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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.
14,873 backers pledged $2,232,933 to help bring this project to life.

Evening Update Mark-A-Thon Part 8

Folks,

   RVR time!

-Mark

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Comments

    1. Creator Lance Shannon on June 3, 2013

      I like the fact that a high level character will NOT be able to just simply come in, wipe a group or two of lowbies, and run away without them being able to have some kind of retribution. I still would like to see some kind of "safety" net for lowbies against high level grief players. Something like akin to a level 50 can only attack those 40 and above, or something like that.

    2. Creator Jeffrey Paquette on April 30, 2013

      Really REALLY happy to hear more about progression and it actually taking time. Everquest for me did it right, some say it was too grindy but I think most didn't notice grind to much either because the whole grinding term in MMOs was fairly new at that time or that the game was made well enough to where you didnt notice the grind.

      I LOVE being able to spend TIME on my character, getting to know my class in and out over time instead of trying to rush to max lvl because I know there are thousands out there that are going to spend 10+ hours a day playing where as I may only get to squeeze in 1 or 2 hours until the weekend.

    3. Creator Oshunsar on April 28, 2013

      If you want to see horizontal - kind off - go to SWTOR fun rvr (eg battlegrounds) there you can see good lvl 20s wiping the ground with lvl 50s in purple if they are better players AND maybe in good group.
      And i really hope, that you dont come to see from the looks of character if he/she is far beyond you - you should have to try it if you dont know the names.

    4. Creator Oshunsar on April 28, 2013

      Mr. Houghton:
      Templates? Dumb - especially when theres a lot more options.
      Drops? Come on, i like the idea of giving crafters my idea for the thing i want and need.
      TOA? Youre kidding, that ruined a nice game once: more grinding, more zerg, more muscle play, less skill using then ever - and too much buttons on the screen all to be pressed in the same row over and over :(

    5. Creator Cody on April 28, 2013

      Will the horizontal class progression be linear or will skills be chosen by allocating points on level up?

    6. Creator Ihana on April 28, 2013

      I'm really loving the horizontal skill progression.

    7. Creator Matthew Houghton on April 28, 2013

      a lot of problembs can be resolved by addind a bit of PVE, you wouldnt have to limit yourselves to this type of system.. sounds good but surly reaching max level is to become as powerful as you can be? you dont have to invent everything you can take ideas from other games, i know you dont want to be DAOC2. and want to be inventive this is good, but your losing a lot of casual players just by not including pve, and the rvr / leveling system suffers and becomes limited as your stating there. and just a side bar comment, im in this for the pvp, but adding this would get you additional backers too. the depths was the perfect dungeons to add this functions into. but instead of dropping loot/gear (which i hope gets implemented at some point 100% crafting is lame imo) you could get them to drop rare items/recipies for crafters. anyway i hope you do include a TOA equiv later down the line to make the combat more dynamic and fun. you should reward people forspending time to be able to get the best template possible as well not just because u want a level 1 to be able to "have a chance" vs a 50. thats dumb, really dumb. you could add phases in for lower levels say 1-10 10-20or specific areas this could free you up to have more powerful 50's, skil based is a lot better though 100% agree with that. this rant aside though, some of the new ideas are very good indeed, and im looking forward to hearing what else you have in the pipeline.

    8. Creator Salty mcguigan on April 28, 2013

      I like the idea MJ has, time spent playing will make you better not just the usual oh my god I have the sword of doom your all dead approach. Love the combo idea reminding me of daoc all over again and that's good sign.

    9. Creator Drew Brokenshire on April 28, 2013

      I love it. I want a skill based game not a game that is all about getting the latest and greatest gear. If I play against a horrible player and he is higher level then me I should be able to compete in some capacity with them :)

    10. Creator Richard Jackway on April 28, 2013

      I've been waiting for a Horizontal system for ages - or at least (my preference) a shallow pyramid. By that I mean - as you progress you get your horizontal abilities...as you progress further you can put 1 point into whichever horizontal ability you choose (makes it's slightly more powerful) - and combinations of these points reveal some 'upper level' abilities to choose from (say to a max of 3). The 3 tiers will then combine to reveal the 'Apex' ability.

      The apex ability doesn't have to be particularly powerful - but this sort of system (is both interesting and) allows differentiation without overpowering characters.

    11. Creator Justin Castaneda on April 28, 2013

      Horizontal system is brilliant. Some of the most popular RVR areas in Dark Age are places like Molvik, but it is definitely silly that there are 5 other battlegrounds that are barren.

      Will there be abilities or bonuses that come from RvR experience, such as Realm Points and Realm Abilities from Dark Age?

    12. Creator Sean Davis (Wolvan of Perc-Mid Forever) on April 28, 2013

      The Secret world has a fairly horizontal leveling system, with slight, limited vertical (gear mostly) but nothing overly crazy.

      And we use to kill level 50's in DAOC with high teens and low 20's characters. Course it would be a full group of us, usually 4-5 PBAOE spec spiritmasters...but we loved killing wanna be ganking stealthers and other's in the frontiers and DF.

    13. Creator Juergen Riemer on April 28, 2013

      Greeeaaat! I hope you find the balance, the horizontal approach had been dearly missed since I started to play... hmm... anything. Thanks!

    14. Creator John Tilka on April 27, 2013

      So glad to hear this. Horizontal scaling is definitely the way to go for a RvR/PvP based game.

    15. Creator Forgotten Heathen/Mid Ector on April 27, 2013

      Bravo! Bring back real horizontal progression! GW2 fell flat on it's face with it's promise of horizontal progression! This update was great.

    16. Creator Barn Bocock on April 27, 2013

      Horz. scaling is excellent news - very happy! :D

    17. Creator Fredric (Hib-Prydwen) on April 27, 2013

      @ Jonathon Baxa - If you check on the right side of this page you see the light blue CSE square and in it is a link which you can click on that says "Contact me". Sorry for my grammar, I'm swedish so go easy on me :p

    18. Creator Jonathon Baxa on April 27, 2013

      I have a question that I havent seen much information about. I hav no idea how to e-mail you Mark by the way. So here it goes. Will there be any kind of a system in place that will keep RvR players from doing nothing more than seeking out and killing crafters? Such as reduced experience for killing a crafter, or something along those lines?

    19. Creator khalidjh on April 27, 2013

      nice update.. love the RvR mentality, hopefully it's maintained till release.

    20. Creator Dan Biela on April 27, 2013

      I LOVE the idea of horizontal scaling! It will allow for so much more interaction between the realms in order for people to all participate no matter what stage their character is at. This is definitely a good idea. Perhaps depending on the level difference of the players in question and the number of other allies/enemies around you could scale % effective damage dealt and taken to bring them closer together without having to alter all kinds of other stats. I always hated getting into new BGs or other PVP areas and getting stomped out for a couple days before I got leveled up enough.

    21. Creator Chris Brenes on April 27, 2013

      Cool - Brief description of horizontal should have been in update 1... glad to hear about it

    22. Creator Alienami on April 27, 2013

      @MJ
      YES! Perfect! I love this video.

      My current thoughts:
      Classes, if you do multiple spec-lines, perhaps you need to manually level up each spec-line, and you keep progress made even if you spec out of it. This will give the game more of a time-sink / longevity and keep things more interesting hopefully.

    23. Creator Rooks on April 27, 2013

      I almost cried tears of joy when he started talking about horizontal progression. I was disappointed beyond words when GW2 added ascended gear and threw out the focus on horizontal progression that GW1 did so phenomenally well. I felt that it was such a huge step backwards for the franchise, and for a game that I was hoping would push the genre forward. MJ's words are like poetry in this video.

    24. Creator Mark Keller on April 27, 2013

      This was my favorite update so far. Horizontal system and the bit about lower level players having a chance of defeating a higher level, more powerful character while maintaining the feeling that the higher level character is slightly more powerful. Really enjoyed all the updates today, but this one was great for me.

    25. Creator Ross Dickens on April 27, 2013

      cant wait for this game to come out. keep up the great work guys.

    26. Creator Eric Reyes (Kenluin) on April 27, 2013

      pretty much this seems to be the "realm ranking ) of camelot unchained" :)

    27. Creator Slaughty8 on April 27, 2013

      Mark, for the reason "why we are not live streaming" You forgot about the biggest reason: to make as many as possible people watching and listening. Stream has much less audience than normal video as an update.

    28. Creator Lucas F on April 27, 2013

      Your timing is impeccable, I'm busy smashing TDD scum as we speak.