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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Foundational Principle #2 – RvR isn’t the end game, it’s the only game!

Posted by gylnne Tuesday March 26 2013 at 2:53PM
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Mark continues the foundational principles that will be guiding his team in the creation of CU with #2.

 

"CU is a TriRealm™, RvR-focused game. It is not an RvR-centric game like Dark Age of Camelot and it is certainly not a “just bolt on the RvR; that will work!” game like so many others. It is as pure an RvR game that I have ever worked on, plain and simple. Everything in this game is geared to the TriRealm concept, whether it is the crafting system, housing, skill progression, etc. You will explore, fight, capture, level, etc. all within a competitive RvR world that was crafted with this FP in mind."

“Hey Mr. Wizard! How about an example or two?” Sure, easily done. Let’s look at crafters for example. Our crafters will never have to worry about whether the gear that they make, the arrows that they fletch nor the ring that they forged in the fires of Mount Doom…, whoops, wrong game, sorry, being eclipsed by something that is dropped by a hummingbird, even if it is the “WORLD’S LARGEST HUMMINGBIRD THAT SHOOTS LASER BEAMS FROM ITS EYES.”

The best way to accomplish this is to ensure that there are no drops of powerful items from NPCs.

Secondly, to make sure that the first point is followed, let’s just say that there are no NPC drops at all and damn few NPCs. That’s right, as an RvR-focused game hummingbirds won’t be dropping rare and unique items; well, unless you consider bird poop rare and unique. You will get rewards for killing other players, other players’ helpers and some stuff in the world but it won’t be gear and we will also not offer tokens. Tokens are for subways and some pinball and arcade games, not for this game.

I was and remain a fan of that type of system for a different game(s) but not for this game. I want my crafters to know that there is no chance that the stuff they are making can be eclipsed by anything dropped or buyable through the non-player shops with but one exception. That exception is if there are not enough crafters, we reserve the right to make sure that things like population imbalance do not end up in a cascading and insurmountable disaster for a realm."

Continue reading here: Foundational Principle #2

MMORPG.com writes:
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