Camelot Unchained Wiki
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[[Category:Camelot Unchained]]
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{{Character infobox
 
{{Character infobox
 
|name = The Spirit Pet
 
|name = The Spirit Pet
 
|image = Pets7.jpg
 
|image = Pets7.jpg
 
}}
 
}}
Camelot Unchained will have [http://camelotunchained.com/v2/afternoon-update-thursday-april-23rd-2015/ Spirit Pets], a kind of crossover between "classical" pets and summons/spells.
 
   
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As a result of the successfully funded [[Stretch Goals|stretch goal]] "'''Spirit in the Sky'''", ''[[Camelot Unchained|Camelot Unchained`s]]'' [[magic]] will be extended by one pet [[class]] per [[Realm]]. These classes will be capturing, summoning and manipulating '''Spirit Pets''',<ref>http://camelotunchained.com/v2/afternoon-update-thursday-april-23rd-2015/</ref> a kind of crossover between "classical" pets and summons/spells.
= Gallery =
 
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<gallery>Pets4.jpg|Spirit Volves
 
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== Gameplay ==
Pet1.jpg|A pet from The Depths
 
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The Spirit Pets will be much more than just "fire and forget" spells with "attached" heads - their master will have full time job summoning, directing and controlling them, which might include capturing lost souls from [[The Depths]] as servants.
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Commanding pets will sometimes be done through the system of portals (see images below) and pets will work in many different ways: similar to classical "flesh and bone" pets, or like DoTs, turrets, scouts/hidden cameras etc.
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== Extender Pack Plus ==
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[[File:Cef7885b-64af-4c11-b183-67bfa2b0a09c.jpg|thumb|Summonings]]
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The aforementioned [[Stretch Goals|stretch goal]] was (the first one) from the "Extender Pack Plus" series and as [[Mark Jacobs]], the CEO of the [[City State Entertainment]], explains: "An Extender Pack Plus is content that might be released prior to launch, ONLY IF we can do so without adding to the release date but if not, it will be released post-launch." <ref>http://camelotunchained.com/v2/stretch-goals/spirit-in-the-sky-extender-pack-plus-1/</ref>
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== Developer Quotes ==
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Game designer '''Ben Pielstick''' spoke about pets in the [[Unveiled Newsletters#Issues of Unveiled 2015|Unveiled Newsletter #9]] ("Dose of Design" section):
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"...So how will these pets work when it comes to actual gameplay? Why would you want to play one of these new pet-based mage classes over the [[Archetypes#Mage Archetype|existing spellcasters]]?
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First off, if you choose a pet class, the focus truly is on using and controlling your pets. Whether it’s summoning ancestral revenants to fight at your side, raising demonic shadow beasts [[The Depths|from out of the darkness]], calling forth powerful animal spirits from within [[Veil|the Veil]], or perhaps something else entirely, pets are not a secondary feature to an already powerful [[Archetypes#Mage Archetype|mage]]; they are the main mechanic you’re going to need to leverage in order to defeat your [[Realms|enemies]]."
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[[File:Pets4.jpg|thumb|Spirit Volves obeying their master]]
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"...In terms of use, pets aren’t present as independent corporeal entities walking around on their own, so instantiating them, manipulating their form as they traverse distances, and directing them to carry out desired actions on specific targets, is a very involved proposition.
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This requires more planning and preparation than simply conjuring a blast of magical energy. The benefit, however, is that pets offer constant pressure, leveraging a diverse range of capabilities unique from those of other mage classes."
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"...In terms of game balance, this is the first time we have talked about a second class of the same [[Archetypes|archetype]] within a Realm (referring to [[Archetypes#Mage Archetype|mages]], in this case).
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As [[Camelot Unchained]] grows and the number of classes increases, there will be a broader range of choices within the archetypes, and even potentially new and different archetypes, with mechanics that set them apart from the existing ones we have already defined. The important thing to keep in mind is that as this process takes place, new and existing classes for each archetype don’t have to be compared along an apples to apples scale, because in an [[RvR]] environment there is no perfect situation where everyone performs equally at peak efficiency.
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Instead, there can be strengths and weaknesses to situational conditions, which, unlike scripted [[PvE in Camelot Unchained#Aspects of PvE in Camelot Unchained|NPCs]], enemy players can easily recognize and exploit. Different classes of the same archetype will have different ways to specialize, and different strengths and weaknesses that make many choices viable if you play to the strengths of that character and cover for its weaknesses."
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== Gallery ==
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<gallery>
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UpdateImage wtrmrk.jpg|Scary pets
 
Pet1.jpg|A pet from [[The Depths]]
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4069ce63-4c4a-497f-8717-d0bd4fe00506.jpg|Spirits in action
 
Pets06.jpg|Spirit birds
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Pets05.jpg|Spirit deers
 
Pets2.jpg|Pet portal
 
Pets2.jpg|Pet portal
 
Pets3.jpg|Pet portals
 
Pets3.jpg|Pet portals
Pets05.jpg|Spirit deers
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Magic03.jpg|Spirits in action
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Magic04.jpg|[[Crafting#Souls in Crafting|Soul Taking]] - thank you, my dear enemy!
Pets06.jpg|Spirit birds</gallery>
 
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Md title sg 001c.gif|Spirit Deeer
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StrtchGl spiritAnimal (1).jpg|Spirit pet in action (Spirit in the Sky [[Stretch Goal]] artwork)
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</gallery>
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== References ==
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<references/>

Latest revision as of 09:31, 11 April 2019


The Spirit Pet
The Spirit Pet

As a result of the successfully funded stretch goal "Spirit in the Sky", Camelot Unchained`s magic will be extended by one pet class per Realm. These classes will be capturing, summoning and manipulating Spirit Pets,[1] a kind of crossover between "classical" pets and summons/spells.

Gameplay[ | ]

The Spirit Pets will be much more than just "fire and forget" spells with "attached" heads - their master will have full time job summoning, directing and controlling them, which might include capturing lost souls from The Depths as servants.

Commanding pets will sometimes be done through the system of portals (see images below) and pets will work in many different ways: similar to classical "flesh and bone" pets, or like DoTs, turrets, scouts/hidden cameras etc.

Extender Pack Plus[ | ]

Cef7885b-64af-4c11-b183-67bfa2b0a09c

Summonings

The aforementioned stretch goal was (the first one) from the "Extender Pack Plus" series and as Mark Jacobs, the CEO of the City State Entertainment, explains: "An Extender Pack Plus is content that might be released prior to launch, ONLY IF we can do so without adding to the release date but if not, it will be released post-launch." [2]

Developer Quotes[ | ]

Game designer Ben Pielstick spoke about pets in the Unveiled Newsletter #9 ("Dose of Design" section):


"...So how will these pets work when it comes to actual gameplay? Why would you want to play one of these new pet-based mage classes over the existing spellcasters?

First off, if you choose a pet class, the focus truly is on using and controlling your pets. Whether it’s summoning ancestral revenants to fight at your side, raising demonic shadow beasts from out of the darkness, calling forth powerful animal spirits from within the Veil, or perhaps something else entirely, pets are not a secondary feature to an already powerful mage; they are the main mechanic you’re going to need to leverage in order to defeat your enemies."

Pets4

Spirit Volves obeying their master


"...In terms of use, pets aren’t present as independent corporeal entities walking around on their own, so instantiating them, manipulating their form as they traverse distances, and directing them to carry out desired actions on specific targets, is a very involved proposition.

This requires more planning and preparation than simply conjuring a blast of magical energy. The benefit, however, is that pets offer constant pressure, leveraging a diverse range of capabilities unique from those of other mage classes."


"...In terms of game balance, this is the first time we have talked about a second class of the same archetype within a Realm (referring to mages, in this case).

As Camelot Unchained grows and the number of classes increases, there will be a broader range of choices within the archetypes, and even potentially new and different archetypes, with mechanics that set them apart from the existing ones we have already defined. The important thing to keep in mind is that as this process takes place, new and existing classes for each archetype don’t have to be compared along an apples to apples scale, because in an RvR environment there is no perfect situation where everyone performs equally at peak efficiency.

Instead, there can be strengths and weaknesses to situational conditions, which, unlike scripted NPCs, enemy players can easily recognize and exploit. Different classes of the same archetype will have different ways to specialize, and different strengths and weaknesses that make many choices viable if you play to the strengths of that character and cover for its weaknesses."

Gallery[ | ]

References[ | ]