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Official Website Release Date: (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. 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? 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 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
MAGIC! https://www.youtube.com/watch?v=20uBoxgrlAI Guiding Principles
Combat https://www.youtube.com/watch?v=6viMpHvex5k Guiding Principles
Crafting https://www.youtube.com/watch?v=nXIN9Otsihg The Guiding Principles
Progression System https://www.youtube.com/watch?v=HKgySmQg0gM Current Progression problems in other MMOs
Solution to Progression issues, what will make CU work
Can I mod my UI? Yes. Pledge here! Not sure which Founder's Pack to get? Here is a guide: 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. 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: None yet! Kimsemus fucked around with this message at 00:29 on Feb 24, 2016 |
# ¿ Aug 5, 2015 21:59 |
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# ¿ May 16, 2024 01:00 |
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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 |
# ¿ Aug 5, 2015 22:00 |
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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 |
# ¿ Aug 5, 2015 23:52 |
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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 |
# ¿ Aug 6, 2015 00:08 |
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Kazvall posted:Thanks for making this thread. Was considering doing it myself for awhile. If you can think of ways to improve it, please let me know and I'll be happy to add it. 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.
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# ¿ Aug 6, 2015 06:30 |
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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:
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.
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# ¿ Aug 6, 2015 15:56 |
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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. 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: No. 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.
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# ¿ Aug 6, 2015 21:46 |
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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! 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.
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# ¿ Aug 9, 2015 07:41 |
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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.
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# ¿ Aug 10, 2015 21:15 |
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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.
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# ¿ Aug 11, 2015 02:13 |
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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.
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# ¿ Aug 12, 2015 23:42 |
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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.
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# ¿ Aug 13, 2015 20:17 |
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They're announcing a lot more alpha tests and feature tests. Looks like they are speeding up their development cycle.
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# ¿ Aug 24, 2015 21:17 |
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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.
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# ¿ Aug 25, 2015 07:55 |
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Third World Reggin posted:yah this is the same poo poo rift had and it looks goofy as hell 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. 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.
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# ¿ Aug 25, 2015 17:52 |
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Space Pussy posted:So did Jacobs snort up the 3.5m or something, what the gently caress happened? Game is still very much being developed, ignore the trolls.
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# ¿ Aug 26, 2015 06:16 |
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quote:Folks, They make pretty good progress every week like this. Some big, some small. But steady, which is good.
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# ¿ Aug 30, 2015 07:24 |
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http://www.tentonhammer.com/feature/classes-class-pride-more-discussion-camelot-unchained-panel-dragon-con-2015quote: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. TL;DR, CU devs realize having completely open builds probably wouldn't work, so going to have traditional classes, with extensive customization.
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# ¿ Sep 14, 2015 19:16 |
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Trier posted:So this looks interesting. Is it interesting? 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.
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# ¿ Sep 14, 2015 21:34 |
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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. 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.
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# ¿ Sep 15, 2015 06:42 |
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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. 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.
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# ¿ Sep 17, 2015 02:51 |
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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. 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.
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# ¿ Sep 17, 2015 20:19 |
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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.
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# ¿ Sep 17, 2015 20:47 |
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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.
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# ¿ Sep 19, 2015 05:18 |
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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.
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# ¿ Sep 22, 2015 17:56 |
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Third World Reggin posted:kimsemus, this was a sperg test 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 |
# ¿ Sep 22, 2015 19:34 |
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Bait and Swatch posted:List of inevitable occurrences in every mmo with goons: Ah, ArcheAge.
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# ¿ Sep 24, 2015 18:44 |
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Bait and Swatch posted:If only that was only the story of Archeage Wait you mean this is a common occurrence?
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# ¿ Sep 24, 2015 19:20 |
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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.
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# ¿ Sep 25, 2015 06:45 |
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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.
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# ¿ Sep 26, 2015 07:26 |
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Eonwe posted:Im all for goonionism I think it's awesome 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".
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# ¿ Sep 28, 2015 18:52 |
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Blazing Zero posted:i like to think we got a passable crew running the AO show Great Leader Eonwe will never fail or abandon us.
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# ¿ Sep 28, 2015 19:26 |
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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.
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# ¿ Sep 29, 2015 19:17 |
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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. 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.
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# ¿ Oct 1, 2015 16:45 |
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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.
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# ¿ Oct 1, 2015 20:47 |
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Its actually pretty remarkable how much the textures/terrain has improved in the last few months.
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# ¿ Oct 6, 2015 03:17 |
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The goon cautious optimism is slowly building. Sort of like this game, but that is totally okay.
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# ¿ Oct 7, 2015 18:04 |
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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. 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.
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# ¿ Oct 8, 2015 17:17 |
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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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# ¿ Oct 12, 2015 17:13 |
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# ¿ May 16, 2024 01:00 |
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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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# ¿ Oct 12, 2015 20:02 |