Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Update 11: Top Ten Questions

redcappredcapp Member Posts: 722

http://www.kickstarter.com/projects/13861848/camelot-unchained/posts

 

4) Why have you chosen a subscription-model? Are you insane? Everything is FTP and should be now and forever! 

a) Because I don’t want to have to support 95% of the server population free of charge, pray that 5% spend a lot of money and then find ways to get a small % of the 95% to spend something; b) Maybe, but I think it is the good kind of insane; c) Check back with me in about 3-5 years. There’s a major storm coming in the FTP space whether people/publishers want to hear it or not (well, it’s not of course). Besides, we will get a tighter community with fewer people who actually really want to play and stick with our game as opposed to a large number of people who are playing until they have to pay or they find a different FTP that interests them. I’ll take lower profits, fewer players, tighter community any day of the week. FYI, I said this same thing before, back when networks like GEnie, AOL, etc. were charging for games and the first “Adver-model games” were supposed to take over the world.

 

6) Will there be no PvE in the game at all? No NPCs, really? 

There will be NPCs of course (as I’ve stated before) since towns need citizens, structures need guards, crafters need leather, etc. The world won’t be empty but NPCs will not be dropping tokens, items, etc. However, you will be able to scavenge/skin/etc. materials from them of course but again, not items, tokens, etc. There is also a difference between PvE-NPCs (cows) and RvR-NPCs (guards, human or otherwise) but no item or token drops. I also promise that there will not be PvE expansions with new tiers of gear drops that become required to complete. This game is a RvR-focused MMORPG and will remain such.

 

7) What’s the death penalty going to be like in Camelot Unchained?

For battles to be meaningful, I believe that Camelot Unchained needs to have a death penalty that stings a little bit. No perma-death, no corpse looting (there are rewards but that is complicated) but also - no instant rez (rez takes time), no self-rez (even for healers), dead = dead, when dead your body can be burned/magically attacked by the enemy (takes time) or you can release, no item decay on death (use/enemy attack based only), limited bind points (there is a healer + crafter mechanic that can come into play), “rez sickness” like mechanic and last but not least divine intervention.

 

10) Will there be crowd control in Camelot Unchained?

Yes, there will definitely be CC in Camelot Unchained and it will play an important role in the game. However, there will also be resists and I’m not looking to implement a system where you can CC a player for a year and a day. There also will be another important part of CC that I’ll discuss in detail in a future update. Like the idea we are kicking around for stealth, it is a little BSC. There will also be a limit on the number of buffs/debuffs on a player as per other postings. 

11) Will there be a hard interrupt system in Camelot Unchained? (bonus question) 

Yes, hard interrupts are confirmed but it won’t be binary. We should apply some common sense to how they are implemented.

 

Comments

  • AdorianBladeAdorianBlade Member Posts: 62
    Nice to get some concrete answers on some game mechanics
  • BaltoBroBaltoBro Member Posts: 48
    /sticky
  • EdanyEdany Member UncommonPosts: 179
    Nice to see further clarification on death penalties (or lack thereof) since that seemed to be such a hot-button issue earlier. Great info on PvE too.
  • GKermichilGKermichil Member Posts: 32
    This was a great post.  It goes along way to answering many of the questions that people were fretting about.  I wish it would have came out sooner, but there is still plenty of time before the end of the kickstarter.

    image

  • BurgundusBurgundus Member Posts: 23
    Enjoyed the update.  Looking forward to Andrew's update tomorrow and the Hawaiin shirt.  Halfway there!
  • TheJodaTheJoda Member UncommonPosts: 605
    update  12.......will be what?  Maybe they will had a dual layer sky, or blowing grass.....!!!

    ....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!

  • TumblebutzTumblebutz Member UncommonPosts: 322
    All these answers are damned near pefect, as far as I'm concerned.

    Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

    RED IS DEAD!

  • Marxis2727Marxis2727 Member Posts: 12
    All the answers I was looking for so far.
  • meddyckmeddyck Member UncommonPosts: 1,282

    Good to see many things that have been tossed around here answered. You need to do more of these and put all the answers into one place on the official site so people who are just finding out about the game don't have to look all over the place. Things I'd like to see answered in future versions:

    • Will crafted items have attribute stat bonuses? Will there be something like spellcrafting where you choose which bonuses your items have?
    • How quickly will items decay and need to be replaced?
    • You have mentioned character levels a number of times. Is "level" what you are calling "realm rank"? When you earn a new level, what will you gain (stat points, spec points, realm skill points, access to new armor or weapon tiers, etc.)?
    • Will classes have distinct spec lines and spec points? Will each class have the same number of spec lines? Will different classes have different number of spec points? Will specs work like DAOC where you put a certain number of points into a line to get certain spells or like in many other MMOs where you get all the spells automatically and you spec traits that modify how the spells work?
    • You have stated using weapons will increase your damage done with them and perhaps even increase the attribute stat that the weapon uses. Will there be a cap on how much you can increase your weapon damage through use? How long will it take to reach the cap? Will your skill with a particular weapon decay if you stop using it for a long time? Will you unlock new abilities/styles the longer you use a weapon?
    • Will there be a DAOC style persistent battleground for noobie players to learn to play in?
    • What are your plans to ensure servers have reasonably balanced realm populations? Will there be character transfers to other servers perhaps only to underpopulated realms?
    • Can you give us more details on RvR progression/realm abilities? How long will it take to cap or reach a high level? What kinds of abilities will you be able to achieve? Will points only be earned for player kills? Will the points be given out based on how much damage you and your group did and how high level the person killed was?
    • We know crafters will be able to build keeps, towers, etc. Will there be any permanent structures on the map at launch?
    • Will there be a relic system or something similar? What bonuses will the relics give?
    • You said in Update 11 you wanted to make sure there were no buffbots swaying in safe zones. But you didn't say whether there still would be stat buffs that are group only. Is that something that will be in the game? If so, will there be a way for solo players to get buffs through potions or a buff NPC like DAOC added in the last few years?

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

  • belatucadrosbelatucadros Member UncommonPosts: 264
    Originally posted by meddyck

    Good to see many things that have been tossed around here answered. You need to do more of these and put all the answers into one place on the official site so people who are just finding out about the game don't have to look all over the place. Things I'd like to see answered in future versions:

    • Will crafted items have attribute stat bonuses? Will there be something like spellcrafting where you choose which bonuses your items have?
    • How quickly will items decay and need to be replaced?
    • You have mentioned character levels a number of times. Is "level" what you are calling "realm rank"? When you earn a new level, what will you gain (stat points, spec points, realm skill points, access to new armor or weapon tiers, etc.)?
    • Will classes have distinct spec lines and spec points? Will each class have the same number of spec lines? Will different classes have different number of spec points? Will specs work like DAOC where you put a certain number of points into a line to get certain spells or like in many other MMOs where you get all the spells automatically and you spec traits that modify how the spells work?
    • You have stated using weapons will increase your damage done with them and perhaps even increase the attribute stat that the weapon uses. Will there be a cap on how much you can increase your weapon damage through use? How long will it take to reach the cap? Will your skill with a particular weapon decay if you stop using it for a long time? Will you unlock new abilities/styles the longer you use a weapon?
    • Will there be a DAOC style persistent battleground for noobie players to learn to play in?
    • What are your plans to ensure servers have reasonably balanced realm populations? Will there be character transfers to other servers perhaps only to underpopulated realms?
    • Can you give us more details on RvR progression/realm abilities? How long will it take to cap or reach a high level? What kinds of abilities will you be able to achieve? Will points only be earned for player kills? Will the points be given out based on how much damage you and your group did and how high level the person killed was?
    • We know crafters will be able to build keeps, towers, etc. Will there be any permanent structures on the map at launch?
    • Will there be a relic system or something similar? What bonuses will the relics give?
    • You said in Update 11 you wanted to make sure there were no buffbots swaying in safe zones. But you didn't say whether there still would be stat buffs that are group only. Is that something that will be in the game? If so, will there be a way for solo players to get buffs through potions or a buff NPC like DAOC added in the last few years?

    Solid questions. I do think that level progression = RVR progression in this case.

    And progression has to be mostly lateral, if he doesn't want higher rank players destroying noobs with a sneeze.

    I am clinging really hard to the idea of an expansion class coming out, rolling one, and joining my guild to RVR without being too much of a detriment.

    I'm almost happy with 'champion level' style increases (minor hp etc) while also getting new abilities (Picture DAOC level 50 as L1 in CU - picture a group who's RR4 ML3 CL2 vs RR9 ML10 CL10 - big difference, but you won't blow right through them either)

    So you may not be +900 hp on a new player, but you do have a group heal his group doesn't have access to, and some debuffs etc etc.

Sign In or Register to comment.