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Camelot Unchained - A Thirst-Quenching MMORPG - MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited March 2017 in News & Features Discussion

imageCamelot Unchained - A Thirst-Quenching MMORPG - MMORPG.com

This week Tim Eisen takes a look at CSE’s latest Top Tenish list, talks about the importance of accurate spear animations, crafting’s loosening back end and nature’s rockstar vagabond - Taraxacum aka the Dandelion. All that and so so much more!

Read the full story here



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Comments

  • KyleranKyleran Member LegendaryPosts: 44,060
    "CU is ever so slowly resembling a game"

    Man, did you ever nail it with this summary comment. ;)

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  • HefaistosHefaistos Member UncommonPosts: 388
    So, any ETA for CBT ?
  • francis_baudfrancis_baud Member RarePosts: 479
    edited March 2017

    Hefaistos said:

    So, any ETA for CBT ?


    We're supposed to get an ETA for CBT soon, iirc they've said they'd announce it once a major system is implemented (animations?). It's expected to begin this year.
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649

    TimEisen said:

    Just to clarify, spears are the less civilized cousins of polearms.


    Thanks Tim and MMORPG for the coverage, as always. I'm glad you like our spears. Our animation system is still in its infancy, but's it's moving apace.


    Kyleran said:

    "CU is ever so slowly resembling a game"



    Man, did you ever nail it with this summary comment. ;)


    Yep, I couldn't agree more. As I've said here, there, and everywhere, we've been slowly transitioning to a game-first, not engine-first, team. March has been a great month for us in that respect and I hope April will be even better (I hope to add an additional programmer this month).


    Hefaistos said:

    So, any ETA for CBT ?


    We'll give out the official date once the animation system is in its Beta 1 shape (code-wise) and our improved VFX system is in. Both are WIPs right now but I expect that will change next month, but no promises. With the latter system, we are focusing on not just having a pretty particle system, but a pretty particle system that can support 1K players in a battle. This is really important to keep in mind. We could go the easy route of getting a "good enough" system in by next month and if it can't support 1K, we would say that we'll improve that in Beta. OTOH, that's not the way we do things. I know that each month that goes by we have to pay more refunds, but I'm willing to do that so we can deliver the right game for our players at not just the launch of Beta 1, but for when we go LIVE. We've all seen too many devs have to cut corners to hit dates and it usually bites them in the butt, especially when the shortcuts were tech related. We won't do that.

    The good news is, as always, our Backers can see the progress, participate in the tests, and have way too much information shared with them on a weekly basis. :)

    Again, thanks Tim, Bill, and MMORPG!

    Mark Jacobs
    CEO, City State Entertainment

  • CopperfieldCopperfield Member RarePosts: 654
    to my experience with playing the tech demo... beta seems atleast another 6 months away

    i enjoy the reading tho sometimes 

    no hurry
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649


    to my experience with playing the tech demo... beta seems atleast another 6 months away

    i enjoy the reading tho sometimes 

    no hurry



    We'll see. We're actually closer to landing the Beta 1 ready versions of animations/VFX than it might appear (and I'm rarely this optimistic). :) After that, we don't have any really difficult tech systems to land before Beta 1. That should free up some additional programming time. However, we're not trying to push this game out before its ready nor raise extra cash from our Backers via telethons, sales, etc. so that's good, at least in my world.

    Mark Jacobs
    CEO, City State Entertainment

  • HefaistosHefaistos Member UncommonPosts: 388
    edited March 2017



    Hefaistos said:

    So, any ETA for CBT ?


    We'll give out the official date once the animation system is in its Beta 1 shape (code-wise) and our improved VFX system is in. Both are WIPs right now but I expect that will change next month, but no promises. With the latter system, we are focusing on not just having a pretty particle system, but a pretty particle system that can support 1K players in a battle. This is really important to keep in mind. We could go the easy route of getting a "good enough" system in by next month and if it can't support 1K, we would say that we'll improve that in Beta. OTOH, that's not the way we do things. I know that each month that goes by we have to pay more refunds, but I'm willing to do that so we can deliver the right game for our players at not just the launch of Beta 1, but for when we go LIVE. We've all seen too many devs have to cut corners to hit dates and it usually bites them in the butt, especially when the shortcuts were tech related. We won't do that.

    The good news is, as always, our Backers can see the progress, participate in the tests, and have way too much information shared with them on a weekly basis. :)

    Again, thanks Tim, Bill, and MMORPG!
    Thanks for your time Mark.

    I am an ex DAOC player. I have played on Mordred and Andred until servers were empty and after i moved to Merlin. For me DAOC is single handedly the best PvP experience ever. Its literally the game i have in mind when i think of PvP.

    PLease take your time and create a masterpiece. Take your time and create a game with PVP at its core not a game with tons of PvE. PvE was and its brainless. Once you learn the rotation of X Boss thats it. No matter what difficulty (FFXIV has different difficulties to each boss) you will add, its rotation will be learned otherwise it will be impossible to beat it (Final Fantasy 11, Notorius Monsters took days and weeks to be killed).

    You literally dont need to invent many things. Take what is best from DAOC, think about the players who want Free For All server and Normal servers, give us some graphics for our times and pvp festival without lag and thats it. I know you willl succed. Best of luck!



    Here is a bit of how pvp was on Mordred. 5 players literally could beat continously 1-2-3 groups even in the same time. Best days ever.

  • MoiraeMoirae Member RarePosts: 3,318

    ....

    Take your time and create a game with PVP at its core not a game with tons of PvE. PvE was and its brainless.




    So you really had to take the time to make the insulting comment huh? Just because YOU don't like PvE doesn't immediately make it brainless. So is PvP. Until you are no longer limited by todays UI, it is brainless. It isn't the real world. So stop already. Especially with the unwarranted insults against anyone that isn't just like you.
  • donger56donger56 Member RarePosts: 443
    This is yet another crowd funded game that we can start tracking in years behind schedule rather than months at this point. I appreciate the fact that they took the time to make their own engine that does what they need it to, but it might have been a mistake. I don't see much hype or money flowing into this project any more. Eventually they will probably have to push it out the door before the money dries up. I had hoped this game would be successful, but it just looks like it is dragging out into never ending delays. 
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    edited March 2017

    TimEisen said:



    donger56 said:


    This is yet another crowd funded game that we can start tracking in years behind schedule rather than months at this point. I appreciate the fact that they took the time to make their own engine that does what they need it to, but it might have been a mistake. I don't see much hype or money flowing into this project any more. Eventually they will probably have to push it out the door before the money dries up. I had hoped this game would be successful, but it just looks like it is dragging out into never ending delays. 






    Well that will be a while for 2 reasons. 1. They saved well. 2. They are literally trying not to hype it or bring in more money right now. That means when they decide to do that it will be when they have a lot to show which will likely bring in more money for them to work through.


    What Tim said is 100% spot on. I've said publicly, and many times, that we weren't going to try to hype this game like I/we did WAR. We haven't issued press releases, gone on press tours, gone to shows, etc. as I/we did at Mythic. I've stayed true to that promise.

    Donger, In terms of money, umm, our tracker goes up pretty much every day. Not as much as it did in the beginning, not as little as it has in other times. The difference here is that we aren't:

    1) ...offering up any Stretch Goals - I said we wouldn't do that again until we made Beta 1.

    2) ...asking our backers for additional money even though I'm putting in a lot of additional money to make this game happen.

    3) ...holding any telethons/sales/etc. to raise additional money - As per above, not once.

    4) ...offering private placements or equity crowdfunding for CSE - Given my track record (starting a company with $0 and making our investors/team a lot of money), it would be easy to do but that doesn't mean it's the right thing to do FOR US (emphasis added not in anger, but to differentiate our reasons for other companies reasons).

    5) ...willing to talk to any other company in terms of publishing deal in the US/Europe (once again keeping a promise) nor in Asia (the time isn't right).

    So, factoring that all in, does that explain why it might seem like things aren't going well on the investment front?

    The truth is that when we can finally show a great looking game that can handle 1K people in a tiny space, a lot of things will changes, a lot.

    I appreciate your interest and concern but right now, I couldn't be happier with our team and the progress we're finally making. It's amazing what almost doubling the number of programmers you have can do to affect a game's development.

    And yeah, as Tim says, we've been really careful with our spending. When you don't go to conventions, dog & pony shows, don't have a marketing department/person, don't do expensive videos, don't pay your president, underpay your tech director/co-founder, etc. it shouldn't be surprising how much money you save. :)

    Cya!

    Mark Jacobs
    CEO, City State Entertainment

  • Ice-QueenIce-Queen Member UncommonPosts: 2,483
    edited March 2017






    to my experience with playing the tech demo... beta seems atleast another 6 months away

    i enjoy the reading tho sometimes 

    no hurry






    We'll see. We're actually closer to landing the Beta 1 ready versions of animations/VFX than it might appear (and I'm rarely this optimistic). :) After that, we don't have any really difficult tech systems to land before Beta 1. That should free up some additional programming time. However, we're not trying to push this game out before its ready nor raise extra cash from our Backers via telethons, sales, etc. so that's good, at least in my world.


    So refreshing to see a Kickstarter game not nickle and dime us to death. The work you're doing is done with quality and care and I can't thank you enough for that, it's refreshing to see.

    This is a team with true Integrity with (for me) the King of Integrity, Mark Jacobs leading.

    I have much respect and appreciation for this team.

    You and your team rock! Keep up the spectacular work! :)
    Post edited by Ice-Queen on

    image

    What happens when you log off your characters????.....
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  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649

    Ice-Queen said:











    to my experience with playing the tech demo... beta seems atleast another 6 months away

    i enjoy the reading tho sometimes 

    no hurry









    We'll see. We're actually closer to landing the Beta 1 ready versions of animations/VFX than it might appear (and I'm rarely this optimistic). :) After that, we don't have any really difficult tech systems to land before Beta 1. That should free up some additional programming time. However, we're not trying to push this game out before its ready nor raise extra cash from our Backers via telethons, sales, etc. so that's good, at least in my world.




    So refreshing to see a Kickstarter game not nickle and dime us to death. The work you're doing is done with quality and care and I can't thank you enough for that, it's refreshing to see.

    This is a team with true Integrity with (for me) the King of Integrity, Mark Jacobs leading.

    I have much respect and appreciation for this team.


    You and your team rock! Keep up the spectacular work! :)



    Way too kind, but I thank you very much for the sentiment. We're all human, make mistakes (sometimes really dumb ones), but one of the things I can always promise is that we will let our Backers know about them.

    As to not nickel and diming, well, that goes all the way back to my games on GEnie. I was always looking to speed things up for the players with things like menu shortcuts, offline healing, etc. but still keep the games fun and challenging since, back then, people will billed by the hour. I continued to believe it in at Mythic, and still do even now. It's one of the reasons we won't have a cash shop in our game at launch or afterward, except for stuff like services for things like transferring characters, extra character slots (players will start with more than enough slots to have a toon for every class), etc. as we said during the Kickstarter.

    Again, on behalf of all of us at CSE, I thank you for your kind words. We really do have a great group of men and women here and in Seattle. Hopefully I'll be adding to it next month.

    Mark Jacobs
    CEO, City State Entertainment

  • frankahfrankah Member UncommonPosts: 73
    I really enjoyed WAR's RvR minus the blatant misblance in classes. However, with that said, I haven't found a game with as gratifying content as I did that game. This post is not at all meant to flame, it's me hoping to be able to find a game that once again creates that pure joy of RvR/PvP.
  • cheyanecheyane Member LegendaryPosts: 9,404
    I enjoy reading what you write about this game.
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  • RawynRawyn Member UncommonPosts: 202
    edited March 2017
    Ice-Queen said:






    to my experience with playing the tech demo... beta seems atleast another 6 months away

    i enjoy the reading tho sometimes 

    no hurry






    We'll see. We're actually closer to landing the Beta 1 ready versions of animations/VFX than it might appear (and I'm rarely this optimistic). :) After that, we don't have any really difficult tech systems to land before Beta 1. That should free up some additional programming time. However, we're not trying to push this game out before its ready nor raise extra cash from our Backers via telethons, sales, etc. so that's good, at least in my world.


    So refreshing to see a Kickstarter game not nickle and dime us to death. The work you're doing is done with quality and care and I can't thank you enough for that, it's refreshing to see.

    This is a team with true Integrity with (for me) the King of Integrity, Mark Jacobs leading.

    I have much respect and appreciation for this team.

    You and your team rock! Keep up the spectacular work! :)
    This a thousand times, I agree Ice. This dude and his team has had a plan from the start, made their own engine, and have been honest to backers from the get go. I didn't back it but been following it since it got kick-started. This guy is solid, honest, with no BS, and knows what he's doing. Hell he had the best rvr-pvp MMO of all time, I hope he slam dunks with CU too. Dude keep up the good work. Nuttin but respect to this talented bunch of devs.
  • NitemareMMONitemareMMO Member UncommonPosts: 239
    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.
  • RawynRawyn Member UncommonPosts: 202
    edited March 2017

    TimEisen said:





    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.






    Unreal tops out around 200 players in a PVP battle (so I've been told, did not confirm). CU wanted 1000 so they had one option. They also might be playing 12-D chess. There isnt an engine that can support battles that big, in fact there isn't an American engine built just for PVP MMORPGs that I'm aware of, creating one might bring greater long term gains than a MMORPG itself!



    Yup this game is being built for massive battles. I hope they do end up being the go to engine for companies to buy and use for massive MMOs. Kudos to this team for taking their time with planning for the game they want to make instead of settling for something like unity that would limit their ability to offer massive battle capabilities.
  • NitemareMMONitemareMMO Member UncommonPosts: 239
    TimEisen said:


    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.



    Unreal tops out around 200 players in a PVP battle (so I've been told, did not confirm). CU wanted 1000 so they had one option. They also might be playing 12-D chess. There isnt an engine that can support battles that big, in fact there isn't an American engine built just for PVP MMORPGs that I'm aware of, creating one might bring greater long term gains than a MMORPG itself!
    200 players on a screen simultaneously isn't PVP its clusterfuck, 1000 lol gimme a break...

    First they need to build a game that will even hold an interest of 1000 players in total before worrying how to put them on screen at the same time.
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    edited March 2017



    TimEisen said:





    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.






    Unreal tops out around 200 players in a PVP battle (so I've been told, did not confirm). CU wanted 1000 so they had one option. They also might be playing 12-D chess. There isnt an engine that can support battles that big, in fact there isn't an American engine built just for PVP MMORPGs that I'm aware of, creating one might bring greater long term gains than a MMORPG itself!


    200 players on a screen simultaneously isn't PVP its clusterfuck, 1000 lol gimme a break...

    First they need to build a game that will even hold an interest of 1000 players in total before worrying how to put them on screen at the same time.



    Two quick things:

    1) We're already at around 30K Backers so it's safe to say we're past 1K. :)

    2) If we don't build the tech first, then we can't deliver on the pitch we made to folks to back the game. Now, lots of games/products have gone down that dark path already and it hasn't worked out well. We'll do it the right way, build the tech that can support the design/vision/pitch and then build the game.

    Mark Jacobs
    CEO, City State Entertainment

  • SovrathSovrath Member LegendaryPosts: 32,939
    TimEisen said:


    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.



    Unreal tops out around 200 players in a PVP battle (so I've been told, did not confirm). CU wanted 1000 so they had one option. They also might be playing 12-D chess. There isnt an engine that can support battles that big, in fact there isn't an American engine built just for PVP MMORPGs that I'm aware of, creating one might bring greater long term gains than a MMORPG itself!
    200 players on a screen simultaneously isn't PVP its clusterfuck, 1000 lol gimme a break...

    First they need to build a game that will even hold an interest of 1000 players in total before worrying how to put them on screen at the same time.
    One of the best Lineage 2 sieges I ever participated easily had that. It was difficult in the first onslaught but after I crashed and appeared in the castle it was a lot better.

    best siege ever; a full 2 hours of non-stop fighting.
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649

    Sovrath said:




    TimEisen said:





    I wonder why these companies build EVERYTHING from scratch? Fine once you are established and only AFTER your first title brings in steady revenue you try something more perhaps and maybe build own engine or tools or whatever.
    At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.

    Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.






    Unreal tops out around 200 players in a PVP battle (so I've been told, did not confirm). CU wanted 1000 so they had one option. They also might be playing 12-D chess. There isnt an engine that can support battles that big, in fact there isn't an American engine built just for PVP MMORPGs that I'm aware of, creating one might bring greater long term gains than a MMORPG itself!


    200 players on a screen simultaneously isn't PVP its clusterfuck, 1000 lol gimme a break...

    First they need to build a game that will even hold an interest of 1000 players in total before worrying how to put them on screen at the same time.


    One of the best Lineage 2 sieges I ever participated easily had that. It was difficult in the first onslaught but after I crashed and appeared in the castle it was a lot better.

    best siege ever; a full 2 hours of non-stop fighting.



    Yeah, that would be awesome to be a part of if/someone can keep the FPS high enough to be fun and the network traffic optimized enough that you can really be an active participate. That's what we want to see in our engine. Right now our Bots (headless PC clients) have been running 20K abilities an hour and our client/sever engine is holding up nicely. We're getting there, slowly but surely. :)

    Mark Jacobs
    CEO, City State Entertainment

  • ChemicalBurnsChemicalBurns Member UncommonPosts: 16
    im excited for CU, would love to have it sooner than later, but patience will make for a better game. take your time, do it right, and ill see you when the servers open!
  • spidiispidii Member UncommonPosts: 143
    Man the transparency and constant updates that you guys deliver is absolutely insane but I must admit, it's a double-edged sword in that it's great to know exactly what you guys are up to and the state of development etc... but on the other hand, it makes me die with anticipation. I need cryo-sleep to be invented or something...
  • BeansnBreadBeansnBread Member EpicPosts: 7,254
    spidii said:
    Man the transparency and constant updates that you guys deliver is absolutely insane but I must admit, it's a double-edged sword in that it's great to know exactly what you guys are up to and the state of development etc... but on the other hand, it makes me die with anticipation. I need cryo-sleep to be invented or something...
    So you don't have any criticisms? Not even the animations?
  • MightyUncleanMightyUnclean Member EpicPosts: 3,531
    1,000 player battles? Sounds like they're going for the biggest zerg ever seen in gaming. How is "skill" supposed to matter when you've got those kinds of numbers? Is everyone supposed to break off into 500 different 1v1 duels?
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