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Six, yes I said SIX more classes have been unveiled since we last talked. If the Heavy Fighter and Archer class trios felt a bit more traditional (by CU standards) then the last two trios have pulled things right back into the veil of BSCU! Timing was perfect for Shapeshifters and Scouts if for no other reason because all six of these classes would feel right at home on All Hallows' Eve! They have the look, they have the mechanics, they have the darkness, ladies and gentlemen I smell alts!
Comments
l2p
It's not the number of classes that is the main problem, it is the abilities/components that will be challenging. However, as pointed out below, this won't be the first time I've tried to create a game with lots of classes. One other thing to keep in mind is that not all of our classes will have the same number of abilities/components. Some classes will be narrower in their scope/focus than others. This will definitely help, especially in the case of the Scouts.
Thanks! It was a great game, made by a great team of guys and gals. Thanks for supporting it!
Yep! I'd rather have more, non-mirrored classes and deal with the balance headache than the other way, especially in a niche MMORPG. If we were trying for a larger market share, mirrored makes more sense (sadly). However, since we are not going down that route, having non-mirrored classes makes so much more sense, and frankly, is more fun.brihtwulf said: We (Backers + Devs) shouldn't underestimate the difficulty of what we are trying to do. The good news is that we've been rather open about the path we are taking and our Backers agree with it. That will make things a lot easier, especially since we will be meeting their expectations with those large number of non-mirrored classes.
Thanks Tim, Bill and MMORPG, as usual, for the article/coverage!
Mark Jacobs
CEO, City State Entertainment
Thanks for your patronage of Dark Age of Camelot. I hope you enjoy Camelot Unchained as well!
Mark Jacobs
CEO, City State Entertainment
Lets see your Battle Stations /r/battlestations
Battle Station
Mark Jacobs
CEO, City State Entertainment
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Nanulak
As to classes that have unique movement, yep, check out the preview of our Scouts, and the upcoming stealth class trio reveal. The Scout trio is especially unique.
Thanks for your patronage of Dark Age of Camelot, it was a great game, made by a great team.
Agreed.
Me too. I'm a confirmed alt-a-holic and proud of it.
That's what I want to hear! Somebody else who will be spending too much time, trying stuff out.
Thanks all!
Mark Jacobs
CEO, City State Entertainment
It's not the classes... the skills... the chaos... the PvP and / or the best in X, Y or Z.
It's the players.
You and I can argue until hell freezes about how the scouts' stealth and backstab counters the fighters' charge and shield bash (or whatever you like) but it makes no difference at all if 99% of players play Chaos Doom Ravagers vs 1% playing Goodly Tree Guardians.
Even 60% / 40% will rapidly make the 40% feel like they are just target practice.
Sure, of that 40%, some will stay and fight against hopeless odds... (I know I have been one of them) but it's not a lot of fun for anyone long term.
That's the issue.
And with out a plan to address it aside from "we are sure it will work out" ... "we have three factions for balance!" there will be issues.
Is there any development on that yet? (I haven't been following closely)
Nothing says irony like spelling ideot wrong.
Many, many games have suffered from cross realm spying before... so surely you know (or CSE knows) that this is not a solution?
1/ Multiboxing
2/ Multiple accounts
3/ Skype / Teamspeak etc
4/ Paying customers
5/ Metagaming
6/ Griefing
...etc
Maybe try looking up "Goon Swarm vs BOB" just for a start.
Nothing says irony like spelling ideot wrong.
Arthurians, as a whole, support long ranged warfare and fortified defensive formations. Their classes collectively adhere to this strategy and they are balanced against this and not the other classes of other realms. Expect excellent long range sustained damage both aoe and single target and strong, sustained defense.
Vikings, as a whole, support skirmish, charge tactics attempting to overwhelm their enemies with heavy but often shorter ranged damage. Their strength and weaknesses are balanced against this RvR strategy and not against other realm's classes. Expect initial rush capacity and heavier front-ended damage. They excel in cold/snow/winter.
TDD, as a whole, support mobile, hit and run warfare. They are more about gorilla warfare and rush in for shorter bursts of damage and retreat to regroup using area denial tactics. Expect them to be annoying. All their classes are build upon this concept and not against the structures of other realms. They excel in forests.
This is why DAoC was so fun and worked. Issues with balance are mitigated by this strategy because a healer is supposed to get pwned by a class built to take them out. Support is expected to take dirt naps when not supported in return. Mages are supposed to be left naked to others when alone in the field. A melee fighter is supposed to be vulnerable to kiting if found alone.
All of this will very obviously lead to players taking the most solo-friendly class for solo RvR play. Other players will expect this and plan accordingly by either finding support or spec'ing/gearing for such fights. This means others can spec for siege warfare making them vulnerable to small group skirmish tactics ... but a small group can't siege a heavily fortified castle/town. Advancement is also based upon your contribution to your realm's RvR progression. You do not get solo xp for kills. So as a solo RvR player, siege player, crafter, scout, etc, you still advance through various play style options as it all contributes to realm progression. You don't need to worry about what your class can't do ... just do what it can do.
The main point to all of this is that the game is more about RvR strategy and diversity is required because balance reduces strategic choice and creates stalemates.
CU is currently in Alpha testing and gearing up for Beta (which will be where to test the class concepts out) early next year.
http://camelotunchained.com/v2/
http://camelot.gamepedia.com/Camelot_Unchained_Wiki
You stay sassy!
Class balance doesn't matter if there is no realm balance. That is what will make or break the game.
How does CSE propose to balance the realm populations? How do they plan to do that 24 hours a day?
Nothing says irony like spelling ideot wrong.
I have been a part of 3 MMOs where the concerns about spies ended up with the player base destroying itself (players not trusting other players is a pointless exercise - since we are all anonymous anyway - but the nastiness will drive people away.)
But as for my suggestion:
Simply accept that spying will happen and that imposing restrictions on players in game is not going to prevent out of game actions. I mean - what are you going to do? Put a routine in the game that monitors Skype usage?
Faction locks have been tried.
So, you simply have to design your game in a way that accounts for the fact there will be cross realm spying and sabotage. Make sure that when it happens it's not so damaging that players lose faith and quit.
Nothing says irony like spelling ideot wrong.