soo, how is this game not Daoc 2 ? im confused, it so seems like Daoc 2.
To be brief:
Leveling is horizontal and your skills become better by use. You create your own skills combination through shapes and branches. Skills are part of the active environment and there are ways of blocking spells (exg you can make a spell that summons a giant wall to block incoming firebolts).
There is no PVE leveling. The economy is player driven and gear is crafted only by the crafter class.
CU classes are very creative, and will not follow the traditional route. The game itself is player funded and they listen to the backer feedback. This game is created by Mythic Entertainment's ex CEO Mark Jacobs.
Housing is there from the start and you can build like you're in minecraft. The map is basically DAOC NF as an island that has been split into shards and mends when you take keeps.
This certainly seems to be taking shape well. Once the first beta's kick off and we have some more info I'll definitely be looking harder at this game. I've always enjoyed the asymmetric sides in DaoC and WAR so it will be interesting to see if this game manages to rekindle some of that fire.
Is there a reference sheet for reading these Class descriptions? What is a Bane/Boon? How do I read these class abilities: what is a shape, primary, secondary, modal?
Even the Bane/Boon page is just a list of all of them, and doesn't describe how they are used or assigned to your character. I assume they are like traits or something? Can you take extra banes for bonus boons?
Haha, reminds me of the old DAoC days when people would put Dex on their mages because it was listed as a Secondary stat even though it did nothing. They are bringing back the old MMO days in more ways than one :P
Bane and boons are what you choose when you create your character, skill and stat augments and penalties that help shape it. You have to choose a certain amount, they will be balanced after you create your character.
Shapes are what you unlock when you level up your character. Certain shapes define what your skill does as well as some effects that it can have. Basically you create a skill out of shapes and you unlock more and more secondary shapes ect.
Speaking of stretch goal (roleplayers / animations), this is how we see ourselves:
...and this is how CSE sees us (new stretch goal artwork):
PS I wanted to update thread with couple (dozens) links, but then I realized that simply linking CU reddit will do much better job - https://www.reddit.com/r/CamelotUnchained/
Currently they are testing CUBE before releasing beta. I know things have been quiet, but that doesn't mean they haven't been busy working. Here's a link to their latest update.
Here's the art for a couple swords; Arthurian and TDD.
Added a bunch of new Art/modeling in a new spoiler tab on the OP.
Recently Mark disclosed that CSE opened up an outsourced office in Redmond Washington and hired 4 programmers to help get the game and beta out the doors quicker.
Mark also stated he and an unknown donator are the ones paying for the outsourcing, so no money from Backers are going to be put towards these new programmers.
Many wonder when there are going to be more stretch goals. Mark stated that there will be more as the game hits different milestones, such as beta 1.\
Hate to be that guy but it seems weird to me to be talking about 4 additional developers like it's a lot for the development of an MMO. Doesn't make me feel very good about the budget for this game.
Hate to be that guy but it seems weird to me to be talking about 4 additional developers like it's a lot for the development of an MMO. Doesn't make me feel very good about the budget for this game.
That's natural way of thinking - it all depends on the perspective and what you are trying to make. For a themepark with PvE i.e. quests/raids these numbers would be minor, for an indie team making sandbox game these are huge.
Say, Camelot Unchaned has one of the biggest indie teams outthere ( ~30) and it's number of programmers just grew to 13, mostly senior ones. The reason for excitement is the fact that programmers, especialy senior ones and especially lately, are both expensive and very hard to find. It took CSE more than a year to finally solve this problem.
Hate to be that guy but it seems weird to me to be talking about 4 additional developers like it's a lot for the development of an MMO. Doesn't make me feel very good about the budget for this game.
4 developers is a ton for a software project assuming they are talented and focused. The 150+ AAA teams are an example of everything wrong with modern game development. Its why you end up with Watch Dogs, or Batman games running at 15 fps on an overpowered PC.
Art, design, and production will often be much bigger teams than the purely development team.
I watched the credits on a game s couple weeks ago and there were 8 names listed as programming out of ~100
On topic, I'm really interested to see what this game does. DAoC was a fun game, one of my favorites. WAR had potential, but I think they were to ambitious early on. This is looking to be a unique experience so far.
+1
Options
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
I'm excited to hear more about the beta for this. Been following it passively for a while and like a lot of what I am seeing.
Recently CSE started streaming every day, and will continue to all summer long. Mark dubbed this "Hot Streamy Summer". Tune in to twitch and watch them work on the game live!
Mark announced Beta 1 is aimed for the end of summer.
Art, design, and production will often be much bigger teams than the purely development team.
I watched the credits on a game s couple weeks ago and there were 8 names listed as programming out of ~100
On topic, I'm really interested to see what this game does. DAoC was a fun game, one of my favorites. WAR had potential, but I think they were to ambitious early on. This is looking to be a unique experience so far.
WAR took me the other way. It convinced me this format isn't tenable anymore. Still, I'm eagerly watching.
Art, design, and production will often be much bigger teams than the purely development team.
I watched the credits on a game s couple weeks ago and there were 8 names listed as programming out of ~100
On topic, I'm really interested to see what this game does. DAoC was a fun game, one of my favorites. WAR had potential, but I think they were to ambitious early on. This is looking to be a unique experience so far.
WAR took me the other way. It convinced me this format isn't tenable anymore. Still, I'm eagerly watching.
Oh that game... I liked a good chunk of it except for the goddamn bright wizard PBAOE bullshit.
Posts
To be brief:
Leveling is horizontal and your skills become better by use. You create your own skills combination through shapes and branches. Skills are part of the active environment and there are ways of blocking spells (exg you can make a spell that summons a giant wall to block incoming firebolts).
There is no PVE leveling. The economy is player driven and gear is crafted only by the crafter class.
CU classes are very creative, and will not follow the traditional route. The game itself is player funded and they listen to the backer feedback. This game is created by Mythic Entertainment's ex CEO Mark Jacobs.
Housing is there from the start and you can build like you're in minecraft. The map is basically DAOC NF as an island that has been split into shards and mends when you take keeps.
Goddam this is exactly what I want.
Yes please. I'll take seconds.
edit: Also throwing stones at people to heal them is hilarious.
MEDIC!
*bonk*
thankyou
Can I.
Have a ride?
For your own Steam Signature visit https://alabasterslim.com/steam-signatures/
Guild Wars 2: Kendrik.5984
Even the Bane/Boon page is just a list of all of them, and doesn't describe how they are used or assigned to your character. I assume they are like traits or something? Can you take extra banes for bonus boons?
Haha, reminds me of the old DAoC days when people would put Dex on their mages because it was listed as a Secondary stat even though it did nothing. They are bringing back the old MMO days in more ways than one :P
Shapes are what you unlock when you level up your character. Certain shapes define what your skill does as well as some effects that it can have. Basically you create a skill out of shapes and you unlock more and more secondary shapes ect.
Also, the OP has been redone and is now 500% more lean than before.
PS since the crafting link (couple posts above) is broken, I guess CU Wiki will have to do meantime - http://camelot.gamepedia.com/Crafting
That is, the next - yet to be announced - SG is ticking o,O (and just BTW, total budget ATM is above $7M - 3.9 is just the pledgemeter).
Completely offtopic, here's CloakingDonkey on crafting:
https://www.youtube.com/watch?v=1sQODKwvjkQ
There is bunch of other CU stuff on his channel -
...and this is how CSE sees us (new stretch goal artwork):
PS I wanted to update thread with couple (dozens) links, but then I realized that simply linking CU reddit will do much better job - https://www.reddit.com/r/CamelotUnchained/
https://www.youtube.com/watch?v=EP14JFmnbXk&feature=youtu.be
Here's the art for a couple swords; Arthurian and TDD.
They have passed 1 billion blocks being laid out by backers in C.U.B.E. , which given the number of current backers, is a ton.
Here's some of the sword art:
More Arthurian:
Viking:
PS Beta should happen "this summer" - info from livestream yesterday, and here are some bits of procedurally generated world they are working on:
Recently Mark disclosed that CSE opened up an outsourced office in Redmond Washington and hired 4 programmers to help get the game and beta out the doors quicker.
Mark also stated he and an unknown donator are the ones paying for the outsourcing, so no money from Backers are going to be put towards these new programmers.
Many wonder when there are going to be more stretch goals. Mark stated that there will be more as the game hits different milestones, such as beta 1.\
Here's the latest art from CU:
art assets are more of a burden than coders, they're likely using an engine
That's natural way of thinking - it all depends on the perspective and what you are trying to make. For a themepark with PvE i.e. quests/raids these numbers would be minor, for an indie team making sandbox game these are huge.
Say, Camelot Unchaned has one of the biggest indie teams outthere ( ~30) and it's number of programmers just grew to 13, mostly senior ones. The reason for excitement is the fact that programmers, especialy senior ones and especially lately, are both expensive and very hard to find. It took CSE more than a year to finally solve this problem.
4 developers is a ton for a software project assuming they are talented and focused. The 150+ AAA teams are an example of everything wrong with modern game development. Its why you end up with Watch Dogs, or Batman games running at 15 fps on an overpowered PC.
I watched the credits on a game s couple weeks ago and there were 8 names listed as programming out of ~100
On topic, I'm really interested to see what this game does. DAoC was a fun game, one of my favorites. WAR had potential, but I think they were to ambitious early on. This is looking to be a unique experience so far.
XBL:Phenyhelm - 3DS:Phenyhelm
Mark announced Beta 1 is aimed for the end of summer.
WAR took me the other way. It convinced me this format isn't tenable anymore. Still, I'm eagerly watching.
Oh that game... I liked a good chunk of it except for the goddamn bright wizard PBAOE bullshit.