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General: Game On #63 - Crowfall or Camelot: Unchained?

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Welcome to another new episode of Game On! This week Chris and Ryan team up to talk about Skyforge banning P2W, Elder Scrolls Online's Buy to Play launch, Crowfall concluding their Kickstarter, and Camelot: Unchained's first gameplay video.






¯\_(ツ)_/¯ 


Comments

  • NanfoodleNanfoodle Member LegendaryPosts: 10,610
    Both make me go meh =-
  • MikehaMikeha Member EpicPosts: 9,196
    Both games look bad so neither one for me.
  • CopperfieldCopperfield Member RarePosts: 654

    defo camelot unchained..

     

    Better developer.. better visuals. better teamplay combat..

  • TamanousTamanous Member RarePosts: 3,025

    A few things talked about as mentioned in stream about CU (I do not know enough of Crowfall to comment at this time):

     

    Note on Alpha video: As stated multiple times by, well, everyone willing to actually acknowledge it (apparently few on this site according to posts), the game is in early Alpha which is testing engine and tech with initial model design and animations, temporary terrain maps and basic particle affect spells and effects designed to emulate server loads and NOT reflect anything visually related to a final product. 

     

    1. Spell/archery range: The game is 100% server side physics. This has NEVER been done before in mmos. You must wrap your head around how this games will play. You do not have a spell with a 30m range that uses calculations for impact and has no physics on impact. A spell, arrow and even melee uses physics that is also likely affected by your character's stats. An arrow arcs and can be dodged. A spell can be dodged or hit a rock you jumped behind. There is to be Siege spells as well  but I am not sure if these require multiple casters or "ritual casting" but this has been talked about. As with all spells these have physics and interact with other spells. They are likely huge damage but slow moving spells allowing enemies to counter them (other spells interact and affect these like water on fire causing steam and wind causing steam to move elsewhere even back at your enemies). There are full physics Wall spells allowing front line creation and defense which helps break up zergs and create front lines.

     

    2. Land and keeps: At this point the world is planned to be huge ... epic, old school huge. Each portion of land is mobile and must be tied/bound to your realm which then slowly moves that portion of land to your realms total land territory. Each faction has a large chunk of land that can never be taken away. The main city is there and if pushed back by other realms your King will release  resources to help facilitate a counter push to regain some land (other balancing tools are planned but not detailed). Each portion of contested land is open world/non-instanced. The lands start out vicious and unforgiving for all until anchors are set in place to limit veil storms which can cause disruptions likely as damage and perhaps warping and spawning of npc mobs. If this land is not connected to your territory your faction then must take ships to cross the ocean. This added travel time is the penalty to not controlling the land. Keeps sound like they will be a combo of some pre-made structures (possibly) but largely open creations by players. A real crafter (an actual class) builds advanced structures and all gear and even likely siege weapons and can participate in RvR combat (but is not required for all of them. Largely player choice) likely as an "engineer" role but without direct combat abilities.

     

    3. Stats: It is BY DESIGN that you can gimp your character. Stats are meant by design to be complex with heavy influence from RPG games. This complexity is to allow nearly endless character builds and progression as the game is very horizontal instead of vertical. The one stat questioned is Mass. I can only guess with the information I have read from twitch/articles/direct talk with Mark that the server side physics of this game applies to EVERYTHING including your character's size. You can play a giant race and charging through enemies is a function of mass and velocity. Hitting smaller targets makes them fly if you are that much larger. The Mass stat likely applies to this.

     

    4. Classes, Factions and RPG: I cannot emphasize enough that CU is a heavily lore driven mmoRPG. It's rules and mechanics are inspired largely by tabletop RPGs adapted to a large open world, old school style mmorpg concept. With little vertical progression this means even new players can likely head out and participate in combat deep into far away, uncontrolled maps. There are unique classes and races for each faction heavily themed to their own lore (Like DAoC). No mirrored classes. When territories are taken over and bound to your own realm it is rumored the mobs and even terrain adapt to your realm. Controlled lands become even more challenging to your enemies as npc mobs likely hate them more than the realm in control. This is even more apparent in The Depths which is a massive living dungeon the realms fight to control as well to gain many advantages. Advancement for your character is bound to the advancement of your realm. You can participate in anything that helps advance your realm even if it is not combat. Even a combatant class can head out and collect resources (mobs, mining, etc) and contribute without any pvp. A crafter can likely contribute fully and have many things to do and never once enter actual combat (rare if building keeps/housing in far off lands which likely will be attacked at some point). Class balance is rock/paper/scissor which means no attempt to balance your class against all other classes will be made. Balance only occurs by having a proper mix of classes against another proper mix of classes. If this does not occur and you are left at a disadvantage it is by design.

     

    The entire game can be looked upon as a similar game to some old school mmorpgs but instead of AI driven enemy factions you are instead set against other players that are out to strengthen their own realms in a lore rich and very large world. This is as close to shows like Game of Thrones and Vikings as you can get. The game is build with RvR in mind. RvR is not just pvp. Pvp is part of RvR but not the whole. RvR is realm vs realm which means each realm is a fully fleshed out RPG faction within a lore rich, living world. It is the fundamental concept of the game. All patches and content is developed for RvR only. 

     

    There is actually much more about the game we do not know that know. Lore is the driving force behind the game's creation. There is still much about what drives RvR advancement that we do not know yet. There are Dragons which play a large part in the world and intimately linked to RvR through lore we know nothing about yet. How exactly The Depths will impact RvR we know little about. I suspect that the newly designed engine that supports such large battles is now at the point where the actual game can be build upon it now. The most recent stretch goals were to hire programmers specifically for this goal along with senior programmers with extensive industry experience. A previous stretch goal was to hire a professional writer which shows the importance of lore for the world. This should be noted that it isn't forced reading or questing. It is to translate fantasy realism directly to the game so you feel your character lives within the world and not just instanced battle grounds and lobbies. It is a design philosophy and concept. You either get it or don't. Those that get it understand the differences between RvR and conventional pvp games. It is actually the core concept that makes or breaks a game like this and the right player base is required to help make a game like this alive.

     

    To add: Mark recently made a reply at MassivelyOP.net that although the game has Nvidia Wave tech (realistic waves using physics) and will not launch with sea battles, he does consider it a post-release stretch goal and voiced his exciting for both sea and air combat. In a game drive by physics this would be a extremely fun addition post launch and works into how the contested lands can be moved back and forth away from you controlled lands. Just like land masses, the ocean and straights between lands is ever changing. One week a sea is there and another it is nothing but land.

    You stay sassy!

  • CopperfieldCopperfield Member RarePosts: 654

    thanks a good read thx for that..

     

    intrested in more info @ camelot unchained..

     

    Since i cant read their official forums

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