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Crafting in Camelot Unchained and character slots

LokbergLokberg Member Posts: 315

I admit havent read all on the kickstarter page but i bet some of you guys have, Im wondering if MJ have said anything about if items will decay or not?

So that crafters can continue to make weapons and armors for their faction, if i decide to play a crafter i dont want to be in the rvr field all the time making seige engines and traps etc hence the question.

Been wondering if its stated what nr of char slots the 25$ will have, is it 1 like in early swg?

If it is i most likely have to go with the higher tier that add a slot.

Thanks for the answers in advance.

 

 

 

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Comments

  • Squeak69Squeak69 Member UncommonPosts: 959

    careful admiting to not haveing scoured the internet for every bit of information avilable, is going to subjigate you to name calling and being accused of being lazy.

    that aside i got a link here that will answer alot of tose questions.

    err one sec ill come back with the link in a edit.

    edit : here ya go

    https://docs.google.com/document/d/16-KiQ-LGWEr0QjfihJ8AZ5itidYV4aXbmdXwAHfOjgQ/edit?pli=1

    hope this helps

    F2P may be the way of the future, but ya know they dont make them like they used toimage
    Proper Grammer & spelling are extra, corrections will be LOL at.

  • LokbergLokberg Member Posts: 315

    So what if im lazy im only human afterall ^_^

    Edit Thanks alot Squeak69 will jump in and read it now.

  • Squeak69Squeak69 Member UncommonPosts: 959
    Originally posted by Lokberg
    So what if im lazy im only human afterall ^_^

    image

     

    F2P may be the way of the future, but ya know they dont make them like they used toimage
    Proper Grammer & spelling are extra, corrections will be LOL at.

  • ArbroathArbroath Member UncommonPosts: 176

    It seems that items will have some item decay. It also seems that most characters will be able to repair their own simple armor and simple weapons as each character will be allowed some form of crafting to a certain point. Players that are fighter classes will only be able to craft to the first tier. Only dedicated crafters can achieve higher tiers of crafting. It's in these tiers that  fighter types will need crafters to repair higher end gear. At least this is what I think I remember :P

    Personally, the crafting is what got me really excited for this project. I like my share of PvP, but trust me, you'd rather have me making your swords :P

     

    Also, check out this foundational principle, it may offer more insight... http://camelotunchained.com/en/foundational-principle-7/

    It is in truth not for glory, nor riches, nor honours that we are fighting, but for freedom — for that alone, which no honest man gives up but with life itself. ~Declaration of Arbroath

  • meddyckmeddyck Member UncommonPosts: 1,282
    Originally posted by Lokberg

    I admit havent read all on the kickstarter page but i bet some of you guys have, Im wondering if MJ have said anything about if items will decay or not?

    So that crafters can continue to make weapons and armors for their faction, if i decide to play a crafter i dont want to be in the rvr field all the time making seige engines and traps etc hence the question.

    Been wondering if its stated what nr of char slots the 25$ will have, is it 1 like in early swg?

    If it is i most likely have to go with the higher tier that add a slot.

    Thanks for the answers in advance.

    Mark has said you will get enough character slots to make one of each class on each server. Some Kickstarter tiers will get extra character slots so I guess those players can make 2 of one class to play different specs or something.

    I'm not sure if I've seen him specifically address item decay but having it would seem to make sense to make a viable economy for crafting and act as a gold sink. I do know all armor and weapons aside from starter versions will be crafted. There are no loot drops to farm or epic raids to do for gear. So you should be fine taking breaks from RvRing on your crafter to make armor and weapons. I don't know if there will be other types of crafting such as potions or enchantments.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649

    Originally posted by Lokberg

    I admit havent read all on the kickstarter page but i bet some of you guys have, Im wondering if MJ have said anything about if items will decay or not?

    So that crafters can continue to make weapons and armors for their faction, if i decide to play a crafter i dont want to be in the rvr field all the time making seige engines and traps etc hence the question.

    Been wondering if its stated what nr of char slots the 25$ will have, is it 1 like in early swg?

    If it is i most likely have to go with the higher tier that add a slot.

    Thanks for the answers in advance.

     

     

    Yes, there will absolutely be item decay in the game.

    Originally posted by meddyck

    Originally posted by Lokberg

    I admit havent read all on the kickstarter page but i bet some of you guys have, Im wondering if MJ have said anything about if items will decay or not?

    So that crafters can continue to make weapons and armors for their faction, if i decide to play a crafter i dont want to be in the rvr field all the time making seige engines and traps etc hence the question.

    Been wondering if its stated what nr of char slots the 25$ will have, is it 1 like in early swg?

    If it is i most likely have to go with the higher tier that add a slot.

    Thanks for the answers in advance.

    Mark has said you will get enough character slots to make one of each class on each server. Some Kickstarter tiers will get extra character slots so I guess those players can make 2 of one class to play different specs or something.

    I'm not sure if I've seen him specifically address item decay but having it would seem to make sense to make a viable economy for crafting and act as a gold sink. I do know all armor and weapons aside from starter versions will be crafted. There are no loot drops to farm or epic raids to do for gear. So you should be fine taking breaks from RvRing on your crafter to make armor and weapons. I don't know if there will be other types of crafting such as potions or enchantments.

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    Mark Jacobs
    CEO, City State Entertainment

  • ArbroathArbroath Member UncommonPosts: 176
    In my above link he addresses item decay and breakage

    It is in truth not for glory, nor riches, nor honours that we are fighting, but for freedom — for that alone, which no honest man gives up but with life itself. ~Declaration of Arbroath

  • ArbroathArbroath Member UncommonPosts: 176
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    It is in truth not for glory, nor riches, nor honours that we are fighting, but for freedom — for that alone, which no honest man gives up but with life itself. ~Declaration of Arbroath

  • ForumPvPForumPvP Member Posts: 871
      • Crafter (as its own class)

        • Build Turrets

        • Fortify Towers

        • Build Traps

        • Build Defenses

     

    https://docs.google.com/document/d/16-KiQ-LGWEr0QjfihJ8AZ5itidYV4aXbmdXwAHfOjgQ/edit?pli=1

     

    sounds something like Engineers from  Team Fortress 2

    Let's internet

  • SorninSornin Member Posts: 1,133
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    What is the alternative? To make players choose between a fighter class and a crafter class and upset them because they cannot have both?

    I am just honestly curious what a good alternative would be.

    Anyway, if crafting and the economy are designed well enough, it should not be an issue. It will only be a problem if crafting is too easy to get good at, so people who spend an hour per week on their crafter alt can do everything. If becoming good at it takes dedication, and upkeep on good equipment requires a good crafter, there should be no problems.

    image

  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    Nope. Crafting is going to be a serious time commitment. People who want to play a crafter full-time will have a distinct advantage who do not. Also, even if I said 3 slots, people could simply buy more slots. I really didn't want to monetize slots which is why I didn't go with a small number and put them in a cash shop.

    Since this game's crafting system is not like most MMORPGs where getting a crafter up in power is easy if you already have an established character, I'm not worried about players pumping lots of money into low level crafters to level them up, Time is going to be the biggest gating factor just as it is with level progression. 

    No worries sir, your pure crafter's hard work and effort won't be beaten by somebody who used the extra slots to build up their other characters.

    Mark Jacobs
    CEO, City State Entertainment

  • ArbroathArbroath Member UncommonPosts: 176
    Originally posted by Sornin
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    What is the alternative? To make players choose between a fighter class and a crafter class and upset them because they cannot have both?

    I am just honestly curious what a good alternative would be.

    Anyway, if crafting and the economy are designed well enough, it should not be an issue. It will only be a problem if crafting is too easy to get good at, so people who spend an hour per week on their crafter alt can do everything. If becoming good at it takes dedication, and upkeep on good equipment requires a good crafter, there should be no problems.

    Thats true. I believe MJ mentioned that the crafter class would be as challenging to progress as a combat class. So hopefully it all works out :)

    edit: It seems MJ is much quicker than I am. His keyboard-fu is amazing :P

    It is in truth not for glory, nor riches, nor honours that we are fighting, but for freedom — for that alone, which no honest man gives up but with life itself. ~Declaration of Arbroath

  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    Originally posted by Arbroath
    Originally posted by Sornin
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    What is the alternative? To make players choose between a fighter class and a crafter class and upset them because they cannot have both?

    I am just honestly curious what a good alternative would be.

    Anyway, if crafting and the economy are designed well enough, it should not be an issue. It will only be a problem if crafting is too easy to get good at, so people who spend an hour per week on their crafter alt can do everything. If becoming good at it takes dedication, and upkeep on good equipment requires a good crafter, there should be no problems.

    Thats true. I believe MJ mentioned that the crafter class would be as challenging to progress as a combat class. So hopefully it all works out :)

    edit: It seems MJ is much quicker than I am. His keyboard-fu is amazing :P

    LOL, thanks. It's easier with the dual monitors and the fact I'm working on interviews still. Makes flipping between threads, forums so much easier. 

    Mark Jacobs
    CEO, City State Entertainment

  • meddyckmeddyck Member UncommonPosts: 1,282
    Originally posted by MarkJacobs

    LOL, thanks. It's easier with the dual monitors and the fact I'm working on interviews still. Makes flipping between threads, forums so much easier. 

    *grumble* Get update 11 out already and stop forum trolling.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • BurgundusBurgundus Member Posts: 23
    I'm really looking forward to playing a game again where crafting means something, takes commitment and isn't just a money sink where I realize the top raid/npc gear is better than what I make.  I look forward to being the supply chain supporting the tip of the spear.
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    Originally posted by meddyck
    Originally posted by MarkJacobs

    LOL, thanks. It's easier with the dual monitors and the fact I'm working on interviews still. Makes flipping between threads, forums so much easier. 

    *grumble* Get update 11 out already and stop forum trolling.

    I want my cookie darn it!

    I wish I could get the next update out, still working on interviews. Been a crazy day. Besides, I'm holding up the next two tech updates because people told us (multiple times) that they "sort of got" the tech demos but...

    Still want my cookie.

     

    Mark Jacobs
    CEO, City State Entertainment

  • meddyckmeddyck Member UncommonPosts: 1,282
    Originally posted by MarkJacobs
    Besides, I'm holding up the next two tech updates because people told us (multiple times) that they "sort of got" the tech demos but...

    I'd love to see the same tech demos done previoiusly with the MoO models only this time featuring the prototype TDD and Viking models (and Arthurian when that's ready).

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • belatucadrosbelatucadros Member UncommonPosts: 264

    I'm waiting to hear if crafters will be able to contribute (Even minimally, hop on the /assist or some utility etc) to a group or if you just lug them around to help you siege stuff, and they stand around during the open field combat. 

    It doesn't matter either way, I will still play - but things will play out very differently for crafters. (Although if they are useless to a group, and you can get a "reduced" subscription, I can see myself having a crafter bot - regardless of time. I have dual (triple!) monitors too you know ;p )

     

     

  • TroianmanTroianman Member Posts: 82
    Originally posted by belatucadros

    I can see myself having a crafter bot - regardless of time. I have dual (triple!) monitors too you know ;p )

    Ah the days of siegebots and shadowbane with the ungodly amount of time it took to take down a defended city..... Please no.

  • LokbergLokberg Member Posts: 315

    Thanks for the Link Arbroath Sadly cant read at work, on a ipad2 and cant zoom :) 

    Glad to hear we get enough slots and that there is item decay/repair MJ Will pledge when i get home

  • mmoskimmoski Member UncommonPosts: 282
    Originally posted by MarkJacobs
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    Nope. Crafting is going to be a serious time commitment. People who want to play a crafter full-time will have a distinct advantage who do not. Also, even if I said 3 slots, people could simply buy more slots. I really didn't want to monetize slots which is why I didn't go with a small number and put them in a cash shop.

    Since this game's crafting system is not like most MMORPGs where getting a crafter up in power is easy if you already have an established character, I'm not worried about players pumping lots of money into low level crafters to level them up, Time is going to be the biggest gating factor just as it is with level progression. 

    No worries sir, your pure crafter's hard work and effort won't be beaten by somebody who used the extra slots to build up their other characters.

    I don't think crafting should only be a serious time commitment, I think you should push crafting forward and empower crafters. So what do I mean by this ?

    http://www.youtube.com/watch?v=OaIUh-QC7aY&t=1m30s (ok a bit dramatised, but this is how a top crafter should be respected and sought after within a game)

    Well ultimately a RPG crafting peak will be something similar to people creating hats in TF2, but that kind of a system in an mmorpg may be hard to achieve without a dedicated team to it. BUT !

    The items crafted shouldn't only relate to the crafters set values in skills, but should additionally have some bearing to the individuals skill, and there should be a 10% variance in all items at a minimum, so how can this be achieved ?

    Well to use the horrid terminology (I hate the term) MiniGames, specific tasks such as in the forge locations on the screen randomly appear for the player to hammer within set time limits, a players accuracy could be recorded and applied, or possibly enchanting, faint runic symbols appear in various locations and the player must trace these with painting mouse movements with in time limits.

    ok so there may be possible ways that players could create bots to complete these for maximum crafting, but if you have good randomisation and use captcha style systems, it can be hard for them.

    For me personally typical crafting systems just don't cut it, or maybe you have something else planned, will be good to see.

  • grimjakkgrimjakk Member Posts: 192
    I can't wait to see more of what they have planned.  At this point, I expect my crafter to be my main.
  • binskkibinskki Member CommonPosts: 153

    I was glad to hear that number of character slots would = number of character classes, + 1, per server.

    This will help enable my alt habit. :)

  • ToxiaToxia Member UncommonPosts: 1,308
    Originally posted by MarkJacobs
    Originally posted by Arbroath
    Originally posted by MarkJacobs

     

    Right now the plan is total number of classes + 1 per server and every time we add a new class or race another +1 per.

     

    With that many slots available, do you worry about everyone making a crafter class and saturating the class and perhaps stalling the economy?

    Nope. Crafting is going to be a serious time commitment. People who want to play a crafter full-time will have a distinct advantage who do not. Also, even if I said 3 slots, people could simply buy more slots. I really didn't want to monetize slots which is why I didn't go with a small number and put them in a cash shop.

    Since this game's crafting system is not like most MMORPGs where getting a crafter up in power is easy if you already have an established character, I'm not worried about players pumping lots of money into low level crafters to level them up, Time is going to be the biggest gating factor just as it is with level progression. 

    No worries sir, your pure crafter's hard work and effort won't be beaten by somebody who used the extra slots to build up their other characters.

    *raises hand* Am i understanding correctly that the game will be P2P and have a cash shop, but you jsut didn't want to put char slots in the cash shop?

     

    The Deep Web is sca-ry.

  • binskkibinskki Member CommonPosts: 153
    Toxia, it is confirmed that there will be no cash shop. 
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