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Attackroot

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Everything posted by Attackroot

  1. so far so good on the rules. cant think of anything else atm.
  2. Problem – How to build a proper U.I. U.I.s in MMORPGs have been a source of great inspiration and frustration for players and developers What makes a U.I. great can be very personal and subjective While some factors such as speed, responsiveness, and overall utility are shared needs, what some people expect in a modern U.I. is not necessarily shared with the majority U.I.s tend to consume a large amount of developer bandwidth on the design and engineering side Solution As discussed during our Kickstarter, we are building our U.I. out of the web This is only the first step of the process. The web provides some of the required tools, but we still need a lot of custom code The User Interface is built out of the web, letting players create custom UI mods with HTML5 and JavaScript Allow the players to take our U.I. to the next level by open-sourcing the entire U.I. code, and not just the mods to it Make it available on GitHub, under the Mozilla Public License This allows the entire Camelot Unchained community access to the code GitHub serves as the repository for the code, and allows the community to comment and improve on it If we approve of the changes, we can incorporate the changed code into our codebase Code is already available on GitHub at https://github.com/csegames/cu-ui For discussion with your fellow intrepid modders and hackers, hang out in our backer forums at: https://forums.camelotunchained.com/forum/63-ui-modding-hacking/ Making Mods The User Interface is built using an implementation of Chromium to provide web features The UI uses jQuery, a JavaScript library that makes working with the DOM, AJAX, events, and effects much simpler Powers the majority of websites A “known quantity” for the vast majority of web developers The underscore.js JavaScript library is included for convenience and ease of code cleanup Lots of “helper” functional programming style functions, with only about 1000 lines of code Embraces JavaScript’s functional programming paradigm The UI is written in TypeScript, providing compiler features which can help catch errors early Basically, this is JavaScript meets C# User-friendly; fewer mistakes for inexperienced engineers Supports pure JavaScript as well; no need to learn a new language Odds and Ends Social functions for groups, guilds, etc., can also be created out of the web In-game chat can be accessed via external XMPP clients, such as Trillian, with website integration accessible to all our backers (coming soon) This is the exact same code that we use for in-game chat. A perfect example of how we are building the U.I. out of the web This system has been in testing for months, and has been pretty solid so far Players will be able to communicate easily, whether they are in the game or through a web client or mobile app No need to log into game to check on your friends, guild, etc. You can do so through an XMPP client No inter-realm chatter will be supported by this system: You will not be able to talk to people who are not on your server and realm Summary CSE took the first step in making the MMORPG’s U.I. open-source by a decision to build the U.I. out of Chromium Now we are taking it to the next level by placing our U.I. code on GitHub and inviting people to work with it Code is already available on GitHub at https://github.com/csegames/cu-ui Code will be under the Mozilla Public License U.I. codebase also includes jQuery and underscore.js, and is written in TypeScript For discussion with your fellow intrepid modders and hackers, hang out in our backer forums at: https://forums.camelotunchained.com/forum/63-ui-modding-hacking/ Camelot Unchained’s chat system utilizes XMPP, and has been in testing for months with our Internal Testers We will soon open chat system to all Backers Chat can be accessed through compatible XMPP apps and programs: Backers who are out-of-the-game can talk to players who are in game and visa-versa No cross-realm chat will be allowed at launch
  3. Introduction – Trouble in River City Leveling up in most modern MMORPGs has become too easy, lessening the players’ sense of accomplishment Typical theme-park style MMORPGs push players through their linear content too fast; players don’t have time to enjoy the world around them Some modern MMORPGs’ streamlining actually increases the “grindy” feeling, due to constant progression feedback with little downtime Players are encouraged to rush their way through the game, leveling quickly to get to the “end game” or to “cap out” their characters Our Solution – Part I As per the Kickstarter, we are designing our game so that players don’t reach the soft cap in a short period of time. Our slow but steady progression system uses individual stat and ability progression instead of generic EXP Our mantra is “Use it to improve it!” If a player wants to get stronger, he must do things that increase his strength. This system enhances immersion by tying the players’ actions directly to their character In Camelot Unchained, players gradually improve their performance by small amounts Character progression in specific areas allows players to unlock access to new skills and ability components Our Solution – Part II Players receive their progression rewards based on a “Daily Report,” rather than instantaneously At the end of each “game day”, players are rewarded with improvements to their character’s stats, skills, and abilities Players even get bonus resources based on heroic achievements and defensive actions, such as guarding player caravans Character Progression Rewards Players improve a stat by performing actions that use that stat: Swinging a heavy sword increases your strength, allowing you to use heavier swords Players increase proficiency with ability components by using abilities that contain them: Using Fire Ball increases proficiency with the Fire and Ball components Players improve passive skills by using abilities that trigger their effects: A skill which reduces enemy fire resistance when a player deals fire damage becomes more effective through use of fire damage abilities Progression Limits As per our Kickstarter campaign and updates, a small amount of vertical progression will reward players for using stats and skills No hard limits! Stats, skills, and ability components have soft caps for progression, after which advancement slows considerably Even with unlimited advancement, vertical progression is carefully designed so new players will always be competitive with veteran players Daily Report – Welcome to BSC! Each player gets an email (and/or in-game) report that shows what they accomplished during the last day’s play session. Everything that the player did is listed in the report: defending, killing, mining, building, crafting, destroying, and more! You see a list of rewards that you earned from the game (stat and skill gains, new unlocks, etc.) and from the king of your Realm (gold, medals, honors, etc.) The DR also shows the overall accomplishments of your Realm, its status (for example, the number of players that signed on), and other factors of the overall reward calculation The DR shows only the aggregate reward, not the rewards for individual actions Daily Report – BSC Benefits Because rewards are daily instead of immediate, exploit detection is easier, and we can punish destructive behavior such as “Keep Trading” between Realms Thus, rather than only caring about your own personal gains, you have an incentive to have fun, go where you want, and become a productive member of your Realm The actions of every player within a Realm count toward the rewards of Realm-mates. Helping out your Realm-mates and cooperating to achieve goals means better rewards for everyone! Realm News A daily email with server-specific and Realm-specific news keeps players in touch with the world The Realm News will change every day, based on the Realm’s challenges and accomplishments Unlike the DR, this is focused on your Realm’s activities, and highlights some of the top players’ accomplishments during that cycle The game’s story is not written ahead of time in a series of quests like a theme-park style game. Instead, the players are in control of their stories News headlines recognize important events and player achievements in a more meaningful way than simple leaderboards Summary CSE’s experience point and progression systems are unique among MMORPGs and most, if not all, computer RPGs By tying players’ actions directly to their progression in stats, abilities, etc., we add fun and increase immersion The aggregation of data over 24 hours allows a very realistic snapshot of what occurred over that period, and advanced data mining brings scaling rewards based on that data The progression system rewards players for playing the game as it was intended (no cross-realm Keep Trading), and rewards based not only on individual actions but those of the Realm
  4. The Guiding Principles The map of Camelot Unchained is arguably the single most important feature of the game As a RvR-focused game, setting up a great map that the players can build on is critical The map should be unique, as befits our game. If all we offer is a clone of another game’s map, our players will be disappointed We must take into account the needs of our players not only on day one, but day 365 as well The map needs to reflect the chaotic world of the game, but be stable enough that players are willing to build on it A Chaotic World Map Our map concept contains three safe “zones” which contains each respective Realm’s main city and some support areas These support areas are for new players, and provide an emergency supply of raw materials and necessities for the start of the server This is something to fall back on if one Realm is overwhelmed by its opponents As discussed during the Kickstarter, this is necessary to prevent one or both Realms from driving the weakest Realm to a “quit point” In between these safe zones there are the remains of the “One True City” (Camelot) and the main continent The pieces of the map can be reassembled by the players, who can add stabilizers to the map pieces The world will change over time as the stabilizers work their magic on the world’s geography What’s in a piece of the pie puzzle? The major puzzle pieces are: Safe zones – Each city has one starting area, which is surrounded by a small bit of landmass. This area cannot be attacked by the other Realms, and serves as a “safety net” for each Realm Landing zone – These are the second-biggest individual pieces on the map. These pieces will serve as anchor pieces by the other Realms Major pieces – These are larger pieces landmarks or Places of Power Minor pieces – Smaller than the other pieces, normally containing fewer resources Each puzzle piece will differ from the other puzzle pieces While the landing zones will need to be balanced with the other Realm’s puzzle pieces, none of them will be the same Puzzle pieces can change over time, due to the influence of the Veilstorms and player actions Puzzle pieces are claimed by the Realms: first capture the land, then place stabilizers on the captured pieces Your land is my land, my land is my land… Mechanics for this system are still in design, and are likely to change over the course of development Players can claim unoccupied land easily Players cannot claim unlimited territory in their Realm’s Safe Zone Ownership of land also comes with taxes and other maintenance costs Players can claim additional land in contested territory Claiming land owned by another Realm requires all the stabilizers of that land to be destroyed first Once land is claimed, it will slowly begin to take on the characteristics of your Realm Land that belonged to another Realm will change more slowly than land that is “free” for capture Realms will reward players for claiming, building upon, and controlling land Once enough land within a puzzle piece has been claimed and built upon, players can then move stabilizers into the area Stabilizers speed up the transformation of the land Stabilizers will slowly attract adjacent pieces of the map together, if both pieces have your Realm’s stabilizers Puzzle piece locations will change based on the presence and power of stabilizers. Players can also “feed” the stabilizers with power Why bother to claim land? Land ownership comes with perks to the player, as well as costs Land and resources can provide a source of materials or cash to the owner Players can build various structures on the land, for defense and utility Increases immersion in the world and sense of player ownership Your Realm benefits by having more land and control of resources As stabilizers pull the pieces together, flights and boat rides take less time between pieces Eventually, players can build bridges between the pieces if they are close enough Travel time is cut down due to shortened distances, roads, etc. Summary The RvR map mechanics are still at an early stage of development The map is made up of puzzle pieces that can change over time Players need to claim ownership over pieces of the land Players need to place stabilizers on the land to speed up claim Realms benefit from the amount of land claimed by players Land that is stabilized will move closer to other land that is owned by the Realm, and try to reassemble itself
  5. The Guiding Principles We must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time “pure” crafter class We MUST create a vibrant economy that ensures a key role for the crafter class in the game’s economy Economic support systems must be robust enough to replace an Auction House Crafting is magic! Embrace magic at the core of all crafting Use a consistent interface for all crafting, but customize it for each Realm Use of this interface cuts development time and resources overall, but allows us to “go to town” on the main interface System must be designed with a long-term view Crafters must be able to make a profit throughout their lifetime Need to prevent or at least slow down “MudFlation” through use of time and money sinks What does “Crafting is Magic” really mean? All pure crafters use magic Crafters can be treated as combatants for progression purposes With downtime, recovery time, etc. they will not be able to craft 24 hours straight. This will slow progression, and prevent flood of items from well-funded crafters Players will use a “Vox magus” in a similar manner that mages use their spellbooks Crafting becomes more challenging, interesting, and visually enjoyable as crafting can become a “performance piece” that people can watch and enjoy Popcorn Crafting Basic crafting system available to all players Based on simpler actions that require little magic and a small time commitment Can engage in low-level mining, harvesting, gathering, etc. Can repair their low-power weapons and most armor Can create basic arrows, repair kits, and other such items Can create potions (Stretch Goal) Allows a greater sense of self-sufficiency for the non-crafter, so that they don’t have to run back to town every 30 minutes to find a crafter Frees up pure crafters to focus on their own special skills Popcorn Crafting – Repairing Minor damage to armor and weapons can be repaired, but heavy damage requires the help of a pure crafter Combatants can carry around whetstones, repair kits that allow them to do some basic work themselves Sitting down after a battle or two with your mates to sharpen your own weapon or repair armor adds to immersion Archers can fletch their own simple arrows if they have the components Popcorn Crafting – Gathering/Harvesting Wandering around and picking up stuff scattered throughout the world is the perfect example of Popcorn Crafting Players can gather or harvest from any field or plot that is either: Unowned Owned by yourself Owned by an enemy Realm Owned by another person or entity which has granted you permission Combatants can have their own fields, but they are limited in size Popcorn Crafting — Mining Unlike fields, many mines are owned by the Realm, which then allows all members of the Realm to mine there Realm-owned mines also come with a limit on what can be taken out per day Access to mines works in a similar manner to fields Combatants mine slower than crafters, due to crafters’ skills and access to higher-level equipment Combatants can mine most minerals, but lack higher-level equipment for some minerals Crafting for Crafters—Design Goals Treat the “pure” crafter as a mage: A crafter has stats, crafting points, and downtime Crafters are split into three sub-classes, though each can access all three Takers (they take from the land), Shapers (they shape the raw materials) and Makers (they make the finished item) Ensure that the system does not require macro-ing to succeed! Crafters should not have to create 10,000 arrows to see their skill tick up one tiny bit Use downtime + crafting time to remove the need to make 10K arrows Reward the player for crafting without the penalty of inducing carpal tunnel! Crafters should have stat progression similar to combatants Open issue: Should there be special “crafting stats” or should we just reuse current stats? Crafting an item is not automatic; each item takes time and drains resources This helps to prevent rapid-fire crafting of items by guilds Helps slow down the supply of any crafted item Crafting for Crafters – Continued The Vox Magus (crafting station) is a magic focus object with lots of customization and power options that the crafters use to make their items Allow the Crafter to control almost every aspect of the final item Integrate the blueprint system from building with crafting If crafters can be treated more like the architect than the laborer, crafting will be less drudgery and more fun Allow the Realm to buy items from players Sets a floor for the item, and guarantees that low-level crafters can still make money Encourages Realm pride, as crafters’ contributions are apparent and rewarded The Vox Magus Based on our world’s pipe organ Pipe organ is a widely known and instantly recognizable item Replace keys, stops, etc. with gems, runes, and other fun stuff Players sit at the VM and use both sound and magic to interact with the materials that are placed within the VM You don’t have to read music or understand music theory to play as a crafter. Sounds come from the Vox based on your actions as the crafter Each Realm has its own version of the VM, but they work in an identical manner This reduces the amount of time and resources we have to spend on the interface and effects, leaving more time to work on the system’s items VMs scale in power and appearance. It is a fully customizable device, which will grow with the player over time Vox Magus – Part II Crafting now becomes a very visual and visceral process, which can be shared with others Easy to learn, difficult to master, as the combinations are nearly limitless Ways to shape and make an item will vary both inter-realm but possibly intra-realm as well Guilds can have their own Vox that can be customized for multi-crafter use Money sinks (cost, upkeep) will prevent guilds from dominating the crafting system. Small VM’s are more cost-effective to use for small items, and require a cooldown time Lots of potential for Easter Egg moments when certain music is played Souls and Crafters Crafters can use bits of their own (or captured) souls in crafting an item Like combatants’ soul shards that are captured in battle, soul shards are limited in duration and number Crafters can only use a certain number of shards at any one time This limits the amount of powerful items one crafter can create Souls can grant additional power to items, and can also make those items more resistant to wear, breaking, etc. Captured souls can act as a beacon to the soul’s owner in RvR Souls can be used to power spells that are engraved in very select items The cliché “Fireball Wand” would be considered a very powerful item, rare and expensive Summary The crafting system of Camelot Unchained will cater to both hard-core and casual crafters The Vox Magus takes the familiar MMORPG concept of a forge to an entirely different level The use of souls in crafted items, while not a unique twist, is being done in an original manner that will allow master craftsmen to make very rare and powerful items This will allow crafters to charge premium prices for these items, and rarely will two of these items be the same
  6. What is C.U.B.E.? C.U.B.E. stands for Camelot Unchained Building Environment, a hybrid online/standalone building game which is being developed as part of Camelot Unchained™. Currently, we are using it to test all aspects of the building system, including destructibility, physics, UI, etc. The system works similarly to the way it was featured on Kickstarter, and should provide a building system in the spirit of games that went before us (including Minecraft™, of course), but that is also distinct from them. C.U.B.E. may be expanded in the future to be a true standalone game if there is demand for it. More about C.U.B.E. C.U.B.E. has the same basic “origin story” as games like Minecraft, Trove, and others, in that it is a game in which players can manipulate blocks to build structures. But from there, things begin to diverge quite a lot. To begin with, C.U.B.E.’s graphics and engine is the same one that drives Camelot Unchained. So, “cubers” will not be building in a retro-graphics game, but will enjoy the same level of graphics, effects, and general quality of a modern MMORPG. Additionally, C.U.B.E.’s UI, just like Camelot Unchained’s UI, is built using Chromium, so writing add-ons, mods, etc., are quite easy. Further, C.U.B.E. can use real world physics (player’s choice), so that buildings have to be structurally sound to exist in the world. Through improved graphics, physics, UI, and so much more, C.U.B.E. is taking the core concept of building blocks to the next level. And the best part? It comes along with our game, at no additional charge to our Camelot Unchained Backers! Updates Added the option to build in a new zone that uses our new terrain engine. Added 20+ materials for a total of over 70 materials to build with! Significant improvement in building rendering performance. Significant improvement in blueprint performance. Increased blueprint size significantly. Significant visual and performance improvements to both world and characters. Added ambient music and sound as well as character movement sounds. Several bug fixes to improve UI, chat, and general stability.
  7. Guiding Principles Put the magic back into an MMORPG’s magic system Magic in the vast majority of MMORPGs requires very little thought or effort by the players Spells are handed to the player, with very limited control or customization by players Create a system through which players can have a great degree of customization and control of their magical abilities Adding a degree of unpredictability to your opponent’s abilities in RvR adds to the challenge Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages Another possible area for customization by the player Adds additional immersion to the game Magic system must be fun, and not tedious to use in RvR Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use It cannot just be a “button mashing” system, or we are wasting our time Core System Magic spells are created by the player (not by the studio), by combining Runes and other components such as reagents Back in the 1980s, Mark Jacobs created a magic system for his MUD Dragon’s Gate, which allowed mages to build spells by putting together elements, shapes, and sizes Here, runes can represent all of that and so much more Runes represent specific magical forces, which may interact with one another in complimentary enemy use Core elements of fire, water, etc. are of course present, but each magic-using class has specialized Runes as well, to prevent class mirroring The combination of Runes to create magical interactions may take place during the spell creation process, or when multiple magic spells affect one another in combat Runes form the “core” spell, but players also have a wide range of other components that they can add to the spell, in order to customize their magic even further All mages are given a spellbook in which to inscribe their spells Spellbooks can level with the player, as the runes and the player’s skill increases as well A spellbook also acts as an “achievement” system, where it records failures, successes, combinations of runes, etc. Magic spells, once cast, can become the equivalent of objects on the battlefield They can interact with players, NPCs, and other spells Spell-to-spell interaction can lead to a wide range of outcomes such as cancellations, enhancements, and transformations Spellbook The spellbook tracks charges, usage, successes, and failures of inscribed spells Spellbooks level up with the player, gain more power, and *possibly* achieve sentience (Stretch Goal) Creating new spells and inscribing them into a spellbook is dangerous, and may fail catastrophically Players may name their custom spells in their spellbook, and use these names in the game Players may show their spellbook to others, and share spells they have created Spells inscribed in spellbooks must be charged before they can be used Spellbooks have a maximum capacity of spell charges they can hold Spell charges are drained from the spellbook when the spell is cast Spellbooks become easier to recharge over time with use, and can be upgraded or replaced to hold more charges Magic Use Spells can be cast multiple ways Through use of a spellbook or charged item Potentially “live” building of spells during combat Spells always have a chance to critically succeed or fail Spellcasting result is modified based on proficiency with the components used Spellcasting result can also be modified by external factors, such as interrupts and buffs/debuffs on the player, as well as player stats such as Panic Rating When casting, spells can be held for a brief time before being released Casting too many spells in an area may cause Veilstorms to appear Major Veilstorms (such as a Malevolence) are rare, but smaller ones are common in areas of intense fighting Small Veilstorms have varying effects on magic used in the area Spells can use components infused with reagents (which may be difficult to find in the world), in order to enhance their effects Many outside factors can affect the casting of spells, such as: Various ley lines throughout the world Weather Seasons Day/night A.I.R. A.I.R. – Action, Interaction, and Reaction is the heart of the magic system Each spell cast can interact with everything in the world, and change based on that interaction Spells can be reinforced by other players Multiple mages with ice spells use magic to keep an Ice Wall up around a town Spells can be weakened by other players Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice Spells can be transformed by other spells An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place Skilled players, groups, etc. are rewarded for playing as a team The outcome of battles is less predictable and different builds of mages might be useful at different times May reduce the “must-have” mage builds during sieges and small-scale battles Some examples: Water + Frost = Ice Water + Frost + Storm = Ice Storm Ice Storm + Wind = Amplified Ice Storm Fire + Wind = Fire Blast Fire + Water + Wall + Wind = Moving Steam Cloud Spells + additional power can modify results Added duration, range, etc. Spells + additional reagents can also modify the spell Ice Storm + Diamond Infusion = Increased damage of the spell Ice Storm + Nightshade = Poison effect added to spell Spells are modified based on type such as Fire Blast + Water Wall = Steam Cloud Spell interactions have different outcomes based on ally or enemy use Wind Blast + Ally Fire Ball = Fire Ball Speed and Damage increase Wind Blast + Enemy Fire Ball = Deflect Fire Ball Summary The magic system of Camelot Unchained is unique to the world of MMORPGs, not in its core concept but rather, in the expression of that concept Degree of customization of spells unmatched in MMORPGs Interaction of spells on the battlefield take RvR to the next level Use and growth of spellbook adds level of immersion and customization Geared to players who want to have more control over their characters, and are willing to spend time experimenting with spells and combinations Requires players to spend more time talking, reacting, and working as a team during sieges, not just mashing buttons as fast as they can A.I.R. system is not only fun, but adds more immersion to the world, while increasing player cooperation and Realm bonding
  8. The Guiding Principles Bring back stat systems of early PnP games MMORPGs have been simplified over the years, limiting player customization Complex statistic-based systems require players to make choices. In our game, players can “gimp” their character, either accidentally or on purpose Bring back “usage-based” systems. If you want to increase your strength, do things that require strength. Remove “experience-based” systems and leveling, since we are an RvR game with few, if any, quests Adds immersion to the game and the character Given the lifespan of successful MMORPGs, the stat system must allow continual growth, but not in a way that breaks the core concept of horizontal progression Implementation Three major types of stats Primary – Stats that can be raised or lowered during character creation and that can also increase with use (and may at times decrease during the character’s lifespan) Secondary – Stats that can’t usually change over the life of a character, and do not increase with use such as a character’s vision Derived – Stats that are based on Primary and Secondary stats Stat CapsUnlike most games, stats do not give overarching bonuses (+damage for example), but serve as a “gating mechanic” to abilities, weapons, etc. All stats have multiple caps Mundane – Stat progression is reasonably quick at this level Heroic – Stat progression slows down now Soft Cap – Stat progression is very slow at this point Stat List – Primary All stats on this list are currently planned for the game, but this may change during the course of development Strength – Increases carrying capacity, and allows use of heavy weapons and armor Dexterity – Reduces Encumbrance penalty, and allows use of medium weapons and light armor Agility – Increases movement speed, and allows use of light weapons Vitality – Increases maximum Health Endurance – Increases maximum Stamina Attunement – Increases capacity for summoning the power of magic through the Veil, and allows use of magic ability components Will – Improves control of magic, and reduces the chance of the Veil reacting in a negative way to magic spells drawn from it Faith – Allows use of magic granted by Greater Powers Resonance – Allows use of voice- and instrument-based abilities Eyesight – Increases Vision range and allows use of targeting abilities Stat List – Secondary All stats on this list are currently planned for the game but this may change during the course of development Presence – Affects how NPCs react to the player-character, as well as the effectiveness of certain abilities Clarity – Reduces the effects of Panic on the player-character Hearing – Increases the player-character’s Detection rating Mass – Increases the difficulty of pushing the player-character, and grants increased pushing power Stat List – Derived All stats on this list are currently planned for the game, but this may change Health – Increases the threshold for wounds and fatal damage to the different parts of the player-character’s body Stamina – Increases the maximum value and regeneration rate of Stamina, when used by movement abilities Movement Speed – Increases the maximum movement speed of the player-character Vision – Increases the distance at which other players normally become visible Detection – Increases the distance at which concealed characters may start to be detected Encumbrance – The burden of the equipment a player-character is carrying and wearing, reducing the player’s movement speed, casting speed, and attack speed Carrying Capacity – Increases the amount of weight the player may carry, including all armor and weapons. Players that are heavily encumbered will suffer penalties Panic Rating – The degree to which Panic events affect the player character, causing increased ability failure chance and reduced Stamina regeneration rate Classes and Stats This game is geared toward players who want significant differences between classes Some stats are very important to only one or two classes, while other stats impact many classes During character creation, our players will have lots of points to spread across these stats while they search for their ideal build Players will be able to min-max to their heart’s content during the character creation process CSE will work with the Backers to create the next level of documents, geared to aid new players in creating a character without hiding formulas or info, in regards to the inner workings of stats and other aspects of the game Stat Bonuses Stats will not provide bonuses to the use of items and gear. As per above, they will be used as a “gating mechanic,” allowing you to rank up and use better weapons There are multiple levels of proficiency at which a weapon can be used, such as “low, required, ideal, or extraordinary” A very strong player might be able use a particular weapon better than a weaker player, but will not get a bonus across all weapons This allows our crafters and players to have a lot more fun with their weapon creation and stat allocation in Camelot Unchained Camelot Unchained also won’t put stat bonuses on items Goes against current MMORPG “standard,” which is a good thing Balancing item stats has always been a big issue for developers in the long term Overuse of stat bonuses is a major reason behind gear grinding Summary The stat system for Camelot Unchained is a nod in the direction of old school PnP games as well as to some early MMORPGs Player’s actions are directly tied to gains in their stats. Swinging a heavy sword will increase your strength The large number of statistics allows players great control over their character Players who like to min/max will enjoy this system During character creation, players will be given points to allocate to their stats Players will have meaningful choices to make, as some stats are “locked” at creation and can’t be changed afterward No stat bonuses to items is a major divergence from current generation of MMORPGs, where this is the “accepted” way of doing things Instead, crafters will be given greater control over almost every aspect of item creation Balancing stat bonuses on items has been a long-term issue for any successful MMORPG
  9. I will post more information as I have time. I will also start posting my opinion on certain aspects of the game as it is now when I have the time.
  10. Camelot Unchained This is going to be a Tri-realm pvpvp based game. Most of the leveling from as I understand it will be done through pvp. Each realm/faction will have its own unique set of classes to choose from with more added as the game continues. Realm/Factions The 3 factions will be as follows: Arthurians, Tuatha Dé Danann (TDD for short) and the Vikings. Races - These are the ones they have listed now but there will be more added after launch from what we are told. The Arthurians Races will consist of: Cait Sith, Gargoyles, Humans, Stormriders, St’rm, Golems, and Picts. The Tuatha Dé Danann (TDD) Races will consist of: Tuatha, Humans, Silverhands, Hamadryads, Luchorp án, Bean Sidhe, and Fir Bog. The Vikings will consist of: Dvergar, Valkyries, Humans, Jötnar, and Úlfhéðnar Classes - Not all of these will be live at launch that I know of but they will be available sometime after. Also there will be more classes added in the future. The Arthurians Classes will consist of: Abbot, Blackgaurd, Black Knight, Dread Caller, Enchanted Knight, Flame warden, Minstrel, Physician, Specter and Veilstalker. The Tuatha Dé Danann (TDD) classes will consist of: Blessed Crow, Black Rider, Dark Fool, Druid, Empath, Fianna, Forest Stalker, Morrigan, Red Cap, and Wisp. The Vikings Classes will consist of: Arisen, Child of Loki, Helbound, Mjölnir, Shadow Walker, Skald, Slaughterwolf, Stonehealer, Wave weaver, and Winter’s Shadow. Combat The Guiding Principles Combat, including magical combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs. We are not trying to cater to a mass-market crowd: Our combat system is specifically designed with experienced players (or players who want a greater challenge) in mind. We should be willing to take chances with any of the game’s systems where it makes sense to do so. Change, just for change’s sake, is not a good idea. Changing things in order to make a better system or mechanic is a great idea. Combat, especially magical combat, has gotten very stale, with a heavy reliance on visual effects, rather than a focus on strategy and tactics by the player. More often than not, MMORPGs have simple “push button” spells and abilities. Old school concepts such as reactionaries and positionals play a much smaller role, if any, in MOST MMORPGS Ben Pielstick’s Challenge Mark Jacobs challenged Ben to try to take the magical component system from our game and apply it to melee combat. Ben was told to pick a game he knew well, and try to recreate one of the classes using a simplified version of our magic system. He used a class which won’t be in our game to craft a Camelot Unchained equivalent. The class he created worked quite well As a result, the magic component system was approved as the core combat system that will be used for every form of combat in the game. Component Combat System Uses a variant on our component magic system. All abilities are created by the player, in the same way that magical spells are created by the player. The power of each ability is limited by a “value rating” limit which represents how strong an ability can be after modification by the player. With each new component added to an ability, the value rating goes up. It cannot surpass the value rating limit of the ability. Many components also has a range of adjustments that can be made, once again raising the VR. Players have precise control over the VR and all the adjustments made to it Ability Components Four basic types of ability components. Primary – The thing that the player wants the ability to use, such as a sword. Secondary – The way in which a player wants to use the primary component. For example, if the PC was a sword, an SC could be a slash. Sword + Slash = Sword slash attack. Modifiers – Optional add-ons, which a player can use to further tweak their abilities to suit a desired playstyle. These are the largest set of components, and cover things such as adding range to an attack, width to an AOE attack, or directing an attack to a specific body area. Modal Components – These change the state of the character in some way, such as an offensive or defensive stance All abilities require at least one Primary and one Secondary component but can have multiples of both, such as when attacking with multiple weapons All components must be learned and practiced to increase their effectiveness, A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm, Not all components are compatible with each other, but no class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes Combat Each part of a character’s body is protected only by its own piece of armor. Unlike the way of most games, armor only protects the part of the body that it covers. Your helm doesn’t help you when you are struck on the leg! Body parts take damage individually, and each part has its own pool of health and injury effects. A shoulder wound could reduce how fast you can swing a sword, but it won’t stop you from running away. Player-created abilities can add a modular component to target a specific region of the body. Paying careful attention can give the attacker an advantage, but if you target an area that the defender is guarding or quickly moves to protect, the advantage could shift. Certain components will also allow a defender, after a successful defense, to perform a special counter-attack on the attacker. Abilities always trigger cooldowns once started, and cost resources whether they complete successfully or not. Abilities also have a “Disruption Value” which is damaged by “Disruption Damage” from hostile abilities. If an ability takes too much disruption damage, it is interrupted. Too much DD can result in a very negative effect on the player whose ability was disrupted. The more powerful the ability disrupted, the more likely the backlash from the ability will hurt the user of the ability Summary · The combat system of Camelot Unchained is one of the most unique systems in any MMORPG to date · Players literally craft all their own abilities: nothing except the core components of an ability are premade. Epitome of “choices matter” · Four different categories of components, many with their own customization, yields huge number of possible combinations · Players can create abilities to match their preferred playstyle, not just play the classes that we create for them · System supports hard interrupts, positionals, reactionaries, and other staples of hard-core combat systems
  11. agree with code about the challenge of pve that way we still have fun in that regard. Also. Different Ark sessions would be nice the have a change of pace every now and thing.. Mods: i dont really care for having to many due to if 1 breaks and it crash the server and say someone isnt around to deactivate it, no one could play. Increased rates: Breeding and Taming. im fine with those. maybe x2 or x3 harvesting. but that dont matter to me. and Engrame pts to make sure we can unlock everything but that also doesnt matter. Server type: Primitive or Full blown are both fine with me. but there is alot in the full blown that i havent gotten to experience and i liked to. and there seems to be a decent amount of things.
  12. Attackroot d6b87255-c340-423b-a272-460c574038d0
  13. Attackroot.. enough said

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Warpigs is a semi-hardcore multi game community, for both MMOs and other genres. Our core, which has largely remained the same, started back in 2014. Warpigs first got started in Wildstar and has since branched out to several other game including, Black Desert Online, Overwatch, Heroes of the Storm as some of our most active games. We also have a strong internal following for both Dauntless and Ashes of Creation.
 

Warpigs function as a tight knit family-esque guild, which is not to say that our conversations are G-rated. Quite the opposite, but when you're one of us, we've got your back. Words fly pretty freely, and I'm always of the opinion that if you play an MMO, or any game with a social player base, you need thick skin and know not to take things personally. With that being said, we are a well organised and have a fairly mature membership, and as such we offer a very stable guild that we hope will be here for many more years to come.
 

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