This week is a seminal one for the Camelot Unchained team as they take to the airwaves to talk about the game that man are looking to as a return to old-school MMOs with definite new-school elements. Today Mark Jacobs et al are ready to talk combat. Check out our exclusive interview before heading to the Camelot Unchained Twitch.tv channel right about now to participate in a live stream event where even more will be revealed.
MMORPG.com: Is it safe to say that combat will not be designed with twitch gameplay in mind?
Mark Jacobs: Sort of. Camelot Unchained is not going to be a twitch game, but there may be some elements of combat, such as projectiles, that are treated realistically, not like homing missiles. This seems like the best fit in our game and what some may consider a twitchy element of gameplay.
MMORPG.com: Will there be suggested combinations for players to create abilities for their class?
Mark Jacobs: Of course. Part of our job is to make sure that new players have some obvious combinations and guides, to help them do so, right from the start.
MMORPG.com: How many currently combinations of abilities are there?
Mark Jacobs: Since we haven’t fully fleshed out any of the classes yet, I don’t have a number I can cite here and I don’t want to go down the whole “billions and billions of stars” route. I think it is very safe to say that you will have an awful lot of combinations and freedom with this system.
MMORPG.com: Will players have limited action sets or will players be able to create any number of abilities they want and assign unique keybinds to each of them?
Mark Jacobs: No limited action sets, ever in this game. We were very clear during our Kickstarter that we are not going to dictate to the players how many abilities / keybinds / UI elements they can have on the screen at any one time. I have nothing against games that do this (I had a lot of fun in Guild Wars 2, for example), but we are going down a different path with Camelot Unchained.
MMORPG.com: You said armor protects certain parts of the body, can I make attacks that target specific parts of the body? If I want to snare someone can I make a melee ability that has my character attack the legs of an enemy in an attempt to hobble them?
Mark Jacobs: That’s the fact, jack! Sorry, had to channel Bill Murray. :)