|Camelot Unchained Kickstarter||Post Reply|
|Apr 8 2013, 12:46pm Anchor|
Quote:This game is built upon three main pillars of gameplay, RvR, crafting and housing. These will receive all the development love they need to be great, and all these systems will be in place when we go LIVE. What differentiates Camelot Unchained from other games with similar systems is that we will tightly intertwine these pillars with each other. Here are some key elements for crafting and housing:
·Camelot Unchained features a totally player-driven economy. There won’t be drops from the NPCs, no redeemable tokens or anything like that.
·There will be a “pure” crafter class with its own unique leveling track.
·There will be no auction house for player-created items. Crafters can have their own stores and either sell there or directly to players in a bazaar-like setting.
·Crafters will be able to build a wide variety of items, including weapons, armor, siege equipment and more.
·Our housing system will allow players to construct everything from huts to mines, and to fortify and rebuild massive structures.
·Players will be able to build structures throughout the world, in both safe and contested areas.
We will go into more detail about these systems, but in the meantime, for more information about them, please refer to the Foundational Principles on our website (http://www.camelotunchained.com)
Quote:Mark has always called his online games evolutionary with a mix of revolutionary features. This one will be no different, as it will draw a lot of inspiration from “old school” games and MMORPGs while also mixing in some new features. In the rush to cash in on the WoW phenomenon, publishers/designers tried to simply “out-WoW WoW”, leading to most MMORPGs becoming more risk-averse, more “casual player”-focused, and overall, less challenging. This produced, among other things, a loss of the pride and sense of accomplishment that came from succeeding in the older, more difficult titles. We're not talking about spawn-camping for 24 hours straight, but rather the sense of pride from succeeding in a challenging game rather than one which hands you everything on a silver platter. In CU, you will have to earn your skills by deeds, and they will increase slowly over time. Magical items will not be found everywhere like road-kill on highways, so gamers won’t feel the pressure to “keep up with the Gandalfs.”
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