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Camelot Unchained

Camelot Unchained 

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177 posts found
  Voiidiin

Novice Member

Joined: 1/13/11
Posts: 827

Soylent green is made from PEOPLE

 
OP  2/07/13 6:54:28 AM#1

So i was thinking we could come up with a list (5 ideas per post) that is a must have or must have not for CU.

1. Movable and reusable siege.

2. Faction based PvP not FFA. (failed on Andred and Mordred) Lot of other FFA MMOs avail, i think we need a fresh 3 faction representation.

3. Collision detection, this might be a pipe dream but it would make all sieges more strategic, making a moving line to advance, blocking choke points.

4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

5. Scalable walls, one thing that was awesome about DAoC siege warfare was you had to watch the climb points, maybe this can be a skill that you train into, changing the speed you can scale a wall.

 

I would ask those who have an axe to grind with Marc Jacobs, or hate the idea of Camelot Unchained to please just avoid posting in this thread, no i can't force you to not post, but it would be nice to just have a nice thread with suggestions, hopes, dreams.

Lolipops !

  Voiidiin

Novice Member

Joined: 1/13/11
Posts: 827

Soylent green is made from PEOPLE

 
OP  2/07/13 7:00:02 AM#2
Originally posted by xSyngex
Originally posted by Voiidiin

So i was thinking we could come up with a list (5 ideas per post) that is a must have or must have not for CU.

1. Movable and reusable siege.

2. Faction based PvP not FFA. (failed on Andred and Mordred) Lot of other FFA MMOs avail, i think we need a fresh 3 faction representation.

3. Collision detection, this might be a pipe dream but it would make all sieges more strategic, making a moving line to advance, blocking choke points.

4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

5. Scalable walls, one thing that was awesome about DAoC siege warfare was you had to watch the climb points, maybe this can be a skill that you train into, changing the speed you can scale a wall.

 

I would ask those who have an axe to grind with Marc Jacobs, or hate the idea of Camelot Unchained to please just avoid posting in this thread, no i can't force you to not post, but it would be nice to just have a nice thread with suggestions, hopes, dreams.

(mod edit)

 

I am not sure why MMORPG mods are allowing you to troll every thread, but i would hope they stop you and remove this post.

edit: I always forget about the block tool, much better now. (Green lettering is my way of modifying the flaming)

Lolipops !

  Zinzan

Novice Member

Joined: 3/03/06
Posts: 1368

2/07/13 7:00:57 AM#3

Ok, 5 must-have's imo:

1. Housing

2. Optional but more rewarding PvE in PvP zones

3. An updated relic-style system for the modern game, something to power RvR and give targets and meaning to the games pvp

4. Crafting and a working player economy

5. RvR character progression (aka Realm Ranks, but a better system)

 

All of which existed in some form in DAoC so none are a big ask imo.

Expresso gave me a Hearthstone beta key.....I'm so happy :)

  Zinzan

Novice Member

Joined: 3/03/06
Posts: 1368

2/07/13 7:01:41 AM#4
Originally posted by Voiidiin
Originally posted by xSyngex
Originally posted by Voiidiin

So i was thinking we could come up with a list (5 ideas per post) that is a must have or must have not for CU.

1. Movable and reusable siege.

2. Faction based PvP not FFA. (failed on Andred and Mordred) Lot of other FFA MMOs avail, i think we need a fresh 3 faction representation.

3. Collision detection, this might be a pipe dream but it would make all sieges more strategic, making a moving line to advance, blocking choke points.

4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

5. Scalable walls, one thing that was awesome about DAoC siege warfare was you had to watch the climb points, maybe this can be a skill that you train into, changing the speed you can scale a wall.

 

I would ask those who have an axe to grind with Marc Jacobs, or hate the idea of Camelot Unchained to please just avoid posting in this thread, no i can't force you to not post, but it would be nice to just have a nice thread with suggestions, hopes, dreams.

(mod edit)

 

I am not sure why MMORPG mods are allowing you to troll every thread, but i would hope they stop you and remove this post.

edit: I always forget about the block tool, much better now.

Yep, block for the win megameights :)

Expresso gave me a Hearthstone beta key.....I'm so happy :)

  Caldrin

Hard Core Member

Joined: 10/02/04
Posts: 4305

2/07/13 7:06:01 AM#5
Originally posted by Zinzan

Ok, 5 must-have's imo:

1. Housing

2. Optional but more rewarding PvE in PvP zones

3. An updated relic-style system for the modern game, something to power RvR and give targets and meaning to the games pvp

4. Crafting and a working player economy

5. RvR character progression (aka Realm Ranks, but a better system)

 

All of which existed in some form in DAoC so none are a big ask imo.

As far as we know there is no PVE in this game and if there is, it will not be a big part of the game at least thats the impression i get from the interviews so far..

My 3D models
http://dragon3d.webs.com/

  Ice-Queen

Hard Core Member

Joined: 1/02/08
Posts: 2444

"Always borrow money from a pessimist. They won't expect it back."

2/07/13 7:12:34 AM#6
Originally posted by Zinzan
Originally posted by Voiidiin

I am not sure why MMORPG mods are allowing you to troll every thread, but i would hope they stop you and remove this post.

edit: I always forget about the block tool, much better now.

Yep, block for the win megameights :)

Aye, best to just block those people and not feed their trolling. Works best.

 

As for my hopes. I hope there is collision detection, housing, Dragons (Real Dragons like we had in DAOC), an uninstanced world, at least a dungeon like Darkness Falls to fight over, and most of all I hope there are no mirrored classes. That was one of the nice things with DAOC, we had so many classes to choose from, even though I know it was probably a nightmare to try and balance, I liked having so many classes to choose from that it made it difficult to choose just one to play.

*Edit* Cool MJ said in a reply there would be dragons, so check that off my list heh.

What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 405

2/07/13 10:47:01 AM#7

Folks,

   I think this is a great idea and I'll be happy to contribute my own thoughts here too (as long as people understand that they are just that of course). BTW, the first of my Foundational Principles is now up on our website. :)

   I'm really interested in hearing what you guys & gals would love to see in CU.

Mark  

Mark Jacobs
CEO, City State Entertainment

  Distopia

Drifter

Joined: 11/22/05
Posts: 15957

"what a boring life, HATING everything" -Gorilla Biscuits

2/07/13 10:51:02 AM#8

I don't really have five at the moment, just one for now.

1: I'd like to see skill based character building. Swing a sword to progress a sword skill, that sort of thing.

For every minute you are angry , you lose 60 seconds of happiness."-Emerson

It is a sign of a defeated man, to attack at ones character in the face of logic and reason- Me

  Kruul

Novice Member

Joined: 6/06/02
Posts: 483

2/07/13 11:03:02 AM#9

1. an open world -No megaserver BS either - Choke points like Old Frontiers (Mile gates ect)

2. Open world housing with guild strongholds

3. Updated Relic system

4. Updated Realm ranks - Please no skill trees like WOW/ all the clones

5. Meaningful PVE that doesn't take/keep people away from RVR (Does TOA bring anything to mind?)

 

 

I have alot more than 5 features I would like to see in CU but I will stay on topic

  Masita

Novice Member

Joined: 5/13/05
Posts: 9

2/07/13 11:04:47 AM#10
Originally posted by MarkJacobs

Folks,

   I think this is a great idea and I'll be happy to contribute my own throughts here too (as long as people understand that they are just that of course). BTW, the first of my Foundational Principles is now up on our website. :)

   I'm really interested in hearing what you guys & gals would love to see in CU.

Mark  

Sounds good... very excited to read #2 (tomorrow?)

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 405

2/07/13 11:17:37 AM#11
Originally posted by Masita
Originally posted by MarkJacobs

Folks,

   I think this is a great idea and I'll be happy to contribute my own throughts here too (as long as people understand that they are just that of course). BTW, the first of my Foundational Principles is now up on our website. :)

   I'm really interested in hearing what you guys & gals would love to see in CU.

Mark  

Sounds good... very excited to read #2 (tomorrow?)

Maybe, and hopefully my brain will be more functional in the morning so I don't write "thoughts" as "throughts" or something else silly.  I wonder if staying up to 3AM to post had anything to do with it. :)

Mark Jacobs
CEO, City State Entertainment

  Aeonblades

Apprentice Member

Joined: 10/12/12
Posts: 2123

2/07/13 11:29:30 AM#12

One thing I would like see carry over from DAoC for sure is the leveling of keeps. Let guilds claim them and choose what levels to set them at based on what they can afford/support.

I loved claiming keeps/towers in DAoC, it gives a sense of guild and realm pride. Siege is of course a must. The only thing I don't really care to see again is how easy it was to interrupt casters in DAoC. Something should be done about casters differently.

Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.

  boxsnd

Advanced Member

Joined: 10/04/12
Posts: 449

2/07/13 11:32:52 AM#13

2 weeks ago I made a long post about ESO RvR that could also be about CU RvR: http://www.mmorpg.com/discussion2.cfm/thread/375175/ESO-devs-If-you-want-to-get-open-world-PvP-right-read-this.html

Most people agreed to everything, only the long duration CC was controversial but I still believe that long duration CC with full immunity is much better (and more fun) than short duration CC with diminishing returns.

 

 

1) permanent progression which is only achieved through open world PvP kills (primary objective) and taking keeps (secondary objective, much slower than kills). Progression should be endless or extremely hard to reach the max rank. It should be interesting: not +1 str per rank etc, give us PvP-only skills that can't be unlocked with PvE.

2) A dungeon like Darkness Falls to fight over

3) The game should be optimized for large open world battles (without culling)

4) Large duration crowd control system, large groups (8 players is optimal), no "downed mechanic", yes to the  trinity(healers,tanks,dps) to allow for many different playstyles (zerging, competitive group vs group, soloing, small group, stealthing etc)

5) Relics (that can't get hacked) to fight over 

6) Names of enemies visible, same enemies all the time (to build rivalries and realm pride, and to make the whole war feel important)

7) Make defending keeps much more rewarding than trading them with your enemies.

8) DON'T force us to PvE (much) to be able to compete in PvP.

9) The skill system should allow skilled players to overpower zergs of lesser skilled players. If twitch.tv existed back in 2002, DAoC would be the most watched game by far. It was insanely competitive. But if the skill cap is as low as WoW's/GW2's it will never happen.

 

DAoC - Excalibur & Camlann

  Aeonblades

Apprentice Member

Joined: 10/12/12
Posts: 2123

2/07/13 11:38:23 AM#14
Originally posted by boxsnd

2 weeks ago I made a long post about ESO RvR that could also be about CU RvR: http://www.mmorpg.com/discussion2.cfm/thread/375175/ESO-devs-If-you-want-to-get-open-world-PvP-right-read-this.html

Most people agreed to everything, only the long duration CC was controversial but I still believe that long duration CC with full immunity is much better (and more fun) than short duration CC with diminishing returns.

 

 

1) permanent progression which is only achieved through open world PvP kills (primary objective) and taking keeps (secondary objective, much slower than kills). Progression should be endless or extremely hard to reach the max rank. It should be interesting: not +1 str per rank etc, give us PvP-only skills that can't be unlocked with PvE.

2) A dungeon like Darkness Falls to fight over

3) The game should be optimized for large open world battles (without culling)

4) Large duration crowd control system, large groups (8 players is optimal), no "downed mechanic", yes to the  trinity(healers,tanks,dps) to allow for many different playstyles (zerging, competitive group vs group, soloing, small group, stealthing etc)

5) Relics (that can't get hacked) to fight over 

6) Names of enemies visible, same enemies all the time (to build rivalries and realm pride, and to make the whole war feel important)

7) Make defending keeps much more rewarding than trading them with your enemies.

8) DON'T force us to PvE (much) to be able to compete in PvP.

9) The skill system should allow skilled players to overpower zergs of lesser skilled players. If twitch.tv existed back in 2002, DAoC would be the most watched game by far. It was insanely competitive. But if the skill cap is as low as WoW's/GW2's it will never happen.

 

Pretty much touched on everything I missed as well. Good list here.

Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

2/07/13 11:49:37 AM#15
Basicly like daoc but
With the collision detection and pvp tanking mechanics of war.
And the combat, both on foot and mounted of games like chivalry and war of the roses.

I don't want tab Target combat. With tab Target time played and gear is more important. With more skill based combat, gear Is still a factor, but if your good enough, you can beat a less skilled grinder. I've found more skill based a great leveler in games like planetside.
  Akanum

Novice Member

Joined: 4/14/06
Posts: 2

2/07/13 11:50:58 AM#16
Originally posted by boxsnd

2 weeks ago I made a long post about ESO RvR that could also be about CU RvR: http://www.mmorpg.com/discussion2.cfm/thread/375175/ESO-devs-If-you-want-to-get-open-world-PvP-right-read-this.html

Most people agreed to everything, only the long duration CC was controversial but I still believe that long duration CC with full immunity is much better (and more fun) than short duration CC with diminishing returns.

 

 

1) permanent progression which is only achieved through open world PvP kills (primary objective) and taking keeps (secondary objective, much slower than kills). Progression should be endless or extremely hard to reach the max rank. It should be interesting: not +1 str per rank etc, give us PvP-only skills that can't be unlocked with PvE.

2) A dungeon like Darkness Falls to fight over

3) The game should be optimized for large open world battles (without culling)

4) Large duration crowd control system, large groups (8 players is optimal), no "downed mechanic", yes to the  trinity(healers,tanks,dps) to allow for many different playstyles (zerging, competitive group vs group, soloing, small group, stealthing etc)

5) Relics (that can't get hacked) to fight over 

6) Names of enemies visible, same enemies all the time (to build rivalries and realm pride, and to make the whole war feel important)

7) Make defending keeps much more rewarding than trading them with your enemies.

8) DON'T force us to PvE (much) to be able to compete in PvP.

9) The skill system should allow skilled players to overpower zergs of lesser skilled players. If twitch.tv existed back in 2002, DAoC would be the most watched game by far. It was insanely competitive. But if the skill cap is as low as WoW's/GW2's it will never happen.

 

I agree with these suggestions, especially #4 and #6.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

2/07/13 11:51:59 AM#17
Oh another thing make resources needed for crafting and housing pvp objectives. If you want to make stuff you have to hold the mine or forest or whatever that supplies those materials. If you want to make something extra good you need to hold objectives that are hard to defend.
  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

2/07/13 11:59:09 AM#18
We know the game will have crafting and housing.

I would like to make the systems interdependent. So..

You pvp to capture territory.
Holding territory gives you access to craft resources.
Some craft resources let you build siege equipment and defences
Some craft resources let you improve your gear
Some craft resources let you improve your house
The best resources are a bitch to hold onto.
Killing players let's you loot resources they are carrying
Dieing damages equipment
You use crafting to repair equipment
When you log off you retire to your house.
You skill while offline, like eve and planetside.
The facilities you've built into your housing determine what you can skill when off Line, e.g. archery targets for bow use, library for spell casting etc..
Advanced skills require advanced facilities.
  Nibs

Advanced Member

Joined: 8/26/04
Posts: 200

2/07/13 12:02:14 PM#19
  1. Reactionary combat moves (must be used after enemy blocks/after you dodge etc). I loved this is DAoC
  2. Conditional combat queue. This ties into the the above. I prepare 1 move with a condition and a second move as a backup. If the condition is met for the first move, it activates. If not, the backup move triggers instead.
  3. ROLLING LAG HAMMERS / FLAMING SPEARS OF LAG
  4. Zones that are a mix of old and new frontiers. Choke points like the mile gates. Meaning full supply chains and support structures like in NF.
  5. 30+ seconds CC with the means to counter it with buffs that reduce the duration, castable heals that remove it and clickable abilities on a fairly long cool down to personally remove it
  Aeonblades

Apprentice Member

Joined: 10/12/12
Posts: 2123

2/07/13 12:08:26 PM#20
Originally posted by Nibs
  1. Reactionary combat moves (must be used after enemy blocks/after you dodge etc). I loved this is DAoC
  2. Conditional combat queue. This ties into the the above. I prepare 1 move with a condition and a second move as a backup. If the condition is met for the first move, it activates. If not, the backup move triggers instead.
  3. ROLLING LAG HAMMERS / FLAMING SPEARS OF LAG
  4. Zones that are a mix of old and new frontiers. Choke points like the mile gates. Meaning full supply chains and support structures like in NF.
  5. 30+ seconds CC with the means to counter it with buffs that reduce the duration, castable heals that remove it and clickable abilities on a fairly long cool down to personally remove it

Highly agree with number 1 and 2. The melee system in DAoC has yet to be matched for complexity and strategy involved. Choosing debuffs/cc abilities over straight damage, certain procs off certain chains etc. make the combat much more involved and makes the game overall better IMO.

Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.

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