Camelot Unchained MMO

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dakarnum_sl

shitlord
1
0
From Massively comments, Mark Jacob's response marked as MJ:

1) bring back magic casting interruption
MJ : Yes

2) make melee feel like melee by removing GCD
MJ: yes

3) make it worth it for playing solo or small groups. Gw2 fail at this
MJ: yes

4) Powerful crowd control should not be given to every spec or every class. Only certain classes with deep specialization will have the best crowd control

MJ: Probably, almost definitely

5) Crowd control is crucial for zerg vs zerg

MJ: CC will play a role in CU

6) Will assume CU will have a Darkness Fall similar concept
smile.png


MJ: Don't assume anything either way, yet

7) Bring back 8v8! Best thing that ever happen in daoc, no other mmo could recreate the adrenaline of 8v8 or 8vsZerg. CU should do it better!

MJ: I hope that groups of/about that size will be useful and fun in CU.

smile.png
 

Gecko_sl

shitlord
1,482
0
Keep in mind that the only way to level in this game is going to be through RvR, at least that's what's being sold.
Actually, I'm looking forward to that. It's like DAOC without the shitty in realm dungeons or camping at the trees for days.
 

Muligan

Trakanon Raider
3,249
913
From Massively comments, Mark Jacob's response marked as MJ:

1) bring back magic casting interruption
MJ : Yes

2) make melee feel like melee by removing GCD
MJ: yes

3) make it worth it for playing solo or small groups. Gw2 fail at this
MJ: yes

4) Powerful crowd control should not be given to every spec or every class. Only certain classes with deep specialization will have the best crowd control

MJ: Probably, almost definitely

5) Crowd control is crucial for zerg vs zerg

MJ: CC will play a role in CU

6) Will assume CU will have a Darkness Fall similar concept
smile.png


MJ: Don't assume anything either way, yet

7) Bring back 8v8! Best thing that ever happen in daoc, no other mmo could recreate the adrenaline of 8v8 or 8vsZerg. CU should do it better!

MJ: I hope that groups of/about that size will be useful and fun in CU.
Again, this all sounds good but just how much of what is said, planned, or rumored, actually ends up a launch. There's time MMO's have delayed crucial parts of the game for 3, 6, 12 months that would be release "soon" after launch (covered in promises).

Hope he proves me wrong.

smile.png
 

Draegan_sl

2 Minutes Hate
10,034
3
I won't believe anything until I see that he's capable of putting together network infrastructure, a client and a working database. Because all he's done is gone around to different forums and collected all the popular armchair developer ideas and put them in a horribly written blog and said, "Imma gonna make dis".
 

Gecko_sl

shitlord
1,482
0
He's trying to generate interest, but hey, he's no Paul Barnett.

Infrastructure is not nearly as hard as you are making it out to be. Plus, I'd wager he has quite a bit of code in hand from the previous titles he's shipped, including his MUDs. It's far, far easier now then it was 10 years ago since hardware and network costs have plummeted and performance gains are insane.

The bigger issue is he obviously is no Richard Garriot and so is lazy and sucks at design.
 

Blackyce

Silver Knight of the Realm
836
12
The rift system was made to address what became a glaring problem with public quests in Warhammer. Public quests were a fantastic idea, but after only a few weeks it became hard to find anyone willing to go do them. The ones closest to towns could see some action, but anything that was a bit out of the way was a ghost town shortly after launch. Rifts didn't eliminate this problem by any means, but because people didn't want their quest hubs/towns taken over it encouraged people to fight back against invasions. Even higher ups would help out in younger areas.

It is actually the biggest problem with non-instanced dungeons too. They are fun for a short time and then they become wasted content. Places like Sol Ro, Guk, and Seb were all awesome content when they were relevant. Then they became museums that only saw use when someone was feeling nostalgic with a Alt. Compare it to dungeons like Wailing Caverns in WoW which still get run dozens of times a day because of the dungeon finder/cross server system. That is almost 9 year old content STILL getting used. Say what you will about instancing, and WoW, but that is pretty damn efficient work.

I think that is why the open dungeon model is likely dead and gone. No one can really make a good argument to justify it. Why make something that will be a ghost town in a year when you can make something that will see constant activity for the better part of a decade? Unfortunately "but I prefer it!" doesn't count for anything when they are looking at the numbers.
1) How long did it actually take those dungeons to become irrelevant? 2, 3, 4yrs?

2) Dungeons like Wailing Caverns were irrelevant about 2-3yrs post WoW launch. They aren't irrelevant anymore due to the dungeon finder. But what dungeon finder did is make ALL THE OTHER CONTENT IRRELEVANT. Hell, as a tank or healer, all you have to do these days is just sit in town and run dungeons over and over again and never visit any of the world except what the 85-90 content?

Old dungeon content gets revisited because Blizzard has made the dungeon finder the easiest way to level a new character. That is the only reason why that content is being used still.
 

Draegan_sl

2 Minutes Hate
10,034
3
He's trying to generate interest, but hey, he's no Paul Barnett.

Infrastructure is not nearly as hard as you are making it out to be. Plus, I'd wager he has quite a bit of code in hand from the previous titles he's shipped, including his MUDs. It's far, far easier now then it was 10 years ago since hardware and network costs have plummeted and performance gains are insane.

The bigger issue is he obviously is no Richard Garriot and so is lazy and sucks at design.
Dude.. this can't be a serious post.
 

Pyksel

Rasterizing . . .
840
284
I am interested based on Jacob's designintentionsbut like others, I do agree that the proof is ultimately going to end up on what's produced not what's promised. That holds true with any game these days and shouldn't surprise anyone.
 

Denaut

Trump's Staff
2,739
1,279
I...all he's done is gone around to different forums and collected all the popular armchair developer ideas and put them in a horribly written blog and said, "Imma gonna make dis".
This is, as far as I can tell, exactly what he has done.

I do not understand this game at all, it makes no coherent sense what-so-ever. So it is a PvP game, but with an open world, but that world doesn't have PvE, but there is crafting as a full time profession, but... What the hell is going on? What is the gameplay? Do you wander around a big area looking for other people to fight with nothing else to do? Why is this superior to a more match focused game?

Open world PvP is fun and exciting because it takes place IN A WORLD. The world is constructed of players and PvE, without the PvE being important the entire scheme falls apart instantly.

This clueless ninny must have written 20k words about his amazing game concept and despite thatI still have no idea what it is.
 

Mr Creed

Too old for this shit
2,393
286
Gecko is spot on, he's not Garriott or in the short list of esteemed non-sucking designers as put forth by Lord British, hence I declare this game to be fail.

On the serious side, ancient code bits are his salvation? I'm curious if this gets enough funding together, cant be that many ex-DAoC players that still care enough to go for the $1k+ goals he dreams up (Have a borderlands castle named after you: $5k up front with no guarantee of the game releasing).
 

Azrayne

Irenicus did nothing wrong
2,161
786
Open world PvP is fun and exciting because it takes place IN A WORLD. The world is constructed of players and PvE, without the PvE being important the entire scheme falls apart instantly.
That's retarded, world PvP doesn't need to take place in zones where people are actively pveing, see: every faction based pvp game ever.
 

Denaut

Trump's Staff
2,739
1,279
That's retarded, world PvP doesn't need to take place in zones where people are actively pveing, see: every faction based pvp game ever.
Except that is the dynamic and exciting part of world PvP, otherwise it ends up essentially being a game with a slow and poor matchmaker. DAoC came out at a time when there was no mix of persistence and PvP, so you put up with all the nonsense because there was no alternative. Now nearly all PvP games have progression and persistence.

And the opposite of what you said is true, in most faction based games world PvP specifically takes place in PvE zones, it is the very definition of world PvP. Wintergrasp isn't even world PvP, it is a non-instanced battleground.
 

Draegan_sl

2 Minutes Hate
10,034
3
Open World pvp design requires people doing things. Other than attack other players, people need to be building, guarding, fighting, collecting, moving things. Else it's just GW2 WvW.
 

Pyksel

Rasterizing . . .
840
284
It sounds like, based on the latest FP, that they want to introduce physics with a slight friendly fire aspect to it.
 

Gecko_sl

shitlord
1,482
0
On the serious side, ancient code bits are his salvation? I'm curious if this gets enough funding together, cant be that many ex-DAoC players that still care enough to go for the $1k+ goals he dreams up (Have a borderlands castle named after you: $5k up front with no guarantee of the game releasing).
It'll get enough funding due to the nature of the game and the fact Jacobs is well known. Does it deserve to get the cash over a valid indy dev team? Hell no. As much as I respect the supporters of Kickstarter even if I do not agree with them, it boggles my mind that so many people give money to wealthy gamer insiders on that platform.

Network code has not changed that much, and my point about infrastructure remains. It does not take that much to roll out. Especially if one has a good background and understands an MMO project like Jacobs should given he's done several of these, mostly from his own company. I'd guess he'll be able to develop this game far cheaper than Dark Age ofCamelot. Plus, I'd guess there's a lot of code from his days at EA with Warhammer that will be remarkably similar to the code used in this game.

It's not like he's coming from the MLB and creating something brand new without having a clue. I don't think getting a game out the door will be the problem, the issue will be what will the game offer players, how it's designed, and if it's complete that will. I don't think a DAOC focused solely on just RVR with a new iteration of Realm Ranks and goodies will be enough even for the diehard PVP crowd.
 

Denaut

Trump's Staff
2,739
1,279
Network code has not changed that much, and my point about infrastructure remains. It does not take that much to roll out. Especially if one has a good background and understands an MMO project like Jacobs should given he's done several of these, mostly from his own company. I'd guess he'll be able to develop this game far cheaper than Dark Age ofCamelot. Plus, I'd guess there's a lot of code from his days at EA with Warhammer that will be remarkably similar to the code used in this game.
Network/Server code and databases in Modern online games are DRASTICALLY different than it was back in the DAoC days, at least it is if you do it right and not in an archaic way. I would bet even WAR was built on outdated tech given its time-frame. You would never, ever reuse even a line of code from DAoC if you were building a game from scratch. What you would reuse is general knowledge of where specific bottlenecks occur, but even that may not be applicable with the tech companies are using now.

Building a game back end is still extremely challenging, now there are better tools to do it with but don't under-estimate the difficulty. There is still no "out-of-the-box" solution for something like CU.
 

Kubla Kas_sl

shitlord
200
0
I saw in OP that it mentioned player housing and RvR. I assume it means something more like guild housing? Unless it actually lets you have a house just for yourself that someone else can come over and burn to ground if they want? Or is the mixing of the two not really happening and he is just using two buzzwords to keep people interested in the project?

I'd assume any full RvR game would borrow the keep building and owning land aspects of Shadowbane?