Game is years away from getting released, this looks like early stage of development. 10 years of development and we are still looking at concept art of armor and weapons.
Back in the day, I used to play EQ1 for my PvE and DAoC for RvR. I would laugh if I end up playing Pantheon for PvE and CU for RvR. Would bring my life full circle.
Back in the day, I used to play EQ1 for my PvE and DAoC for RvR. I would laugh if I end up playing Pantheon for PvE and CU for RvR. Would bring my life full circle.
Join the club
EQ2 and SWG (mmorpg golden years)
to
WoW and SWG:L (today)
To me wow is as close to EQ2 (04-08 rip), as one can get minus the depth ofc.
However after the shakeout vid and turns out good.
Pantheon and SWG:L
My faith is my shield! - Turalyon 2022
Your legend ends here and now! - (Battles Won Long Ago)
Someone over on MassivelyOP asked MJ why the game took so long to start shaping up and he shared the following reasons.
”I’ll talk about the delays from 2013-July 2019 because if I talk about after that both Covid and FS:R come into play and I really, really don’t want to go into both again especially since the same incorrect, fact-ignoring statements will be made by certain people.
1) The first speed bump we hit was hiring. Andrew and I thought it would be easier to recruit folks than it turned out to be. With the flow of money and talent into mobile and then VR, it was a lot harder than we expected. We didn’t want to open a remote studio but when we found the right person to do so, we opened the Seattle studio. As you know, when we were in Virginia only we were a smaller team than we were within just a few months after opening the Seattle office.
2) The multiple refactoring of the ability system. We had to refactor that twice and that cost us a lot of time and money. As always, I won’t throw anybody under the bus as to why it had to be refactored twice, but it did. We failed as a team to execute on that core system, period. The one that is in there now is working great, even under test load.
4) Degree of difficulty – Building the engine took us longer than we thought it would, especially with a small team. Add a server-based physics system, DIY building system with real-time server/physics/stability system, complicated ability system and 500+ people in a battle, it added up to a lot longer path to sucess.
Now, those are some of the reasons for the delays. However, to answer the other part of the question, it’s emerging now because we have had more time to work on gameplay, animations, etc. because of the tech problems we have solved. And if we get into July, the extra money that the investors, including me, put into the company has allowed us to hire more engineers/artists/designers than we would have had otherwise. That has started to translate into more gameplay and fun stuff. Also, we had a new senior engineer start today, hopefully 2 more engineers in a week or so, and a senior producer after that. All of this is thanks to the investors who both kept their faith in CU, not just FS:R, by putting more money into the company.”
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Still remains the only MMORPG that I'm looking forwards to.
They have long said that all the tech / core work would take a long time, but once it was solved then getting the rest of the game built would be a much quicker process.
From the sounds of it, they've now turned that corner, mostly finished with the tech so that they can now build the game on that tech. That's great news, and I'm really excited to see what the proper gameplay and progression systems will look like.
biggest fear right now is the progression system. Their bat-shit crazy design docs said they are aiming for mostly horizontal progression, and that is one of the biggest reasons im looking forwards to this game. But, will they stick to this principle? It's hard to do and the wider mmo community still seems addicted to vertical progression, so i fear them giving in to pressure. However, building a pvp mmo with power gaps (vertical) is a guaranteed fail, so i hope they stick to their guns.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
biggest fear right now is the progression system. Their bat-shit crazy design docs said they are aiming for mostly horizontal progression, and that is one of the biggest reasons im looking forwards to this game. But, will they stick to this principle? It's hard to do and the wider mmo community still seems addicted to vertical progression, so i fear them giving in to pressure. However, building a pvp mmo with power gaps (vertical) is a guaranteed fail, so i hope they stick to their guns.
GW2 was horizontal... the biggest draw for me was server vs server. Mixed on whether it failed or not.
Warhammer Online private server scaled back the vertical a bit from live version (no level 100 op), so almost anybody can get there and it's not too op between end gear and rvr gear.
DAOC.. didnt that have some vertical too?
I think some vertical is ok, as long as its attainable and marginable (e.g. 5% or so). We know a lot of players like to chase carrots and meta.
Personally, I'm with you either horizontal or slight vertical.
biggest fear right now is the progression system. Their bat-shit crazy design docs said they are aiming for mostly horizontal progression, and that is one of the biggest reasons im looking forwards to this game. But, will they stick to this principle? It's hard to do and the wider mmo community still seems addicted to vertical progression, so i fear them giving in to pressure. However, building a pvp mmo with power gaps (vertical) is a guaranteed fail, so i hope they stick to their guns.
GW2 was horizontal... the biggest draw for me was server vs server. Mixed on whether it failed or not.
Warhammer Online private server scaled back the vertical a bit from live version (no level 100 op), so almost anybody can get there and it's not too op between end gear and rvr gear.
DAOC.. didnt that have some vertical too?
I think some vertical is ok, as long as its attainable and marginable (e.g. 5% or so). We know a lot of players like to chase carrots and meta.
Personally, I'm with you either horizontal or slight vertical.
Yeh, GW2's nods towards horizontal progression caught my eye when it was in development, but the combat mechanics drove me away. Plus, i hear they started adding more verticality at endgame with their raid sets etc.
WAR...lol. I play on the private server and the verticality is still there and still terrible. The scaling makes it better 16-39, but it's still bad. One of the biggest problems it has compared to live is the method of acquiring gear. You work hard ranking up, putting in the hours, but you can only get the gear if you get lucky. I much preferred it on live when you could just buy the gear for gold from a vendor (except the final sets). Made it much better for newbies to catch up on the power curve.
DAoC was a bit before my time, so never played it.
Whilst perfect power balance will never be possible (or at least, not possible without creating a boring game), i think max 5-10% power difference is achieveable.
Any verticality should come from the first few hours of gameplay. It would be wrong to give a newbie instant access to all their abilities, it would just be overwhelming. So, you need a few hours of introduction to the game, slowly giving them more skills until they reach full power.
After that point, all horizontal: unlocking specialisations and customisations in a glorious meta-game of rock-paper-scissors. Gain some health, lose some damage. Gain some CC, lose some buffs. Gain some burst damage, lose some AoE. Allow players to make meaningful decisions about how they build their character, hopefully still giving them motivation to keep progressing (to unlock more specialisations) whilst also allowing them to find a playstyle that is perfect to them.
I think CU is heading that direction (the ability system certainly seems perfect for horizontal progression).
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Still remains the only MMORPG that I'm looking forwards to.
They have long said that all the tech / core work would take a long time, but once it was solved then getting the rest of the game built would be a much quicker process.
From the sounds of it, they've now turned that corner, mostly finished with the tech so that they can now build the game on that tech. That's great news, and I'm really excited to see what the proper gameplay and progression systems will look like.
biggest fear right now is the progression system. Their bat-shit crazy design docs said they are aiming for mostly horizontal progression, and that is one of the biggest reasons im looking forwards to this game. But, will they stick to this principle? It's hard to do and the wider mmo community still seems addicted to vertical progression, so i fear them giving in to pressure. However, building a pvp mmo with power gaps (vertical) is a guaranteed fail, so i hope they stick to their guns.
I am torn on vertical vs horizontal progress. I love setting out to obtain a new piece of gear I have been working towards, either by saving up in game currency/trade or doing the runs until I get it, it drives me to keep playing, acquiring wealth. At the same time, I hate being roffle stomped by the elites who have the top tier best in slot stuff that is unobtainable by 90% of the player base. That drives off new players, who are too far behind to get caught up and compete.
WAR...lol. I play on the private server and the verticality is still there and still terrible. The scaling makes it better 16-39, but it's still bad. One of the biggest problems it has compared to live is the method of acquiring gear. You work hard ranking up, putting in the hours, but you can only get the gear if you get lucky. I much preferred it on live when you could just buy the gear for gold from a vendor (except the final sets). Made it much better for newbies to catch up on the power curve.
It took me two months from level 1 to catch up on the warhammer private server (2-3 months seems about the typical experience), and the thing is, in a rvr game... you're in group play. So even while I was underpowered I was still contributing, getting kills, capturing objectives, and having fun. I wasn't getting wrecked. But, to each their own... it's not for everyone.
So even while I was underpowered I was still contributing, getting kills, capturing objectives, and having fun. I wasn't getting wrecked.
...pretty much this.
The power gaps isn't as much of an issue and people complaining about them(drives off new players, much better for newbies to catch up,etc. ) are people with "loser mindset" - they will always put blame on someone or something, there is no way to please them.
Is this game still a thing? Last I heard they made some other game no one wanted... probably with money ppl donated for Camelot.
We have to stop giving money for half products or... even nothing.
Obviously i am not looking at their books or business deals but what i gathered was they/he/Mark needed some cash influx and sought out an investor.The problem is the investor didn't just want to hand over free money and wanted something in return.
So my assumption is that rather than put it into the game and waiting years to see a return on the investment they made some deal to make some quick game in return for the money. So here is why i can't stand these crowd funded type ventures.I am sure that money was not from the donator's but from some investor.HOWEVER there is nothing stopping Mark from attaining investors and loads of money BEHIND the backs of the people who helped him get this started.
Ok so maybe i didn't make myself clear. Think of it like this,he needs and tells backers he needs let's say 10 million.A year later an investor gives him 15 million.See where this is leading,he no longer needs your money but you know what,i think i'll keep it anyway.
I am not saying this is what has happened but the possibility is ALWAYS there.it is important because then you ask WHY didn't you get an investor in the first place instead of taking our money?So this leads us to basically what happened to COE,he was USING people to get a product to showcase to investors.
The difference is investors get owed a financial kickback however in your case your owed NOTHING<thanks for your money ...suckers.
Never forget 3 mile Island and never trust a government official or company spokesman.
What Mark and other devs are doing is morally and ethically WRONG.They SHOULD be treating people like a real investor,offer them shares,ever hear of a business called CHRYSLER and how they turned it around? There is a right way and a scummy way to do business and these crowd funded devs are EXPLOITING people and their goodwill.
Never forget 3 mile Island and never trust a government official or company spokesman.
"The first speed bump we hit was hiring. Andrew and I thought it would be easier to recruit folks than it turned out to be. With the flow of money and talent into mobile and then VR, it was a lot harder than we expected."
'But don't forget guys mobile is not effecting your games on the PC or console'. Well at least I don't have to keep telling posters on here what drivel that is now, mobile car crashed into our gaming platforms.
Mind you I don't mind about VR it is the future even if it is not quite there yet for me.
Starting to take shape? It's been what? 7 years? And this game still has the goal of running the servers for a single weekend without developer oversight. Say what you will about Crowfall, but at least it's maintained playability.
Comments
I'll watch the gameplay vids, sure, but I'm not hyping myself up for something that may not launch for many years or at all. (Or backing it)
Join the club
EQ2 and SWG (mmorpg golden years)
to
WoW and SWG:L (today)
To me wow is as close to EQ2 (04-08 rip), as one can get minus the depth ofc.
However after the shakeout vid and turns out good.
Pantheon and SWG:L
”I’ll talk about the delays from 2013-July 2019 because if I talk about after that both Covid and FS:R come into play and I really, really don’t want to go into both again especially since the same incorrect, fact-ignoring statements will be made by certain people.
1) The first speed bump we hit was hiring. Andrew and I thought it would be easier to recruit folks than it turned out to be. With the flow of money and talent into mobile and then VR, it was a lot harder than we expected. We didn’t want to open a remote studio but when we found the right person to do so, we opened the Seattle studio. As you know, when we were in Virginia only we were a smaller team than we were within just a few months after opening the Seattle office.
2) The multiple refactoring of the ability system. We had to refactor that twice and that cost us a lot of time and money. As always, I won’t throw anybody under the bus as to why it had to be refactored twice, but it did. We failed as a team to execute on that core system, period. The one that is in there now is working great, even under test load.
3) Linuxification – While the majority of this work happened after July, we had started work on that months before that when we moved to the newer .NET Core (https://massivelyop.com/2019/06/03/camelot-unchained-upgrades-tools-works-on-ui-and-siege-equipment-as-beta-one-marches-on/). Obviously, that expanded to full Linuxification and when you have a tech stack as complicated as ours, it’s not the same as moving a simple program from Windows -> Linux.
4) Degree of difficulty – Building the engine took us longer than we thought it would, especially with a small team. Add a server-based physics system, DIY building system with real-time server/physics/stability system, complicated ability system and 500+ people in a battle, it added up to a lot longer path to sucess.
Now, those are some of the reasons for the delays. However, to answer the other part of the question, it’s emerging now because we have had more time to work on gameplay, animations, etc. because of the tech problems we have solved. And if we get into July, the extra money that the investors, including me, put into the company has allowed us to hire more engineers/artists/designers than we would have had otherwise. That has started to translate into more gameplay and fun stuff. Also, we had a new senior engineer start today, hopefully 2 more engineers in a week or so, and a senior producer after that. All of this is thanks to the investors who both kept their faith in CU, not just FS:R, by putting more money into the company.”
https://massivelyop.com/2020/09/01/camelot-unchained-promises-that-a-game-is-starting-to-emerge/
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Warhammer Online private server scaled back the vertical a bit from live version (no level 100 op), so almost anybody can get there and it's not too op between end gear and rvr gear.
DAOC.. didnt that have some vertical too?
I think some vertical is ok, as long as its attainable and marginable (e.g. 5% or so). We know a lot of players like to chase carrots and meta.
Personally, I'm with you either horizontal or slight vertical.
I am torn on vertical vs horizontal progress. I love setting out to obtain a new piece of gear I have been working towards, either by saving up in game currency/trade or doing the runs until I get it, it drives me to keep playing, acquiring wealth. At the same time, I hate being roffle stomped by the elites who have the top tier best in slot stuff that is unobtainable by 90% of the player base. That drives off new players, who are too far behind to get caught up and compete.
The power gaps isn't as much of an issue and people complaining about them(drives off new players, much better for newbies to catch up,etc. ) are people with "loser mindset" - they will always put blame on someone or something, there is no way to please them.
Something out of Darkfall or Mortal Online.
So my assumption is that rather than put it into the game and waiting years to see a return on the investment they made some deal to make some quick game in return for the money.
So here is why i can't stand these crowd funded type ventures.I am sure that money was not from the donator's but from some investor.HOWEVER there is nothing stopping Mark from attaining investors and loads of money BEHIND the backs of the people who helped him get this started.
Ok so maybe i didn't make myself clear.
Think of it like this,he needs and tells backers he needs let's say 10 million.A year later an investor gives him 15 million.See where this is leading,he no longer needs your money but you know what,i think i'll keep it anyway.
I am not saying this is what has happened but the possibility is ALWAYS there.it is important because then you ask WHY didn't you get an investor in the first place instead of taking our money?So this leads us to basically what happened to COE,he was USING people to get a product to showcase to investors.
The difference is investors get owed a financial kickback however in your case your owed NOTHING<thanks for your money ...suckers.
Never forget 3 mile Island and never trust a government official or company spokesman.
There is a right way and a scummy way to do business and these crowd funded devs are EXPLOITING people and their goodwill.
Never forget 3 mile Island and never trust a government official or company spokesman.
It is a person's mindset, not a game issue.
What actually for real does drive people away is the opposite - the lack of vertical progression.
'But don't forget guys mobile is not effecting your games on the PC or console'. Well at least I don't have to keep telling posters on here what drivel that is now, mobile car crashed into our gaming platforms.
Mind you I don't mind about VR it is the future even if it is not quite there yet for me.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red