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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Camelot Unchained Bleached Bones

Posted by gylnne Tuesday April 30 2013 at 8:55PM
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Bleached Bones is the name of the $25.00 CU kickstarter tier.

 

View all the benefits over here:  Bleached Bones

 

CU Kickstarter

CU Kickstarter Update #40

Posted by gylnne Tuesday April 30 2013 at 5:53AM
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At midnight last night Mark posted update #40. Gah does he ever let his people go home?:) To be honest I have never seen such a dedicated group of people.

 

Folks,

Sorry that today’s update isn’t as rich, gooey and filled with Camelot Unchained deliciousness as always but it was a rather busy PR/interview day here. That and of course my MacBook Pro decided it was time to take a walk on the wide side. Things are now back up and running but there were way too many hours of lost productivity for your truly. OTOH, lots of things did still get accomplished here and I want to share some of them with you.

First, I finished the first cut at the revamp/explanation of Founder’s Points and the Founder’s Exchange based on lots of feedback both internally and externally. I’ll put the first draft up tomorrow so we can get feedback and then have a final version ready to go on Weds.

Secondly, I’ve added the $100 FP tier, which will come with 155 FPs. I’ve also added a number of crafter items to the Founder’s Exchange all of which can be purchased with a Crafter’s Pack at a discount. This met my goals of giving the crafters more items (as backer requested) at a reduced rate from the proposed crafter tier. The tier was a good one but it would have meant that some of the higher tiers would have to be adjusted too. This way the dedicated crafters can buy these items and everybody is happy.

Thirdly, I added another “TWIN HOMES WITH A VIEW” pledge tier.

Finally, we also made continued improvements to the Unchained Engine and "Capture the Chalice" game, Michelle and Sandra worked on some new concepts and we installed the new introduction video.

Below are the links to all of today’s full and frolic.

-Mark

P.S. I’ll leave you with something to smile about tonight/this morning. When we first started this project, the idea that a niche RvR-focused MMORPG would ask for $2M on Kickstarter was not taken all that seriously. It was “Way too much!” or “Not enough people will support this!” and when we didn’t have huge backer numbers some folks were all “Hah, this is going to fail so hard!” Yet three weeks later, we are at 83% of our goal with almost 60 hours to go. The reason we are there is not just because of City State Entertainment and my “idears” it is because our backers have proven to be the most dedicated, enthusiastic (total understatement FTW) and amazing backers ever. You guys and gals and been so generous to us with your praise, presents and kindness that words really do fail me. However, I can still find enough of them to simply say, “Goodnight and thank you all very much”.

Today's tasty linkage!

AMA with Mark here! If you haven't up-voted us yet, please do so. We are getting a lot of new backers from it and we need your help to keep it on the front page.

Michelle doing some more awesome drawing here!

Opening presents and answering questions live stream here! 

Mark's interview with GameOn here!  

Mark's interview with Guildcenter here!

Link to the new introduction for Camelot Unchained here! Please share!

 

Guildcenter – Interview with Mark Jacobs on Camelot Unchained

Posted by gylnne Monday April 29 2013 at 8:44PM
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The fine folks over at Guildcenter had a chance to interview Mark yesterday.

 

This week we sit down with Mark Jacobs and discuss his Kickstarter project: Camelot Unchained. Our conversation ranges from what to expect in the game to going over his founding principles and getting to the bottom of what he wants his game to become. Camelot Unchained looks to bring old school RVR/PVP ideals to a modern game. While not shooting for a AAA game created to support millions of players; Mark Jacobs hopes to fashion a game for RVR players only. Not sacrificing design to make everyone happy, Camelot Unchained hopes to bring RVR to it’s niche market.

 

View the interview over here:  Guildcenter – Interview with Mark Jacobs on Camelot Unchained

Camelot Unchained unveils new video, Mark Jacobs visits Reddit for AMA

Posted by gylnne Monday April 29 2013 at 8:19PM
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The Camelot Unchained information deluge continues with the release of a new video and a Reddit AMA by Mark Jacobs himself. The video is a half-hour-long affair in which Jacobs provides fans (and prospective Kickstarter pledgers) with an in-depth look at the lore of Camelot Unchained and the myriad features that the game is bringing to the table. Also, as it happens, you can check it out after the cut.

Meanwhile, on Reddit, Jacobs stopped by /r/IAmA to answer questions from the communit. Suffice it to say, questions range from the standard, "tell us about the progression system" to details on server structure, maximum player population, and much much more. Surprisingly, however, horse-sized ducks don't appear to be mentioned even once. To check the full Q&A session out for yourself, head on through the source link below.

Continue reading here and get a view of the new video.

CU Mark a Thon Comes to an End Update 10

Posted by gylnne Sunday April 28 2013 at 12:02AM
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Mark released the last update of the Mark a Thon with update 10.

Had a lot of fun today, learning a lot of new ideas about CU.:)

 

View update 10 over here:  Mark a Thon update 10

CU Mark a Thon Update #9!

Posted by gylnne Saturday April 27 2013 at 10:39PM
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Update for Mark a Thon for #9 has been released.

 

Mark mentions throwing flaming dwarfs at castles! And keeping a part of the soul of the one you kill in rvr.:)

 

View video here:  CU Mark a Thon Part 9

CU Mark a Thon Part 8 is Up!

Posted by gylnne Saturday April 27 2013 at 9:36PM
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Time for another video for Mark a Thon update #8!

 

View over here:  CU Mark a Thon Part 8 is Up!

CU Mark a Thon Part 7

Posted by gylnne Saturday April 27 2013 at 8:18PM
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In Mark a Thon Part 7 Mark talks about the magic system and more in CU.

 

View here: Mark a Thon Part 7

CU Mark a Thon Part 6 is Live!

Posted by gylnne Saturday April 27 2013 at 7:55PM
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Just released Mark a Thon Part 6!

 

View video over here:  CU Mark a Thon Part 6

CU Mark a Thon Part 5 is Alive!

Posted by gylnne Saturday April 27 2013 at 6:43PM
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Mark continues to answer CU questions from backers.

 

Click here for video:   CU Mark a Thon Part 5 is Alive!

New Camelot Unchained Kickstarter Tier Revealed

Posted by gylnne Saturday April 27 2013 at 6:38PM
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Mark has just released a new tier for Kickstarter backers.

 

TWIN HOMES WITH A VIEW– DIGITAL ONLY ============================== With this tier PLEDGE OWNER ONLY receives HOME WITH A VIEW rewards and THESE UPGRADES: a LARGE REALM-LOCKED PLOT on top of the ONE Realm’s “border mountains” (part of a SAFE zone), a TOTAL OF 500 FOUNDER’S POINTS. Your mountain top plot will contain enough room for TWO HOUSES ONLY (the HWAV reward house and an additional non-custom house) and both plot and the HWAV HOUSE ONLY will be designed with the help of CSE and the plot will be reachable only by flier. Because the HWAV house will be literally built into the mountain, IT CANNOT BE BLUEPRINTED. Your plot will remain your property as long as the game is operating, even if the account goes inactive. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Plot size in this tier is approximately 30% of the size of our “Island” tier. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. Additionally, this tier will come with an additional HERO FOREVER PLEDGE TIER. This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014

 

Hurry if interested, these won't last long!

CU Kickstarter

CU Mark a Thon Part 4!

Posted by gylnne Saturday April 27 2013 at 6:28PM
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Mark just released part 4 of his Mark a Thon! Some pretty big stuff about how the land will be changing depending on which realm is there. Don't miss this one.

Part 4 over here: Mark a Thon, part 4

CU Mark a Thon Part 3 is live!

Posted by gylnne Saturday April 27 2013 at 5:08PM
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Just posted for your viewing pleasure Mark a Thon part 3!

 

Video right here:  Mark a Thon Part 3

CU Mark a Thon Part 2!

Posted by gylnne Saturday April 27 2013 at 5:04PM
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Part 2 of the world wide Mark a Thon!

 

View vid over here:  Mark a Thon part 2

Camelot Unchained Update #30 The Mark a Thon Begins!

Posted by gylnne Saturday April 27 2013 at 5:01PM
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Mark begins a 10 hour Mark a Thon to answer as many questions as possible for you.

 

"Folks,

    The video explains everything. 

    The Mark-A-Thon begins now (well, actually it began here hours ago but)..."

-Mark

 

Video over here:  Update 30 Mark a Thon Begins!

Camelot Unchained Faqs

Posted by gylnne Saturday April 27 2013 at 11:34AM
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Some really wonderful people in the Kickstarter backer's group have compiled a great resource of tons of stuff you might want to know about CU.

 

View all the info over here:  Camelot Unchained Faqs

Camelot Unchained Stealth Revealed

Posted by gylnne Friday April 26 2013 at 4:55PM
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Mark reveals in Update #28 his stealth concept and it is BSC--Bat Shit Crazy and looks to be a lot of fun.:)

 

 

BSC Stealth

Stealthers and I have a long and interesting history, dating back to Dark Age of Camelot, which had the most robust and interesting implementation of stealth in any MMORPG to date. Unfortunately, it also had some serious bugs, and yes, some design errors. Over the years at Mythic, we balanced/nerfed/changed/added elements in an attempt to improve the overall system.

Since then, many other studios have tried to create a “better” stealth system. Most of these attempts resulted in “dumbed down” implementations. Speaking solely as a player, I love stealth and have played numerous stealth-based characters in MMORPGs. OTOH, speaking as a designer, especially of an RvR-focused MMORPG such as Camelot Unchained, I’m deeply concerned about them and their effect on the game.

I don’t want to add a class that drives away as many people as it attracts whether due to the real or simply perceived power of stealthers. Nor do I want one that has to be continually nerfed to try to find just the right balance and to stave off the anger of non-stealthers.

While in an RvR game, while we will always be balancing classes, being killed by a stealther seems to generate more angry comments and e-mails than other classes. When the discussions here at CSE began to coalesce around an MMORPG, I did not want to repeat those bad old days of constant complaints (some valid, some not) and angry forums due to stealthers and the changes that we made to them. I did, however, want to find a way we might possibly bring them into Camelot Unchained because if we can do so in an innovative and fun way, we could add another interesting dynamic to the game.

IMO, some of the problems with stealth, from both a designer's and a player’s perspective are:

  • 1) A lot of potential stealthers, most likely the vast majority, want long duration stealth, but most victims hate it.
  • 2) Most stealthers hate moving slowly in stealth mode, while the victims love it.
  • 3) Some stealthers, like any other class, do want to be OP, but many welcome the challenge of a more difficult system that rewards smart play and skill, not just patience and stunlock (which is hated by the majority of victims because it removes their ability to actually fight back) and/or extremely powerful opening attacks.
  • 4) Some stealthers don’t want to be part of keep sieges or mass RvR, but others really want to be involved and help out in more ways than simply picking off lone players (wounded or not). 
  • 5) Most people dislike being killed by a stealther, but almost everyone hates being killed by multiple stealthers acting in concert.
  • 6) “Easy on” stealth is widely despised by the victims and laughed at by some stealthers, and is usually a bit of a disconnect from most games' physical laws.
  • 7) Some stealthers really want to play the role of a scout, while for others, the role of an assassin fits them best.
 
 

The problem was and is how to resolve these and other issues and make this fit together nicely. I don’t want to simply implement Dark Age of Camelot’s system even if I could. Too many other developers have tried, and frankly, this game is about taking risk. It’s about making choices matter, it’s about this world and this lore, but most importantly, it’s about RvR and the Veil.

The Veil, the term that plays such an important part in CU lure and to which some people’s early reaction to was to see it as “fluff” or even trite, is so much more than just a bit of inter-dimensional detritus. As I discussed in my lore update, it is a living and sentient being that exists in the space between this world and that of the Emissaries. What if we could tie the Veil into the game at an even deeper level and make that a core mechanism for a stealth system? It’s light bulb over the head time, Wart. For weeks I’ve been talking about a BSC (Bat S**t Crazy) idea for stealth, and here it is, in all its glory or folly.

What if we used the Veil as almost a different world for stealthers? What if being in it allows them to move normally through it, but also comes with some significant downsides? After all, the Veil is alive and sentient, and it’s in a real pissed-off mood these days. How could we implement a system utilizing the Veil that both makes playing solo stealthers feasible and allows them to contribute to RvR, but can also act as a shadow world? For the consideration of our backers and comments from those waiting in the wings, I present my concept for VeilWalkers and VeilStalkers.

A VeilWalker is a being that can, as the name suggests, move through the Veil in much the same manner as we move through our world. They do pierce it, but not in the same manner as the apocalyptic event, and they do so almost undetected by it. The world around them shifts as if they were seeing it through gauze.

While within its “body”, they can move at normal and sometimes heightened speed.
Like our bodies, however, it also has its own defenses, so VeilWalkers must always be on guard. Think of the scene in the movie Fantastic Voyage when the anti-bodies attack both the sub and anyone outside it. That’s only one of the ways the Veil fights back against invaders, and it can also throw other challenges at a VeilWalker plying his/her craft. For example, there are also the spirits of dead VeilWalkers who seek to consume their living counterparts' souls to ease their painful existence.

Speaking of pain, walking through the Veil hurts VeilWalkers and can change them over time. This pain is also greater the more stealthers are in proximity to you and the longer you stay close to each other. In addition, the Veil can send out illusions to confuse VeilWalkers, especially less experienced ones.

Now, what do you get for all this risk? Power, movement speed, a game within a game and a challenge like no other. VeilWalkers won’t make great scouts (our archers would be a better choice) and they aren’t great at sneaking up and going all stunlock or stabby/stabby, but they can move through unprotected walls, levitate over objects, learn to control aspects of the Veil’s defenses and use them to their advantage, and so much more.

 

https://s3.amazonaws.com/ksr/projects/486351/posts/464295/image-246908-full.jpg?1366941454

 

There is no easy on button for entering the Veil so it can’t be used as an escape valve. Also, the more stealthers that are together in an area, the more that the Veil fights back, especially when they are all from the same realm. Forming and maintaining a “gank squad” in the Veil will not be an easy task, and frankly, it will be less rewarding for stealthers than soloing.

The BSC train still hasn’t stopped. To make it even more interesting for stealthers, I added the concept of a VeilStalker. This class cannot move within the Veil, but its powers are geared to hunting VeilWalkers from outside. They can detect them, lay down traps and prepare other defenses. They are best at dealing with VeilWalkers and protecting other players/areas from them. Walkers/stalkers are two sides of the same coin.

But wait, there’s more! Remember when I said that VeilWalkers' best abilities are useful within the Veil? Well, there are a couple exceptions. One is being attacked by a VeilStalker. When a stalker reaches into the Veil to attack a walker, you guessed it, the walker can fight back, and when he does, his powers can extend into the world. Think of it as a perpetual feedback loop. They can also attack outside the Veil but they are at their best within it.

The Veil holds mysteries and power, but it comes with a price. Within it,the walkers are deadly, with special abilities and powers that cannot be used outside. An “easy on” stealth button so you can hunt down single players? Meh. Hunting other hunters within a sentient body that wants you dead while stalkers on the outside are looking for any signs of your presence... now there’s a challenge worthy of a great player.

Watch the video over here:  BSC Stealth

Eurogamer.net Mark Jacobs Interview

Posted by gylnne Friday April 26 2013 at 10:18AM
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Robert Purchese over at Eurogamer had a chance to sit down and talk with Mark for over 2 hours and has written in my opinion, one of the best articles on Camelot Unchained to date.

 

I'm more excited about Camelot Unchained than any other MMO in development. Freeze the image that popped into your head when you read "MMO" - what did you think of? Did you picture an astronomically expensive game taking ages to make and desperately ticking boxes to satisfy an audience as large as World of Warcraft's? Throw that image away, because Camelot Unchained is quite the opposite.

Camelot Unchained is ruthlessly designed for a niche, an MMO audience that enjoys a three-realm war (RVR) between players and only players - there is no PVE progression, no fighting monsters for experience or for equipment. Everything in the game is designed with this everlasting war in mind. It's experimental, and made by a small team that wants people playing it and testing ideas as soon as possible - by January, if all goes to plan. Best of all, Camelot Unchained makes no bones about not being for everyone, because by only costing $5 million - rather than 10-times or 50-times that - it doesn't need even hundreds of thousands of subscribers to make it a success.

There's no publisher involved, which explains a thing or two, because Camelot Unchained is a Kickstarter hopeful, one of the first of its kind. Nearly two-thirds of the lofty $2 million goal has been raised with a week to go, so it's on course but it will be tight. If it reaches that $2 million goal then a further $3 million in private funding will be thrown in, the idea vindicated and investors convinced. $2 million will come from the pocket of Mark Jacobs, the founder and leader of Camelot Unchained developer City State Entertainment, and the other reason this MMO has a chance. He founded Mythic Entertainment and made Dark Age of Camelot, the MMO that coined the term RVR, and the one that is the inspiration for Camelot Unchained. Jacobs' RVR ideals shone brightly again in Warhammer Online.

I spent two hours talking to Mark Jacobs recently because I needed convincing. I needed to know why I should put my faith in him again to create the MMO I've wanted since Dark Age of Camelot, and the days of running anxiously through contested territory, bumping into unnamed and mysterious elves and trolls - other players - and trying to take from them what was theirs. To understand why you should trust him is to understand him and his story, so here it is.

Continue reading here:  Can Camelot Unchained kickstart MMOs?

Camelot Unchained Update #27 CU Lore

Posted by gylnne Thursday April 25 2013 at 6:39PM
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Mark shares the story behind Camelot Unchained in update #27. Some very interesting information.

 

"In this update I talk about the Piercing of the Veil, the Veilstorms, the three swords, the anvil and many (not all) of the events that precede the main story line for Camelot Unchained. I hope you enjoy it."

 

Go over here for his video lore update:  CU Lore Vid

CU Kickstarter Update #26 Building demo and Camelot Unchained Lore

Posted by gylnne Wednesday April 24 2013 at 7:24PM
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Mark brings in update 26 with a building demo and the lore behind the game.

 

"Folks,

Today will be a “two for one” day in terms of updates; so lots of information and tech will flow. In the usual housekeeping stuff, thanks for the additional packages that you kind folks have been sending to us. We’ve been way too busy to open them on camera but I may do a fun live stream opening and Q&A session this week. If not, I expect to open all of them around Friday/Saturday.

Building Demo

The first update is a working prototype of Camelot Unchained’s Building System and an introduction to Tim Mills, one of our programmers here at CSE. Over the last couple of days he has put together a quick demo of how the building system could work in our game. The cells in the demo are not “finished” and were created very quickly by live stream artist extraordinaire, Michelle. Together, they built a very simple system from scratch in the last two days. Again, please keep that in mind when looking at the demo, only two days of work on it from them! Frankly, Michelle could only spare a little time out of those two days because we’ve been keeping her so busy on new concept art. As to Tim, well, he just coded like a man possessed and out came both a prototype and a CU building session.

As Tim mentions in the demo, please let us know how much interest there is in our building a separate app/game for our backers. BTW, Michelle has also added a fun piece of concept art with the duck-bacon fountain that people were asking about in her live stream here.

The Lore of Camelot Unchained

In the second update I will reveal the main backstory behind Camelot Unchained. I’ll talk about the Piercing of the Veil, the coming of the Veilstorms, the three realms and what drives them ever-forward, the meaning of the anvil and the three swords, etc. While I expect it will generate a lot of new questions, it will also answer many of the existing ones that  people having been asking about Camelot Unchained. We’ll also have some cool early concept art to accompany the video as well. The next update from me will be tomorrow and it will be the BSC idea for stealth."

 

Support this KS over here:  CU Kickstarter Update #26

Camelot Unchained Building a world – Part Two

Posted by gylnne Monday April 22 2013 at 7:26PM
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Mark justed released part 2 of Building and crafting in CU.

 

Building a world – Part Two

Blueprints

In Part One of this update, I detailed some of the keys elements of the game’s building, housing and mining systems. Now it’s time to address blueprints and then talk about how all of this will play into the core RvR aspects of Camelot Unchained.

One of the unique aspects about Camelot Unchained’s building system is the concept of blueprints. Building structures in an RvR game like Camelot Unchained will certainly be fun in the beginning. However, if you have to manually and slowly rebuild the structures every time the enemy realm destroyed them, it could quickly become a “quit point” for many gamers. That’s why we are using blueprints to both enshrine the hard work that our builders do and to also make rebuilding destroyed structures faster (not fast) and easier for them.

Blueprints do not allow a player to instantly rebuild a structure, especially a complicated one. However, they do allow the builder the ability to simply “build by the numbers” as opposed to having to rebuild every cell, prefab or construct manually. Blueprints also allow the builder to get help, from his realm mates or even an NPC, on his rebuilding process (which speeds up the time it takes to build/rebuild a structure). There are two different ways that players create blueprints in Camelot Unchained.

The first way is by successfully creating a structure, any kind of structure. Once that has been accomplished, a player can choose to have the structure magically translated into a blueprint himself (if he has chosen to also study basic architecture skill), ask another realm mate to do it for him or to pay for an NPC member of the Architecture Guild (working name) to do it for him. Once this is done the player will be able to keep the blueprint, trade it, sell it and/or rent it out to other players. These plans are not skills in the traditional sense so you don’t want to lose them. If that happens they are gone forever so you’ll want to keep them nice and safe.

The second way a player can make a blueprint is through an architect’s interface. Using the interface, an architect can build a prefab and/or structure on “magical paper” and then build it himself or have it built by another player. This interface should be easy to master for anyone who has played “city building” types of games.

In terms of their overall place in the game, think of blueprints as items. They can be bought, sold and traded by players. Players can also rent blueprints to other players for a single use. A house built with a blueprint cannot be blueprinted, even if it is changed, to protect the creator of the blueprint. Players can also submit certain types of blueprints to the realm for review and, if approved, possibly included in “Realm Approved Blueprints” for other players to buy and use themselves. Blueprints are also discoverable - found in the Depths and other places. Finally, blueprints have their own levels. If a high level architect makes a blueprint, it will have some additional bonuses to it such as increased durability, lower production cost, etc. While non-crafters can build certain structures (based on the rating of the structure) crafters will simply be much better at it than RvRers.

Blueprints are an exciting aspect of our building system and we believe that they are also a nice addition to the genre, no matter what game uses it. To summarize, blueprints in Camelot Unchained:

• Can be created from combined prefabs + cells.
• Sometimes allow players to hire NPC builders (builder/player is faster, better though) to complete them.
• Can be duplicated if permitted by creator.
• Allow construction to proceed faster if multiple players work off the same blueprint.
• Allow faster and easier reconstruct/repair.
• Can be rated with crafters’ blueprints having a higher rating and RvRers a lower rating.
• Can be sold/traded & discovered.
• Can be approved by the Realm.
• Can be used as a base and then decoration/decals can be applied.

RvR

Since I first described these systems, there have been a lot of questions about how all of this fits into the core RvR systems of Camelot Unchained. Hopefully, I can answer some of them with this update but if not, more updates are coming.

First, each plot of land will have permissions attached to it. Players and/or the realm are able to claim certain plots of land and these permissions determine who and what can be done to the plot. Certain plots cannot be built on, others will allow certain player(s) permissions to do so and others will be tightly limited as to the item(s) that can be built on it. For example, to help discourage intra-realm griefing, a mine might have excavation permissions but not building permissions or the building permission might be limited to builders of a certain skill level. These permissions are not binary so expect us to spend a lot of time getting this just right as they play an important role in these systems.

Once you have permission to build on a plot outside of a safe area, that the enemy can destroy structure. Now, unlike as suggested by the video, the destruction will take some time, depending on how the building is constructed, what it is made out of by the builders and how it is reinforced. You won’t be able to simply walk up to a stonewall, swing your might hammer and then like Jericho, the walls come a-tumbling down. Strong, well-built walls will require a lot of force to make a hole in them, let along knock them down. You might be able to climb over them with ladders but also don’t expect that you can simply run a builder up to the wall and he’ll instantly make a stone staircase, that’s not how building works in Camelot Unchained. Building is not a slow, laborious process but it isn’t as fast as it is in games such as Minecraft. Frankly, if the system worked like that, it would discourage people from protecting structures and add in the likelihood of keep trading. If you can destroy a structure though, your side will gain some items from the rubble. However, rather than destroying the structure, you builders can help you deconstruct it.

Deconstruction is simply construction in reverse. Builders go to the structure that has been targeted for deconstruction and they take it apart. Deconstruction is also a skill so players get better at deconstruction the more that they use it. The higher the skill level of the builder(s), the more of the structure the builder will be able to recover. Accidents can happen during reconstruction so it’s not an automatic “I-Win” button for the victorious side. Players can also capture a plot, not destroy the structure and then decide to occupy and use it.

While builders are better at building and salvaging, RvRers can still participate in this aspect of the game; just don’t expect them to be very good at it! They can get better over time, before they reach the soft-cap, and cannot get any additional skills after that. RvRers can also repair certain items (“field repairs”) but their skill level will also limit them to what they can do in this regard as well.

An item that is left unattended will degrade over time whether it is part of the action or simply left in an open field. Areas that are also more unstable will have higher degradation rates as the Veilstorms will have a greater effect on them. This will help cut down on possible “builder spam” that could result as the game matures and builders have more resources to “play” around with. Additionally, the storms will also be a mechanic that we would employ in the event of heavily unbalanced server populations.

While mining in one’s home areas is a necessary part of the game, most of the really good stuff is found in the more dangerous parts of the world, including the Depths. Holding on to these mines and getting the supplies out, even if your time of control is short, is an important aspect of the game. While I know this will, at some level, encourage zerging - mining is not a fast snatch and grab operation, so the zerg will want to protect the miners and try to hold on to the mine for a while and that means stopping or leaving a squad or two to protect it.

Supply lines are also an important part of RvR. While we don’t want RvRers spending all their time escorting caravans of crafters and/or materials, the ability to weaken an enemy’s supply lines can play an important role in siege warfare. Besides the obvious advantages of slowing down the enemy’s building efforts you also get a new set of luggage for your trouble!

Finally, while we will have some ruined structures outside of the limited safe zones, players will build most of the important structures. Through utilizing a combination of crafters, builders and RvRers, certain magical items will need to be built. For now, let’s call one of these types of items, stabilizers (working name). With the Piercing of the Veil and the Veilstorms, the world has become a very dangerous place. These items help keep the world as it should be, fighting off the influence of the storms and lessening the destructive power of the storms. Realms will want to repair/build these items as quickly as possible to both strengthen their hold on captured territory but also to gain other benefits from them. These items can be housed in any type of structure but, of course, the more secure the better. Stabilizers are only one of many types of items that players will both build and protect in RvR; others will be powerful relics of another age or legendary items that were created by the storms.

Here’s a summary of how RvR and these systems are intertwined:

• Al plot have permission levels.
• Players who capture a plot have to weigh the benefit of Salvage vs. Destroy vs. Capture.
• Crafters are better at salvaging, and they gain bonuses for deconstructing.
• Destroying a structure means less resources gained.
• RvRers can build simple constructs to help in RvR. They can also repair, but not as good as crafters but better than NPCs but not as close to skill of a crafter.
• All structures/prefabs have limited durability especially in RvR intensive areas.
• Supply Lines are an important part of RvR as well. Players need to keep the supply lines open as long as possible to allow materials to flow.
• The deeper players push into contested area, the better the rewards.
• Structures (such as keeps) can be built free form or from approved plans. Plans can be submitted to the realm for approval.
• Player can sacrifice structures to prevent them from falling into the hands of the enemy.

So ends Part Two.

Go here to back this project: CU kickstarter

Camelot Unchained: The Craft of Mines

Posted by gylnne Monday April 22 2013 at 9:41AM
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The folks over at ZAM put up a recent article on Camelot Unchains Crafting,mining and building.

 

Each time I hear or read something new about Camelot Unchained I get a bit more excited (or a lot more in this case).

As outlined in the latest Kickstarter update, CU will have an ability to customize the game world which will be different to any other MMO currently on the market.

The post-devastation era in which the game exists will require players to help in rebuilding the world in a way that extends beyond the usual narrative devices that players might be used to.

Players will be able to construct buildings and work together on the process, by using blocks called Cells, which bear some relation to those in Minecraft, but with added flexibility.

If you want to get things moving a little more quickly, you can use Prefabs.

"Prefabs are constructs made up of a group of cells that the players can also place down in the world. Unlike cells, prefabs

  • Are not solid and/or filled.
  • Can be made by combining cells.
  • Prefabs can be added to other prefab to create a new prefab.
  • Simple Rotations – Major cardinal directions only.  

Using both cells and prefabs players can build structures throughout most of the world (you can’t build in certain parts of the main cities and other locked locations). Crafters/builders can create the cells, prefabs, etc. are used by players. These come from mines and other resource producing areas."

Continue reading here:  Camelot Unchained: The Craft of Mines

Camelot Unchained: player actions will affect character’s looks

Posted by gylnne Monday April 22 2013 at 9:01AM
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The folks over at VG247 have a nice article about how player actions will  affect your toon's look and more.

 

Camelot Unchained will have a Fable-like character appearance system where players can change the way they look through various actions.

In a new developer blog post, Jacobs expressed disdain for the cosmetic customisation options of modern MMORPGs such as “boob sliders”, saying that choices like race with meaningful statistical differences should be more prevalent.

That said, Camelot Unchained won’t have players stuck with whatever build and look they pick from a list at the beginning of the game.

“We also want players to know that as they play through the game, their ongoing choices of weapons, crafting, play-style, etc. will also have a real bearing on not only their skills/abilities but also on their bodies,” Jacobs wrote.

“If a player swings an axe 1,000 times, it will affect their character’s strength. Conversely, if they are struck with 1,000 axe-blows, it will also take its toll (do not worry; we are not talking about perma-death).”

Although Camelot Unchained is class-based, players will be able to make their own decisions about weapons, armour and skills without having to worry too much about class restrictions.

Continue reading here: Camelot Unchained player actions will affect character's looks

Support the CU kickstarter over here:  CU Kickstarter

CU Kickstarter Update #23

Posted by gylnne Sunday April 21 2013 at 8:12PM
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Mark has released Kickstarter Update #23.

 

Building a world – Part One

The world of Camelot Unchained has gone through an extinction-level and it needs a lot more than a few new screen doors; in other words, it’s a real fixer-upper! With the piercing of the Veil and the Veilstorms that followed, essentially, this world was paved over. Thus, one of the goals of our building, crafting and mining systems is to give players that to create the structures that they need to build a new world out of the rubble of the old world.

To understand how this is going to work, we have to start with the concept of cells. Cells are the building blocks of the world, similar to the blocks in Minecraft™ or pieces in Lego™ and other games. Our cells are different though not only size from Minecraft (they will be at least ½ the size) but in other ways as well. These cells can be placed down in the world in the same manner that blocks are placed down in other games, individually or in groups (Prefabs). Cells are perfect for the builder that wants a free-form building method of improvisation. However, instead of having to build the entire world one cell at a time, builders can also choose to use prefabs to help speed up their building time.

Prefabs are constructs made up of a group of cells that the players can also place down in the world. Unlike cells, prefabs

  • Are not solid and/or filled.
  • Can be made by combining cells.
  • Prefabs can be added to other prefab to create a new prefab.
  • Simple Rotations – Major cardinal directions only.  

Using both cells and prefabs players can build structures throughout most of the world (you can’t build in certain parts of the main cities and other locked locations). Crafters/builders can create the cells, prefabs, etc. are used by players. These come from mines and other resource producing areas. For the purposes of this document, let’s just focus on mines.

Mines are going to be one of the primary sources of materials for builders. They come in all shapes and sizes and they are filled with various raw materials. Players can enter these mines and gather the materials; they can also dig shafts looking for new veins. Unlike mines/nodes found in most MMORPGs, these mines are not meant to be mined out quickly by one or even a few players. Additionally, to help encourage realm pride, we will design these mines to be mined cooperatively by players. Think of the gold mining scene in the film “The Hobbit – An Unexpected Journey” for reference. 

Since Camelot Unchained is an RvR game, we have to be careful with the amount of digging and tunneling we allow players to do. After all, if we allowed players to simply dig wherever they wanted, the game would quickly turn into “Tunneling Unchained” instead of Camelot Unchained Also, unlike some other games, digging through the ground is not instantaneous or easy, so like in “The Great Escape” don’t expect to easily tunnel out of trouble and into freedom. To prevent players from all doing their best imitation of the gopher in “Caddyshack” I introduced the concept of bubbles into the design.

Bubbles are areas that exist below the surface of the world. These bubbles can be of different sizes but are totally self-contained and while you can dig throughout them, you will eventually reach the wall of the bubble. Once you do that, you cannot dig any further with or without magical help unless, of course, we allow that to happen (open up a new bubble/mine). This helps prevent players from using the mines as a way to tunnel into enemy territory and simply pop up under the enemy’s structures. Now, I’m not saying this can’t happen because we may want to use this concept to have hidden paths that can be discovered by the players but players should expect this to happen very often. Also, Bubbles are contained within the “zone” structure of Camelot Unchained. They are not individual instances but simply zones that players move in and out of as they pass through the mine entrances. 

Players can control mines through the territorial control system of Camelot Unchained. In order to help foster realm pride, owning most mines doesn’t give total control of the mine to a player or guild but rather it yields a “piece of the action” to he player or guild that controls it. This will reward the player or the guild for discovering and controlling the mine but not harm realm pride because it encourages, rather than discourages, cooperation between players and guilds. Some mines, because they are either too small or too large will allow for control by an individual or the realm itself but these are in the minority.

Mines, since they are persistent and non-instanced, can also be set up with traps and other devices to protect it from attack by the other realms. Additionally, like other structures in Camelot Unchained, in times of strife, the side that controls them can destroy these mines.  

Overall, the key features of mining in Camelot Unchained are:

  • Mines are bubbles that are contained within separate world zones. 
  • Long lasting, not simply “hit with a hammer a few times and watch them disappear” types of mines.
  • Mines are meant to support many players unlike traditional MMO mines.
  • More players/miners = more bonuses (more on this in the cooperative play section).
  • Overall design encourages realm-mates working together and helps build Realm Pride rather than discouraging it
  • Mines can be claimed.  
  • Small mines can be claimed by individuals, groups and guilds.
  • Large mines can be claimed by the realm as well and shared with players. 
  • Mines can be protected – i.e.: traps and defenses. Collapsible – Can heavily damage them to prevent easy reuse by the enemy. 

COOPERATION 

 Another aspect of these systems that will set it apart from the crowd is the introduction of cooperative play into the building, housing and mining system. We will both encourage players to work together and at the same time, create mechanics to reduce the likelihood of elements of our systems harming Realm Pride. One of these elements is how we are going to use positive reinforcement through cooperative play. 

First, while players can own and control plots of land, they can also give permission on these plots to other people to allow them to build on them at the same time. While this will certainly lead to some mischievous behavior at times, the time, energy and cost of carrying out this behavior will help discourage some potential griefing both by friends and other members of their realm. 

Secondly, as I explained in the video, our mines are not going to be short duration, one-at-a-time affairs. Our mines are more realistic in that are designed to be used by lots of different miners over time. As a matter of fact, while multiple miners will indeed deplete the resources more quickly, the miners will also get a bonus for working together.

Thirdly, players will also gain building "speed bonuses" for working together on structures. While 50 crafters cannot put up a huge wall instantly, the work will go much faster if they work together. Cooperative play will also be encouraged through the use of caravans and other ways to get both crafters and materials to the front lines. We will also explore the concept of allowing players to act as foremen on projects to help speed things up, add some additional quality/durability/etc. High-level crafters and builders will also be able to speed things up by hiring NPC helpers for some tasks. 

In summary, cooperative play in Camelot Unchained’s building system has the following planned core components: 

  • Players work together to build structures, mine, etc.
  • The more crafters involved, the more benefits will scale till max. 
  • All plots have permissions to allow other players to build/help build a structure on a plot. Plots 
  • Plots can decay/degrade overtime if not kept up (Possible – time and/or monetary costs). 
  • Players risk of losing plot ownership if player doesn’t maintain properly. 
  • Bring in Prefabs and/or Material/Resources to help build a structure. 
  • Possible use of foremen on projects, mines, etc. 
  • Possible “Can I help” coordination, permissions, etc.  
  • Possibly allow control of NPCs to speed up some activities for high-level crafters/builders/
  •  Upgrades – any player can contribute to upgrading a structure (wood -> stone -> metal -?) 
  • Constructs can evolve over time. 

That’s all for Part One! (Mark)

 

Visit here to help make this game a reality. CU Kickstarter

Building the perfect fortress in Camelot Unchained

Posted by gylnne Saturday April 20 2013 at 7:59PM
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Brianna Royce over at Massively had a chance to ask Mark some questions concerning the building and crafting in CU.

 

"The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay.

Ahead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. Read on for the complete interview!

Massively: Do you think your hardcore old-school playerbase will embrace the Minecraftian resource-management building game as opposed to the more standard "build siege weapons and smash them into keeps" scenario common to other RvR games?

Mark Jacobs: We'll find out over the next few weeks, that's for sure! We considered doing a fairly standard building system, but since we have a crafter class, I thought we should embrace the concept to the fullest. We're not trying to get core RvR-players to embrace crafting; we're trying to give core crafters a system that will excite them.

Is there any benefit to using prefabs cells versus custom cells? Is the key difference simply that one is easy to whip up while the other allows you the freedom to build a pony princess palace and/or the chance to create a surprise layout to trick your enemies?

Prefabs allow the players to create structures more easily, and we will also have certain ones that will allow them to do more with a structure than they could using the cells. I think the combination of the two will make it more interesting for all the realms when it comes to building traps, strange layouts, etc. I'm intrigued by how it could work.

Continue reading here:  Building the perfect fortress in Camelot Unchained

CU Kickstarter Update #22, Wow Crafting and Building Better Than Minecraft?

Posted by gylnne Saturday April 20 2013 at 7:08PM
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Mark released update 22 video recently and it was loaded with some awesome good stuff!

 

View the video here and then call all your crafter friends and let them see it also.:)

 

Update 22 Crafting and Building Better Than Minecraft?

Camelot Unchained: The Gamer's Bill of Rights

Posted by gylnne Friday April 19 2013 at 6:46PM
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The folks over at Zam had a nice write up on CSE's recently released Gamer's Bill of Rights.

 

City State Entertainment has made a bold move, yesterday they released the "Gamer's Bill of Rights" where the company made quite a few promises to its fans and followers. This is labeled as the first draft, but it seems safe to say that the "Gamer's Bill of Rights" is a code of conduct for the team behind the coming Realm vs. Realm-centric MMO, Camelot Unchained.

Something like this demands a little respect for the company, it is obviously yet to be seen if they will be able to uphold their promises, but showing that they care is something not many people seem to do anymore. In all, the document has eleven promises; my favorite is promise #3, death to the gold sellers! Okay so it didn't say that, but we all know that's what they meant, right?

City State Entertainment is still a collection of humans, they are going to make mistakes, they are going to be wrong at times, but they are not going to lie. This is rule #1 of the Bill of Rights, so far so good.

Rule #2 and #4 sort of go hand in hand. #2 states that CSE will always be responsive, this appears to be referring to their customer service. Although they are limited by their puny, mortal bodies, CSE will make sure that its staff is always large enough to answer you as quickly as their fingers will allow. #4 explains that the staff at CSE will be playing Camelot Unchained, even if they suck. They hope this will keep their team connected with the game, and the players that make that game worthwhile.

Continue reading here:  Camelot Unchained: The Gamer's Bill of Rights

Tedstarter

Posted by gylnne Thursday April 18 2013 at 12:23PM
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Andrew Meiggs tech demo, tech Q &A-Hundreds of Players in One Area

Posted by gylnne Thursday April 18 2013 at 7:30AM
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Andrew last night continued using the tech demo he debut earlier with hundreds of players in one area. This time he added fire on each sword and lightning on the weapons of the other toons. And for good measure also some pillars of fire. The frame rates continues to impress me even though he is adding more, which proves this can be done.

 

A lot of interesting information about development of the engine, overall tech design, and tech Q &A,  as well as an engine demo featuring 500 models and particle effects can be viewed here:

http://www.twitch.tv/citystategames/videos

(two parts)

Part I - 10:58

Part II - 34:12

Camelot Unchained KS Update #20

Posted by gylnne Wednesday April 17 2013 at 6:30PM
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CU Update 20

Folks, 

Tonight’s update will consist of two live streaming events. The first and biggest event will be Andrew Meggs showing off the latest build of our engine tech, herein and forever known as the “Unchained Engine” because all rendering engines need a proper name! The live stream for it can be viewed here and it will begin at 7:30 PM EST. Andrew has worked his usual magic and our engine now has a particle effects system built in. Enjoy the event and pay close attention to the weapons of both the Tuatha and the Vikings. ? 

Later tonight I will be visiting the OppositionPodcast guys for a little while to talk about Camelot Unchained. It can be heard live here and it begins at 8:30 PM EST. 

We've also got two improved pieces of concept art from Michelle and Sandra.The first is a more detailed look at the Path of Souls while the second is of a very special doorway in The Depths.  I hope you enjoy them!

Today was a fun day in the studio as we worked on the storyboard for the big update at the end of the week. We also saw a nice increase in our numbers today so let's keep the momentum going! Enjoy the wonders of modern technology this evening and I hope to see some of you in our chat channel later tonight. ? 

Mark

 

Read more here:  Update 20

 

This is Why Camelot Unchained Needs to Be Created.

Posted by gylnne Wednesday April 17 2013 at 4:44PM
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I was scanning the front of MMORPG when this post caught my eye. Guildwars 2 is an amazing game but according to this ex officer of 104 players what it lacked finally dawned on him.

 

"Now don't get the wrong idea, I don't mean the play style which is drastically different, I mean the inherent need to belong, the need to have a job, the feeling of being a necessary part of a cohort group of individuals. In my opinion this game lacks that feeling despite being such an immensely cooperative game. Everyone is a healer, everyone can do damage, everyone can essentially do everything.... that in turn makes me feel like anything I do has no purpose, no meaning, no real significance. I didn't notice it before but this beautifully crafted game suddenly felt as hollow as a Christmas sphere. The game felt like a shell, and suddenly, my entire perception and experience changed. Everything felt empty. "

"but once I started to really think about the game, once I started to think about my role, my class, my decisions, my choices, I began to realize how little it all mattered. In traditional mmos If I played a healer the entire guild would celebrate (healers are always needed) if I played a Warrior or a Tank I knew that I was responsible for keeping my group alive. It brought about a sense of duty and yes even pride after a successful dungeon run.  All of these things feel missing from Guild Wars 2. What is surprising is that it took me that long to realize it."

Continue reading here: Why CU needs to be created.

 

 

More CU Faqs over here

CU from a Different perspective

Posted by gylnne Wednesday April 17 2013 at 3:21PM
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A friend has recently started a blog about Camelot Unchained and as I will be following it closely thought you might like to do so as well.:)

 

Check it out here:  Blogabout Unchained

Camelot Unchained Death and Housing

Posted by gylnne Wednesday April 17 2013 at 1:21PM
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Mark answers some questions about death and housing.

 

For battles to be meaningful, I believe that Camelot Unchained needs to have a death penalty that stings a little bit. No perma-death, no corpse looting (there are rewards but that is complicated) but also - no instant rez (rez takes time), no self-rez (even for healers), dead = dead, when dead your body can be burned/magically attacked by the enemy (takes time) or you can release, no item decay on death (use/enemy attack based only), limited bind points (there is a healer + crafter mechanic that can come into play), “rez sickness” like mechanic and last but not least divine intervention. KS Update 11


When you die, and you will die; don’t expect to simply pop back up and get right back in the fight. It is going to be a lot more complicated than that. IMO, that gameplay style embodies some of the problems with many modern MMOs, death without consequence, “easy in” and “easy out” RvR, 6-year old kids’ soccer match, etc. RvR combat must be fun, challenging, exciting and losing must hurt a bit or it means nothing. Foundational Principle #2

Housing and other player owned structures


OnlineWelten: You’ll have a housing system. What kind of buildings can we expect and do players have influence about their appearance?
Mark Jacobs: All I can say now is that the building system will feature a lot of
different buildings and structures and not just houses. Our crafters will be intimately involved, if they want to be, in building defenses, traps, etc. for use against the enemy.

Q: For NPCs in my inn, would it be possible to make the females wear somewhat less clothes?
MJ: It certainly is not out of the realm of possibility. It's an inn as long as we give the owner the right not have males dressed the same way. :) Q&A - April 16th

Q: Can I put a Wee wolfs head on my wall in Camelot Unchained?
MJ: If you can find a Wee Wolf. :) Q&A - April 16th

Q: For Living Large Kickstarter tier, is there enough flexibility to allow Backers to either place their houses together in Backer's neighborhood of sorts, or off of the beaten path if that is their preference?
MJ: Depending on the location, sure. Makes easier targets for the other realms! :)
Q&A - April 15th

Quotes


There will be some limited safe areas (as per above), but housing (I really need to call this building) in the non-safe areas will be encouraged and rewarding. Burn, baby, burn. ;D Dualshockers

The only chance for an island or inn (if it sells out) would be a few that I would open for our European players if we get Paypal in. I cut out some from my initial spreadsheet because I didn't want Europeans (or people who had to use PP) to feel screwed over. After some of the things that happened with GOA/Mythic (we weren't perfect either), I wasn't going to do that to them again. I really feel like I have to make something up to them, truly. KS Comments

<+CSE-Tim|Coding> bbarker: mark says fixtures will be on a given server and we may provide an option to transfer them if you decide to move servers/realms (http://webchat.quakenet.org/)

Unfortunately, because the house is custom made for a realm, it has to be realm-locked. However, it is not server-locked. KS Comments

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? KS Comments

The plan is certainly total freedom outside of the safe areas...if someone trying to be an exploiter or just to be a griefer says 'I'm gonna build a wall to block entry into the city', yeah, that would be bad too. Except for those sorts of limitations, we're gonna try. We're gonna try to set it up so people can build where they want.

Read more here:  Death and Housing

Camelot Unchained Kickstarter Update #19 Concept Art Of A New Race!

Posted by gylnne Tuesday April 16 2013 at 7:19PM
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Mark brings us update #19 with some cool news of a new race.:)

 

"We have something very cool to show you, a new and rather interesting race for Camelot Unchained.  Rather than spend a lot of time blathering on about it, here are some wonderful pieces of concept art, which are only part of what you’ll see in today’s video update." (MJ)

 

Watch the video over here:  CU Kickstarter Update #19, New Race!

 

Camelot Unchained Foundational Principle #14 – CSE SUBSCRIBER PROMISES – FIRST DRAFT

Posted by gylnne Monday April 15 2013 at 8:19PM
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Mark just released Update 18 which also continues his Foundational Principles with #14

"CSE Subscriber Promises--First Draft"

 

CSE SUBSCRIBER PROMISES 

We promise that: 

1) We will never lie to you, ever. We might be wrong, we might make mistakes, we might not answer all your questions, but we won’t knowingly lie to you.  Everybody at CSE will be held accountable for this, including myself.  Now, this doesn’t mean you can call us up, ask us anything you like and we have to answer it but it does mean that if we say something, it damn well better be true when we say it. 

2) We will remain responsive to you through our forums and Customer Service for as long as the game is running.  Whether through CSE volunteers and CSE CS, we must be responsive to you.  I’m not going to promise that if you post a message at 4AM Sunday morning, we’ll get back to you right away but it does mean since Camelot Unchained is a subscription game, that we will staff it appropriately and keep the lines of communication open with our subscribers open, operating and chattering. 

3) We will fight Gold Sellers/Power Leveling Services within our game from day one.  Yeah, well, this is a no-brainer from me so no need to wax poetic on it. 

4) We will stay in touch with our game and our players.  All of our developers will play the game (even if they suck at it) so we stay connected to our players and our game. 

5) We will always treat you well.  We will treat all of our players as we expect to be treated ourselves. Our CS staff will never be rude but I do not expect them to sit on the phone and be abused verbally of course. I didn’t allow that at Mythic Entertainment and that won’t change. It is our job to talk to you and listen to what you have to say to us, as long as you do it civilly and reasonably. 

6) We will continue to update/improve the game for as long as we are taking your money.  If we are taking your money for our game, we are obligated to spend some of it to make Camelot Unchained a better game or shut the game down.  There is no middle ground, either we are making enough to continue to improve it or it should be put out of its misery. 

7) We will release the compiled server code if we shut the game down.  When the day comes that Camelot Unchained is shut down (only WoW will apparently live forever), we will make all the complied server code (and adequate installation and operations documentation) available through a code repository, without warranty of course and under the appropriate license(s) so that gamers can get the game back up and running.  In the event that we shut the company down, we will also add the source code to the repository unless prevented to by law/legal agreement. 

8) No copy protection required.  As this is a subscription game, no copy protection or DRM is required since the server will authenticate but we thought we should be extra clear for those few of you who have never played an MMORPG.  Of course, you may install this game on as many supported machines, as you want to as well.

Continue reading here:  CU Foundational Principle #14 CSE Subscriber Promises

Camelot Unchained Fast Travel and Mounts

Posted by gylnne Saturday April 13 2013 at 9:58AM
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Marks comments on Fast Travel and Mounts

 

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. KS Comments

However, I may also put in some features that some people might not consider fun (like true day/night cycle, slower and different leveling systems, extremely limited fast travel, no PvE leveling/gear grind) because I believe that will make this a better game for our niche. Foundational Principle #1

 

Source: Fast Travel and Mounts

Camelot Unchained PVE and Lootdrops

Posted by gylnne Saturday April 13 2013 at 9:46AM
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Mark comments on PVE and Lootdrops

 

"There will be NPCs of course (as I’ve stated before) since towns need citizens, structures need guards, crafters need leather, etc. The world won’t be empty but NPCs will not be dropping tokens, items, etc. However, you will be able to scavenge/skin/etc. materials from them of course but again, not items, tokens, etc.

There is also a difference between PvE-NPCs (cows) and RvR-NPCs (guards, human or otherwise) but no item or token drops. I also promise that there will not be PvE expansions with new tiers of gear drops that become required to complete. This game is a RvR-focused MMORPG and will remain such. KS Update 11

The other thing because we're going for..I don't think you can describe it as anything else other than hardcore rvr you're gonna get people who really really really want to find other people to fight with. Or really really really want to do the things in rvr that, you know, is frankly why they bought the game.Video camelotunchained.net

you're not gonna have to worry about well, half the guys don't feel like coming out into the battle tonight. Anyone who is on that server that night is going to want to do something related to rvr. The other thing I haven't even talked about yet is how many people can be on a server.

the standard of the old school games such as Camelot was somewhere around 3000...4000..that could be playing at any one time on one server. Part of that limitation of course is all the other things that were happening on that server, right? All the npcs and everything that these servers have to deal with before they go belly up.Video camelotunchained.net

Not gonna have alot of npcs, we're gonna have some. You need guards of course and you need, you know, animals, and birds flying around but they don't soak up alot of bandwidth.or server capacity so we're gonna shoot for more people per server than we had in the past. Just to clarify, we're not talking about one server.Video camelotunchained.net

Folks, Let me clear this up since it's an easy one. There will not be PvE questing, PvE drops, PvE zones, PvE leveling. There will be NPCs whether they are guards, animals, etc. mmorpg.com

What if we don’t want to RvR that day but still want to have fun in the game?” Well, that is where housing, crafting and other systems will come into play. As a RvR-focused game, players will need all sorts of items and the crafters will have to supply them. Whether it is arrows, armor, gold for the mint, etc., there’s always going to be somebody who needs something and that’s where crafting comes in. And if you don’t feel like crafting, well, the housing/buildings system are waiting for you.

And if that isn’t enough there will be RvR missions that you can undertake that won’t involve sacking a keep but could still involve some RvR (in an open world, not instanced, k thx bye) if you get unlucky. And if that is not enough, well, we will have some other things that you can do but we are an RvR-focused game and if you are not feeling it that night and nothing we have interests you, well, it’s time to take a break, just like any other game.

I cannot promise you that CU will meet all your needs for an MMO. It cannot be all things to all people but it can be a great RvR-focused game with your help, feedback, support and involvement. If on some nights it isn’t what you are looking for, well, that’s okay, your realm’s enemies will be still waiting for you when you get back. (Foundational Principle #2)

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.(Foundational Principle #2)


CU does employ a system where items can decay and can break over time; the decay will be slow enough that players will have plenty of warning before items might break while simultaneously ensuring that players have to replace most items over time (thus increasing the need for crafters and their wares)." (Foundational Principle #7)

Source:  PVE and Lootdrops

Camelot Unchained Oldschool/Hardcore

Posted by gylnne Saturday April 13 2013 at 9:32AM
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Mark's comments on old school/hardcore.

 

"In CU, there will be no blinking lines to follow, maps will be very simplistic and non-interactive (except in certain locations) and players will need to learn the world’s terrain to have the best chance to succeed. (Foundational Princple #3)

"Our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base.

We removed points of frustration (I termed them “quit points” at Mythic), sped up the leveling curve (the argument being that games should not be harder to level than WoW), highlighted evolutionary or revolutionary new features to differentiate our games from our competition (extremely guilty as charged your honor!) and others too numerous to describe here.

While this has brought about some very good innovations, it also resulted in the vast majority of MMORPGs becoming easier to player, simpler to master and more “hand-holding” that their earlier brethren. (Foundational Principle #3)

 

Source: Oldschool/Hardcore

CU Update 16, New Races, Classes and "Darkness Falls" Lives again in "The Depths"

Posted by gylnne Friday April 12 2013 at 3:10PM
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Update 16 Mark mentions their stretch goals for kickstarter. New races, classes and he drops a bombshell for stretch goal 2, in the tradition of Darkness Falls, a new rvr dungeon, The Depths!

 

"Finally, it’s stretch goal time! Our first goal is a fairly predictable one for any RPG Kickstarter, new races and classes. If we make our first goal, we will create three new races and classes with each realm getting one additional race and class. While the race is 100% TBD, our leading candidate for the additional class is an archer. Again, we don’t expect anyone is going to be surprised at that but hey, that’s what easy to reach stretch goals are all about on Kickstarter. 

   Now, as to the second stretch goal, this might be a somewhat controversial one. Rather than spend a lot of time talking about it now, I will end this update and let you watch the videos. 

   BTW, as to the “Here, every true son & daughter perishes” tease of last night well, it both as a tease, warning and if you take the first letter of each word you get: H E T S D P = D E P T H S. ? 

   Enjoy the videos and if you like what you see, spread the word. Hell is not coming but The Depths await you in Camelot Unchained."

Continue reading here:  CU Update 16

Very eye opening warning coming from Mark Jacobs about the f2p model many mmo's use to create and sustain games.

 

Camelot Unchained creator and long-time MMO veteran Mark Jacobs has warned of an impending free-to-play “apocalypse” in three to five years time, thanks to a rush towards unsustainable free-to-play models. He predicted to VG247 that developers will close and publishers stand to lose a lot of money.

Mythic co-founder Jacobs is currently raising funds for his spiritual successor to Dark Age of Camelot, entitled Camelot Unchained over on Kickstarter. It rests at $1,073,218
of its $2,000,000 goal with 20 days spare.

The game will be subscription based and the client will be distributed via torrent, skirting around the need for a mass publisher. Jacobs told me as part of an interview you can read here soon, that the free-to-play market is headed toward an apocalypse.

“The whole free-to-play thing isn’t going away tomorrow,” Jacobs stressed, “but let’s just see what happens in three to five years – and I’m betting closer to three – where free-to-play will become just another model. Right now you’ve got everybody chasing it, going ‘Isn’t this great? Free to play, we’re going to make so much money’”.

Jacobs felt that many developers and publishers are chasing the free-to-play market in the hope that a small percentage of players will actually lay down money on micro-payment items. He doesn’t see it as an economically viable strategy.

“I don’t think that model is going to work out all that well for anybody,” he continued, “not in the long term. Short term – absolutely. Just like every model that seems interesting works out in the short term.

“You know, free-to-play is just another model, and just like every other model in the industry, it will hold its special little place for a while but then there will be consequences. Those consequences in a few years will be a bit of an apocalypse.

“You’re going to see a lot of developers shutting down, and you’re going to see a lot of publishers going, ‘Oh yeah maybe spending $20 million on a free-to-play game wasn’t the best idea ever.’ That’s part of the reason, but the other reason is equally as important, that if you go free-to-play, you really have to compete with every other free-to-play game out there.

Jacobs believes that keeping player-bases smaller and more focused, with players who actually want to pay to play is the key to long-term prosperity in the MMO scene.

Continue reading here: F2P heading towards disaster.

Mark Jacobs video interview on JeuxOnline

Posted by gylnne Thursday April 11 2013 at 10:03PM
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Video interview on JeuxOnline with Mark.

Go here to view:  Mark Jacobs video interview on JeuxOnline

Scroll down a bit for the video.

Interview: Mark Jacobs Shares the Vision Behind Camelot Unchained

Posted by gylnne Thursday April 11 2013 at 9:53PM
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Folks over at Dualshockers had a nice interview with Mark recently.

 

If there’s one MMORPG that holds a very special place in my heart, that’s Dark Age of Camelot. As co-founder of Mythic Entertainment, Mark Jacobs was one of the main brains behind that epic game. And, now, he’s back with a vengeance at the helm of City State Entertainment, spearheading his new project Camelot Unchained on Kickstarter.

Judging by how fast the game reached its first million dollars in crowd funding with an exceptional average pledge per backer floating around 160 bucks (the highest for games on Kickstarter), and by the extremely active comment thread on the official Kickstarter page, it seems I’m definitely not the only one “holding out for a hero” to bring the spirit of Camelot back.

While Mark Jacobs himself said several times that Camelot Unchained isn’t just a spiritual successor to DAoC, it’s hard not to see many of the elements we knew and loved, alongside quite a lot of new ones that seem to be sorely missing in today’s MMORPG market.

I finally managed to have a chat with Mark about his vision for the game and what you can read below is the result of that conversation.

Editor’s Note: If you’re unfamiliar with the term “RvR” that is used often in the interview below, it’s the acronym of Realm vs. Realm — a definition initially coined for Dark Age of Camelot that indicates non-instanced and persistent factional warfare between player-driven factions in a MMORPG environment.

 

Giuseppe: Let’s start on the right track with a meaty topic: what are, in your opinion, the most relevant challenges of creating a niche-focused game like Camelot Unchained, and what are the main opportunities?

Mark: Great questions. Let’s break this down into the three pillars of gameplay – RvR, crafting and housing. For RvR, it is to make a game without PvE leveling, yet fun on a nightly basis. Without that, why would players go out into the new lands and fight night after night?

In terms of crafting, it is how to have a totally player-driven economy without relying on MMO tropes such as token drops, NPC drops, and the wide receiver who drops the winning touchdown pass in a key game. ;D

As for housing, it is how to integrate player housing (a subset of the whole building system) to be fun, but not so tedious that when the bad guys come and burn stuff down, you’ll feel you don’t want to play the game anymore.

Now, in terms of opportunities, with RvR, it is the opportunity to create RvR races, classes, spells, etc. without worrying about how they will play in PvE. This is a very freeing opportunity for me as a designer, and I hope for our artists and programmers as well.

For crafting, it means that our crafters have the chance to truly craft an economy all on their own, without worrying about drops, tokens, etc. For housing, it will be one of the few times – not the first of course -­ that that this kind of building system is implemented (it’s more than just housing) in a MMORPG.

Continue reading here: Dualshockers Mark Jacob Interview

engine demo but with 1000 characters instead of 500.

Posted by gylnne Thursday April 11 2013 at 8:40PM
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Andrew showed another video today with 1,000 toons in the same area and it was very impressive.

Good afternoon from Andrew! Thanks to all of you for checking out the video last night. Here’s a small update, showing the same engine demo but with 1000 characters instead of 500. Epic indeed! A few things I wanted to emphasize:  

  • Under the hood, we’re not drawing the same character hundreds of times. We’re actually loading up hundreds of copies of each model, because our game engine has to support hundreds of unique models. No two characters in the world should be exactly the same. We’re going to have a huge amount of character customization in Camelot Unchained, as I’ll detail in an upcoming post.
  • We’re still missing level-of-detail also known as LODing. Normally, game engines will have multiple versions of each model, some for up close and some for far away. When a character is 100 pixels high, there’s no reason to render him with 10,000 triangles. Triangles that are smaller than a pixel just don’t contribute anything to the scene, but they do slow things down. But right now we’re doing that, and fixing it is my project for, literally, today. That should get our frame rate up even higher, which then gives us room to max out effects and environments -- but those are things that we’ll fit in around the characters. The characters are the thing. They’re the reason for going custom with this.
  • The animation is really rough. That’s not the fault of the renderer. It’s also not the fault of our animators -- they just had a couple of hours to do a very quick take on this. For an example of what they can do, check out this trailer, which we did all in-house. Funding them to do that level of work on Camelot Unchained is a big part of why we need to do this Kickstarter.
Read more here and check out the awesome video:  Update #14

CU Kickstarter Real-time 500-1,000 toons at war (Evening Update #2, April 10, 2013)

Posted by gylnne Wednesday April 10 2013 at 7:32PM
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Andrew just put up a sweet video showing off some action.:) How about 500 to 1,000 player battles?

 

Watch it here:  CU Kickstarter Real-time Armies (Evening Update #2, April 10, 2013)

CU Kickstater Evening Update #1 for April 10, 2013

Posted by gylnne Wednesday April 10 2013 at 7:08PM
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Mark just gave us April 10 part 1 update via text and video.

 

Go here to view:  CU Kickstater Evening Update #1 for April 10, 2013

The Real Camelot Unchained Faqs

Posted by gylnne Wednesday April 10 2013 at 4:21PM
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One of the folks in the camelot unchained kickstarter has put up a huge faqs page which covers almost everything you want to know and he keeps it up to date many times a week.

Check it out here:  The Real Camelot Unchained Faqs

Veteran designer returns to online games with Camelot Unchained

Posted by gylnne Wednesday April 10 2013 at 2:19PM
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Earlier interview Mark did.

 

Mark Jacobs is returning to something he loves very dearly: massively multiplayer online role-playing games. The veteran game designer at City State Entertainment is getting ready to launch a crowdfunding campaign for the studio’s first MMORPG, Camelot Unchained (working title), in early March.

“Can I do that Al Pacino thing? ‘Every time I try to get out, they pull me back in!’” Jacobs told GamesBeat with a laugh.

Jacobs has been away from the MMO space for a long time. He co-founded Mythic Entertainment in the mid ’90s, where he helped create the popular Dark Age of Camelot and later — after publisher Electronic Arts acquired Mythic in 2006 — Warhammer Online: Age of Reckoning. He served as general manager up until 2009, when he left after the merger of BioWare and Mythic (citing creative differences as a reason for his departure).

Two years later, he co-founded City State Entertainment in Fairfax, Va., a studio dedicated to making mobile and social games. Its first title, the iPad-only March on Oz, came out late last year. And while it’s not abandoning those original goals, the developer is obviously eager to work on something much bigger.

Continue reading here: Veteran designer returns to online games with Camelot Unchained

CU Kickstarter Update #11

Posted by gylnne Wednesday April 10 2013 at 10:08AM
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Here is Kickstarter Update #11 from last night.

We had quite a bit of excitement last night when CU hit the 1 million mark and it is increasing more and more today, heading toward the goal of 2 million.:)

 

Evening Update April 9, 2013

Folks,  

    So, another good day here at CSE and with our Kickstarter. I’m truly sorry I’ve been a bit pre-occupied the last two days but I’m almost through the interview cycle. I hope that by tomorrow night, I will have talked/emailed with everybody who wants to talk to us (and then we can give their ducks back to them!) and I can focus on our Kickstarter again full-time. In the meantime, I’ve got three bits of info for you all. 

1) Tomorrow afternoon we will have another video update from Andrew. As you know he is building the engine that we will need for Camelot Unchained. He has continued to work on it and his next, but not final update, will show you something almost everybody has asked us for since this first tech update. The update is pretty sweet but focused not on the pretty but on the speed and scalability of the engine. 

2) I’ve included a grab bag of goodness based on questions that I have been asked a lot in comments and via email. 

3) I’ve got my Aloha shirt all ready to go for tomorrow! ?

 -Mark 

Top Ten Questions: Grab bag of goodness

1) Do you own any other shirt than the same black one you’ve been wearing?

Lots and most of them are black. I hope that when I lose some more weight I can go back to something a little more colorful on a full-time basis. 

 2) While there be a Linux or Mac version of this game? 

Maybe. Because we are growing the engine in house, by the time it reaches adulthood it might not be an easy port to those operating systems. Andrew is going to dig deep down (he’s threatened to write assembly code again) to get us every ounce of speed he can get. That might prevent us from a quick and easy port. OTOH, we won’t know until we are much further along with the engine. 

3) How do you feel about Bufbots?

They don’t belong in Camelot Unchained and we will do our best to make their use a lot more difficult here. There is no way to prevent somebody from having a couple of accounts (unless we want to ban families, spouses, etc. which we aren’t going to do) and running two characters but we are going to go overboard design-wise so you can’t simply park a BB inside a structure and spam heals, buffs, etc. 

4) Why have you chosen a subscription-model? Are you insane? Everything is FTP and should be now and forever! 

a) Because I don’t want to have to support 95% of the server population free of charge, pray that 5% spend a lot of money and then find ways to get a small % of the 95% to spend something; b) Maybe, but I think it is the good kind of insane; c) Check back with me in about 3-5 years. There’s a major storm coming in the FTP space whether people/publishers want to hear it or not (well, it’s not of course). Besides, we will get a tighter community with fewer people who actually really want to play and stick with our game as opposed to a large number of people who are playing until they have to pay or they find a different FTP that interests them. I’ll take lower profits, fewer players, tighter community any day of the week. FYI, I said this same thing before, back when networks like GEnie, AOL, etc. were charging for games and the first “Adver-model games” were supposed to take over the world. 

5) I think you need to give more to the $5 tiers, we’d get so many more people! Why don’t you do that? 

The $5 tier generally does not get a lot of support in any of the game-based Kickstarters that I have looked at (please check out Torment, SoTA, etc.). Even if I was to give them something good (like Beta 3 access) and we did get some additional pledgers, that really wouldn’t help us meet our goals. 

6) Will there be no PvE in the game at all? No NPCs, really? 

There will be NPCs of course (as I’ve stated before) since towns need citizens, structures need guards, crafters need leather, etc. The world won’t be empty but NPCs will not be dropping tokens, items, etc. However, you will be able to scavenge/skin/etc. materials from them of course but again, not items, tokens, etc. There is also a difference between PvE-NPCs (cows) and RvR-NPCs (guards, human or otherwise) but no item or token drops. I also promise that there will not be PvE expansions with new tiers of gear drops that become required to complete. This game is a RvR-focused MMORPG and will remain such. 

7) What’s the death penalty going to be like in Camelot Unchained?

For battles to be meaningful, I believe that Camelot Unchained needs to have a death penalty that stings a little bit. No perma-death, no corpse looting (there are rewards but that is complicated) but also - no instant rez (rez takes time), no self-rez (even for healers), dead = dead, when dead your body can be burned/magically attacked by the enemy (takes time) or you can release, no item decay on death (use/enemy attack based only), limited bind points (there is a healer + crafter mechanic that can come into play), “rez sickness” like mechanic and last but not least divine intervention. 

 8) When will you release the stretch goals for Camelot Unchained? 

Hopefully Friday. This is a very important part of the campaign and we want to get it right before we talk about it. The obvious goals are well, obvious but the most important short-term stretch goal needs a little more massaging for its presentation. 

9) I can’t find the backer’s forums. Where are they? 

They won’t be opened until after the Kickstarter funds and we can survey our users to get their email addresses. The developer forums are closed to non-backers so email addresses are kind of important in order to give access. 

10) Will there be crowd control in Camelot Unchained?

Yes, there will definitely be CC in Camelot Unchained and it will play an important role in the game. However, there will also be resists and I’m not looking to implement a system where you can CC a player for a year and a day. There also will be another important part of CC that I’ll discuss in detail in a future update. Like the idea we are kicking around for stealth, it is a little BSC. There will also be a limit on the number of buffs/debuffs on a player as per other postings. 

11) Will there be a hard interrupt system in Camelot Unchained? (bonus question) 

Yes, hard interrupts are confirmed but it won’t be binary. We should apply some common sense to how they are implemented.

Keep up to date on the Kickstarter Campaign over here:  CU Kickstarter

Camelot Unchained just tops 1 million!

Posted by gylnne Tuesday April 9 2013 at 7:32PM
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Yes folks tis true in the backers forum we just went crazy, 50% funded in just over a week! Come on over and join the party!

 

CU Kickstarter

CU at $994,272 and counting down!

Posted by gylnne Tuesday April 9 2013 at 5:53PM
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As I post the million dollar mark is in sight!

Come over and help us reach 1 million!

 

CU Kickstarter

Marks Kickstarter Answers Condensed Version

Posted by gylnne Tuesday April 9 2013 at 12:36PM
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Hi all.

Had a chance to pull out of the chat log some of Marks more interesting statements. Not everyone but quite a few to give you food for thought.

 

 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.
Unfortunately, because the house is custom made for a realm, it has to be realm-locked. However, it is not server-locked.
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.
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.
 Heck yeah there will be a death penalty otherwise we end up playing whack-a-mole all night.  
Yeap. Death will sting. You won't be looted (sorry, not that hard core) but you are not going to want to die.
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.
 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).
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.
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.
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.
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.
 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.
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.
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.
 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.
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.
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....
Yeah. My personal preference is not to have hard interrupts but I think that a managed system of HIs makes for better gameplay overall.
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.
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.
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.
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.
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.
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.
 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.
 There will be currency and there will be multiple ways to get it. More on this in an update.
No cross-realm chat in CU. I've seen the logs of what players say to each other, I can just imagine what they would say to the other side. No thanks.
 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.
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.
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. :)
 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.
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.
 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.
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.
 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.
Materials for crafting will be found all over the world and NPCs like animals. Got to get leather, scale. etc. from somewhere. :)
Agreed. If we can't solo successfully, I can't play my own darn game!!!!! :)
Yes. You can take your house with you. Potions will be cross-server of course.
 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.
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.
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.
 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.
 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. :)
As to me, I like being independent again and I really like the people I'm working with right now.
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. :)
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
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.
 No worries. Like I said, I've said nice things about Uthgard and I wish them nothing but the best. :)
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. :)
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.
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.
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.
 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.
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.
The crafters best defense if they are about to be overwhelmed will be prayer and foot speed. Maybe in that order, maybe not.
 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.
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.
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.
 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.
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.
We certainly don't want to have female characters that nobody wants to play but this won't be full of female characters wearing chain-mail bikinis or running around in their lingerie.
We will, of course, have to have some NPCs in the world otherwise it would feel empty, lifeless and barren and we can't have that. However, having NPCs and having NPCs that drop loot, exp, are another thing entirely.
Camelot Unchained may not be the "One MMO to rule them all!" but it won't be a dumbed down, "hold my hand please mommy and daddy, the world is scary" kind of game, not a chance.
Quality, not quantity nor speed are keys to CU's success.
with no PvE loot drops, crafter-based economy, etc. and slower level progression, I think CU will be more about the fun of the journey than simply completing it and just having a nice tee-shirt, :)
We are designing the game knowing that we want to keep the buffbots out, not bring them in. It may cost me some possible subs but that's one of the advantageous of being independent isn't it?

Mark Answers Kickstarter Questions Part 2

Posted by gylnne Tuesday April 9 2013 at 9:39AM
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Page 2.  Didn't quite get all 104 response on the first post.:)

 

 Apr. 03, 2013 on Camelot Unchained.

        [MJ] Good morning all! I'm about to film our next update where I will talk about what other updates are coming up for today and a couple of quick other bits as well. Nice to see our total growing as well as the comments from some of the same people I was responding to last night. I'll rejoin you all as soon as my update is finished. Thanks as always for your support and interest in Camelot Unchained!

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Okay, last one for tonight @Jason - Thanks man, right back at ya. Been fun reading your posts on MMORPG. Same for Sweetdigs before he got banned. :( I'm going to head to bed right now as a matter of fact. Definitely time for some shut-eye (well, one is mostly shut already). :) @Chris - Nope, not yet. We need something reasonably flexible, secure and easy to maintain. @Jaime Lara - That's a good start. :( @Curtis D. Miller - Night (even though you have probably already left the building). @Roman - Yep. Thanks to KS, a lot of games that never would have been funded by a major publisher are now getting funded. It's a great time to be a developer/player in many ways. @Aii - Thanks, appreciate it. This is the easy part, the hard part comes later. @Melanie Jocksch - Nice image. If I only knew some talented artists. :) @Christopher - Welcome aboard! As to mirrored classes, as per my Foundational Principles, forum postings, etc., not a chance. There are not going to be any mirrored classes in CU. Thank you so much for your support of Dark Age of Camelot, Warhammer and now CU. Good night everybody! Thanks again and let's hope tomorrow is another good day. CYA!

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] Possibly last round of questions/comments, I'm definitely starting to fall asleep at the keyboard. @Damon Molder - Thanks I will do both. Hopefully not at the same time. :) @James Nagurne - Combat that is not boring? Trite? :) Bias is okay when it comes to combat systems. A short answer is that I want a combat system that is reactive, flows smoothly, fluid/etc. and one where the player(s) have to think a little for themselves without the game doing so much for them. I also don't want to see CU be a game where combat boils down to "1-2-3" "1-2-3" "1-2-3-4" rinse, wash repeat. @Eric Hansen - Hey, our rubber ducks are tougher than they look! Trained them myself! As to crafters being a bit brittle, yep. They won't be there to fight; that's what those big, brave, muscular looking folks are there to do,protect them. @Damon Molder - LOL. In the case of Dark Age, whatever wasn't done by the time we ran out of money, wasn't done. So, I wouldn't call Hibernia an afterthought. As to being objective, it's tough. Sometimes classes, races, etc. just come out better and unfortunately, I've heard of people who did make some decisions to favor one class over another class based on their preferences. All I can say is that with CU, no race/class will be favored unless it is the CSE Ducks! :) @Brian Jacobson - Hey! Good to meet you again. In terms of being offended by your comment, not a chance and your not griping. You made some good points and part of my job now and over the next two years is being smart enough to listen, a lot, to what people have to say. The difference now is that I won't have people telling me that I shouldn't listen, that they know better. Never again. We always have to listen. We might not agree but we have to listen. @Gibbs - Not a dumb question, not at all. His copy would work during parts of beta only and then yes, the account would be deactivated. @Pamela Wilson - I agree. @Elodius Varibord - Fine by me if enough people want it. @Fluxis - Me too. Should be interesting. @Vymm - Thanks so much, really appreciate it. @SoCiAl DiStOrTiOn [TG] - Thank you. Good morning BTW! @oGGe - TYVM. @Jason - Oldskoo! Hey man, glad to see you made it here! Thanks for your support here and on MMORPG, I appreciate both. @Curtis D. Miller - Hi gylnne! @Ali - Yep. We definitely need more people. Again, we are off to a great start but.... @Damon Molder - Hey TC! @Jaime Lara - Wow, another old school online gamer. Awesome! :) As to that skill, I wonder where something like that could be useful... @Brent Middleton - Giving all you could afford is more than good enough. Thanks so much Brent! I hope to see you testing CU, sooner rather than later. @Jay Griffiths - Sweetdigs, hey there! Sorry you got banned for defending us, really sorry. @jinwook yoo Thank you very much for your support! @Ali - Yep, not bad. We'll see where we are in 10 hours. @Vymm - Ground floor is right. Be careful of what you wish for. :) @Elodius Varivord - Don't hurt yourself day 1, we have a long way to go. Mark

        Apr. 03, 2013 on Camelot Unchained.

        [MJ] @Thomas Passarini - Thanks for backing us at that level, I appreciate it. @Roq - Oh, you just quack me up! :) Sorry, it's late, best I good do at this point in the morning. @Jason Beck - You are more than welcome. Thank you for your support. @Melissa Morrison - You are most welcome and thank you for your support. Keep spreading the word about our project. We need as much help as we can get to get this game funded. Thanks again, especially for those 10 years! @Erick Jaudon - Me too! @Melanie Jocksch - They are really adorable. Raised each one up from little quackers. Easy to train, just like a Pet Rock! :) @Daniel Faria - You guys are thanking us, by helping support our project and by supporting games such as Dark Age of Camelot and Warhammer. I don't ever forget that especially being free again. :) @Kanishka Jayasekara - Thanks. I told the ducks what you said and they blushed! :) @Robin - Thanks. @Christopher Suarez - Thanks so much. It will be a long two years but at least one of our goals is to get you guys into the game ASAP to help us test i. @Elodius Varivord - Wow. Must be late, I don't get the reference. @Thomas Kulik Jr. - That's the plan. @Maric - Thanks, I will. As to other developers, I rarely will speak for them but I do think it is our job to be out here talking, interacting, etc. with you backers. And as usual, I don't want to send out other people or worse, have someone pretend to be me, that's lame. Besides, who could write as badly as me? :) Again, thanks for the kind words. @Alexander Jenner - Greetings to Austria! Thanks for your support and hope. Mark

        Apr. 03, 2013 on Update #1: THANK YOU THANK YOU THANK YOU! from the project Camelot Unchained.

        [MJ]] @Benjamin Sanborn - TYVM @NegativeX - And off we go. @Fawzu Menkhour - I hope so. We're doing nicely but the first 48 hours really are key for any Kickstarter so... @Benjamin Gentry - Improv is so much more fun. MJ - "Hey Andrew, let's go film our first update. We're at almost 500K!" Andrew - "Okay" And the rest is history. :) @Brian Hirth - Man, I think you are posting as much as I am. Well played sir! @Luke A Smith - You're welcome @Roq - I hope so! We need more support if we are going to fund. We are having a really good first day but we have a long way to go. @Craig Lenell - Thank you. @Jonathan Grubb - Hoodie guy is Tim, one of our programmers. He's also got very strong design instincts to go along with that hoodie. Glad you like the ducks, we have more. @Carl Moon - Thanks so much for praise of Dark Age. It was a great game, made by a great team. Of course, I was called crazy, an idiot, dumb for thinking that an MMORPG based on Camelot could a) succeed; b) succeed if made by Mythic; c) be based on RvR the way I envisioned it. Let's see if we can prove some people wrong again, those who don't believe in CU. @Russel Walker - Yeah, we are a bunch, aren't we. Great mix of people at the studio and we hope to make it even better. @Sharuko - Some of them hopefully get some sleep before they come in. It's been crazy hours. @Kevin Powell - You are more than welcome but step away from the ducks. We've named them and that means, we can't kill them. :) @K. Cornett - Optimism is appreciated but we have a long way to go. @David - Thanks, that's great. You will be seeing a lot more info. @Chris Hiatt - We are under contact. If we don't show them off at least once a day, they walk. :) @Brandon De VITO - Thank you. I really appreciate it. @Stephane Beaudin - Stephane! Welcome aboard! @Serge Grigoryan - Hmm, wonder why? :) Yeah, we are all a bit frazzled but so it goes. The funny part is that the young guys seem to be more tired than the grizzled old vets. Probably due to all the crunch times we've been through. This is easy compared to them. @Thomas H. Thomas - Thanks, we'll try. @Hunter Wild - Thanks so much for your support but it's important that we always thank our backers, such as yourself, for helping us with our Kickstarter. Mark @

        Apr. 03, 2013 on Update #1: THANK YOU THANK YOU THANK YOU! from the project Camelot Unchained.

        [MJ] @Thomas Kramer - Yeah, no spamming with Dark Age of Camelot. Would be a bit rude and I still care about that game. I've even told my guys no talking on Dark Age of Camelot's subreddit about CU. While I would love to see players former/current head our way, I want them to do so without us doing stuff like that. @Benjamin Sanborn - You have every reason to ask that and here's a short answer. Andrew can give you a longer one during an update. First, we are currently using Unity and it's a great engine and we've really pushed it a lot. However, there are limitations with it and if we were making a PvE game, we probably would use it but based on the tests we've run on it, that wouldn't be our first choice for a live RvR game. Now, could we use it for prototyping? Yep, we are already doing that. :) Second, as to other engines there are both financial reasons preventing us from using some of them as well as technical concerns. On the financial side, some of the engines that are interesting want a nice chunk of the subscription fee. Since I intend to have a lower than average sub price, a large amount going to an engine maker is not a good decision. In terms of technical reasons, what it boils down to is that there are some awesome engines out there but most of them are geared to looking great even in a multiplayer game but we need them to be able to handle a MMO where RvR is everything. I'm not totally ruling out using an engine but when you've seen most of the MMOs created with the "usual suspects" they all tend to choke a bit under decent load. We need to do better than that. Is it a bit scary, yes but Andrew has built engines before so... @Pamela Wilson - Yes, we want to have a sliding scale. As to an RP server, we are leaving that up to our backers. If there is enough support, we will have a dedicated RP server with strict enforcement. @John Rumburg - We'll be detailing our stretch goals as we hit certain milestones during the life of the KS. @Johnathan Grub - Yes. If it comes with a DVD and digital copy, you'll get both. Thanks for the kind words. As you a former Dark Age and Warhammer player, I look forward to seeing you in our forums and our game. @Curtis D. Miller - Thank you for your patronage and your support here. I appreciate both. @Nathanael - Thank you for your pledge. I appreciate it. @Matthew Kramer - As to the concept art/model, over the next few days. We have a couple of early concepts to show our backers as well as a realistic pair of models. By realistic I mean that the model has about the same number of tris that we would have in the game. We didn't try to fool people by showing them a model that we knew we couldn't possibly handle in the game. @Chris Hiatt - LOL, love the avatar. BTILC is a very funny and bad movie which I love. @Richard Johnson III - Well, I couldn't do Dark Age of Camelot 2 even if I wanted to plus, I think that given the difficulty of today's MMO market, I'd rather make a nice niche game than try to do another behemoth. I have no interest in spending 5-6 years working on the game and then praying that the market hasn't changed again, when it is ready to come out. Plus, it is just more fun to make it for you guys than having to work with a publisher again. @Joshua Sexton - We will have CC in the game but it's not just about the CC if you want to stop the game from devolving into ZvZ so we will need to do a lot of different things. However, we are not trying to get rid of the zerg entirely, since it can be a valid way to play the game depending on the game's mechanics. We just need to be a bit smarter. @Richard Johnson III - Definitely am listening. I want to stay away from most physical add-ons now only because if we have to get them manufactured and then shipped out, a lot of the money that should have been going to the game's development is going to outside companies. I do want to add tee-shirts, goblets, etc. but I'll either do that after we fund or after the KS closes. @Kevin K - Thanks so much for the kind words. Now all we have to do is fund, easy, no? :) @Tamas Toth - Already in the plans. @Melanie Jocksch - LOL. We'll start a new internet rage, "Fund us or we roast the duck!" :) @Daniel Faria - Thanks. I loved that concept. Wish we could have pulled it off. @KimGee - Thank you very much. @Christopher Norton - Well, help us fund and you will. I've said that these things will all be in CU. @Whitney Adams - TYVM, us too. @Mark Gibson - No, thank for you playing Dark Age of Camelot and helping us back this Kickstarter. Both are deeply appreciated. @KimGee - Me too at times. Brain is a bit fried right now. @Jay Griffiths - Thank you! @Trevor Bonello - We will do our best Trevor! TYVM. @Austin Parr - LOL. I'll head out of here soon. Not quite past my bedtime yet, I've always been a bit nocturnal. @Michael Eilert - Greetings right back at you! @Jay Griffiths - Thanks again. It's not going to be easy with an ask of 2M for an RvR-focused game but we're off to a good start. Mark

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Guess who's back? :) I'm going to respond to some more questions/comments/etc. but it will take me a little longer because I'm just a bit tired and I don't have the dual monitor setup that I have in the office. So, give me a few minutes and some more replies will be forthcoming.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Possibly the last comment from me till I head home and eat dinner. @Diane Berry - Nope, no dental floss unless it is made from... :) As to pledging 180 versus 750. I couldn't be more pleased than I am to welcome you to IT, no other donation is necessary. Thank you. @Carol Hinn - CAROL!!!!!! Please, somebody help me. I've gotten so many different answers, I feel quite dumb. Of course, the other problem is that I still sound like a guy from the Bronx (which of course I am) so there's only so much you can do for my manner of speech. Welcome aboard! @Kevin Powell - Unfortunately, you can't pledge two rewards with a single account. I'll give you the same advice I've given other people, just grab the tier without IT that you want and then be a frequent participant on our forums. Good things will happen to your access. @Levi Star - Yes but we have a long way to go until we fund. So before that happens, I'm not getting anybody's hopes up, that would be cruel. @Sylvain Durola - TYVM. I'll treat it as carefully as I do my own money (which I why I'm putting so much of it in this project). I can promise you that it will be a heck of a ride together but first, well, we need to fund. @Xsorus - Thank you. I wish WAR had been the game I and many others hoped it would be. I'm glad you enjoyed it and while we won't have the budget of WAR, we don't need it to make a great game. @Michael Wagner We will of course have a Paypal option but because PP works differently than KS, I don't want to open it up until we fund (like all KSers that I know do). @Ashley DiLeo - TYVM. @Kevin Powell - Yep. You always get access of the testing that comes after you as well. @Marco Juarez - TYVM. @Rob Nielsen - Isn't it wonderful. Kickstarter and crowdfunding can change the face of the game industry in a manner that hasn't happened ever before. Now it is up to developers such as ourselves not to mess it up. @Sean Olesiuk - Your wish is my command sir and death spam, communication such as a herald are already in the design. However, we also have some new improvements on that concept too... MUAHAHA. :) @Evene Maelyss - I couldn't agree more. That is why we are supporting Brian Fargo's initiative with KS. It could add up to quite a lot if things go well. That would make me quite happy. @Ali - Thanks so much for the kind words and support. As to stealth, that is something we are going to discuss with our backers. We do have a mad/insane/BSC idea for them. We'll see what people think. Again, thanks for the kind words. @Kane Server - That is something we can discuss with our backers. As you know from playing Dark Age of Camelot, I love me some rulesets. :) @Brian Hirth - The way I see crafting is quite similar to RvR so I think it is very safe to say that crafters will not be mirrors of each other. @Sebastian Lenz - Well, when the magic poured through the veil, a bunch of short races escaped destruction because it flowed over their heads!!! :) JK of course. I do want to see some short races in CU, no question. @Tyson Senway - Right now the plan is not to be able to purchase them after release as that would make the Founder's Exchange like an ongoing cash shop and if you've followed what I've written in the past, I'm not a big fan of that. @Mark Keller - Me too. @Michael F - Thanks! @Gerri Geraghty - We'll do our best but hackers are hackers so... @Matthew Shannon - Loved that scene. Enjoyed that movie a lot. TV show was better but the movie definitely had some great moments. @Petr Smejc - There are no "XX hours a week" requirement on the IT testing but people will need to jump in as needed (with allowances for different time zones). Young Warrior is an "Early Adopter" tier so it has better benefits than the next tier up. @Jordan Bryan - Yes, you will be able to buy Founder's Points through the Kickstarter. @Bryan Harpel - Thank you so much! Yes, there have been some great projects this year and I'm sure more are coming. Glad you like Young Hero tier, that one came out very well. @William Mills - Thanks, I wish it was too. :) OTOH, with the testing tiers, you could be playing this game sooner than you might expect. Thanks for your interest and support. @Krista Heath - Young warrior is just fine. In terms of getting into earlier testing tiers, that will absolutely be doable through participation on our forums. Thanks so much for your support! @Seth Corduan - Send me an email if we fund. @Derek S. Ross - Thanks so much! @Tamas Toth - Thanks so much. Please help spread the word, we have a long way to go. @Luke A Smith - Isn't there somewhere in between? :) @Christopher MacLeod - Thanks so much for the $110. As to the 5K, I would have had to bring enough for everybody so.... I'm going to be heading home shortly, I'll be on after dinner and a little bit of downtime. As always, thanks to everybody who has backed us. Everyone at CSE appreciates it, especially me. Mark

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] @Pagan Rites - LOL. Nice. @Matthew Shannon - Yes, we will absolutely do that. @Habbababba88 - Glad you liked the tier. That's why I was doing what I was doing on sites like Massively and MMORPG, I really wanted to get as much feedback as possible in building the tiers. Now comes the hard part, getting funded. @Christopher Norton - There will definitely be an NDA on the forums. We will be honest with players but we do need players to keep some things quiet for a bit. :)

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] More from "You know who" :) @Brian Hirth - As per an earlier post of me, I really urge people who want tiers other than IT not to pledge IT and just spend some time helping us on the forums. We will be moving people into IT based on their ability to help us. @Devon K - We're off to a great start but we do have a long way to go. I'm deeply appreciative of the support so far. @Michael Hartman - Us too. Now hopefully we'll fund! @Kyle & Lisa - Thank you! @Brian Hirth - Correct. The first 48 hours really are the key to our funding or not. @Shad Blount - You can give those invites to your friends and they can join us for part of Beta 3. @H Scott King - It should have been Beta 2 but since it is our error, we will stick with Beta 1 access as it benefits the player. @Melanie Jocksch - Thanks so much! Look forward to seeing you in CU's tests! @david stokan - Thanks! Don't spend too much of your paycheck on us though. @Gareth Lally - Wow, really? You played DGate? Cool! I won't let you an old-MUDer down. :) @Liam McVicker - Maybe I'm not the best businessman in the world right now but please don't increase your pledge for IT. Grab whatever tier you love and show us on our forums that you can be helpful to us and you will be able to earn IT access. @Enrick - The dyes will be useful for you forever. Least I can do. @Nicolas - Of course. Whatever Beta access you get, you also continue to play in the later stages. @Uwe Hoffman - Greetings to you in Munich! Please tell as many former players of my games in Germany that we need their help and support to get funded! I love forward to seeing them in our Kickstarter and then in our game. @Robert Dean - It is easy to cancel a pledge, no worries.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Hey folks, back again to answer some question/comments/suggestions/etc. @bforte - Yeah, saw the news about Raph. Knowing him he has already lined up some folks to work with on his own gig. I've know Raph since the "old days" and he is an awfully talented fellow. @Fredrik Walles - That is one of the things that we wanted to discuss with our backers. We've spoken to a number of people so far throughout the world and they have mixed opinions on specifically flagged servers but again, I'm open to discussing this with our European backers and getting their feedback. @Matt - TYVM. In my opinion, it's the least I can do but I appreciate the kind words. @Anthony Bromen - Thanks for your patronage of Dark Age of Camelot and your support here. I look forward to you pushing me on CC. It will be a fascinating and long-running debate on our forums! @Amy Rankin - And you will get that opportunity. :) @Jonathon Baxa - We certainly don't want to have female characters that nobody wants to play but this won't be full of female characters wearing chain-mail bikinis or running around in their lingerie. In terms of glowies, well, I've always been a fan of those so... @David Corbin - Thank you so much for that and your excitement about our project. I appreciate you wishing you could back us more but I'm thrilled that you committed that amount. I really appreciate it. @Anthony Svingos - Thanks for those 10 years of support for Dark Age, everyone appreciates is. I hope we can do even better this time. @Christophe Marchal - Appreciate the comment, I'm interested in hearing what you think as we put out more art. @Zandr - Thank you so much. I look forward to seeing you in our betas! @Ken Stromberg - You're welcome. Thanks for your support. @Leonid Machnev - Me too! @Mads Kiltgaard - Same here sir. @Alexander Zitt - Thank you for that. Hopefully in 30 days we will be doing that. @Edward Keller - Thanks for your support with our Kickstarter and Dark Age of Camelot. I appreciate both. @Spyke Alexander - The launch won't be the same without you my friend. @Mance Haines - We will, of course, have to have some NPCs in the world otherwise it would feel empty, lifeless and barren and we can't have that. However, having NPCs and having NPCs that drop loot, exp, are another thing entirely. @Matthew Shannon - Thank you. Camelot Unchained may not be the "One MMO to rule them all!" but it won't be a dumbed down, "hold my hand please mommy and daddy, the world is scary" kind of game, not a chance. @kris hiatt - Thanks so much for your praise of Dark Age of Camelot and support here. I hope that we can create new and exciting memories for you with Camelot Unchained. @Heagen - For those who want Internal Access it will be relatively simply. Once this game funds participate in our forums. Help us by suggesting things, taking part in polite debate and show us that you are willing to spend the time to help us make Camelot Unchained great. If you can do that, Internal Testing will be waiting for you, I promise. @Benjamin Lewing - Thank you! Classes won't be diluted. We want all the classes to be unique, interesting and different from each other. @Andrew Saxton - Thanks so much, even if you didn't want a reward. @Sascha - The buying of FPs will be possible going forward.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Last round before I have to scoot for a little bit. @Robert Haines - First, thanks for your patronage of Dark Age of Camelot. It was a great game made by a great team of guys and gals. In terms of talking to the community, well, if you've seen what I've been doing the last month or so (or even what I did way back when), I'm just getting started. That's why we want to start our IT and Alpha testing so early. I don't know everything and neither will any designers we bring in to work with us. We need to work with the community, get their help by testing and by their feedback. @[To all those thinking of upgrading] Thank you so much. Whether you upgrade or not, I and everyone at CSE thank you for your support. @Joseph Zimmerman - TYVM. @Brian Hirth - Yes. I didn't want them in today as I wanted the first 24 hours to go by before we announced them. Okay, I'm outta here for a little bit, I'll be back on after the GBTV chat! Mark

        Apr. 02, 2013 on Camelot Unchained.

        @Everett Travis - We're off to a great start but we can't get cocky yet! :) @Steve Dileo - TYVM but don't get arrested for harassment! @David Tercovich - Nice list. I'm glad you've named a lot of the things that are important to me too. @Matt - That's a great question. First, we will have stretch goals. These goals are geared to adding things into the game that we wouldn't have planned on doing based on the $2M ask + 3M from me/investors. We will be detailing those as we get closer to funding. Secondly, we will not be able to speed up the game's delivery no matter what we raise because that ends in tears. If we (the community and CSE) want CU to be the best game it cam be, we need to take the time to get it right and not try to be out the door faster. Quality, not quantity nor speed are keys to CU's success. @Szymon Polom - a) Right now we are developing our own; b) Right now, we are not planning on a Mac/Linux version. I would love to have them but I'm not going to promise anything now; c) Not a chance, zero, zilch. This time we will have one community of CU players for US/Europe and potential other regions as well; d) with no PvE loot drops, crafter-based economy, etc. and slower level progression, I think CU will be more about the fun of the journey than simply completing it and just having a nice tee-shirt, :) @Florian -Thank you! @Markus - We are designing the game knowing that we want to keep the buffbots out, not bring them in. It may cost me some possible subs but that's one of the advantageous of being independent isn't it? @Albin Vikstrom - As to a dungeon, well, I love dungeons and... :) Oh, as to the graphic look, we have some things for a nice "show & tell" update or two. Not finished, not final, etc. but well, I'll let you and the community decide... @Richard Hayward - And I'll do my best not to let them down. @Kristian Mattila - Thank you so much! I hope you like it, a lot. Mark Mark

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Okay, I've got about 45 mins before I've got another interview with Gary G. at GamebreakerTV. Should be fun, had a great time last month. So, I'm going to try to answer a lot of questions/comments before then. @Jay Gritths (and others) - The moment we fund we get started on getting our internal forums up and running. They are crucial to the development process for CU. The guys at MMORPG/subreddit have been very supportive but they/we know we have to have our own forums. @Greg Calabrese - If this funds, I'll bust a gut to make it great. @Pierre-Yves Faye - KK. @ARNAUD Simon - LOL. Well done! @Georgia Nelson - You rock as always Georgia! It was my pleasure to work with you at Mythic. Nothing but the best to you and Maurice. @Maric - Thank you so much. We weren't sure we were going to be able to get it in on time but the team really came through. @Amy Rankin - I wish I could say that was the reason. That would be clever. No, it was just that balancing the classes in a RvR-centric/PvE game like Dark Age of Camelot was nightmarish. That's one of the many reasons I want CU to focus on RvR and not PvE. I promise you that if you guys back our game, you'll never question why we do things, especially in that manner. You might think we are crazy but not devious. :) Mark

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] @Thomas Vu - Understood. That is one of our highest priorities and something that Andrew and I feel very strongly about. @Sebastian Lenz - Hopefully we'll have something else to give you fine memories. @Ben Overmyer - Thank you. FYI, Repopulation does seem quite interesting, doesn't it? Wish those guys nothing but the best, we need more indie MMOs. @James Thomas - You're welcome but it me and anyone else who ever worked on any of our Mythic games that owes you and our other players, our thanks. That is one of the reasons I made the reward tiers so fat (and I want to make them even heavier). @ Pierre-Yves Faye - Hey! Did I miss a question from you? I saw your comments but I wasn't sure you were asking me for a response? @Michael Rawski - Thanks so much. I plan on keeping all my promises. That's one of the reasons I'm putting my money in as well. Nothing like additional self-motivation right? :) I need to step into a meeting. I'll be back as soon as it's over. Thanks all for your support, kind words, etc. It means a lot to me and to everyone at CSE.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] @Truman - Sorry to hear you are unemployed. Please don't pledge this game. Nobody needs to pledge for a project like this while they are looking for a job. Seriously, I appreciate the thoughts/kind words/support but... @Thomas - You are correct. If are off to a great start but we also had a lot of people waiting for this KS to begin so we are so not guaranteed of fully funding yet. @Jakobodeli - We will certainly be showing some race reveals and a wee bit more than that over the next 30 days. :) @Jean-Franccois - TYVM. @Benjamin Sanborn - Death spam is confirmed! @Daniel Anderson - As of now we are going to build the engine from scratch. We love some of the off the shelf engines out there but our focus has got to be on an engine that can handle the load of ton of players even if it means it isn't as pretty. Rendering speed trumps all in our case.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] As to the questions about stretch goals, we'll reveal them in multiple updates. We have such a wall of text right now, I wanted to have people get through that first before we talk about stretch goals. @Jean-Francois - Never underestimate the importance of luck. Talent and hard work will only get you so far. In our case, we know we are going to have to work very hard to not only make the game but also get a bit of luck in terms of adding the right people to our team. One of the many reasons I'm put money into this project as well.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] @Sebastian Lenz - Nervous, grateful and tired. It's been a long month and we were editing the KS right up to the moment it launched. The team did an outstanding job pulling everything together. @Mark Rasmussen - QFT. @FARGEIX Julien - Sorry. My mailbox now has 1891 messages in it. If you ask me again, I'm sure I'll get the message now that the initial flood has eased a bit. :)

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Just got an email from one of our backers asking why there is no mention of the newsletter subscriber bonus points. Short answer, whoops. We'll take care of that right away in our first update but just to be clear, everyone who subscribed to our newsletter before launch will get an extra 5 FPs just as I said they would. Sorry for the mistake on our page, I'll fix that ASAP.

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] As to buying Founder's Points, yes, we'll do an add-on for that. I didn't want to start with it simply because we want to get more feedback from our backers. I'm also hoping that we will get enough support that I can make the Founder's Points add-on more generous just as I did with our tiers. :)

        Apr. 02, 2013 on Camelot Unchained.

        [MJ] Thank you all so much! We're off to a great start. No matter what happens everyone at CSE is so grateful for your support!!!! Much thanks!

        Apr. 02, 2013 on Camelot Unchained.

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. @

Ex-Mythic Head Explains Why Camelot Unchained Isn't the Spiritual Successor to DAoC

Posted by gylnne Monday April 8 2013 at 3:02PM
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Mark gave warcry an interview today. Here are some things he had to say.

 

Mark Jacobs talks about Kickstarting his realm vs. realm project that still kind of sounds like DAoC.

Mythic Entertainment - cofounded by Mark Jacobs in 1996 - was among those companies leading the charge for online games in the genre's infancy. Dark Age of Camelot used the stories of King Arthur as a backdrop for massive realm versus realm combat in 2001. Now that the bubble of World of Warcraft-aping games has subsided, Jacobs wants to go back to his roots by Kickstarting a new game he jokingly gave a working title in reference to his old game - Camelot Unchained. He's asking for $2 million, while also putting up $2 million of his money, to bring MMOs back to the "old school" player vs. player sweet spot he loves so much.

"Camelot Unchained is a TriRealm, RvR-focused, MMORPG composed of a mixture of old-school MMORPG elements with some sandbox-like elements and no PvE-based leveling or loot drops," Jacobs told me in an email exchange. "It is based on the premise that MMORPGs can also be fun without gear grinding, PvE-raiding and hyper-fast leveling."

You may not be familiar with the term Realm Vs. Realm or RvR, perhaps because it is a registered trademark of Electronics Arts after they acquired Mythic Entertainment in 2006, and it's largely been unused since then. Jacobs skirts that issue by calling his concept for always-on PvP "TriRealm". No matter what you call it, RvR means locking the players in an endless structure of conflict based on location or racial divides. How will Camelot Unchained be different?

"It's about giving the players the tools they need to make their own choices, then sitting back and watching them have fun," Jacobs said before pointing out a shortcoming in the DAoC system. "It means players who are fighting against each other night after night in an open world where they are not 'keep trading' for fun and profit, but rather trying to decide whether it's better to burn down the structures they capture or to try to build it up and defend them."

Due to Jacobs' former position, Camelot Unchained's goals and the working title, it's easy to point to this new MMO as a sequel or extension of Dark Age of Camelot. He assures me that's not the case. "Frankly, if I wanted to raise more money with our Kickstarter, it might have been better to say the game is a spiritual successor, to promise PvE, and to do the whole 'wink wink' thing at EA," Jacobs said. "Instead, I've done the exact opposite because I think that it's important for people not to regard this game as Dark Age of Camelot 2.0, but rather as one with its own unique world and backstory.

"This game isn't a spiritual successor to Dark Age of Camelot or a sequel/prequel. on the other hand, we are using some of the same public domain legends/tales that I choose to use for Dark Age of Camelot, but this time, with a rather massive twist."

Read more here: Ex-Mythic Head Explains Why Camelot Unchained Isn't the Spiritual Successor to DAoC

Update 9 Part 2 Combat system

Posted by gylnne Monday April 8 2013 at 6:06AM
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Over at Kickstarter last night Mark put up part 2 of the combat system information.

 "In terms of archers, I think that people need to understand how important archers/scouts are to so many people (including myself) and to Camelot Unchained. I just want to work on them a while before I commit to putting them in the game at launch. Frankly, I think we have the opportunity to do something really interesting with archers/scouts because that class will no longer be bound by having to succeed in a PvE-leveling track. I want to make archers/scouts awesomely fun to play but to do we should be willing to take some chances especially now and before Beta. Oh, and for those that think that only archers are being singled out for the whole “no tab-targeting” thing, I wouldn’t count on that. ? Again, my #1 priority is to experiment with different concepts and no matter what, to make them all awesomely fun to play. 

This brings me to my second and final point of this update, backer and potential backer perception of myself and Camelot Unchained. I knew from the beginning that an RvR-focused game was going to be niche, no denying that. Over the last few days I’ve seen comments and received emails that urge/beg/yell at me to put in PvE, to simply try to clone Dark Age of Camelot’s look/gameplay and not try to be different or better. I’ve even received a couple of emails suggesting I’m simply too stupid to understand that. Well, that’s not going to happen."

Read more here and watch the update video: Update 9 part 2 Combat

Mark Jacobs Talks Camelot Unchained, Kickstarter at Forbes

Posted by gylnne Monday April 8 2013 at 5:56AM
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Good morning folks!

Mark recently had a chance to talk to Forbes for an interview. For some of you that don't know Mark is a very humorous man. In the interview he had this to say about f2p.

"Treating free-to-play like it’s the reign of Sauron is ridiculous.  It’s just another model and people will see that in a few years."

I happen to agree with him but will also add it has turned some games into a greed fest since with the model some developers cannot handle the temptation to eventually "milk" their players for all they have.

Here is more of the interview:

 

"Kickstarter is so important to the industry.  Publishers are going under without new ones coming into play.  It’s scary when publishers have all the power.  Kickstarter and crowdfunding are going to be incredible tools for developers as long as we don’t screw it up.  It’s the perfect weapon against publisher control.  You see publishers doing things these days that they simply couldn’t get away with when the others were out there.  If Kickstarter works, developers have a viable way of getting games done.

I find it reprehensible that to get distribution deals you have to give up your IP.  I don’t hate publishers, but I’d like them to loosen up and partner up so that the industry can be healthy.  The industry is in bad shape, and bunker mentality isn’t going to help.  Kickstarter could be the thing that brings balance back.

We’re willing to take chances.  We’re willing to do things other developers can’t or won’t do because of corporate interests.  We’ll take chances.  We’ll throw tropes out the window.  We’re not afraid.  Camelot Unchained won’t be “The One Ring”.  But it will have a dedicated team and playerbase that love RvR.

What makes Camelot Unchained different?

To put it simply – Camelot Unchained has no PvE.  No PvE leveling.  No PvE loot drops.  This is a tri-realm RvR game.  As the guy who coined the term RvR, I think that by keeping that the absolute focus will create a very different experience, and one that a niche audience is looking for.  In other games RvR is tacked on.  It’s a small part of the game.  Here RvR and crafting are at the core.  Players are going to have to actually build a world from the ground up.  Structures, camps, cities.  And they’ll be trying to get resources from the competition.  It’s meaningful RvR interaction.

Continue reading here:  Mark Jacobs Talks Camelot Unchained, Kickstarter at Forbes

Update #9! Thoughts on the Combat System!

Posted by gylnne Saturday April 6 2013 at 4:23PM
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A minute ago Mark put up update 9 part 1 for your viewing pleasure.

 

"Hello everybody, here's part 1 of a two part "talking head" update on some of my thoughts for the combat system. Originally it was going to be a single update but I ran very long on the video. Frankly, at 16m and no shiny graphics, it would be best defined as a sleep aid. So, we cut it down to 8 minutes and Part 2 will be posted tomorrow, along with a look at next week's updates.

   We also have a new section of our main page, "Daily Pic" where our artists select one of their favorite pieces of concept art for display.

   Have a great Saturday/Sunday.

-Mark

 

Go here to view:  Update #9 Combat

 

Camelot Unchained Crafters can be crafters

Posted by gylnne Saturday April 6 2013 at 5:16AM
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"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." (Foundational Principle #2)

Help this game get made:  CU

CU Foundational Principle #13 – Chaos Goes Boing!

Posted by gylnne Saturday April 6 2013 at 4:21AM
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Question, what things do you remember most about past MMO's you played? For myself it was unexpected things that happened. These not only did I mention at work the next day but have stay with me for years.

Example. My group of friends were out in Dartmoor while playing Dark Age of Camelot one day. I was on my cleric keeping an eye on the group's health when all of a sudden every ones health went down to half! Next thing I saw was we were all dead.:P What happen? Fly by dragon fire.:) I never laugh so hard in my life and to this day have never forgotten this adventure.

So with that in mind Andrew lays out Foundational Principle #3 Chaos Goes Boing!

 

"It’s time for another Andrew post! One of the things I remember about the earliest days of MMORPGs was that any time you got a bunch of UO or EQ players together in a room, the conversation would inevitably take a turn towards, “Oh really? Well let me tell you about this crazy thing that happened to MY character…”

Every player’s character had their own story, and that’s something we’ve largely lost in the most recent crop of MMOs. Don’t get me wrong; the last MMO I spent much time playing had a great storyline. It had a meaningful plot. It had villains and heroes. It had moving characters with their own histories and lives, and I cared about them. But that story wasn’t really my story. It was the story the designers were telling me, and they were telling the same story to every character of my class/race/tribe/whatever. I loved their story, but once I got to the end of it I drifted away from the game the same way you’d put a book or movie back on the shelf after finishing it.

When I talk to other people who’ve played that same game, the conversation is more like, “Hey, you should go back and try this other class; it’s got some cool things in it.” There’s not much more to say, other than maybe, “Hey, remember that thing that we all saw? That was pretty cool. Yeah…cool.”

If there’s one overarching goal that I hope we achieve with this game, guiding all the other principles we’ve talked about, it’s to move very firmly back to a place where every character has their own story. For me that’s the appeal of RvR and a player-driven economy — your interactions with other players aren’t going to be the same as everyone else’s. It’s the motivation for the way we’re designing our crafting system — we want players to be able to craft items that we didn’t exactly and precisely plan out in advance, that aren’t exactly what someone else would make. It’s one of the motivations for player housing — given a chance to make your own home, you won’t express yourself the way anyone else would.

That’s the high concept stuff. But there’s another side to this philosophy that happens at a smaller level, in your minute-to-minute interactions with the world. Mark’s talked about randomness in his Foundational Principle #8, and that’s a big part of this, but you can only take that randomness so far before you risk giving players the feeling that they were beaten by invisible dice rather than their opponent. You never want someone to feel like, because of blind luck, they’re playing a harder game than someone else.

And that’s where other systems have to take over — systems that are chaotic, but still completely deterministic. Systems that interact with each other in interesting ways to produce results you couldn’t have predicted, even though they’re following strict, consistent, and predictable and rules. It’s Conway’s Game of Life. It’s the aggregate intelligence of a colony of mindless ants. It’s getting saved from a giant by a really angry mudcrab.

Continue reading here:  CU Foundational Principle #13  – Chaos Goes Boing!

Camelot Unchained update-Viking female complete with concept art

Posted by gylnne Friday April 5 2013 at 7:27PM
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Mark just released a new video over at Kickstarter highlighting another race, the Viking female.

Go here to check it out:  Viking female complete with concept art

One of the races-Tuatha De Danann- in 3d

Posted by gylnne Thursday April 4 2013 at 7:15PM
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City State Entertainment just released a new video over at Kickstarter with some art work and a 3d vid of one race in Camelot Unchained, the Tuatha De Danann.

 

Check it out here:  Tuatha De Danann- in 3d

And while you are there why not consider backing a revolutionary new rvr, pvp game that will actually bring a challenge back to MMO's?

Making a Game Out Of the Web

Posted by gylnne Thursday April 4 2013 at 2:56PM
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Andrew over at CSE just release an update about the UI in Camelot Unchained.

lol I think the word revolutionary falls way short.:)

"Today I want to talk about our plans for the UI, but it’s a much deeper thing than just making windows and buttons. It’s recognizing that once an MMO is launched, the world belongs to the players who live there as much as it does to the developers who built it. It’s admitting that, as a small studio, we won’t be able to exactly support every single player’s individual playstyle, and that there’s as much talent and creativity spread through the larger community as there is inside our little office. And it’s embracing the fact that in 2013, your ability to connect to something shouldn’t stop when you walk away from a desktop PC.

A few years ago I came around to an idea: This whole “web” thing is probably going to be around for a while. That sounds silly. It should sound silly, because it’s so obvious. But for whatever reason, most MMO developers haven’t gone all-in on it yet. There are “browser-based” MMOs, but most are just taking a traditional MMO and putting it in a web page, without making the most of what that enables. There are MMOs that do an increasingly good job of exposing their data through a web API (EVE and WoW are standouts in this regard), but even then it’s a backdoor view into the game rather than the game itself.

What if, instead of putting parts of our game ON the web, we made our game OUT OF the web?

That’s what brings us back to the UI of Camelot Unchained. Over the years I’ve worked with and/or built various UI toolkits. Scaleform takes advantage of all the Flash authoring tools out there, and it’s really big in AAA games — we used it on Skyrim. For Warhammer Online, we used a custom solution of Lua and XML — which was really familiar to players who were already making UI mods in Lua and XML for a certain other MMO. But there’s another option out there that isn’t getting as much use in games as it should. A toolkit that more of our players have experience developing for than anything else out there. A scripting engine that’s been optimized for years by a team of the brightest minds in the industry. A runtime that’s extensively tested every day on hundreds of millions of PCs and renders straight into DirectX textures ready for use in games.

I’m talking, of course, about the ever-present HTML and JavaScript. Each section of our in-game UI can behave as a little fragment of a webpage, with the same CSS and PNGs we all know and love. Whether we’re going to use Chromium or Mozilla or Awesomium or some other implementation isn’t the most important thing here; it’s all the additional possibilities that open up for us beyond just having a fast, cheap, flexible, and extremely moddable UI.

 Anytime, Anywhere, on Anything

First and foremost, because all of our UI will be implemented as web page(s) overlaid onto the game, our UI can also be put directly onto web pages. Have you ever wanted access to your guild chat from someplace other than a full-on game client? It’ll be right there at www.camelot-unchained.com/guildchat (link doesn’t work…yet). This won’t be some lesser, limited version of what you have in-game; it will be the exact version from the game. Access to characters? Statistics for your realm? The state of the war and frontiers? All there.

Obviously, anything that depends on your character’s physical presence at a certain spot in the game world won’t work in a meaningful way if you’re not connecting from the fully logged-in game client, and there’ll be things that we limit for security or spam-fighting. But as a general rule, your entire in-game social life and much of your economic life will be accessible from anywhere, in any modern web browser, without plugins, in exactly the same form as when you’re running our big shiny standalone 3D desktop client.

Accessibility Equals Moddability

As mentioned, HTML and JavaScript are spoken by nearly everyone who’s done any programming. There are some great tools in other languages, but the breadth of experience with them doesn’t come anywhere close to the number of people who know and understand how to put together a basic webpage. We want the only barrier to entry for hacking on our UI to be your own creativity, and that means we don’t want the first hurdle to involve learning a new language or toolkit.

There are also some really nice things that go along with HTML. Want to make your own plugin look like it fits in with the rest of our game, without being a graphic designer yourself? Just inherit our CSS. Want to change the look of the entire game, including other people’s plugins, because you are a graphic designer yourself? Just override our CSS. It’s the C part of CSS that makes the magic. This is also where the sandboxing of modern browser implementations becomes important — because their security’s already been battle-tested in the wild, we can be a little more liberal in what range of scripting we allow.

One of my personal goals, though it may not make it in at launch, is to make installing a new UI mod or plugin as simple as copy/pasting a URL into the game. We know we can’t make everything for everyone, but we want to make sure everyone can make something for each other.

Watch the video and continue reading here:   Making a Game Out Of the Web

 

Return to Albion: Camelot Unchained [Episode 1: Kickstarter and Foundation Principal #1]

Posted by gylnne Thursday April 4 2013 at 10:11AM
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Return to Albion premiers their new show.

 

Checking out over here: Return to Albion

 

 

What if we don’t want to RvR that day but still want to have fun in the game?

Posted by gylnne Thursday April 4 2013 at 9:33AM
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"What if we don’t want to RvR that day but still want to have fun in the game?”

"Well, that is where housing, crafting and other systems will come into play. As a RvR-focused game, players will need all sorts of items and the crafters will have to supply them. Whether it is arrows, armor, gold for the mint, etc., there’s always going to be somebody who needs something and that’s where crafting comes in.

And if you don’t feel like crafting, well, the housing/buildings system are waiting for you. And if that isn’t enough there will be RvR missions that you can undertake that won’t involve sacking a keep but could still involve some RvR (in an open world, not instanced, k thx bye) if you get unlucky.

And if that is not enough, well, we will have some other things that you can do but we are an RvR-focused game and if you are not feeling it that night and nothing we have interests you, well, it’s time to take a break, just like any other game.

I cannot promise you that CU will meet all your needs for an MMO. It cannot be all things to all people but it can be a great RvR-focused game with your help, feedback, support and involvement. If on some nights it isn’t what you are looking for, well, that’s okay, your realm’s enemies will be still waiting for you when you get back."

Support the game here:  CU

Foundational Principle #12 – Speed Matters

Posted by gylnne Thursday April 4 2013 at 9:09AM
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Andrew weighs in on Foundational Principle #12 Speed Matters.

 

"We interrupt your normal Mark-a-thon for a post from Andrew. I’m the technical director and co-founder of City State Entertainment, and while I normally prefer writing in C++ (and HLSL, and C#, and JavaScript, and three dialects of assembly language, and occasionally some F#…), Mark’s lured me out into the sunlight to write about Camelot Unchained. Let’s hope I don’t burst into flames.

Today I want to talk about graphics, and gameplay, and performance. They’re all connected, so it’s hard to talk about any one of them in isolation — and if you do, you’ll end up rendering yourself into a corner. Everyone wants all three, all the time, but what happens when you have to choose?

It all starts with gameplay, but what does “gameplay” really mean? For some games, the graphics are the core of the gameplay. For those games, the thrill is exploring a gorgeously rendered, immersive new world. You may compromise on performance to create that, but for some people, tuning their system for the best possible experience becomes its own meta-game. You may compromise on certain aspects of gameplay — precomputing the world’s lighting gives you a prettier world and better performance, but to lock down the world’s lighting you have to lock down all the objects in the world. But if the main hook of a game is how pretty it looks, that’s all fine. I’ve played games for how beautiful they were, and I’ve enjoyed every perfect hand-crafted scene around every new corner. There’s not a tradeoff between graphics and gameplay when the graphics are the gameplay.

On the other hand, for technology purposes Camelot Unchained’s gameplay pitch is simple: a whole lot of player-controlled characters, interacting together in a world that they affect dynamically. Performance is the primary pillar supporting that — but rather than going for the highest frame rate, our benchmark is the number of players on-screen while running smoothly at our target frame rate. Gameplay and Performance are the two top-level goals of the engineering team, and if we achieve them, we’re good.

But unlike a Big-Publisher game, we don’t have pressure to look good in order to be good. It’s the other way around. That’s not to say we want to look bad! We’ve got a great art team here at City State, and triangle for triangle they can pack more style and personality into a model than just about anyone. But when it comes down to the sheer number of those triangles, any time we have to choose between that and delivering on our core gameplay, we’re going to choose the gameplay. That requires certain sacrifices. Every scene has to support the possibility that a few hundred of your friends might show up there, even if they usually won’t. We know that we’re building a world for characters to live in, not a theme park for tourists to visit."

 

Continue reading here:  Foundational Principle #12 – Speed Matters

Camelot Unchained discusses the trouble with rendering engines

Posted by gylnne Thursday April 4 2013 at 8:25AM
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Massively discussed Andrew's recent video released showing massive amounts of toons in the same space which of course brought out the folks in the comments who think they are the world's expert in why he cannot do this.

Andrew answers some of their comments under the article.

 

"It's been said multiple times by the Camelot Unchained team that this game is meant to be large. The focus is on large-scale sieges, not a couple of guys banging on the front door of a castle. That means the game needs to be able to handle a huge number of players on the screen at any one time. How do you find an engine that can handle that? According to the latest update on Kickstarter, you build one.

While the engine isn't built entirely from scratch, it isn't based off of an established engine, simply because it's being custom-built to handle the game's specific needs. The attached video allows you to see the engine in action, scaling from a handful of characters up to the moving mob pictured in the header. If you want to know more about what makes the game pretty to look at, this will be very relevant to your interests."

 

Continue reading here: Camelot Unchained discusses the trouble with rendering engines

CU's game Engine-Fast and Light 10,000 players at one time

Posted by gylnne Wednesday April 3 2013 at 1:22PM
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"Good afternoon from Andrew! Today’s Kickstarter update is a demo of some graphics tech. And it’s pretty neat, but more importantly it’s necessary. I want to talk a little about why that is. There’s a lot of good engine tech out there, so why roll our own?

First, to make something clear: We’re not going doing everything completely from scratch from the ground up! That’s would be, to put it mildly, suicidal. We’re using someone else’s physics engine. We’re using huge chunks of some very familiar open source for our UI. We’re using some industry-standard networking that allow us to run some well-known programs as part of our stack. We’re still evaluating our audio middleware, but we’re definitely using middleware."

Continue reading here, video of their engine is down a ways on the page.

CU's Game Engine

Foundational Principle #11 – Sandboxes are great fun for kids and adults as well!

Posted by gylnne Wednesday April 3 2013 at 11:34AM
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Foundational Principle #11 deals with playing in the sandbox.:)

 

"I love sandbox games (SBGs) but the word sandbox has already fallen into the category of overuse by game developers seeking to use this hot buzzword to describe and build hype for their games.

While Minecraft was not the first sandbox game, it has really earned the right to be described as the epitome of this type of game, as it is was and continues to be brilliantly iterated on by Mojang and the Minecraft community.

However, applying the term to an MMORPG is a bit of a stretch for most MMORPGs because of the many fundamental differences between them and games such as Minecraft. So, before we begin, let me categorically state that “CU is not a true sandbox MMORPG” just as I believe the vast majority of MMOs/games that are calling their games SBGs are not true SBGs.

 IMO, a true sandbox MMORPG would allow the player to build out his stats, skills, alter the world, etc. without most of the fixed conventions and limitations that are found in CU and most other RPGs.  However, I do believe that we and other MMO developers can learn from and adapt the concept of SBGs but we should not promote our games as “The One Sandbox MMO to Rule them all” unless they really are true SBGs.

 In concept, CU will be a MMORPG with a limited number of strong sandbox systems, especially in RvR, that will help differentiate it from much of the competition.

One of my goals with CU’s design was to look at the concept of sandboxing in terms of all relevant systems and determine where to best apply it. In doing so, I looked at all aspects of this game including character skills, classes, magic system, crafting, building, etc. to determine where we would be best served by utilizing a more building block approach to the system(s) or much more rigid approach.

In terms of the physical world, I looked at applying the concept of a truly open world to CU’s RvR system, since the terms open world and sandbox are not necessarily synonymous.

However, you cannot spell sandbox without the word box (well, you can try but don’t enter a “spelling bee” and hope to win it) and as such, there will be multiple boxes in this game to help ensure that things can’t get too far out of balance.

In some cases, it will be a very large box (such as RvR); in other cases, it may be a very small box (such as the class/skill systems) as needed for balance, overall gameplay enjoyment, and, of course, practicality. As usual, let us see how these concepts fit into my vision for various aspects of CU’s design.

Continue reading here:   Foundational Principle #11 – Sandboxes are great fun for kids and adults as well!

Foundational Principle #10 – Pride, pride, everywhere pride…

Posted by gylnne Wednesday April 3 2013 at 10:37AM
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Foundational Principle #10 brings to the forefront the long forgotten gaming concept of pride.

 

…. Slaying all the bad guys, breaking their pride. Burn this, burn that, can you break their Pride?

First, thanks and credit to the Canada’s Five Man Electrical Band from whose work I have drawn upon for the title of this blog posting. Secondly, the concept of “Pride” is truly an important principle for Camelot Unchained and, IMO, should be as well for any game that features RvR as the cornerstone of its design.

I have chosen to use the word “Pride” to encompass a wide range of individual prides such as racial pride, class pride, guild pride, realm pride, server pride, etc. all of which must be present in CU it is truly to succeed over time. As usual and without further ado, let us see how the concept of these prides applies to CU.

I’ll start by addressing the issue of realm pride as that is the first choice that players will make during CU’s character creation process. There are truly no “good guys” or “bad guys” in CU, at least in the traditional sense, as each realm’s actions are motivated by their instincts for self-preservation and survival. The influx of power through the Veil destroyed the world that existed before the piercing and these three realms and their leaders are pitted against each other, jockeying for survival in a very harsh and hostile environment.

Of course, each realm views its motives and actions through its own filter as being pure, noble, and the best solution to the world’s problems. The Tuatha De Danann are simply trying to restore balance to the world and to begin to prepare for another apocalypse; the Vikings are looking for new lands to settle on and rebuild, and the Arthurians are looking to unite the world under Arthur’s banner and civilize and tame a hostile world.

It is CSE’s job to ensure that each of these three realms, divided as they are currently, are different enough from each other so that they do not feel homogenized but at the same time, we must ensure that each realm is appealing to players. Amongst other tasks, we must create enough lore and backstory to give our players a good understanding of each realm, its inhabitants and why that realm believes it is the best hope for this troubled world. An important part of that lore and backstory will belong to the races that inhabit each realm and serve as its leading citizens.

Continue reading here:   Foundational Principle #10 – Pride, pride, everywhere pride…

Latest Camelot Unchained dev diary touts 'no risk, no reward' philosophy

Posted by gylnne Wednesday April 3 2013 at 9:11AM
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Mark 's recent dev diary comments on CU's philosophy of no risk, no reward over at Massively.

 

 

"Mark Jacobs does not want to hold your hand in Camelot Unchained. Or spoon-feed you. In fact, he doesn't want to make the upcoming RvR-centric unduly easy -- he wants you to make mistakes. In his most recent dev diary, Jacobs ruminates on Camelot Unchained's third foundational principle of no risk, no reward."


"How will this philosophy be put into practice? The diary gives three examples. For one, there will be no magical glowing lines to lead players to quest areas or NPCs and maps will be very simplistic. Players will have to explore and learn the terrain on their own to be able to navigate the world. Next, the auction house is abolished; while a commodities market might be introduced for gathered resources, crafted good will be sold via player-controlled shops or in specific areas of town. The third example involves class respecs: To allow for flexibility in the class-based system but to help prevent flavor-of-the-month switches, limited respecs will be available to players, though difficult to acquire."
 

 

Recap of Mark's Gamebreaker tv interview

Posted by gylnne Tuesday April 2 2013 at 9:43PM
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Raagnarz over on the Camelot Unchained forums here recently did a recap on Mark's interview with Gamebreaker and here are the main points.

 

Just wanted to toss up the bullet points of the interview. Most of the his interview was centered around the Kickstarter launch obviously given the events of today. Quite a bit of talking about individual tiers. I'm not going to go into much fluff details of  indvidiual tiers since they are all listed on KS.

  • Launched minutes before noon EST today
  • Attributes the strong KS launch to discussing it with the community in depth prior to launch. Thanks the community for the help and bashing him on his head sometimes lol.
  • Like that backers in KS are true gamers and will give feedback that good for the game design as opposed to only good for publishers business plan.
  • KS allows him to go stright to the people who want to play the game and please them first and foremost.
  • He has to be transparent and not break promises to KS backers.
  • Team feels a little more relaxed since KS launched. They were editing links and rebuilding the ass end of the KS until the last minutes prior to launch. Now its out of their hands and in ours.
  • Continued throughout the whole interview to heap praise onto his team at CSE and their hard work.
  • Gave a basic overview of game lore. Extinction level event that spills magic out into the world. 3 realms emerge admist the chaos.
  • Crafting will be a centepiece to this game. It won't be just making armor and weapons. Crafting class will be core to success in RVR. Building the biggest forts/keeps, reinforcing and repairing during seiges, and laying traps prior to battles.
  • Did some discussing of individual tiers like the 5k island tier. Island won't be instanced and will be part of open world.
  • Can use founders points to customize your tier via the founder store. Maybe add some items or perks.
  • Talked about IT tier and how IT access WILL NOT be a game. It could be 2 guys standing around an empty grassland beating each other with a hammer. IT phase will start early next year at the latest but he is hoping for sooner.
  • Whatever testing package you get you'll have access to all phases from that point forward. IT will have access to alpha and beta phases. Alpha access will have haccess to alpha and all beta phases etc.
  • Stresses this will be a niche game. He would be more nervous making a game that needed 1 million subs. He would have to be too disconnected from his player base's needs as opposed to more direct conctact with his smaller more niche audience.
  • Publishers don't want to hear after spending 60million that the game will only sell 1 million, they want to hear it will sell 5 million. By going to the players via KS he can make the game with less sales pressure because it already targeted for niche numbers.
  • Potentially adding a 10k epic guild tier. Couldn't tell if he was serious lol.
  • If KS funds he'll be hiring on more artists/designers/programmers
  • There will be an NDA at least for the IT phase of testing. Possibly and NDA within the community. Not sure if he meant the private boards or not.
  • Finally he wants his backers to call his ass out if he breaks promises and screws up.

 

Full thread here:  Gamebreaker interview recap

In Foundational Principle #9 Mark talks about one of the cornerstones of MMO's, or what use to be a cornerstone, socialization.

Over the decades MUDs evolved from their mostly solo-friendly roots to the first generation of MMORPGs (Meridian 59, UO, EQ, etc.) where group play was not only encouraged but quickly became a necessary component to leveling up characters and gaining the best gear. More recently, the genre has further evolved (or devolved, in many peoples’ opinions) to where solo-play to level cap is not only possible but can be the most efficient way to do so when one factors in the leveling time that is “lost” when players seek a group, getting that group organized, choosing the right targets, etc.

Additionally, when you also factor in things such as  “ninja looting,” at times seemingly endless debate about tactics, targets, etc., solo-play becomes an even more appealing behavior. Dark Age of Camelot certainly was a pacesetter in establishing this trend since back then, we specifically wanted to make the leveling grind less rugged than in Everquest for example, by decreasing the amount of time people needed to spend between fights, no long boat rides, etc.

Finally, as games that are more recent have blurred (or shattered) class distinctions, grouping within MMOPRGs is probably at an all-time low, especially for players who are not part of guilds or the like.

While many players have enjoyed this change, especially at the beginning of this rather slippery slope  (for example, I’ve always been a solo player), one of the things that I have been pondering over the years is what has been lost because of these changes. IMO, for the purposes of this FP, it boils down to two words, community and Community. I’ve already talked about the role classes will play in CU so I won’t reiterate that now but rather, I’ll address how both the crafting/housing systems and other group activities can help nurture and foster both types of community.

Continue reading here:  Foundational Principle #9 – Forced Socialization was good, then bad. Is it time for a comeback?

CU Kickstarter is Live!

Posted by gylnne Tuesday April 2 2013 at 6:45PM
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Camelot Unchained's Kickstarter went live this morning and as of right now, (alt tabs), it is at $493,674!

Wow a quarter funded this first day!

Can someone say Camelot Unchained ftw?:P

 

Check it out here:  http://www.kickstarter.com/projects/13861848/camelot-unchained