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Camelot Unchained is a counter-revolutionary RvR-focused MMORPG from Mark Jacobs and CSE set in a post-apocalyptic yet familiar world.
Camelot Unchained is a counter-revolutionary RvR-focused MMORPG from Mark Jacobs and CSE set in a post-apocalyptic yet familiar world.
Camelot Unchained is a counter-revolutionary RvR-focused MMORPG from Mark Jacobs and CSE set in a post-apocalyptic yet familiar world.
14,873 backers pledged $2,232,933 to help bring this project to life.

Afternoon Update Mark-A-Thon Part 4


   More questions. In Part 8, I turn back to game design (progression system). 


P.S. As to the reason for doing updates instead of a live stream, it is easier on my voice (downtime between takes) and I can get other work done as well. :)

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    1. Lance Shannon on

      Terrain changes based on what Realm holds the area = VERY frickin' cool !

    2. drealmerz7 on

      I definitely prefer fewer classes with multiple spec lines/wider range of available abilities to choose from (whatever form it takes, make the variety within the classes ). If you can effectively (from a programming and even a writing standpoint) do more things with fewer things, that just makes sense - it's efficient AND allows for more variety in the specialization. If you divide the variety into more classes, you lose the middle-ground, the hybrids, the ability to truly specialize and individualize your character. If you weren't going to have a bunch of abilities/skills/spells/attacks to use that would take multiple quick-bars and instead were going to have it very basic or limited, it might make more sense to just split the variety into different classes, but the ability to pick and choose and tweak and differ within a class can't be undervalued in a game like this. I should be able to go to 45 in heavy spear and then 20 shield and 35 axe or whatever, not just be forced to go all one way or all another, that feels not only a bit boring in multiple ways, but way too restrictive.

      I understand, that you then get people wanting to be able to re-spec so sometimes they can do this and sometimes they can do that (for those reasons I have a problem with re-spec), but for the mere sake that you didn't fully understand how something would work until you tried it and then you don't like it and want to be using blunt weapons instead of blade weapons with your 1h/shield option and a million other things that (with more complexity and less basis for understanding than the different between blunt and bladed) will probably happen, and for that we need a solution (the best of which I can think just being SUPER informed players about what stats, skills, etc. do what at what points and be able to really plan out before getting too far.)

    3. Hardrada on

      Less classes makes WAY more sense to me. Presumably, some sort of /respec will be possible. Thus, fewer classes means that someone can do more with their beloved character over a long career. Or, another way of thinking about it is that a well-known character is much-less likely to become obsolete as tactics change and the game evolves.

    4. Missing avatar

      Jonathan Tyler on

      For character progression, I would overwhelmingly love to see you take the route with fewer classes, but way more trees. Truman Barney a few posts earlier gave some great reasons to go for more classes, and brought up good points. But Mark brings up the idea of options, and I fully agree that more options are better.
      Rift had a great progression system -- there were SO many options available. Yes, many of them had little to no synergy, but still gave you more options. It still had way more viable options for class structure than simply having several classes.
      The biggest issue is how much of a skill tree you can fill up. In WoW and other three tree systems, you basically fill one tree, minus whichever abilities you find useless, and then dump the extra points in the bottom of another tree. There's no system like that for Rift -- you really have to do your homework, and having multiple classes combined allows a player to really tweak the main class the way they want.
      It doesn't help identify everyone in RvR, to be true... but I also like that element of surprise and chaos when fighting. I like *not* knowing what the other guy is capable of.

      Finally, if you do choose the many classes route, please make sure there at least 3 of each archetype so that choices are not limited! (Even if it has to wait until post-release for some.)

    5. Peter McKenzie (Mirelind Alb Merlin) on

      Will the change in the realms appearance affect the mines themselves. For e.g will the vikings have a mine that will contain the remnants of old dead dragons or appear more nordic?

    6. Mel A on

      The changing environment based on Realm control is intriguing. I certainly am curious about mines, though. If I play during a low population time of day and we're not strong enough to boot the baddies out of the mine, are we just stuck with the situation? Seems that such a thing would lead right back to zerging. I look forward to this issue being dispelled.

    7. Tom M. on

      The relic system in DAoC power strength is flawed. Hibs really only use power - mids strength - albs use both but as a Alb I dont see much difference with or without. (yeah I know the 10% thing) are you planning something on this scale here?

    8. Jonathon Baxa on

      I absolutely love the chainging terrain idea, that is amazing. Very innovative and cool! I'd almost back the game just on this alone lol

    9. Duane Crago "Skyrek"

      The changeable terrain sounds pretty cool. Can't wait to see how that is implemented.

    10. Truman Barney Arrowsmith Mid/Bors on

      I say definitely 100% go the multiple classes route, to many MMOs are going multiple talents within one class.

      I want to be able to see a warrior dual wielding from the vikings and say oh thats a berserker ect. I hate trying to guess what spec a class is. Much rather have 30 classes that 10 with different specs. Of course let them spec which weapons they wield, or like DAOC had it be stronger in heals or buffs. But don't have three specs that completely change the outlook of the class.

      I hate to keep going back to your past but DAOC is more of what I want here than say WoW.

      As far as combat goes if you can mix the fluid combat of WoW with the positionals and reactive strategic combat of DAOC. Well you just created the best combat of any MMO ever. Reticle combat is a fad imo and gets boring after awhile I can never get far in Tera because every monster takes 100 clicks to kill and when your playing a MMO a game your going to be playing for years on end lol that ends up being a lot of clicks.... Make tab targeting interesting I know you can!

      Despite all the hate for WoW out there these days it is a brilliant game when it comes to, fluid movement, combat fluidness and even performance you can play WoW on a turd.

    11. Corey J. on

      LoL, I thought I heard mind control..but it was mine control...

    12. Curtis Miller (Gylnne) on

      "Having the terrain changed depending on what realm holds it" This is big stuff:)

    13. Missing avatar

      Chris Brenes on

      TDD takes land, TREES grow... archers defend! this would be sweeeet.

      Vikings take land, weather/ice comes and viking melee increases in region- this would be sweeet.


    14. Varians [Herfølge Boldklub] on

      Oh man that is AWESOME:-) Changing landskabe, depending on which realm holds the area.

    15. Amber - (Edany - aka Troll Slayer) on

      MJ - Can you clarify or it is still speculative for stats to be different based on the gender of the race?

    16. Amy (Ayachi) on

      I want big pointy arrows when I create a character now. :P

    17. David Blackman (Lord Vakko) on

      Probably my least favorite update tbh.

    18. Colin on

      I want an endowment bar for male toons why not!.. wait nope that is not needed.