings


Tuatha

Realms

There are three distinct realms, and a number of races. Since almost all content revolves around your Realm, it is a very important early choice. Also, unlike many MMOs, race choice matters and can greatly effect your end builds.



The Realm of King Arthur strives to be the embodiment of nobility, honesty, and righteous strength. They believe they are destined to save the world, not purely through conquest but through virtue and greatness of spirit.

Arthurians could be considered the classic "good guys", inhabiting the fertile farmlands and lush forests of the realm. Their structures have a classic medieval architecture, with large castles, high walls, and developed farmland.



The Realm of the Tuatha Dé Danann strives to become one with nature. They revere the forest for its fierce beauty and its unyielding grip on life. The forest is more than the home of the Tuatha Dé Danann; it is their deep-rooted mother, their broad-boughed father, and their protector.

They are your Elvish themed people. They feature a lot of High Elvish architecture, and thematically enjoy a symbiosis with nature. Aesthetically reminiscent of Tolkien's interpretation of the Elves. Expect a lot of weird erotic roleplay in inns and common areas.



The Realm of the Vikings follows the path of blood and steel to greatness. In the tall peaks of windswept ice they make their homes, waiting for the moment to conquer the lands below.

For people who want to play Skyrim online and realize that TES:O is garbage.



Arthurians:

Cait Sith



The Veilstorms changed felines forever. Lithe but powerful, the Cait Sith are fiercely unforgiving in their defense of themselves or their kin when threatened.

Gargoyles



They were the guardians of the eternal, the watchers on the walls. Now the Gargoyles have come to life to seek something they cannot name, a harmony of the world that none can yet express.

Humans



Through luck, or perhaps something more, a few Humans managed to escape Veilstorm influence entirely. They did not change into something else, and were untouched by the Veil’s wrath, as though chosen for a special purpose.

Stormriders



Famous for their fearlessness in the face of a raging Veilstorm, the Stormriders are warriors with a purpose, unstoppable in Arthur’s service. With a culture of duty and honor, the Stormriders see the world in black and white terms: there is devotion to Arthur and his vision of rebuilding Camelot, and then there is everything else.

St'rm



The scaly St’rm are one of the most enigmatic races in all the Realms. Their origins are clouded in rumor and mystery, and the St’rm are only too happy to keep it that way.

Golems



Giants of clay and fire, the Golems are known as the Kiln-Born. They are mighty builders, and can transform their bodies into defenses for the Realm.

Tuatha De blah blah blah:

Silverhands



The Silverhands have a long tradition of tremendous sacrifice. When they come of age, each member of this race gives up their right arm as a sign of dedication to the Realm.

Hamadryads



Hamadryads defend the Great Protectors of the forest, the mighty oak trees that drink in the destructive power of the Veilstorms like water. In all the Realms, the Hamadryads are the closest to the forest, for they are part of it themselves.

Luchorpán



Small and often underestimated, the Luchorpán are natural-born tricksters, masters of misdirection and illusion. They believe that lies can reveal the truth, that a person’s hidden nature is revealed when they are the victim of a prank.

Tuatha



Tall, proud, and filled with the strength of the forest, the Tuatha Dé Danann grow branching horns on the crown of their heads. They are the defenders of the woods, and the keepers of its deepest secrets.

Bean Sidhe



The Bean Sidhe are a ghostly race, who float rather than walk upon the earth, and whose heads often hover above their bodies. They are mournful creatures, born of terrible tragedy in the lands of the Tuatha Dé Danann.

Fir Bog



Known as the Caretakers, the Fir Bog protect the bogs and swamps with giant-sized might. Some say that dark secrets lie deep down in the peat and moss, and each Fir Bog hides a deep mental connection to every other Caretaker.

The Vikings:

Úlfhéðnar



Known as Berzerkers, the Úlfhéðnar watch for Ragnarök and the ending of the world. They believe they were born for war, and their battle-rage is legendary, as well as the long recovery they require afterward.

Dvergar



The noble Dvergar are born deep within the earth, in a land they call the Inner World. Though they love a good joke--or even a bad one--the Dvergar are staunch warriors and sturdy defenders, who bring great bravery and determination to the battlefield.

Valkyrie



Though their race was born of great suffering and tragedy, the Valkyrie have risen high above their past on hidden wings of magic. Some of the Valkyrie can truly fly with their delicate wings; others glide overhead.

Vikings :black101:



Explorers and mighty warriors of legend, the Vikings are hungry. Hungry for battle, hungry for plunder, and starving to rule by right of conquest.

Jötnar



A large and imposing people infused with ice, the blue-skinned Jötnar are known as Frost Giants. As they age they literally get bigger, stronger and tougher and even more frightening to behold on the battlefield.

Core Mechanics:

The Stat System:

https://www.youtube.com/watch?v=AeyKqXeQoRE

Guiding Principles

  • Bring back stat systems of early PnP games
  • MMORPGs have been simplified over the years, limiting player customization
  • Complex statistic-based systems require players to make choices. In our game, players can “gimp” their character, either accidentally or on purpose
  • Bring back “usage-based” systems. If you want to increase your strength, do things that require strength. Remove “experience-based” systems and leveling, since we are an RvR game with few, if any, quests
  • Adds immersion to the game and the character
  • Given the lifespan of successful MMORPGs, the stat system must allow continual growth, but not in a way that breaks the core concept of horizontal progression

MAGIC!

https://www.youtube.com/watch?v=20uBoxgrlAI

Guiding Principles
  • Put the magic back into an MMORPG’s magic system
  • Magic in the vast majority of MMORPGs requires very little thought or effort by the players
  • Spells are handed to the player, with very limited control or customization by players
  • Create a system through which players can have a great degree of customization and control of their magical abilities
  • Adding a degree of unpredictability to your opponent’s abilities in RvR adds to the challenge
  • Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages
  • Another possible area for customization by the player
  • Adds additional immersion to the game
  • Magic system must be fun, and not tedious to use in RvR
  • Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use
  • It cannot just be a “button mashing” system, or we are wasting our time

Combat

https://www.youtube.com/watch?v=6viMpHvex5k

Guiding Principles
  • Combat, including magical combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs
  • We are not trying to cater to a mass-market crowd: Our combat system is specifically designed with experienced players (or players who want a greater challenge) in mind
  • We should be willing to take chances with any of the game’s systems where it makes sense to do so
  • Change, just for change’s sake, is not a good idea. Changing things in order to make a better system or mechanic is a great idea
  • More often than not, MMORPGs have simple “push button” spells and abilities
  • Old school concepts such as reactionaries and positionals play a much smaller role, if any, in MOST MMORPGS

Crafting

https://www.youtube.com/watch?v=nXIN9Otsihg

The Guiding Principles
  • We must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time “pure” crafter class
  • We MUST create a vibrant economy that ensures a key role for the crafter class in the game’s economy
  • Economic support systems must be robust enough to replace an Auction House
  • Crafting is magic! Embrace magic at the core of all crafting
  • Use a consistent interface for all crafting, but customize it for each Realm
  • Use of this interface cuts development time and resources overall, but allows us to “go to town” on the main interface
  • System must be designed with a long-term view
  • Crafters must be able to make a profit throughout their lifetime
  • Need to prevent or at least slow down “MudFlation” through use of time and money sinks

Progression System

https://www.youtube.com/watch?v=HKgySmQg0gM

Current Progression problems in other MMOs
  • Leveling up in most modern MMORPGs has become too easy, lessening the players’ sense of accomplishment
  • Typical theme-park style MMORPGs push players through their linear content too fast; players don’t have time to enjoy the world around them
  • Some modern MMORPGs’ streamlining actually increases the “grindy” feeling, due to constant progression feedback with little downtime
  • Players are encouraged to rush their way through the game, leveling quickly to get to the “end game” or to “cap out” their characters

Solution to Progression issues, what will make CU work
  • As per the Kickstarter, we are designing our game so that players don’t reach the soft cap in a short period of time. Our slow but steady progression system uses individual stat and ability progression instead of generic EXP
  • Our mantra is “Use it to improve it!” If a player wants to get stronger, he must do things that increase his strength. This system enhances immersion by tying the players’ actions directly to their character
  • In Camelot Unchained, players gradually improve their performance by small amounts
  • Character progression in specific areas allows players to unlock access to new skills and ability components
  • Players receive their progression rewards based on a “Daily Report,” rather than instantaneously
  • At the end of each “game day”, players are rewarded with improvements to their character’s stats, skills, and abilities
  • Players even get bonus resources based on heroic achievements and defensive actions, such as guarding player caravans

Can I mod my UI?

Yes. :toot:

:siren: Pledge here!

Not sure which Founder's Pack to get? Here is a guide:



:wooper: The $60 package is what I recommend. It gets you into all the betas, and gets you all the worthwhile "extras" that aren't stupid, and several months of sub time.

CU is currently fully funded. With additional pledge money, they are setting completely manageable design goals that aren't adding huge feature creep, and instead just more deeply iterating on existing systems. CSE is being very careful to manage their product, their backer expectations, and any kind of feature bloat in the game, unlike a certain other crowdfunded game we know. :lesnick:

Is this a game for goons?


It's open world, non-instanced, zerg friendly PVP game. What do you think, friend?

Alpha Screenshots





Goon Guilds/offsite:

:getin:

None yet!

Kimsemus fucked around with this message at 00:29 on Feb 24, 2016

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Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
We are testing a Discord Goon Community for Camelot Unchained.

To sign up, use this link: https://discord.gg/0blIq7586QBUXYiv

Kimsemus fucked around with this message at 03:13 on Jan 9, 2016

Zasze
Apr 29, 2009
I want this to be a game as I loved the original but i know it wont be :smith:

2DCAT
Jun 25, 2015

pissssssssssssssssssssssssssssssssss ssssssss sssssssssssssssssss sssssssssssssssssssssssssssssssssss ssssss ssssssssssssssssssssssssssss sssssssssssssss

Gravy Boat 2k
Of all the indie MMOs coming out soon, I have the most hope for this one.

Mazreal
Oct 5, 2002

adjusts monocle

2DCAT posted:

Of all the indie MMOs coming out soon, I have the most hope for this one.

You know, hope is a mistake.

Tenzarin
Jul 24, 2007
.
Taco Defender
Self made classes? Mythic knows how to make bad games, I wonder how this one will be.

eonwe
Aug 11, 2008



Lipstick Apathy
kimsemus you know if this ever comes out, good or bad ill play with you

futile
May 18, 2009
Not sure you're gonna be able to get goons onboard for this unless they introduce instanced 5v5s for the territory control.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Eonwe posted:

kimsemus you know if this ever comes out, good or bad ill play with you

I'm glad of it!

And I think it will be pretty good. From the Alpha play I've seen, it's mechanically sound and they're focusing on the nuts and bolts of features to make sure what they want to do is properly supported. Unlike many developers trying to reinvent the wheel or imitate the past, they're doing a little of both -- taking what worked in previous games and what didn't, and refreshing it. They're very much rooted in the old school rules which means a huge amount of character investment without the need for alts, but also a huge amount of depth and customization.

I will say that the game appears to be in a "polish" stage, as the world and systems seem mostly done. A lot of what is being worked on now appears focused around the UI, models, and sound design.

Also, no instancing, and there is clipping so you can't just run through players. The "plate wall" of melee defending chokes and protecting squishy casters and ranged dps is very much back.

Kimsemus fucked around with this message at 00:05 on Aug 6, 2015

Tempus Thales
May 11, 2012

Artwork by Tempus Thales

Kimsemus posted:

I'm glad of it!

And I think it will be pretty good. From the Alpha play I've seen, it's mechanically sound and they're focusing on the nuts and bolts of features to make sure what they want to do is properly supported. Unlike many developers trying to reinvent the wheel or imitate the past, they're doing a little of both -- taking what worked in previous games and what didn't, and refreshing it. They're very much rooted in the old school rules which means a huge amount of character investment without the need for alts, but also a huge amount of depth and customization.

I will say that the game appears to be in a "polish" stage, as the world and systems seem mostly done. A lot of what is being worked on now appears focused around the UI, models, and sound design.

Also, no instancing, and there is clipping so you can't just run through players. The "plate wall" of melee defending chokes and protecting squishy casters and ranged dps is very much back.

When is the Beta? any announcements on that?

eonwe
Aug 11, 2008



Lipstick Apathy
What pack should I get

Blazing Zero
Sep 7, 2012

*sigh* sure. it's a weed joke
i will play the free month of this game plus probably an additional one. beyond that :shrug:

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Tempus Thales posted:

When is the Beta? any announcements on that?

For founders -- supposedly later this month.

As for which pack, here is a chart:



The $60 pack gives you the full game, sub time, most of the bonuses, and full beta access.

Kimsemus fucked around with this message at 00:11 on Aug 6, 2015

2DCAT
Jun 25, 2015

pissssssssssssssssssssssssssssssssss ssssssss sssssssssssssssssss sssssssssssssssssssssssssssssssssss ssssss ssssssssssssssssssssssssssss sssssssssssssss

Gravy Boat 2k

Kimsemus posted:

For founders -- supposedly later this month.

As for which pack, here is a chart:



The $60 pack gives you the full game, sub time, most of the bonuses, and full beta access.

Didn't they say that beta was going to be pushed back to 2016 due to the one designer guy getting poached? Could have sworn I heard a friend mention that, but could be wrong...

cathead
Jan 21, 2004

2DCAT posted:

Didn't they say that beta was going to be pushed back to 2016 due to the one designer guy getting poached? Could have sworn I heard a friend mention that, but could be wrong...

Yeah, beta is getting delayed, they weren't clear on how long but it sounded like a couple months. To make up for it I think they're going to start letting Beta 1 people in upcoming Alpha tests though in the next couple weeks.

Kazvall
Mar 20, 2009

Thanks for making this thread. Was considering doing it myself for awhile.

The communication and general progress with the game seem great so far. I did feel some strong DAOC vibes from the RvR demo video.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Kazvall posted:

Thanks for making this thread. Was considering doing it myself for awhile.

The communication and general progress with the game seem great so far. I did feel some strong DAOC vibes from the RvR demo video.

If you can think of ways to improve it, please let me know and I'll be happy to add it. :toot:

And I enjoyed the hell out of DAoC, so I'm hoping for the same vibe. I'm supposed to be able to get into the first beta myself, so we'll see.

Fauxtool
Oct 21, 2008

by Jeffrey of YOSPOS
daoc was my favorite game of all time. I really hope the Luchorpán are just lurikeens



I will be starting the game with a pre-splintered guild to save time and so I cant be kicked from my own guild. The main focus will be economic manipulation and amassing wealth. Join me to compete directly with chinese farmers and make money IRL. No combat classes allowed

Fauxtool fucked around with this message at 11:59 on Aug 6, 2015

boho
Oct 4, 2011

on fire and loving it
There are red flags all over this project. Subscription fee. Plot lifted from EQ2. Industry vets that haven't worked in MMOs for years. Focus on player-driven everything. Game world that looks about as inspired as a 1v1v1 Starcraft map.

jabro
Mar 25, 2003

July Mock Draft 2014

1st PLACE
RUNNER-UP
got the knowshon


Awesome OP. That's a lot of work just for something to poo poo on in a few months.

Kazvall
Mar 20, 2009

In the very least the RvR zone will be player/guild made castles and that will be interesting. I also like the direction they are taking stealth in, if you read the latest update on that.

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
Lol at the "I am sorta committed" pack. Originally I thought it was supposed to be committed to the game, but no, it's committed to a realm. It locks you into a particular realm, and if you deactivate that lock you don't get most of the benefit of the $30 you spent for the fancy realm-specific textures.

Still probably gonna play this at some point.

Orv
May 4, 2011
It's a weird, dark place I find myself in that Mark Jacobs may very well make the best MMO in the next few years.

Probably not! But it seems like they're doing it right so far. As to the beta 1 backers getting into alpha tests, you can get that for $60 and they're aiming for this week/end to start getting them in. You shouldn't.

jabro
Mar 25, 2003

July Mock Draft 2014

1st PLACE
RUNNER-UP
got the knowshon


Stealth is a stretch goal.


Next stretch goal is character customization.

Orv
May 4, 2011

jabro posted:

Stealth is a stretch goal.

Not seeing how that's a bad thing.

jabro
Mar 25, 2003

July Mock Draft 2014

1st PLACE
RUNNER-UP
got the knowshon


Orv posted:

Not seeing how that's a bad thing.

It shouldn't have been a stretch goal at all and just be a part of the game. Stretch goals should be cool poo poo that adds to a game not poo poo they purposely hold back.

Orv
May 4, 2011

jabro posted:

It shouldn't have been a stretch goal at all and just be a part of the game.

By what standards?

jabro
Mar 25, 2003

July Mock Draft 2014

1st PLACE
RUNNER-UP
got the knowshon


Orv posted:

By what standards?

I added more but, huh?

eonwe
Aug 11, 2008



Lipstick Apathy
You fucklords are tempting me

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
Like any MMO, CU should be treated with healthy skepticism and with bullshit detectors fully powered.

BUT. I think they're heading in the right direction in regards to many mechanics. Here is their latest devblog on adding stealth: http://camelotunchained.com/v2/stealth-unchained-our-next-stretch-goal-and-so-much-more-pictures/ Keep in mind, stealth is something that really didn't have much of a place in DAoC, but they're adding it with a heavy emphasis on balance to accommodate players who are into that sort of play, based on community feedback.

quote:


Goal #1 – Design a fun, interesting stealth mechanic, and classes that are not seen as “Easy Mode” by non-stealthers

Goal #2 – Do not design a class that is centered around a strong opener, stun, and vanish with long/unlimited stealth, nor a class that can hide, one-shot, vanish again

Goal #3 – Design a class that has the ability to be very active and sought-after, either in RvR groups or as roamers

Goal #4 – Design a class that some non-traditional stealthers want to play

Goal #5 – Design a class that requires skill to play well, and not just unlimited patience

Goal #6 – Design a system where a gank group of stealthers is not possible

Goal #7 – Design a system that doesn’t affect the launch date of the game


They take the same approach to most features -- they set a list of common sense goals, and based on Alpha progress so far, they stick to them.

boho posted:

Focus on player-driven everything. Game world that looks about as inspired as a 1v1v1 Starcraft map.

Player driven everything works well when it's done right. GW2 WvW in its current iteration is a decent example, WAR RvR was another one. DAoC was the best example -- it was player driven everything and had a very strong following for years. Not to mention games like EVE of course.

As for the world map, you have to understand how it works mechanically:

It resets/changes every week, or war cycle. Land masses are a bunch of disjointed masses for the most part, which players can then set an anchor stone on and essentially "drag" together in massive terraforming changes, which changes the nature of each war and how it is strategically accomplished. I don't have more details than that, but it creates a unique kind of "lattice" system for capturing and advancing armies. It also helps to ensure that each war wont end in stagnation because it's approached the same way every time.

Also -- yes, some of their backer packages are stupid. I still recommend just buying the $60 package and calling it a day, as that pretty much gets you everything you need.

Orv
May 4, 2011

jabro posted:

I added more but, huh?

I think we're talking from different angles here. I'm saying there's no reason an MMO has to have stealth, which was my misread of what you said. My answer to what you're really saying is that during the KS they were adamant about stealth being not planned for the scope of the game with what they were asking and what they were expecting to get. Even now without a ton more money only the camo system will be in for launch. I get what you're saying, but they've been pretty upright about the whole thing.

jabro
Mar 25, 2003

July Mock Draft 2014

1st PLACE
RUNNER-UP
got the knowshon


Orv posted:

I think we're talking from different angles here. I'm saying there's no reason an MMO has to have stealth, which was my misread of what you said. My answer to what you're really saying is that during the KS they were adamant about stealth being not planned for the scope of the game with what they were asking and what they were expecting to get. Even now without a ton more money only the camo system will be in for launch. I get what you're saying, but they've been pretty upright about the whole thing.

Yeah, we definitely are then. I haven't been keeping up with this game since there are only 24 hours in a day and about 30 billion Kickstarted Early Release MMO games out there. It's cool that the devs are being upfront about everything and want to add meaningful stealth. From what you said here and what Kims posted it looks cool but if history is an indication for these crowdfunded games then it's all talk to get more money but all stealth will be is an extra button to make you see-through.



Kimsemus posted:

Every MMO should be treated with healthy skepticism and with bullshit detectors fully powered.

This should be the required title for every game here nowadays.

eonwe
Aug 11, 2008



Lipstick Apathy
It probably ought to have been in the game in a fair and good world where I could roll as a Shade and stealth around and poo poo on people but I get the budget thing and at least they aren't over promising or doing dumb stretch goals, instead just adding on to core features

Kazvall
Mar 20, 2009

Just read the actual stealth post on the website. :)

eonwe
Aug 11, 2008



Lipstick Apathy
i did its pretty interesting

Tenzarin
Jul 24, 2007
.
Taco Defender
How to play a Mythic MMO:
1. Play a stealther first.
2. After the 3 months and half of the games population is gone from bugs and other issues, reroll to the most op class.
3. Rule from your skull throne of skill for playing the best class.

A PvP MMO let alone a skill based PvP MMO cannot exist in the ranks of MMOs anymore. DAOC worked because the choice was between Everquest(no pvp, old) and UO(no pvp, 2d, old). People don't like to lose a 60m DOTA game or even a 20m LOL game. Why would anyone play a game for 6 months with a chance that they lose.

Tenzarin fucked around with this message at 18:12 on Aug 6, 2015

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
You have to be online for the entirety of the 60m DOTA game so I don't think your comparison is very apt. Plus a lot of people play DOTA, so why DO so many hundreds of thousands to millions play a game for 60m that they might lose? http://steamcharts.com/app/570 It's probably because if you want to play a pvp game, you have to accept that you have a chance at losing or else your opponents are simply not going to play. They aren't AI driven demons like in Diablo.

On another note, are they also resetting the game every 6 months or something? I thought that was Crowfall's gimmick.

Kylra fucked around with this message at 19:14 on Aug 6, 2015

boy are my arms tired
May 10, 2012

Ham Wrangler
put me down for "tentatively interested"; crafting class sounds neat

Baldbeard
Mar 26, 2011

I'll probably end up playing this in one way or another, but something about the project screams "it's a trap!". Not sure exactly what yet.

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Tenzarin
Jul 24, 2007
.
Taco Defender

Kylra posted:

You have to be online for the entirety of the 60m DOTA game so I don't think your comparison is very apt. Plus a lot of people play DOTA, so why DO so many hundreds of thousands to millions play a game for 60m that they might lose? http://steamcharts.com/app/570 It's probably because if you want to play a pvp game, you have to accept that you have a chance at losing or else your opponents are simply not going to play. They aren't AI driven demons like in Diablo.

Dota games are only 20-60-90m long, and people arn't going to attack your ancients while you sleep. I believe Dota and Lol have worn away any basis of the pvp crowd. For one its faster, you arn't stuck as a class, and the games are short.

I don't play GW2 or ESO at a high level and I bet they have an issue with the early morning flip when no one is online.

Tenzarin fucked around with this message at 19:49 on Aug 6, 2015

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