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Black Desert Online

System Daemons

Some General Info More to come.


Attackroot
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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

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