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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Mark Jacobs answers Kickstarter Questions

Posted by gylnne Tuesday April 9 2013 at 9:34AM
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Good morning folks, hope you are having a great Tuesday.:)

I have decided to post all of Mark's answers he has commented on so far in the Kickstarter campaign.

Now before I do please remember these are his answers to questions so many may not make much sense to you since you won't have any idea what the question was. Why post them then? Because many do have gems of information about the game you are not aware of and maybe help you understand his thinking process on how CU is being created.

Also I have been very impressed with his willingness to come into kickstarter late at night when he has been through many interviews that day and still chat with us. Something you rarely see in games these days.



 [MJ] FPs are account-based but so are many (not all) of the rewards. @Kajamoto - Lots of ideas. Big ideas are that there are going to be fewer but more useful buffs and that I don't want a character to have to buff up big-time before daring to go in combat. @Yvmm - Unfortunately, because the house is custom made for a realm, it has to be realm-locked. However, it is not server-locked. @Siber - All I can say now on the inn plots is that we will have a special section in town for the inns. People who purchase those inns will be able to choose from those lots on a first-come, first-served basis. Once you choose your slot, you will work with our team to trick out your inn with existing and a limited amount (for obvious reasons) of new textures. Does that help? @Brandyn - Evening/morning and in-between. :) @Adrian - We are not there yet. Soon hopefully. Okay, time for me to get some sleep. Thanks again all, you've been great as always.

        Apr. 09, 2013 on Camelot Unchained.

        [MJ] @Siber - CD depends on Andrew first and then how it plays 2nd. As to Inn, what do you want to know?

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Maxx - Sadly I don't own one. :( @Matthew - Mounts are not a no but they aren't a priority because we will have a speed class. Even when/if we put them in, they will not move as fast as the speed class will but they will be very useful for carrying stuff around. @Daniel - No thoughts yet. @Judy - LOL @Slaight that's one of the things on my list to talk to the backers about. I really want to hear what they say about it. I have my own opinions but our players will have played more of these games than I have (that whole group mind thing) so I want to get feedback from them. @Daniel - Heck yeah there will be a death penalty otherwise we end up playing whack-a-mole all night. @Michael - Brought the shirt in this morning. @Mr Kevin - One step ahead of you. That's one of the things I want to look at. @Time - Yeap. Death will sting. You won't be looted (sorry, not that hard core) but you are not going to want to die.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @IronKnuckles - No talk yet about PBAOE. As to CC, it will be significant but not in a crazy, I got CC you until your next birthday kind of way. @Slaight - Yep. We have a great opportunity to do something really fun with the tank mechanic. Okay, any last questions before it's time for me to crash? U got 10 mins.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Mr Kevin - My dream RPG is one where spell/counterspell is a very viable option. I don't know if we can pull it off but it is something that I have really wanted to do forever (ever since I saw a bad/fun old movie called The Raven (Vincent Price, Boris Karloff, Jack Nickelson and Peter Lorre).

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Blunt - Yep. We can also really look at making the tanks more useful than in most games because their abilities can all be geared to RvR. They might benefit the most from the loss of PvE even though that might seem counter-intuitive.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Daniel - Oh absolutely, I've read some comments (not here) where people have said that tanks have no place in a pure RvR game and I really don't understand their logic. @Judy - Me too. Cloth wearing characters should be at a major disadvantage up close and personal with tanks but I also think that we need to stay away from the glass cannon bit because that can really get out of hand if we are not careful.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] Morning oGGE @Peter McKenzie - No decision on something like that yet. Too soon. @Curtis - You're welcome. I did say survive though, not necessarily win. ;)

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] In terms of standing versus moving for casters, I think we all agree that we don't want the mages to be able to jump around like bunny rabbits while casting major spells. We have games that already do it that way, why should we bother. OTOH, I think that clothies should have more to do than just cast spells (if they want) and should have some opportunity to survive if attacked 1 on 1. It's all about balance and choices.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Damon - Hmm, sorry, thought I answered it. I think that we need to determine what group size will be best once we get a more final list of classes. @Mr,.Kevin - I like redirecting spells not crazy about forcibly changing a player's target. I also prefer stationary casting to full movement casting but I've got some other ideas for the magic system that could be interesting too. @Lisa - Lots, no set number yet, too early. @KimGee - My pleasure, you folks are great. @IronKnuckles - Guess. :) @Kappen - I agree but pet classes need to take a back seat to performance. Plus, they are the biggest PITAs to code because of the pathing issues. @Jim Scott - Thank you for your support. I hope we can too. @Daniel - LOL @Austin - Definitely not full twitch. @Judy - LOL @Time - LOL. Easy peesy disney's lawyers go squeezy @Pamela - Thanks. It's the least I can do given what I am asking people to do in terms of backing this project. If I'm unwilling to spend the time now talking to our backers, helping build demand on the forums, etc. why should you trust me afterward? @Michael - Bingo. But I do want to at least try to do something different. Our TDDs surprised most people and that's what I wanted them to do. I want our Arthurians to be badass too but we at CSE need to think a bit more out of the box for them. What our artists did was great but it was too safe. This is not the time to be safe. @Judy - Yes, defending will be rewarded. @Time - Both. Some of the lore is in my head but I prefer to start with what an initial vision/concept and slowly build from there getting feedback from the artists, talking to other people, etc. @Brent - Hopefully tomorrow. I brought it in the office today! :)

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Jason - I'm not even sure how it will come out. We toss out concept art all the time, it's why it takes so long. For every final drawing, it may take more than a week to get right. Arthurians are being difficult right now as I expected they would be.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Direwolf - I'm still thinking about that one. Not sure how I feel about it quite frankly. @Peter M - The music team consists of one programmer who is also musically inclined and quite talented. My goal is to try to outdo Dark Age of Camelot's music. It won't be easy but.... @Pamela - I've been convinced since day one, it will be up to the backers. @KimGee - Oh, that's funny, that's really funny. We should do that in testing. :) @Kappen -LOL

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @ Peter - I expect that they will indeed be something you will want to control. @Jason - Hey man. Nope, that would be telling... @Smakish - Cool. Hopefully they will all back us. @Marlytheoz - Yeah. My personal preference is not to have hard interrupts but I think that a managed system of HIs makes for better gameplay overall. @Michael H - I agree. That's why I believe a hard interrupt system with a lot of factors thrown in is the way to go. @Mr Kevin Stares-Darbon - It would be relatively easy to do that with what Andrew is working on but it would be a low priority for us. As to pet classes, they are also low on my priority list (as much as I love playing them) because of FPS concerns. Too many pets = slower framerate and that is unacceptable to me. I'm not saying no pet classes but there are behind archers and stealthers in the classes I want to work on after the core 5. @Peter McKenzie - Thanks Peter. I hope we do too. @Jay - Me too. @Daniel - Thanks. FYI, I already told one of our artists about the wallpaper, she was pumped to do it.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Daniel CC is confirmed for the game. How much, what type, etc. is something we'll talk about in an update. As to resists, of course. @Kappen - LOL. That would be pure awesome sauce with a side of glorious @Benoit - Duck burger, yum. As to group size, that's definitely one that we haven't even come close to deciding yet.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Robert - I agree, it shouldn't be an all or nothing system.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Boxfetish - We have actually thought about something similar to that but I'm not sure it's a fun idea. @Eric - Yep. I get asked that a lot and my answer is always the same - that we have ever intention of making buff botting such as parking your buffer inside a wall, very hard to do. @Direwolf - I think insta-casts have been really overdone. I'm not saying there won't be any but the emphasis won't be on having a ton of insta/quick skills. @Daniel - Maybe. Risk vs. reward is the key

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] Absolutely.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Smakish - Right now I'm leaning to a hard interrupt system. @Matthew Shannon - I think a fun one is fun.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Sokeang - Right now, PC only. Might we port to Mac/Linux, I'm not sure. A lot depends on the engine we are working on. I expect it will be a stretch goal but I don't want anyone to pledge unless I'm 100% sure. @Luis Ramos - I honestly have no idea what would be involved in doing that. @DropD - Thank you. We're doing okay (# backers) but we need more. That's why I've been spending sooo much time doing interviews. So, TYVM for helping. @Maxx - As to weather, I expect so. :) @Simon - Thank you. I'm just a gaming guy and I don't do pompous well. I can be opinionated, obnoxious (though I do try to avoid it), blunt but pompous never. I leave that to other people in the industry. Sadly, many people (gamers, executives, VCs) seem to be drawn in by that nonsense instead of a straight-shooting NYer.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Matthew - Absolutely. It will have the same rewards as here. @Daniel - Mythic was my favorite side. @DropD - I think we have one really interesting stretch goal. :)

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Maxx - We'll make sure that they fit in the new server. There's plenty of room for them. FYI, I didn't limit the islands because there wasn't much room but really because I didn't want to have the team to have to customize too many islands.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] You'll have to be patient though, I'm keeping them very busy on the next two updates.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] Okay, because you folks made my night, I'm going to have our artists create a duck themed wallpaper for all founders (free of course). You rock.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ[ The Tuatha De Duckan, Ducking and the Ducthurians? :)

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Matthew - I think that is a great idea actually.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] I've got to invent a new tier with ducks now don't I?

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] Just sitting down to dinner but I had to comment on the new avatars. All I have to say: I love you guys and gals! You're the best backers a developer could ever hope for! Thank you very much!

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] Thanks guys. Sorry for being out-of-touch today but I've been interview guy today and I've more around the schedule a bit here based on some feedback we've been getting. I'll try to come back later and talk some here. It's all good. :) FYI, the 10K limit is per KS policy. Got to get back to interview land.

        Apr. 08, 2013 on Camelot Unchained.

        [MJ] @Boxfetish - Camo != stealth. I think it's a pretty safe bet that some sort of camo is going to be in for the archers. True stealth (the useful kind) is another matter. I do have a very cool concept but it's still in the earliest stages. Night.

        Apr. 08, 2013 on Update #10: Afternoon update April 7, 2013 from the project Camelot Unchained.

        [MJ] Tamas - I'll be speaking more later next week and beyond. @Maxx - There will be currency and there will be multiple ways to get it. More on this in an update. @Giuseppe - No cross-realm chat in CU. I've seen the logs of what players so to each other, I can just imagine what they would say to the other side. No thanks. @Yvmm - Sorry, I didn't. Can you send me an email here please? @Brent - Doing that now. I have 30 seconds. :) Night everyone!

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] Okay, forum patrol done, answered a few more emails here (including your email Brandyn). Any crucial questions before I hit the sack? I have 10 mins and then I'll only be an hour late. :)

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Brandyn - Actually you would lose that $5, I'm actually on our subreddit giving it some loving, putting our some minor fires, etc.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Judy - Actually, I used to wear pink shirts a lot. Until I lose more weight I can't. Last time I did that in Florida somebody tried to use me as a lawn ornament. @Davide - I'm doing fine, thanks for asking. Apparently I'm fighting off the flu that my family has. How are you? @Adrian - I would avoid IT unless you are a really dedicated guinea pig. My recommendation to people is to choose another tier and, once we get our forums up, talk, help, etc. and seek to get moved into IT. That's one reason I have so few IT pledge tiers and made them so unattractive compared to other tiers. @Matthew Banktui - Just so you know, I have no PR people working the phones, connections, etc. for me. I've got about a dozen different interviews lined up, a number already written, etc. I need even more of course but I think a lot of places were just waiting to see if we face-planted or got off well. That's why I'm so grateful to MMORPG, Massively, our supporters on Reddit, GBTV and Gary Gannon and our fan sites like JeuxOnline, CamelotUnchained.net, etc. because they were there day 1. They all have my gratitude and I never forget that sort of stuff. @KimGee - No worries. What's an "s" between friends? @Ceph - Good evening Ceph! I do too actually but it has to be smartly implemented. That's why I like camo + archers who aren't simply mages with bows. @Macellis - Hey there. Thanks for the kind words about Dark Age. It was/is a great game but it is I who should, and always will, thank you for your patronage of it. @IronKnuckles - Hey there! I hope so! @Michael Wyant - I can understand that. That's one of the main reasons I wanted to give one more MMO a shot. Zero interest in doing a themepark or just the same ole game again. I want/need to make something that will not get 1M subs but instead will be a game loved by its fans. I just hope it's more than 3. :) @Judy - Way, way too kind but I do appreciate it. @Lauri - I agree with your thoughts on macros but no matter what I do, people can still macro. OTOH, if you make positionals, reactionaries and other abilities more important than "1 2 3" "1 2 3" "1 2 3 4", we might be able to cut down on their use. @Lee May - You think the $500 needs more, well, I'll check it out. @Ironknuckles - Not a chance that there will be cross-realm communication. I refused to put it in Dark Age (and got yelled at big time on the forums) and it won't be in here. @Michael Wyant - Thanks, me too. @Matthew Kramer - Congrats then!

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Tsubaya - Greetings to France right back at you! As to charging the tee-short, it will be a fine day when I do that. As to me, I'm doing fine, thank you so much for asking. How are you? @Boxfetish - Please keep in mind that I consider crafters an integral part of the game and since they will be plabyable only as alts (for artisan), that will really limit the number of people who want to play crafters. The other thing to factor in is that unlike all MMOs I've played because there are no PvE equipment drops, the crafters will always have something to do. Additionally, because making item won't be a instant process, I think that the fears of new crafters coming in with nothing to do is quite unnecessary (unless new RvR players stop coming in as well). However, that all being said, we have to have crafters in this game, unlike almost all other MMOs, so I'll do whatever is necessary to make sure that they are viable as a full-time class. @Lucas - Yes, it has been a very good day. @Judy - Hi Judy! @Pamela - Greetings! @Michael Wagner - I've been asked a lot about the founder's dyes. I think I should have moved them into the FE instead of in the CEs and higher level tiers. I'll see if I can come up with some bonus goods to give all the tiers that got dyes, add a couple of more dyes and see what I can do. I think that definitely was one of my mistakes in laying out the tiers, I underestimated their importance to a lot of people. @Maxx - If I wear nothing, I will lose about %15 of my total pledges and be brought up on charges of cruelty to humans. :) @KimGee - Greetings! @Matthew - Really? Please don't do anything you might regret later, not worth it to me. @Damon - Salute right back at you. @Curtis - Good evening!

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] Evening all.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] One quick comment (it was at the top) and then a very important survey. @Jason Lowe - Glad you liked the $250 tier and thought it was better than so many other CEs you bought. That was the plan. Okay, so I'm still going through emails, posting on MMORPG, reading our subreddit when a really, really important thought occurred to me. When we reach $1M what shirt should I wear? Since I promised our backers that I would consult with you folks on important issues should I wear: a) Subdued Aloha shirt (also known as Hawaiian shirt) b) A more tasteful but still colorful Aloha shirt c) The most garish Aloha shirt in my closet Okay, up to you all to decide this very important issue. :) Back to emails I go. I love Sundays. Mark

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] WOOT 900k!

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] Just a quick FYI to everyone. By nature, I am a solo player and not a grouper. Please keep that in mind at all times. CU most be designed to allow solo players to succeed as well as groups. @ Raygar - I agree with you actually. We need to find a way to make stealthers, archers and maybe some other classes viable in an RvR environment if we are going to be really successful. However, I can't commit to them until I'm sure that the mechanic has a good chance of succeeding. @Paul Dalfonso - Yep. We actually have two media folks working with us. I've got a ton of interviews in various stages of completeness and more interviews tomorrow. @Matthew Kramer - I'm sure you do. :) @Lawrence Bradley - Hi Lawrence! @Verla - Materials for crafting will be found all over the world and NPCs like animals. Got to get leather, scale. etc. from somewhere. :) @Scott Braasch - That's one reason we want to get IT testing starting early next year, to play with different systems and see what works best. @Terence - Agreed. If we can't solo successfully, I can't play my own darn game!!!!! :) @Defari - Yes. You can take your house with you. Potions will be cross-server of course.

        Apr. 07, 2013 on Camelot Unchained.

        MJ] @Maxx Kilbride - Because they are about to fund. :) Paypal bills right away as opposed to Kickstarter. If we added Paypal to our Kickstarter and it didn't fund, it would be a problem.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Terence Carr - I think a stealth class can be very good too but I do think, like archers, it is too easy to fall back on standard tropes. I think we have a much better idea. It's a bit looney but it's damn interesting and one that I would want to play.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Eric Is DAoC-like stealth the only way you think an assassin or scout could solo? I don't. We just need to be more creative and I intend to be.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @ Scott Braasch already did. :)

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @ Matthew Kramer - Tired and fighting off the flu (wife/son have it) but I got 8 hours of sleep last night for the first time in weeks, so I'm feeling much better. @Scott Baraasch - We will be actively discouraging them via design.

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] Afternoon all! New update up and I'll be hanging around here answering comments/email for a little bit (or till our office gets too warm).

        Apr. 07, 2013 on Camelot Unchained.

        [MJ] @Naezgul - Yep, we'll be detailing it in another update. That's one reason I've been telling people not to commit to add-ons till we go into more detail. That's also one of the great things about KS, nobody gets charged till the project funds.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] FYI, I love archers, play them all the time. I just want to be sure that we can make them a lot of fun to play without them being OP before I commit to our backers that they will be in the game at launch. Trust me, I know just how important it is to have them but I want to take some chances with them during testing.

        Apr. 06, 2013 on Update #9: Afternoon Update April 6, 2013 from the project Camelot Unchained.

        [MJ] @ Davide Leonardi - As to the hybrid system, it's something I want to experiment with before we commit. I'm so bored of combat systems that end up being "1 2 3" "1 2 3" "1 2 3 4" that I could scream. We need to do better and that involves some experimentation and risk. That's what we are all signing up for and that's also why I've been so clear on getting so many people into our game early to help work out some new ideas/different approaches.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] Seth, we have some big updates coming up in the next 9 days. We're talking to all the gaming sites and lord knows, I'm doing interviews whenever asked. So... Let's see where we stand a week from now. :)

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] What? You guys are happy about that? Darn, I thought I was going to anger people. I'll try harder next time... :) Glad you guys like it.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] About to post Part One of a two-part update talking about some of my/our initial thoughts for parts of the combat system for CU. I've talked about most of this before but there are some new bits of information there.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] 5500! Update is on the way shortly. It's still rendering from today's filming. :)

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] @Mezzosaurus - Thanks. That will be well-received by our artists. They are working crazy hours right now with this Kickstarter and additional work we are doing on MoO. They are champs. As to having Andrew do his videos, I've never been shy to allow/encourage guys/gals from my studios to go on-camera, do interviews, etc. No matter how many good/bad ideas I have, I'll never be the guy who insists that I have to do all the interviews, get all the acclaim, etc. unlike with some other developers. Sometimes it works out well, sometimes, not so well but I'm happy to push my team to get in front of the camera. Thanks for the really kind words. As to how I'm sleeping, not much. 5 hours a night max right now. :)

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] @Curtis Hey there Curtis

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] @Curtis Miller - Yep they sure did. Great job by them. @Phillip Combs - Somehow, I don't think anyone EA is looking for round 2 of "Mark Jacobs speaks his mind at EA whenever possible." :) As to me, I like being independent again and I really like the people I'm working with right now. @Sweetdigs - A million would be quite tough for this weekend unfortunately. :( Our backers have been fantastic and as I say in the video we are about to upload, I'm not looking for additional donations/upgrades from them now, what we will need is more backers. Mark

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] @Jason Smith - This is simply our interpretation of how "a" Viking female may look, nothing more. I'm sorry that you don't like it but that's going to happen with any game. Some people love the model, some don't. Same with the TDD and same as it was for Dark Age of Camelot, WoW, etc. when you use something based on existing IP (real or imagined). Again, I'm sorry you don't like how she looks but as per my other comments, she's just our first stab at it. :)

        Apr. 06, 2013 on Update #8: Evening Update April 5, 2013 from the project Camelot Unchained.

        [MJ] Two things to keep in mind: 1) This is a female model, the male model might look quite different. 2) You might consider why there are teeth, scale and feathers on the Viking. Keep what you kill and all that. :) Mark

        Apr. 06, 2013 on Update #8: Evening Update April 5, 2013 from the project Camelot Unchained.

        [MJ] @Sebastian - We want to throw a lot of races out there for both our internal consumption and that of our backers. This is part of the joy (at least for me) of designing a game and not working with a license. I want to take chances and not just fall back on the easy conventions. That's why that first TDD was not a sparkly, pointed ear elf and our Viking female doesn't look like she just stepped off the set of a Hollywood movie about Vikings. It's all about iteration, fun and coming up with cool things. That's another one of the benefits of no PvE in CU. Instead of having the art team having to come up with hundreds of NPC models, they can spend their time iterating on fewer models.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] @Voygarfg - It will be your house.

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] That's a dwarf and a feline, it really is but no need to throw more money at us. OTOH, if you want to bring in some more backers... FYI, our next piece of concept art/model will be, I believe, quite unexpected and probably a wee bit oh, different. Not sure it will make it into the game but when I saw it on Sandra's (one of our concept artists/animators), I asked the team to run with it. Not sure how it will end up but it is very interesting. Part of the process we will do through during pre-production is experimenting with different race concepts. Some may make it into the game, some may be put in turnaround and others may be scrapped. It's just what we need to do at this stage. You know, that whole taking chances thing. :)

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] Morning all. Just wanted you to know that we're working on today's update and I just posted on the comment section for Update 8. I'm sure it will ruffle some feathers so you might want to check it out. BBL. :)

        Apr. 06, 2013 on Camelot Unchained.

        [MJ] Just a couple of quick comments and then it's time to film an update 1) Thanks for the feedback; good, bad, indifferent, it's all good. :) 2) Most of the concept art was for female Vikings not male Vikings as per my instruction to the team. We started with a male TTD then went with a female Viking. 3) The main reason that our female Viking has more color in the model than some of you want/expected is mainly because we will have dyes in our game. What's the point of having an art style that is all browns/dull tones if people are going to color over it anyways? I'd rather try to embrace what we know some of our players are going to do anyways. 4) As always, this is just our first Viking model, expect it to evolve/change over time. The evolution of a game’s art style is never a sprint (which we are in now), it’s a marathon. If we fund, we will spend the next two years working on our game’s art style, continually refining it. 5) For those who think that Viking have to be in dull colors, I would urge you to check out some of the resources on the web that discuss what we actually know about Viking culture/garb as you might be surprised. Again, there is nothing wrong with wanting them to be darker and grittier but that is very different from saying “they must be darker and grittier because that is more realistic”. ? Here are a few useful links with lots of cool info and more links/citations. http://www.drakt.org/Viking.html http://www.hurstwic.org/history/articles/daily_living/text/clothing.htm http://www.cs.vassar.edu/~capriest/mensgarb.html My favorite quote: The Icelandic sagas often mentions clothing color. Brightly colored clothing was a symbol of wealth and power, no doubt due to the additional expense of the dye stuffs and the multiple dyeing operations required to make bright colors. The wearing of black (blár) clothing is a frequent literary convention in the sagas, indicating that the wearer is about to kill someone. 6) FYI, I like them, especially for our first shot at them. ? Keep the feedback coming! Mark

        Apr. 06, 2013 on Update #8: Evening Update April 5, 2013 from the project Camelot Unchained.

        [MJ] And that would be first model, not fist. Sorry, been a long week.

        Apr. 05, 2013 on Update #8: Evening Update April 5, 2013 from the project Camelot Unchained.

        [MJ] @Negura - That's why it's concept art. I let the concept arts do their thing and then we talk. That's the whole point about showing the evolution of the concept art from its infancy to fist model. :)

        Apr. 05, 2013 on Update #8: Evening Update April 5, 2013 from the project Camelot Unchained.

        [MJ] Morning all. Working on getting our FAQ up and running, changes to the main KS page, today's first update (it's a fun and silly one), etc. I'll be back later to answer some questions.

        Apr. 05, 2013 on Camelot Unchained.

        [MJ] Was on my way to bed (so much for going to bed early tonight) when I did a quick round of the comments and saw everyone praising Jon Henry. I foolishly then went to his site and all I have to say is this: @Jon Henry - You made my evening complete sir. As I've sworn (mostly) off the hyperbole, I'll simply say that your site really moved me. Maybe I'm just getting older, or maybe it was just another in a string of long days, or maybe there was just so many things in my life that what I saw was the tipping point for me today. I've seen so much kindness, support here on our Kickstarter and elsewhere that I was literally and deeply moved by what I saw there. Thank you so much for that perfect way to end my day. And as usual, to all of our backers, no matter what the size of the pledge, you have my absolute and heartfelt gratitude now and forever. Your support has been amazing and I really can't adequately express my thanks through words but I intend to do it through deeds. So goodnight and once again, and certainly not for the last time, thank you all very much.

        Apr. 05, 2013 on Camelot Unchained.

        [MJ] Glad you folks like it, like our Kickstarter, we're off to a good start. @Michael Glover - Fixed.

        Apr. 04, 2013 on Update #6: Evening Update April 4, 2013 from the project Camelot Unchained.

        @exodin I hope you win but if you do, pay it forward with a worthy charity. We're just making a game here. Best of luck!

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] @Curtis Miller - Yep. We're still working on it. Will be adding to our KS page soon.

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] @Trevor - Don't you mean (oh god, he's going to say it) We have all our ducks in a row! Ducking out for now, be quack later!

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] @Doug Bailey - That's fantastic, thanks to both you and your wife!

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] Glad you folks like the update. I hope you'll like our today's 2nd update a lot too. :)

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] New update was just posted. It is definitely worth looking at, especially Andrew's piece on how we are going to take our UI to the next level with Camelot Unchained. Please check it out, it's pretty cool.

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] @Wayfster - No worries. Like I said, I've said nice things about Uthgard and I wish them nothing but the best. :) As to deleting your own comments, don't think you can do that and I don't have that ability either. Good afternoon/morning everyone!

        Apr. 04, 2013 on Camelot Unchained.

        [MJ] Good morning guys, we're almost ready to upload our morning (okay, afternoon) update. @Wayfster - Thanks for the support but please, these comments are for Camelot Unchained not for Uthgard. I've said nice things about that project in other places so I'm asking nicely not to use our project to advertise for any other game. Okay?

        Apr. 04, 2013 on Camelot Unchained.

        [MJ[ Okay, time to get some dinner. I might be on later. As always, thanks folks.

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Woot! 700K. Sorry I haven't been on much since my update. Been working on some interviews, other updates and such stuff. Still haven't had dinner.

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Incoming update, focusing on add-ons.

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] On guild name reservation To avoid chaos, the guilds that used one of the guild tiers would get a higher priority (I think). After that, it is a first-in, first-out method. Again, just throwing around some ideas here since I've gotten cards and letters asking for the feature.

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Question to our backers #1 - Guild Reservation We've been asked here and privately for an add-on for guild name reservation. I did not originally plan on doing this but since it has been requested and I understand the reasoning behind it, I thought I'd ask our backers. So the questions to you folks are: 1) Should we put an add-on into the Founder's Exchange so that players can reserve the name of the guild they want to create just as players can reserve their own name? Of course the same rules would apply as they currently do (no trademarked names, etc.) 2) What should we charge for this? My belief is that it should be more than the name reservation since it is a guild and not an individual. Please let me know what you think. Mark

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Great response to our first tech demo, thanks all! As to your questions/comments: @Brandon Barker - It gets ever better. Not too bad for less than a week's worth of coding. But then again, that's why he's Andrew. @Julian - Thank you. @Dusty - Thanks. FYI, that's a 2-year old MacBook. @Johan T. Raven - It's a pretty good start. As to running with actual models, well, Electra is a relatively low-poly model but there were 10K of her on the screen. :) @Yannick Van Broeck - Smooth gameplay needs smooth framerates an that is Andrew's main focus. That's why we started with this type of demo rather than using Unity, Unreal, etc. and putting a high poly model in there and then boasting about it. We need a very fast rendering engine geared to our type of game and that's why we did what we did. While we will show something in Unity in another demo, that was used so could test some early networked physics code. @Charles Remeikas - Andrew is awesome when he's talking about high-end engineer-type stuff, isn't he? @Joseph Zimmerman - No worries sir, we appreciate your backing us. Just help spread the word. @Frank A. King - And we will have a couple (at least) to show you. @Taylor Lemelin - TYVM. Hopefully we will continue to make your day for the next 29. @Drew - It's pretty good code, especially given the time he spent on it. @Luke A. Smith - CU won't look like Doom but it won't look like a Crytek game either. There are always trade-offs. We will happily trade a little bit of the pretty for a lot more of the "OMG, there are so many of them coming at me!" stuff. @Amber Curtis - Hey there Amber! Andrew says thanks as do I! @Nathan Pyle - We have to start somewhere and 10K models on the screen is a good start. :) @ Anders Kristensen - TYVM. @Josh Thatcher - LOL. Again, LOL. Well played sir! @Joel - TYVM. It's a good start and over the next 30 days Andrew will continue to iterate on it. @Joseph Chaney - Of course the engine will make adjustments on the fly, it has to if we want to maintain a high frame-rate. That is the absolute key to CU's success. @Chris Hiatt - Absolutely to optional settings. As to the models/style, we have our first pass to show our Kickstarters this week and we'll go from there. @Justin Bourgeois - Thanks, we will! Thank you for your support. @Adam St. Pierre - We'll just have to see what we can do about that, won't we? @Curtis D. Miller - He says you're welcome! @Jason - Thanks man, appreciate it. @Filth - It's a good start. The key is that our core rendering tech has to be lightning fast and then we build up from there. in terms of our network code, we have a fun little demo about that too but that isn't has technically impressive as what Andrew showed off today. It's fun, it's networked but since it was built on Unity, it isn't quite as awesome of a start. @SoCiAl DiStOrTiOn [TG] TYVM. @Negura - Thank you! @Michael Sarkissian - So nice you watched it twice! :) @Anders Kristensen - Yep. Applies to anyone in the industry. If you can't learn from the things you did wrong and grow from them, you won't succeed in development. @Christian DeMarco Wilson - Thank you! @Josh Taylor - It's a start. As I've said right from the beginning, it would have been so easy for us to cobble together a BS demo but that's not the way we wanted to go. @Brad Jenkins - Thanks, we appreciate it even more because it is a real tech demo. @oGGe - TYVM. @Mance Haines - Glad you liked it. @Lockinloaded - That was an older version of the demo, more is coming. @Altonymous - It is running natively under Windows 7 via BootCamp. @Rob Oglivy - 1K models of Electra, it holds nicely. We'll show more when we have our higher poly models in a later update. @Roq - Andrew is a great co-founder and as I've said elsewhere, there's is nobody I'd prefer to have handling the tech side of this studio. @Benjamin Stanley - As to creating your own content, depends on what you mean by that. As to getting your hands on the source, sorry, that's not an option. @Aaron Mulveney - 2 year old MacBook. :) @Maric - You will. @Dieedi Do - Everybody loves the ducks. @Amy Rankin - Well, more to come. :) @Daniel Faria - Gotta start somewhere. @Archie Sokolik - Bit too early for that but it's something we will discuss with our backers. @rexbinary - That model was designed for our iPad/Android game and the models for CU do not look athat way. @Eric Dovergne - Fortunately we won't have to worry about 10K players in one battle. :) That's why we wanted to show this demo first, overkill. @Alexander Jenner - LOL. Mark

        Apr. 03, 2013 on Update #3: Fast and Light: Meet the Engine - April 3, 2013 from the project Camelot Unchained.

        [MJ] Round three. @Deborah Lewis - Thanks for the good wishes. Maybe we'll hold a charity raffle at our first CU get-together and some lucky winner(s) will get to pie me. @Raygar - Fear is the mind-killer! :) Thanks for your support. @Justin Cline - Working on it currently. We've got it running nicely on the Nexus 7 and as soon as we get the free+ version running for Android and on some other devices, we'll begin selling it. @Russell Hunt - Thanks so much Russell. It's great to see so many developers and people like Brian Fargo, Obsidian, RG, etc. using Kickstarter to fund their projects. WIthout KS, I doubt all of these projects would have been able to get publisher funding; not because they might not have been financially successful but because they might not have been financially successful enough for the dwindling number of major US publishers. With the loss of so many of the older publishers, more power has been concentrated in the hands of those that are left. Not a good thing if you're an independent developer, want to retain control/ownership of your IP, etc. @Dan Featherman - Thanks so much for your prior support and support of Camelot Unchained. As to the houses/buildings, yes, there will be a whole lot of use for them. If it was just aesthetics, it wouldn't be worth our time to put it in CU. @Drakyr - Glad you loved Dark Age of Camelot, hopefully you'll love what you see from us over the next few days! @Wazluk - FPs will only be transferrable to the copies that come with your reward tiers, it will not be transferrable to non-backers. @Amy Rankin - It's up to our backers. If there is enough support for it, we'll be happy to have a strict RP server. @Luke Smith - Sadly I have to agree with you. @Bradley Jobe - Thank you so very much. Deeply appreciated! @Joseph Rich - Glad you have joined us here.! @Leonid Machnev - We are off to a good start but the first 72hrs of a Kickstarter are critical to its success. Our backers have been outstanding in their pledge amounts, really, really great support but we need more people backing this if we are to succeed. @Creigh Rahenkamp - If there is enough support for this idea, I'll be happy to do it as an add-on. Maybe make a smaller tier (6?) and then put in some additional add-ons. @Brisket - As to ballpark, our goal is to have this game cost less than the current MMORPGs (without factoring in the Founder's Discount, that should be bonus). I can also say that the price backers will pay will also decrease further based on the amount we raise. As to buying the box, there is no box for the digital tiers, just the digital copy of course. As to expansions, expansions are part of the plan but since this is not a PvE game, they will not be monetized in the same way as most, if not all, AAA MMOs do that. As to buying FPs once the game is LIVE, no, because that would make this a cash shop game and I'm not doing that with CU. As to micro-trans/RMT/etc. there are no plans to add them into the game, especially the really obnoxious ones found in FTP/BTP games. Might we add some cosmetic items? That really depends on our players and what they want. My instinct is to say no. Thanks for your support, I hope you can convince your friends to join us. @Kenneth Christensen - We have a great group of backers here, don't we? Glad you like what you see so far. @Calvin Frizzell - Welcome! I hope CU is awesome too. @Luke A Smith - If you are looking for a game with a slower level progression than most of today's Western MMORPGs, you have come to the right place, that's for sure. @Johan T. Raven - Wow, I really don't know what to say but thank you very much for your very kind words and thoughts. I have learned a lot of hard lessons over the years and I can promise you that if we fund, that you won't be disappointed by the effort made by myself or our team. @Jay Griffiths - Darn, you figured out the surprise and the hidden message in our videos!!! The fourth race is "The Ducks of Anaheim!" They are unflappable, unstoppable, fly and the female ducks can bombard enemy positions too!!! :) Seriously though, the idea of a 4th race is something we have talked about here as we did back at Mythic Entertainment. Had/heard lots of debate about it over the years too. I can honestly say that we don't have any plans to put one in now but the subject has come up. @Brisket - Thanks for the kind words. I'm not perfect but nobody can question my effort. @Austin Parr - The skins are really meant for show more than anything else. We can't, of course, marginalize our crafters so if you're worrying about it from that perspective, nothing to worry about. @Chris Hiatt - The crafters best defense if they are about to be overwhelmed will be prayer and foot speed. Maybe in that order, maybe not. @Pierr-Yves Faye - Well, I'm not going to comment on Minotaur relics for obvious reasons but there will certainly be interaction with the area. As to maps, there won't be a GPS, that's for sure. Okay, time to grab some lunch at Chez 7-11. BBS. Mark

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Round two of the morning mail. @ACason79 - Thanks so much. I think it is a safe bet that there will be a class that can shoot pointy arrows at each other. :) @Merlyn -I'm glad you loved Dark Age of Camelot so much. It was and remains the best RvR-centric game to date. @Philippe Rouan Blesje - Me too! That's the main goal of this game to have epic RvR battles, without that, we have nothing. @Martin Neimeier - Thanks for your support and best wishes. With the help of our backers, we can make it happen. @Robin - Me too. @Matthew Kramer - That is absolutely correct. With this game's focus on RvR-only, I don't think we'll have to worry about players not wanting to player RvR but instead playing the PvE game. A lot of the problems you mention go away by having a RvR-only game, not a game which is trying to serve two masters. @Stefan Leonhardt - Glad to welcome you back from the PvE-side. You are not alone, I suspect a lot of people migrated the same way because frankly, player PvE games are easier, simpler and more rewarding in the short-term because of the whole "Ding Gratz" bit. I know that if we can create a great RvR-focused experience that many players such as yourself will return to their PvP roots. Thanks for your support! @Jan Eriksson - Thanks so much! Hopefully you will be helping test Camelot Unchained by next year. @Brian Morreale - The additional copies come with the reward tier that is indicated in the text. For example, if it says "redeemable at the Warrior level" it means that each of those extra copies gets the Warrior level benefits only. @Jeffrey Seaton - Thanks so much for your help so far. If want to assist us even more, please help spread the word about Camelot Unchained. @Ryan Thomas - Stealth/stealthers and I have had an interesting relationship. I suspect that will continue going forward. What I have said about stealthers is that there won't be a "hit key 1 to vanish, hit 2 to engage strong opener and hit 3 to vanish" gameplay. We have some interesting ideas here and we're looking forward to sharing them with our backers if we fund. @Zachary Carter - If you define risk as losing items, no, it is not going to work that way. However, there are other ways to add risk to the equation without losing items. @Nate Howard - LOL, still makes me laugh. @Thomas Kopf - Thanks so much! I appreciate the faith in myself, CSE and Camelot Unchained. @YT Cheng - All I can say is that no RvR-based MMORPG will ever have an equal population on each server unless the developer applied strict limitations on the game like "No new TDDs right now sorry!" and we are not going to do that. We will do what we can to ensure that all the realms are as balanced (population wise) as possible but at the end of the day, it is up to the players to self-select. We will "encourage" people to play the less popular realms and we will certainly put the design effort into making sure that the smaller realms get plenty of design love to figure out why they are less popular. We will also do things such as real-time bonuses to the under-populated realms to make them more attractive to play but like I said, it's up to the players. @Craig Scofield - Well, that's one of the advantages of CSE controlling all the servers. When one country is going to bed, the other is getting up. As far as lag from Australia, if we have enough demand from the West Coast of the US, we can spin up some servers there and that should be quite helpful to our players coming in from Australia. Thanks for the kind words. Mark

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Yasir Erwa - You're more than welcome. Thank you for your support of Dark Age of Camelot and of this project. @David Zielinski - Hopefully you got some sleep! Thanks for your support. @Troy Ostgaard - We need the support of people like you to reach our goal. We got off to a great start but we need a lot more people to make this thing happen. @Michael Harrison - Wow, way too kind Michael but I appreciate it. I'm just a guy who loves games and is thrilled to be able to try to make this happen for all of us. As far as admitting mistakes, it's good to be free of companies/people where doing such things is a sign of weakness. I'm not perfect, never will be but I'll do everything I can to make Camelot Unchained a great game with the help of people like yourself and our supporters. @Suvs - Thanks for your support as both a Dark Age of Camelot player, supporter of CU and a fellow developer. @Siber - Thanks so much for backing us from Thailand! Really appreciate it. @Galvin Villarosa - Thanks so much! Please pass the email on to other people as well! We need more people who want to have sleepless nights because they are having way too much fun in Camelot Unchained. @David Zielinksi - Thanks for the faith and kind words. I can't tell you how disappointed I was that Warhammer didn't turn out the way it should have. I deserve to take some heat for that game because no matter who was at fault for certain problems, I was still the head of the studio. I'll never shy away from admitting fault, I just wish some of the other people involved had the courage to do the same, even if it was on just the personal level. However, that's was a different team, different ownership, etc. and with the support of our backers, we will make CU a great game. @StatGuy - Yes, a fine start. @Benjamin Stanley - Right now we will be using custom tech. Andrew has used/looked into a number of the major engines and while some of them are truly outstanding, they won't meet our needs for CU for a variety of reasons. Thus, we are going to build the renderer from the the ground up. As a matter of fact, we have already started on it. Fortunately in Andrew we have a guy who has done this before. Thanks for your support! @Mtt Cornett - You're welcome and thanks for your support. @Vymm - Correct. Be a little more cautious in the MMO market is the smarter, but not sexier, way to do things. @Benjamin Stanley - It will be a mix of some different styles but the key here is that it won't be a "5/6 skill toolbar so just mash them like crazy" game. @Albin Vikstrom - LOL, not a long post at all, especially compared to the ones I write. I'm glad you loved Dark Age of Camelot and I agree that if our game was just "follow the flavor of the month" build or play-style, we'd be in trouble and we will do our best to avoid that. Thanks for your support of Dark Age of Camelot and our current game. @Matthew Bankuti - Thanks for your support. As to what an IT does, well, a lot of it will be boring and mundane testing ("og in, log out, rinse wash repeat" or that ever-popular "Let's get everybody in the game to go to a certain spot and see if we crash" sort of stuff. Now, there will also be lots of fun moments, some of them intentionally I hope. It should be an interesting time. @David06 - Thanks! Especially since you weren't a Dark Age of Camelot player, your support is really great to see. Glad you found our presentation interesting enough to back us! @Maric - LOL. @Cook66 - If you want a higher level tier and IT, I urge you to take the higher level tier and then be really helpful on our forums. I made IT testing a lower benefit/# tier to discourage people from taking it (yeah, epic fail at Biz 101!). The lower # means that I will have more slots to upgrade people to through forum participation so my advice is to pick the tier you really want and then push for IT access through our forums. @Jay Griffiths - I'll be reading all the comments for next 29 days and again, I'm sorry you got banned from there because you were using the Trollhammer. Again, thanks for you support on MMORPG and here as well. @Arthebas - Thanks for your support! Help spread the good word and let's see how many other people we can get to join us in this adventure. @Magnus Sturedahl - Thanks for your support. If you like the $250 tier stick with it and post on our forums. We'll have plenty of room for posters with strong communication skills. Also, you will be able to buy Founder's Points through add-ons. @Derek Ross - As to battlegrounds, right now our plan is to have an almost entirely open world for RvR (new players need a little bit of safety to learn the system). @Wolfgang Kremser - Right now the best way to get two lifetime options would be to create two accounts on Kickstarter and get the two separately. However, if there is enough support for a "2 for 1 lifetime" tier, I can do it. @Sun young kim - Thanks so much for your support. I wouldn't risk disappointing you, not with that avatar! Thanks so much for your support! @Bjorn Schmidt - Thanks Bjorn! I appreciate all the support from all of our communities so far and I look forward to seeing our European players represented on our servers, their feedback and with our customer support going forward. Please pass on the word that Camelot Unchained needs their support and I will be forever grateful to them as I am to all of our communities. @

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