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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

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

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

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.

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.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

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.

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

Character progress will not reset -- guild holdings won't reset as far as I know, but the "war" will reset the map and continent location and holdings every week or so, similar to Blizzard's reset/maintenance cycle.

Tenzarin posted:

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.

No. :frogout:

You don't lose character progression and they're attempting to create a system that discourages what happened between factions in WAR.

Also by nature, three faction systems ALWAYS work better than two faction systems in PVP games. Planetside 1's flow of battle, and GW2 is a good example of why this is, and why WAR wasn't.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

quote:

A couple of weeks back, I told our Beta 1 Backers that they were going to be able to access select Alpha tests. We also said that one of the ways we were going to help make up for the delay was by opening the servers for longer periods of time for our Alpha folks, as well. As such, I’m pleased to announce the first round of Friday Night Fights!

Twice a month, starting tomorrow (8/7/2015) at noon our time, we are going to open our servers to Alpha, IT, and Beta 1 Backers to furball it up in our current build. Over the course of this Extended Alpha, we will also be working with TMS to add some fun stuff for the Backers who want to participate in FNF.

The FNFs are currently planned (subject to change, our needs, etc.) to run every other Friday, during the length of Extended Alpha. The FNF will start in the current map, and then be shifted over to the first iteration of a map created with our new terrain system.

Now, this may sound a little bit like marketing, a little bit like hype, but actually (other than the name), it really isn’t. Just like the P.A.T.s, if Beta is going to be delayed, we drat well should make the most of it, and thank our Backers for their patience. This is a way we can accomplish both. By having more Beta 1 folks in our testing group, we’ll get bigger matches, more PC builds tested, and more fun stuff happening. Yes, it is still an Alpha build, but throwing fireballs at walls or enemies and launching Luchorpán (and soon, destroying buildings) is fun.

Plus, once we migrate over to the new map, our Backers will see everything begin to unfold into a richer, more vibrant world, and not just an engine build. Also, depending on how things go, we might also find the time to run and live stream some matches. The FNF will last for 24 hours, so all of our Beta 1 folks can join in the fun and frolic. Again, we’re planning on opening the servers to all Alpha, Beta 1, and IT folks tomorrow, 8/7/2015, at noon, our time.

For our Alpha testers, as soon as we get the new world map in, we plan on having the servers up for 72 hours, every weekend that there isn’t a FNF. This won’t affect our Impromptu Alpha Tests (of which we have a ton), or other Alpha tests during the week, but we know that a lot of our Backers don’t have much time during the week to play, so we want to give them lots of opportunities to play in the most current and stable build.

But wait, there’s a little bit more! I just wanted to add that all over CSE (which in all fairness, is a pretty small office space), things are moving along well. Whether you look at our new folks coming up to speed nicely, Andrew and his magical terrain system, improvements and bug fixes for stances, ability system, rendering optimizations for buildings, class presentation and animation system or more, it has been a great week, and things are really looking good.

That just about wraps up today’s update. For our Beta 1 Backers, I hope you enjoy the Alpha Engine Build, and I urge you, please read the rather lengthy Alpha Manual. It has a lot of very useful information that will save you time and effort in figuring out what the heck it is you are doing in the build. So, once again, please read the manual, which can be found in our Forums or via the patcher!

CU in the engine build tomorrow!

Enjoy your weekend, all!

-Mark

Basically now the alpha servers are going to be up every week.

Right now it's mostly revolving around stress testing, but it's interesting to see how fast they are making progress.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

goldjas posted:

This looks and sounds pretty bad, but I did think that DAoC was the better of the 4 or so MMOs out at the time when the only real options were UO, DAoC, EQ, and AC, so maybe there is something here worth caring about? Probably not, honestly.

Well, from my experience playing, the ability modification system, and a few others, really shine and show the potential of what you can do with builds.

Also the bane/boon system.

Want 10% more fire damage? Perfect! But you need to take a negative, such as 5% vulnerability to physical or something. You can do more for adjusting your play style than you could in any MMO in recent memory.

Race impacts your abilities, as well as faction, class, ability modification, and boons. It's very layered and well put together.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

im gay posted:

I've always wished there was an MMO game that could replicate the Keep/Relic/Stealth/8 man system of DAoC. Is/was there anything else like it?

Think of CU as the successor to DAoC as far as many good mechanics.


Space Bat posted:

Is this a tab-targeted cooldown game?


This is a game with many targeted abilities, and some skillshot, similar to GW2, so kind of a hybrid as far as it currently stands. I'm not sure if there will be a GCD in release, if so it will likely be short.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
There is limited weekly testing, you can wait till closer to more Alphas/betas.

Right now each class has like 3-5 abilities that work properly, but the rudimentary modification system is in. It's actually quite fun to play with and the depth will be considerable.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Tenzarin posted:

ESO called and it wants to talk to you.

ESO was garbage and dead in the water from the gate. It's a horrid, horrid game and should not be spoken of.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
They're announcing a lot more alpha tests and feature tests. Looks like they are speeding up their development cycle.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
https://www.youtube.com/watch?v=JiZWQ-pvEPA

Video showing some of the rough model detail and basic melee animations. Really enjoying that sense of realism in movement and positioning instead of more floaty, cartoony style combat.

Apparently the game uses two different animation systems in their models, one that moves the lower body, the other that executes attacks. It means that attacking while advancing in formation with shields up, and moving in fluid combat, will be a thing and will look proper.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Third World Reggin posted:

yah this is the same poo poo rift had and it looks goofy as hell

you will be wildly swinging your arms at nothing and your legs just do what ever cause crazy legs

age of wushu ruined me where an attack moved your entire body and so did defense, like you were actually moving

Indeed. Rift got kind of wonky because of the engine they used, but was still more crisp than a lot of other games.

Evernoob posted:

Conditionals after defensive actions for mellee were really interesting in both LOTRO and DAoC.
What they *could* do to simplify the controls (MJ did state he did not want his game to exclusive for 14 fingered gamers) is tie additional effect to an anytime skill if used after a block/parry/dodge.
With their "spell crafting" system where players will be able to modify their spells according to their preferences, they may also do such a thing for mellee styles.

Positionals are awesome. Devastating Back and Sidestyles are what made DAoC pvp brilliant. I would be really sad if melee classes would not get any of these.

I don't know what most people prefer though nowadays. Back in the days of DAoC you had like 3 full hotbars of skills you constantly had to use. (A skillchain required you to press all different skills). Nowadays games have evolved into the icon changing into the next when the prerequisite has been met. I am in favor of that system as I like to limit the amount of skill hotkeys I need to use.
6 keys to use in the heat of battle plus a number of non timing critical skills like buffs or skills you rarely use seems like a fine number to me.

There has to be a balance. I don't like the simplistic controls of Guild Wars 2, and I don't like the massive button bloat that WoW experienced during the BC expansion.

There has to be a balance. For instance, I play a Warrior now in WoW, I have roughly 1.5 bars of abilities I use regularly, some on CD, some in a rotation for PVP. I have to bind about 12 keys to use them all effectively. This is a good balance to me, as every fight is different, and I have options. It's not too simple to be boring, not too hard that someone can't pick it up.

But one of my favorite things about a warrior was when I had conditional abilities. Warriors used to have an ability called Overpower, which procced whenever someone dodged or parried one of my attacks, and it allowed me to slam them with an off-GCD damage burst that really stirred things up. Some classes have these, but they were a huge amount of unpredictable fun. I'm hoping CU does the same thing, like if a Warrior with a shield blocks an enemy melee attack, it procs a Shield Slam that allows me to stagger an opponent, just to mix things up.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Space Pussy posted:

So did Jacobs snort up the 3.5m or something, what the gently caress happened?

Is it still possible to get a refund if you backed through paypal? Just asking for a friend.

Game is still very much being developed, ignore the trolls.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

quote:

Folks,

It’s been another busy week, here at the studio. Without further ado or a don’t, let’s go to the highlights.

First, we are in the middle of a bonus round of Friday Night Fights. We have invited all of our Beta 1 Backers to join our Alpha and IT players in an additional weekend of fun and frolic. This round should last at least 24 hours, and maybe the entire weekend! If all goes very well, we are hoping that our Backers will collectively log many thousands of hours in this round. So, if you are a Beta 1, Alpha, or IT Backer, join us for part of this bonus FNF!

Secondly, we continue to make nice progress on the hiring front. More news on this as we move through September. All I will say for now is: so far, so good.

Thirdly, we have continued to cut nicely through our User Stories. Special shout-out to JB, who ended up getting the next important steps in integrating sound and music into our game, way ahead of schedule. Thanks, JB! So, our Alpha/Beta/IT folks can look forward to seeing (actually, hearing) the world sound more alive in the coming days/weeks/months. In terms of all of our User Stories, we added 4 new cards with 32 completes, and added 21 completes to 12 existing cards. In other words, a whole lot of adds!

Existing Cards:

As a Backer, I’d like Camelot Unchained to have ability-based sound effects. – Build sound library – First Pass
First Pass: Modular stat drain based sfx. – Complete

As a Backer, I’d like to see the sun, moons, and stars in the sky, with sky color changes based on time of day and position of those celestial bodies. – Second Pass
Add the second moon – First Pass – Complete

As a Backer, I’d like to see visual improvements to the current Alpha map terrain.
Add new generic items such as boxes, barrels, etc. to center castle.

As a Backer, I’d like to play in a procedurally-created environment. – Second Pass.
Terrain Types: Auto placement trees, rocks, grass. – Complete
Terrain Types: Rules for subdividing into other types. – Complete
Terrain Types: Define format in DB, save and load in editor. – Complete
Terrain Types: Define binary format, provide builders. – Complete
Terrain Types: Apply type effects during subdivision. – Complete

As a Backer, I’d like to test the updated male Frost Giant model.
Model and rig low poly model.
Import and test model parts. – Complete

As a Backer, I’d like to test the updated male Fir Bog model.
Create textures. – Complete

As a developer, I’d like a way to be able to edit gameplay variables on the server, live.
Absolute minimum and maximum movement speed allowed. – Complete
Minimum preparation time for abilities. – Complete

As a Backer, I’d like to see the sky transition from a sunny day to an overcast and rainy day.
Sound can be defined by rainy weather state. – Complete
First pass: ambient rain sound for rainy weather. – Complete

As a Backer, I’d like to be able to create storm abilities.
Fire storm effect. – Complete
Earth storm effect. – Complete

As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.
Research and implement LOD’ing on building structures. – Complete

As a Developer, I’d like to work more closely with members of our Community to create the best possible UI for Camelot Unchained, through the Mod Squad!
Prepare a web conference for the Mod Squad to clearly articulate CSE goals, practices, and procedures to the Mod Squad volunteers. – Complete
Prepare documentation for the Mod Squad to outline goals, practices, and procedures. – Complete

As both a Backer and developer, I’d like to have more dev commands to facilitate testing, and general interactions with the player community.
Admins can auto-cast spells repeatedly. – Complete

New cards with completes:

As a Backer, I’d like to be able to equip and use different types of melee weapon combinations. – Weapon Models
Generic polearm: high poly model. – Complete
Generic dagger: high poly model. – Complete
Generic dagger: material pass with variations for pipeline testing. – Complete
Generic dagger: Low poly model. – Complete
Generic axe: high poly model. – Complete
Generic spear: high poly model. – Complete
Generic staff: high poly model x2. – Complete

As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
Design and implement a Kill Board, hooked to the control game and viewable on the website. – Complete
Add a “Tips” UI element for new users entering Extended Alpha. – Complete

As a Sound Designer, I want to customize ambient audio based on dynamic game parameters.
Ambient environment sounds triggered by time of day. – Complete
First Pass Sound Assets: Generic day and night ambient sound. – Complete
Player death at re-spawn triggers sound event. – Complete
Other players’ deaths triggers sound event. – Complete
Player spawn triggers sound event. – Complete
Other players’ spawn triggers sound event. – Complete
Basic support for audio feedback when taking damage. – Complete
Player projectile cast, flight, and impact trigger sound events. – Complete
Terrain angle triggers sound. – Complete
Ambient environment sounds triggered by changes in the weather. – Complete
First Pass Sound Assets: ambient rain sound for appropriate weather states. – Complete
Player elevation hooked to sound system. – Complete
Player race and Realm hooked to sound system. – Complete
Register additional Wwise plug-ins: McDSP ML1, FutzBox, Wwise Compressor, Stereo Delay, Matrix Reverb, Room Reverb, Parametric EQ, PitchShifter, Soundseed Air, and many more! – Complete

As a German Backer, I’d like to visit the German version of the Camelot Unchained website.
Language selection added to site header. – Complete
Find a group of awesome German-speaking Backers to assist us! – Complete
Primary artwork containing text translated and added. – Complete
Site navigation text translated. – Complete
Foundational Principles translated. – Complete
Primary game information translated – About, Realms, Races, Classes, Banes and Boons, BSC docs. – Complete
Lore translated. – Complete
Stretch Goals translated. – Complete
C.U.B.E. page translated. – Complete

Pretty good numbers, eh? New cards added and lots of completes make for another great push from us. Now for some pretty stuff, as up next we have some new concept art, in-game screenshots, and more.

They make pretty good progress every week like this. Some big, some small. But steady, which is good.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
http://www.tentonhammer.com/feature/classes-class-pride-more-discussion-camelot-unchained-panel-dragon-con-2015

quote:

Following up the previous article I wrote from the 2015 Dragon Con Camelot Unchained panel, another major theme of the discussion was class pride, or pride in being a specific class. This is a very, very interesting topic that I think should be touched on from the panel. We’ll first talk about what was discussed at the panel, and then follow it up with some of my own thoughts.

Originally, in the very first pitch for Camelot Unchained, classes were going to work what I call “Ultima style” where you basically assign skills to your character much like choosing your toppings on your sub sandwich or burrito at most modern American fast food chains. You go yeah I’d like some swords, magic, go heavy on the plate, but just a little bit of defense. However, the issue they found was that it didn’t really make you feel like you were part of a class, or role, or even the realm. There was no ownership – which I think is hella interesting, because think of it like this – if you customize a sandwich, that’s your sandwich. They should slap your name on front of it. Why yes, it’s a turkey, with extra bacon, avocado spread, light mayo, lettuce, and tomato, truly Bob’s Sandwich. Customizing a class, in a specific way, creates a situation in which this is uniquely your character, but likewise, it creates a sense of loneliness. This sandwich is only yours, but few may share love in bacon and avocado spread.

These analogies, however dumb they are, are uniquely mine. Please don’t hate them for my inadequacies, and thank goodness I didn’t delve into Big Macs vs. Whoopers.

Moving along, they decided to return to a class type system, where each class will have a role and this plays well with the RvR formula, in which you will feel like if you’re a warrior, you’re a warrior, that’s who you are, and you’re part of the realm. You have a purpose, a job, and you will fulfill it. This creates a sense of loyalty to the class, and the realm, because only warriors are part of one of the realms and that is where you belong.

Basically, they removed the classless system because the pride between creating your completely custom class and playing a custom class belonging to a specific role to a specific faction are two entirely different points, with the later fitting much better in an RvR scenario.

So, here’s some of my thoughts on it, not that I haven’t vomited enough of them on you by this point, nursing my wounds from Dragon Con still listening to terrible trap music for literally no reason. This is not only true, but critical to establish the idea of realm pride. The more nuanced your belonging becomes, the better your attachment to your realm becomes, until you hit peak sub-factions, at which point it doesn’t matter.

Like, in FFXIV, there are a variety of options that declare your character part of this moon thing and that sun thing, and you’re part of this city state and born under fourteenth constellation of the 94 th crescent moon. None of these options matter, though, outside of which city state you belong to, and even then by halfway through the story this diverges so far that it’s sort of pointless, and considering you can change jobs on the fly, you really don’t belong to anyone but yourself and the Scions of Fate.

This works very well for FFXIV, as a story based game, because your character works for many different factions and many different groups. In a pure PvP game like Camelot Unchained, where everything is determined through PvP (as a side note, there is PvE and crafting, and all that cool jam), you need some agency to get off your butt and do something, and you need a reason – spamming you with various allegiances isn’t going to really do it, but giving you a few critical things to take pride in will.

This can be in the form of rewards, which is the primary motivator. However, in Guild Wars 2, when it’s the only motivator, this makes players look for efficient ways to claim rewards. This creates the zerg, that circles around the map recapturing keeps as the other realms take them back, having very little in the way of actual PvP, and in most cases just being a farming circle route.

What you also need is pride, and you need a sense of belonging. You need to feel as if the enemy comes in and takes part of your land, then you need to take it back, for your realm. You need to showcase your skills as a warrior, for the realm, to show the opposing asymmetrical class equivalent that you’re better than them. You need that pride to fuel your desire to break off into smaller teams and ambush reinforcements. You need that pride to make you feel disgusted as you roll a spy character to snoop on the opposing team, Terms of Service, etiquette, and everything else be damned.

To this you need some nuance, beyond just the fact you’re in a realm. You need the right amount as well. Think about vanilla WoW and playing either a Paladin or Shaman. You belonged solely to the Alliance / Horde, and there was a lot of sense of all for the realm. As I mentioned earlier, you can’t just spam the player with it, it needs to be something that brews and builds within them. For the realm, it’s the setting, the terrain, the player attitudes of likeminded players who enjoy the specific lore and theme. Beyond that, there are people and guilds, the last bit of nuance the pride requires.

I think pride is an interesting word used here – it’s apropos, but also can be a negative condemnation, considering pride can be a bad thing – especially too much, but I don’t think it applies when you consider that you’re proud to be friends with those you enjoy playing with.

TL;DR, CU devs realize having completely open builds probably wouldn't work, so going to have traditional classes, with extensive customization.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Trier posted:

So this looks interesting. Is it interesting?

It looks interesting, especially cause I never got around to playing DAOC, but later heard nothing but good things about it.

DAoC was quite good, mechanically, and was one of the few MMOs that got the whole RvR thing mostly correct, and gave guilds a purpose beyond being a social club. DAoC was pretty rough around the edges, and suffered the class fatigue that GW2 is currently dealing with -- some classes are very useful for RvR, but if you're not one of those classes, prepare for a life loneliness.

I think CU is trying to combat that, and we'll see. WAR, incidentally, got classes mostly correct, at least in open world PVP.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Freakazoid_ posted:

It depends on how many classes there are. WAR had the benefit of keeping roles functionally similar across factions. DAoC was not well managed in that regard. I recall Albion needing like 6-7 people to be completely functional, whereas Midgard needed 5 and Hibernia needed 3-4.

I wasn't aware GW2 had class fatigue in RvR. Does zerging not make up for their deficiencies anymore?

On Tier 1/2 servers, class fatigue is severe. Essentially you MUST have groups comprised of a core of Guardians and Warriors, with mesmers.

Anything else is virtually useless in group RvR PVP. Just utterly worthless because of the steamrolls that are taking place. The entire server tier system is something else 100% broken as well, but that's a separate issue.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Ra Ra Rasputin posted:

I never played WAR, but I like on that chart the WAR graph is just a straight line up, then 1 month later a straight line down.

All I heard about it was that bright wizards ruined everything, was that something that never got patched until after the game died?

Also who remembers Champions getting sick of being ignored patch after patch and then they mass emailed whoever that lady was that was in charge of posting stuff on the website and the very next patch champions got a load of buffs and fixes with a note saying to please never do that again?

The problem is WAR was fundamentally mishandled, and very very poor progression at its launch state. It's kind of lovely, because the art direction was great, and the game that was developed before it shut down was actually quite good.

Even though Chaos usually CRUSHED order, some classes were EXTREMELY good, such as Bright Wizard and Knights of the Blazing Sun, and some were TERRIBLE, such as Witch Hunter.

They never did fix the balance.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

THE PWNER posted:

So I pledged with no intent of playing until release about 28 years ago when the kickstarter first came out. Someone tell me what the combats like.

Is it awful wildstar telegraph poo poo? Awful tera action combat poo poo? (worried about those 2 mostly because they are poo poo with poo poo ping. poo poo) Tab target poo poo? A mix between two or all of these?

I know they talk about how unique and different their combat is, but let's be real, it's not gonna be innovative. Similar but masked well, at best. So tell me now.

It's a mix between classic targeting and some skillshot directional/selectable AOE attacks.

At least in its current form, the CU design team hasn't been shy about changing things if they feel like something else is going to work better based on Alpha feedback, which I can appreciate. Bringing back traditional classes was a big, positive thing for me. I rather have deep customization within the confines of playing a certain well defined role.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

malhavok posted:

It was mostly the fact that multiple bright wizards could stack their persistent aoe spell in one spot and you would get hit by ALL of them if you tried to walk through it that was the main problem. Once you had about 5-6 of them you could just deny choke points to the other side no matter how large their army. Simply comparing the classes to each other bright wizard was not really all that great, it was the idiotic game mechanics that ruined the game.

This. On defense if you just had 5 or 6 engineers on your ramparts, everything died anyway. Worst off, if someone broke the door down, KoTBS could just stand there with Hold the Line up while WP dumped heals into them until the end of time.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Hy_C posted:

Do we have an offsite setup yet?

Not yet, and no single goon patriot has stepped up to lead the official effort.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
I don't think there is a need for an offsite till there is a game with enough substance that warrants constant goon participation. CU is getting there, but it's not there yet.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Third World Reggin posted:

kimsemus, this was a sperg test

you have the sperg, you took hyc seriously

please, go read a law book or something

I have brought dishonor and shame upon my household.

I shall admonish myself by flogging via trying to play American destroyers in World of Warships.

In related news, CU just hired the 2 senior programmers they have been looking for, which should begin speeding things along nicely.

Full interview is here: http://www.mmorpg.com/gamelist.cfm/game/926/feature/10127/Camelot-Unchained-An-Update-with-Mark-Jacobs.html

Kimsemus fucked around with this message at 20:11 on Sep 22, 2015

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Bait and Swatch posted:

List of inevitable occurrences in every mmo with goons:
- launch schism creates a large goon group and a small goon group
- goons find a guild leader pubbie to focus their anger on
- large and small goon group try to work together, fun is had initially
- large goon group has a schism, over pedos, or stealing or some poo poo
- smaller goon group absorbs members, is disliked by those in the other group
- most goons quit
-fauxtool figures out how to win the whole game and make money while doing it, making everyone else question why we play these stupid games

Ah, ArcheAge.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Bait and Swatch posted:

If only that was only the story of Archeage :smith:

Wait you mean this is a common occurrence?

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

JackDRipper posted:

I nominate Kimsemus for this very important duty.

After ArcheAge I rather suck start a shotgun. I'll be happy to lead goons into glorious battle and let some other sperg get yelled at for it.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

fadam posted:

So I'm going through my emails and I guess I backed this way back when. Do Kickstarter people get any bonuses over people who are pledging now?

I think the tiers and bonuses are the same, at least to my knowledge.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Eonwe posted:

Im all for goonionism I think it's awesome

For AA I didn't feel the mats went to the most deserving generally

I think the final nail in the coffin was when the fishing goons were left in charge and they decided to then funnel all the goon mats to Wicked because "SURELY ONCE WE HELP WICKED TO GET A CASTLE THEY PROMISED THEY WOULD HELP US GET OURS" and people actually wanted to believe that.

Meanwhile our ships were smashing into pubbie fishing boats and enraging fishing goons further, even though we were the only people providing actual communal content that didn't involve "spend hours farming this poo poo then hand it over to me for no discernible reason".

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Blazing Zero posted:

i like to think we got a passable crew running the AO show :shobon:

Great Leader Eonwe will never fail or abandon us.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
Goonionism works best once everyone is established and self sufficient, and providing surplus time/items.

This way, nobody really gets screwed, and the greater good is served by things most goons don't need anymore, but new goons might.

Also the best thing to do is have your guilds lead by someone who is a good diplomat, that can delegate. Someone who can balance people that want to push PVE content and organization, and people like me, who are pretty one track minded about just wanting to hurt pubbie feelings.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Evernoob posted:

I am still on the fence if making crafters a separate class, that would not be able to contribute much in actual combat, is a good idea.
However if they are also the guys that get to man the barricades, pour oil and use the ballista's they have built.... well then there is hope.

Don't forget every class will have access to crafting, however crafters will be either able to master it further or won't be locked into only one or two crafts.
So you can still go gather most resources you need for the object you want yourself, and they ask/pay a crafter to create said object.

I really hope items will have durability that can't be completely repaired, to keep the economy flowing

I'm sure there will be some powerful perks to the crafting class, such as building advanced siege equipment, crafting superior items (probably faster) building strongholds etc.

I'm sure it won't be just passive/crafting things though, I imagine if they stick to keeping it a separate class, it will likely be something of a combat engineer.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

ruffz posted:

I never got into DAoC because I was playing RYL and WoW back in those days instead. I had heard lots of positive reviews for DAoC, and frankly that's probably the only reason I'm even a little bit interested in this game. I'm still extremely reluctant to buy into any "founder" poo poo after my ArcheAge experience throwing away $150. I'm also still bitter at how Mark Jacobs killed Warhammer Online, so I'm in agreement with the people that have said in this thread that the game feels like a trap. It's something I'll continue to monitor, but it'll have to show a lot of positive signs of being a really different MMO that could succeed before I spend any money whatsoever on it.

I would argue that really, WAR was killed by unrealistic shipping dates and an over-zealous publisher.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
Its actually pretty remarkable how much the textures/terrain has improved in the last few months.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
The goon cautious optimism is slowly building.

Sort of like this game, but that is totally okay.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

S.T.C.A. posted:

I don't know why I looked in MMO HMO but I did not expect to see this and I kind of hate you people for reminding me of DAoC, the first non-UO MMO I didn't hate.

Also Obsidian, inXile, and Larian are ~friends of CSE~ which causes my nostalgia to make me even more hopeful.

I really hope they don't do that stupid "well see your level impacts how accurate you are and how much damage you do, so a level difference of 7 or so means you can't do poo poo," though at least they eventually fixed it so that you could chip the armor of someone higher level than you.

How they plan on adding stealth without enabling stealth ganksquads is beyond me. I feel like the best they can do is limit such a group to ambushes (i.e. nonmobile stealth) rather than a roving gank squad, because how else are they going to reconcile custom skills with stealth? Unless they outright disallow stealth healers or something.

E: Even though their videos have less than 5k views each, I'm confident this game will have a healthy population and longevity due to how well-made it will be.

Best I can figure is that stealth will have a timer, be terrain based, or will only function sitting still.

Ideally there will be power scaling through levels, but won't use the WoW system of not being able to hit mobs/players for poo poo damage more than like 5 levels above you. Hopefully it will be a linear scaling that's impacted by gear, so everyone can feel useful in fights.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
DAoC had some serious design issues (especially early on) and some of the systems it used seem sort of dated today; MMO mechanics from a bygone era. (A good example would be comparing Vanilla WoW to what it is now) but the game had undeniable addictive qualities, and though Guild Wars 2 sort of scratched the itch, I REALLY miss DAoC's heavy emphasis on guild play and PVP systems. I'm hoping that CU will recapture that and make guilds relevant in MMOs again.

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Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

Tenzarin posted:

The game just wont work with all the up to date features of an MMO. There's already GW2 and ESO that have the huge rvr maps.

But GW2's biggest weakness is 50% of the content is just zerg slamming meta, the other 50% is just constantly ghost capping. You're incentivized to avoid combat and just rotate through keeps.

ESO is awful and unfun all around and not worth addressing, IMO.

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