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Camelot unchained.
Camelot unchained.











camelot unchained.
  1. Camelot unchained. code#
  2. Camelot unchained. series#

Reason to use RPS is because, IMO, the mirrored class mechanic that WoW and other games use is not the right choice for this core RvR-focused game.See also A Plague Tale: Requiem reveals October 18th release date in grim new trailerīecause Camelot Unchained had been pushed back so many times before, many had lost their faith in the MMORPG and were demanding a refund of the money they crowdfunded into the game. These leveling tracks will be similar to the RvR-leveling tracks in the time necessary to “level up” characters so that consequently, players will not simply be able to dump money from their main/alt/guild and quickly level up a crafting character (just as they could not do that with an RvR-focused character). Players of CU will be able to create a “crafting-class” character with separate crafting-based ability and skill leveling tracks. The class you start with is what you would be.

Camelot unchained. series#

Creating a series of classes that will not be mirrored. The hybrid style is not something we're looking to do in this game. We want all the classes to be unique, interesting and different from each other. All I can say is that with CU, no race/class will be favored unless it is the CSE Ducks!Ĭlasses won't be diluted. 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.

camelot unchained.

There are not going to be any mirrored classes in CU. It's a bit looney but it's damn interesting and one that I would want to play.Īs to mirrored classes, as per my Foundational Principles, forum postings, etc., not a chance. 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. 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. However, I can't commit to them until I'm sure that the mechanic has a good chance of succeeding. 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. 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. Too many pets = slower framerate and that is unacceptable to me. As to pet classes, they are also low on my priority list (as much as I love playing them) because of FPS concerns. It would be relatively easy to do that with what Andrew is working on but it would be a low priority for us. 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. Mounts are not a no but they aren't a priority because we will have a speed class.

Camelot unchained. code#

Plus, they are the biggest PITAs to code because of the pathing issues. I agree but pet classes need to take a back seat to performance.

camelot unchained.

For more on how the RPS theory applies, please refer to Foundational Principle #6 We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes (healer, tank, dps, hybrid, crafter). Never again for this type of game.Ĭamelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. Will each class have a mirror in one of the other realms or will they be fairly unique like in DAOC? The only reason it is not 100% is, well, I'm trying to not repeat mistakes of the past. Speed class is 99% confirmed as the 4th of 5 classes per realm at launch. Anything else is pointless.Īlso will there be a speed class like the Mincer,bard,skald? Without a speed class the game will just be a 100vs100vs100 zerg standoff like Guild wars 2 is. We need to make sure that each is special, fun and with a very well-defined role. That's also one of the reasons I've been cautious in the number of classes that I'm saying will be in at launch. As to the Guard mechanic or anything else, that's something that we will work out over the course of the Kickstarter. We need to give the tank class plenty of loving in an RvR-focused game for obvious reasons. How do you envision the tank role in RvR? Would be nice to see a return of the original Guard mechanic from DAoC.













Camelot unchained.