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All Posts by Oldskoo

All Posts by Oldskoo

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189 posts found

I would have never tried some games if they weren't ftp, so I'm not completely against them. I was ok with how D&D Online did it, for example. Still I prefer sub games from my experience. 

 

Problems for me with the ftp model: I believe that ftp games can often end up costing a player more money over time than the sub games if you don't keep an eye on your spending. Also, the ftp model can also become a pay to win situation which is against the spirit of mmo's to me. 

 

My other thought with these pay models: it appears to me that the developers of these two models have different priorities in order to maintain their game. In subscription based games, developers  have to place a lot of their focus on creating new, fun, and interesting content in order to maintain subs (and earn money). From my FTP experience, it would seem a good a good amount of effort from developers in these games is spent trying to figure out how to create an item to sell out of a shop that will get players to open their wallets. 

 

 
 
Hearing that this game is sub based as increased the chance that I will actually play it. 

5 most memorable moments for me:

 

5. Getting invited into the very first Smackhammer test (was fun being part of their first test with backers)

4. Watching MJ and CSE put incredible amounts of effort and energy into this project over the month.

3. The conflict and furor that surrounded this game during that period.

2. All the cool people I've met on the forums and in the comment sections.

1. The couple hours before the game funded and being part of the comment section conversation as the momentum built and the donations began to fly in. 

Originally posted by logan400k

Where is the incentive to re-imagine the Paladin? I agree, the characters can be as well rounded and human as any character, but why would a game developer / designer want to take the time to stand sterotypes on their head for an audience that only wants to get to the end game? For the table top crowd adn for writing, sure no doubt it needs to be revisited. For the MMO crowd though, they are the off-tank, off-healer class; druids who are not hippie tree huggers. 

 

The Paladin is a tragic figure in many ways; dedicated to a cause or a faith or both yet still eminently human and open to human frailty. They are holy soldiers, not necessarily holy warriors though they may act in that regard. I thhink there is a difference there. They have a relationship with the clergy, not always a good one and it depends on which  version of the clergy you decide to use.

 

To make the paladin open to being more interesting, there are a few things I think that could be adjusted.

 

  • Armor - In a traditional setting a paladin is a kinight, but that does not have to be the case in all settings. Take the paladin out of he armor or at least find a good reason to have him or her there.
  • Divine Powers - let's remove the plethora of diving powers. More skills, more training and miracles that are few and far between, not commonplace.
  • Code of Conduct - Chivalry has to go, especially in non-traditional settings. Its too patriarchal and it covers only faiths of Medieval times. Modernize the code of conduct to appeal to the modern gamer and if in an MMO MAKE IT RELEVANT.
  • Tragic Flaws - Being caught between your god and your friends and family has to count for something. Let's explore those flaws and tragic Catch-22s and as with the Code of Conduct make them relevant to the game.
 
 

Interesting ideas Logan. Nice post

As a D&D DM in my younger days we played 2nd edition and 3.0-3.5 (this was before playing many modern mmos). In our Forgotten Realms campaigns (for those who don't know this is the home realm of Drizt Dourden and Neverwinter) we made a house rule that each religion had  their own paladin/holy knight.

 

The only alignment requirements were that they must be in line with that of their diety's (or pretty close) and they were required to observe the tenents of their faith much like their priest brethren. I also held to the class requirements as far as charisma, wisdom, etc that one needed to roll to become a Paladin - cuz not everyone is cut out to be a Paladin of course :)

 

They often wound of being the "sword" or "muscle" of their churches in these campaigns - holy warriors sent out on missions or great crusades for their church. Because the religions are so broad and numerous in Forgotten Realms this allowed many different types of Paladins. Even in the case of the most Lawful Good religions - playing thse paladins as foolish, simpletons who ran into the mouth of hell at a drop of a hat would have resulted in a very short lifespan in our campaigns. 

 

Now days I think the Paladin class and some of the traditional races, such as elves, orcs, and dwarfs, have been dummied down so much for mmo game purposes that many folks only know them as cheezy stereo types. 

We will probably do some hopping back and forth between some older F2P, GW2 , and Minecraft I guess. Nothing too exciting. Maybe WAR again but hesitant to re sub after playing all these years and seems the game isn't what it used to be. 
<Quack>

I played Warhammer before I tried DAoC (only going back to try out DAoC a couple  years ago and much past it's prime). I liked Warhammer but wasn't fond of the higher tiers (kept re rolling my characters once I got to T4). After playing the lower tiers for a couple years I just burned out on the game. I was looking for another fantasy based mmo that concentrated on RVR throughout the entire game, not just an end game tack on, and didn't force me to level through PVE (which I enjoyed greatly about WAR). I didn't find many that did this even as well as WAR so I have had a tough time finding an MMO I could stay interested in for very long.

 

When Mark Jacobs announced Camelot Unchained and presented his Foundational Points, I was very interested in the game because it was what I had been looking for in an mmo. After being part of the community in forum/ KS comments, enjoying one on one conversations with Jacobs and his team, and getting to be involved in very early network tests and getting to play Smackhammer, I feel like I made a good choice. I have already earned my money back in entertainment value. Both my wife and I will be taking part in Alpha on through to launch. The only sad thing is it is so far off, but so far the team at CSE has kept us involved and entertained. That, and the community have been a lot of fun - so I have a feeling it will be entertaining to watch this mmo get built from the inside and that us backers will get to be involved as we have so far. 

Thanks for the review. As an older MMO player who came from Pen and paper background your review was helpful. Interested in trying out the Foundry as I had fun designing in NWN and used to DM quite a bit but not certain yet. 
Originally posted by TheJoda
Originally posted by Cruorr

First of all, I want to say I am very excited about CU, I've backed it and hope it does well. However, there were some some aspects of DAoC and Warhammer that myself and many others didnt like, that I hope arent repeated. I have seen a bunch of the vidoes discussing gameplay, but not every single one, so if I mention one that was covered, I'm sorry.

 

1) Reliance on stamina buffers...(I know buff botting was covered, but not this specific area.) Shamans etc who would give your group quick stamina recovery. If your stamina buffer wasn't on, you were pretty much screwed. If you played anyway, you were at a disadvantage. Stamina buffers often became prima donnas, knowing they were so highly sought after they could pretty much act as they wanted.

I don't know what your resource for physical damage is going to be, but I really hope its like WoW's rage system or a fast energy regen... WoW kept me for so long, not caring about the lore, hating the cartoony graphics, disliking much of the kiddy community etc simply because to me, the Warrior was so amazing to play, vs a DAoC/Warhammer Warrior. DAoC's world pvp was fantastic, but as a single class, WoW's classes were much more fun, as they werent so hugely group reliant and had had more fun abilities.

 

 

2) Make races cosmetic only. (for each side that is, difference classes on each side is interesting) While this doesnt make real world sense, it needs to be this way for a game. While I always play male characters, a huge portion of males like playing female, I dont think they would like it if they had lower strength then a male. (Dont want to get sexist here... but come on now..) Looking a certain way is important to people. in DAoC, you had to be a Troll if you wanted 100 strength. Stregth was great for melee. I love melee characters, but I dont want to be a fat, ugly, annoying sounds Troll. I wanted to be human so I took the -30 strength hit to do it.

Same problem in Warhammer. The character with the with the mechanic I liked the best was the Dwarf Warrior with the Grudge mechanic.... but then I HAD to be a dwarf. Yes, on one hand it was Dwarf lore, but on the other hand, humans, who have killed more of themselves then any of us can imagine, didn't have a pure warrior class, on either side of Warhammer. Felt restrictive and odd to me.

A lot of people won't like this, I personally find gnome warriors or 120 lb females being as strong as a 220 lb buffed out males a bit hard to swallow but you just need to get over it just like we get over all the other fantasy aspects of these games... I really think this is a big one, CU cant be as restrictive with the class/race thing.

 

 

3) Needs to be easy to get around. I know DAoC worked on this as time went on, TBH I cant remember Warhammers quick travel system. There needs to be an easy quick travel system out of the gate, or a lot of people will leave. Again, this is something certain people will oppose "it makes the world feel smaller, etc" but again I feel its needed to appease the majority. Exploring is cool at first, but after a while long travel times just get old. Its another small fix thats a big deal to todays mmo crowd.

.....while I dont support this game at all, you make great points about some key points MMO's  "should have."  I must disagree with the ease to travel around though. 

 

 

I must recall one of my most fond memories of EQ was when I came home drunk one night from bar or club, logged in and some how got through Freeport and got on a boat and ended up by Crushbone by  the High Elf/Wood Elf area.  Now most of you won't understand that point of that, but for a DarkElf it was a epic journey, and THAT felt like I did something great is the point here!!  When all I did was move from zone to zone.

lol, good memories! I recall trying to run from Halas to Freeport early on! My barbarian died lots of times trying *shakes fist at giants*

I appreciate your desire for certain things in a game to make them successful. You are right that many people prefer to be any race they want without having to be restricted by sex or race limitations. Also, being able to get around easily is nice because we all have a limited amount of gaming time.

If you haven't read the Foundational Principles or watched MJ's videos on CU, I hope you do  before you fund this game. He has said that what race you pick will make a difference (as well as the sex). I also have my doubts that fast travel will be in the game based on his words. As a supporter of this game, I would love to have you aboard but I don't know if you are informed of CU's design plans for sure. I don't want you to be an unhappy backer, so that is why I say these things. Good luck!

haha funny stuff :)
bumping this to help any new comers who may have questions. thanks for this!
Originally posted by cmacord

Hey guys !!! I'm a rabid old DAoC player who still misses it every day, so I am really excited about CU. I have already made my Kickstarter donation (or w/e you call it), and look forward to every daily update in my email. In today's update, Mark mentioned "stretch goals". Being a total Kickstarter noob, I have no idea what is meant by this. Can someone bring me up to speed please?

Thanks in advance!!!!

Hi, the stretch goals are there in case we get past the $2 million dollar goal. At $2 million, the project will go forward. If funding goes above the $2 million and meets the next mark (I don't think this amount has been released yet to the public), the additional funding will go towards the new classes/races described in stretch goal 1. If they reach the second goal in funding they will make the Depths (the RVR dungeon). Hope that helps.

I am pretty amped. He said no PVE leveling, and he stuck to it. After your team loses the dungeon, you have the option to take control of monsters that inhabit the Depths. These player controlled monsters are the only means players can level or gain xp/power through combat with a monster. Add in the resources and forges needed by crafters. Damn, The Depths sounds great.
Originally posted by Belk

Hey guys,

the news just got posted on our forums here in France and I thought I would let you have a look ! It was recorded on monday, with myself, Lacrima and Mr. Misan, the french community manager.

So sorry about our accent and the many, many, grammar mistakes, but we were quite nervous in front of the big guy ;)

I hope you'll find some things interesting !

Belk

Great questions guys. I heard some stuff here I hadn't heard asked in other places. Thanks!

Originally posted by Tayah

I think it would be nice if we get a Darkness Falls type dungeon. It would cool if it were a dragon's den, a lair where the beast resides. A labrynth of tunnels and traps, pitfalls, and levers which you will need everyone working together to push onward, with hideous creatures along the way, not to mention bandits who are there as well to slay the dragon and claim their fortune and the head of the ancient beast.

Plenty for the solo'ers, the groups, the raids to do.

This sounds pretty fun! A classic dungeon with an RvR twist and group elements - I like! 

Originally posted by FromHell
Originally posted by Oldskoo

 If projects like Camelot Unchained fail , it could have a big impact on the future of MMO's from a crowdfunding/niche/indie perspective. The big companies will continue on  as they have

Humbug.

Other MMO projects already succeeded on KS, it really doesn't make a difference if one project fails. They could even learn from it,  that it doesn't make sense to start a campaign with nothing to show but a few text paragraphs, some concept art and an unconvincing tech demo.

if it succeeds, we'll only be seeing more of this type of KS projects set up with minimal effort, asking for money for imaginary gameplay and "foundation principles"

 

Success to me, as far as CU or any other MMO funded on KS, goes far beyond simply meeting their campaigns financial goal. It also includes actually getting to market and being a financially viable mmo. We have yet to see that with any KS funded MMO that I am aware of, so the jury is out. Many are in doubt about KS. Others are also skeptical that there is enough support to make games targeted at  niche markets amongst MMOs. These things are still being worked out here at this stage of KS and will have an impact on the MMO landscape.

 

That being said, I will once again urge everyone here to be hopeful that MMO's such as Pathfinder and CU do get to market and that they are fun enough that fans support them. Even if you never personally put one dollar into it,  it would be in every MMO gamer's best interest that these projects do so for reasons I stated in my previous post (innovation, more games, more developers having a means to bring their vision to reality, etc).

 

As far as your concern over CU's presentation, it is true that MJ and team could have done more to present in a manner that  was more appealing, but that would have also cost more time and money - time and money that isn't mine. I would have preferred, as a fan, to see more about CU before the KS project started, but only MJ could decide how much he was going to risk investing in this game before knowing if the fans would actually support it or not. Sure, we hear a lot of people around these parts moan about mmo's and clamor for a certain type of game but it doesn't mean these people will actually come out and support it, so this is one way to measure support.

 

It's too early to tell if his strategy will work or not, but, as he said, if the project doesn't fund the game won't be made. At that point we can all go back to "our scheduled programming" (i.e. the clones that have become the standard around here), and put this entire idea of a pure RvR mmo game behind us. 

Question: Is it better for any community when the small shops close up, get bought out by the big guy, or simply never open up  to begin with because they can't compete in a market dominated by giants? 

 

This is why I say: Everyone, whether you hate RVR, Mark Jacobs, classic/hardcore MMO's, the concept, whatever, and I mean each and everyone one of us here who presumably love(d) mmo's, should be rooting for the success of KS MMO projects such as CU and Pathfinder Online. The people/companies behind these two games aren't hustlers or fly-by-night types. Yes, there will be these types at some point who will try to take advantage of crowdfunding, but it's our responsibility to not get taken by them just as we would avoid scammers in any other walk of life.

 

Don't let fear over ride common sense when it comes to this. Risk (yes there is always a risk - even when supporting those with the best intentions) only what you are comfortable with and support those who deserve it. Support the mmo community by supporting these small studios/indies.

 

Niche games can exist alongside the WoWs and GW2s of the world and, as a mmo fan, having both will make the industry and your gaming options better. Innovation will be spurred, jobs will be made, and, perhaps most importantly to us gamers, we will get games that will cater to niches, push boundaries, or dare to innovate.

 

I won't even begin to tell you that you should pledge money for this or any KS, but you should be hopeful and root for crowdfunding's success in the mmo industry. If projects like Camelot Unchained fail , it could have a big impact on the future of MMO's from a crowdfunding/niche/indie perspective. The big companies will continue on  as they have (which isn't bad, but it isn't good if they become the only option for consumers either). In the event of failure of crowdfunding, I think there is good reason to be prepared for another decade of games that directly copy only the most successful in this genre. 

 

TL,DR: MMO gamers should believe in, support, or be hopeful that KS funded MMO projects succeed for the betterment of the genre as a whole 

lol! With an attitude like that I think I'm going to have to call for a labor strike amongst us crafters :)
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