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==Overview==
 
==Overview==
The Q&A Tracker is a collection of the questions and their answers from released livestreams and other media all in one location for those whom are looking for something specific
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The Q&A Tracker is a collection of the questions and their answers from released livestreams and other media, all in one location for those who are looking for something specific.
   
For more specific criteria, you can use your browser's find section (tpyically Ctrl+F) to look for more narrow results. Searching for #physics would pick out all the Q&A having to deal with physics, and so on.
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For more specific criteria, you can use your browser's find section (typically Ctrl+F) to look for more narrow results. Searching for #physics would pick out all the Q&A dealing with physics, and so on.
   
Inspired by the [https://docs.google.com/document/d/1NAXcyrX6dExI4K0tsmwYQYDKHp6nigOjGZ8iOJbSTp0/edit Chasing Mark Jacobs Document] that collected Q&A from the comments section of the [[Kickstarter]] during it's campaign. Special thanks to those individual(s) that put that together.
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Inspired by the [https://docs.google.com/document/d/1NAXcyrX6dExI4K0tsmwYQYDKHp6nigOjGZ8iOJbSTp0/edit Chasing Mark Jacobs Document] that collected Q&A from the comments section of the [[Kickstarter]] during it's campaign. Special thanks to the individual(s) that put that together.
   
 
<font color="red"><nowiki>** Disclaimer **</nowiki> The questions and answers may be edited to be more concise, terse, and/or to cut out banter or inside jokes. This is done for clarity, and the spirit of the questions and answers will be kept as much as possible. Names are also removed.</font>
 
<font color="red"><nowiki>** Disclaimer **</nowiki> The questions and answers may be edited to be more concise, terse, and/or to cut out banter or inside jokes. This is done for clarity, and the spirit of the questions and answers will be kept as much as possible. Names are also removed.</font>
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==#Tag Glossary==
 
==#Tag Glossary==
 
<div align="center">
 
<div align="center">
 
{| class="plainlinks"
 
{| class="plainlinks"
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
<font size="4">A</font><br>#Abbot<br>#ability creation<br>#aesthetic<br>#AOE cap<br>#AOE healing<br>#armor<br>
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<font size="4">A</font><br>#Abbot<br>#ability creation<br>#aesthetic<br>#AOE cap<br>#AOE healing<br>#ammo - [[Q&A Tracker#ammo1|1]]<br>#armor<br>
 
<br>
 
<br>
<font size="4">B</font><br>#balance<br>#banes and boons<br>#Becoming<br>#Blessed Crow<br>#bluerpints<br>
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<font size="4">B</font><br>#balance<br>#banes and boons<br>#Becoming<br>#Blackguard - [[Q&A Tracker#Blackguard1|1]]<br>#Blessed Crow<br>#blueprints<br>
 
<br>
 
<br>
 
<font size="4">C</font><br>#Cait Sith<br>#cc<br>#choice<br>#cinematic<br>#cities<br>#clothing<br>#components<br>#concept<br>#crafters<br>#creative freedom<br>
 
<font size="4">C</font><br>#Cait Sith<br>#cc<br>#choice<br>#cinematic<br>#cities<br>#clothing<br>#components<br>#concept<br>#crafters<br>#creative freedom<br>
 
<br>
 
<br>
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
<font size="4">D</font><br>#damage<br>#decorations<br>#design<br>#destruction<br>#devout<br>
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<font size="4">D</font><br>#damage<br>#death curse - [[Q&A Tracker#death curse1|1]]<br>#decorations<br>#design<br>#destruction<br>#Devout<br>#divine intervention - [[Q&A Tracker#divine intervention1|1]]
 
<br>
 
<br>
 
<font size="4">E</font><br>#effects<br>#environment<br>#equipment binding<br>
 
<font size="4">E</font><br>#effects<br>#environment<br>#equipment binding<br>
 
<br>
 
<br>
<font size="4">G</font><br>#gear slots<br>#gear templates<br>#guild emblems<br>
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<font size="4">G</font><br>#gear slots<br>#gear templates<br>#group viability<br>#guild emblems<br>
 
<br>
 
<br>
 
<font size="4">H</font><br>#healing<br>#heraldry<br>#hooded cloaks<br>#housing<br>#hybrids<br>
 
<font size="4">H</font><br>#healing<br>#heraldry<br>#hooded cloaks<br>#housing<br>#hybrids<br>
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<br>
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
 
| align="left" valign="top" style="padding-right: 1em width="250px" |
<font size="4">S</font><br>#salvaging<br>#spear & shield<br>#specialization<br>
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<font size="4">S</font><br>#salvaging<br>#small group<br>#spear & shield<br>#specialization<br>
 
<br>
 
<br>
 
<font size="4">T</font><br>#tanking<br>#tattoos<br>#terrain<br>#territory control<br>#time lapse<br>#trophies<br>
 
<font size="4">T</font><br>#tanking<br>#tattoos<br>#terrain<br>#territory control<br>#time lapse<br>#trophies<br>
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==Q&A Table==
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== Class Reveal ==
   
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Q&A from a series of weekly videos that revealed ten sets of combat archetypes at the end of winter 2015. These videos were hosted by [[Mark Jacobs]] and [[Ben Pielstick]]
{|class="wikitable sortable" style="text-align:center;"
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ DEVOUT ARCHETYPE REVEAL Q&A 10-02-2015 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
|class="culogo" style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
10-02-2015
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#devout<br>#weapon choice
 
 
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<font color="tan">Q: The images show dual flails. Will this be valid option only for the [[Abbot]], or will this be a choice for all classes?</font>
 
<br><br>
 
<font color="grey">A: The bottom line is, if we put in he mechanic that you can dual wield, certainly, like we've talked about for any of the classes, or even the archetypes, will you be able to dual wield if you're not an Abbot? Absolutely. But you won't have the special abilities, and that's the key. Can you pick up two flails? Absolutely. Why not? Will you be any good with them? Not as good as the class that has the abilities, or the components, or the styles that are designed for them. No different than if a mage picks up a sword. Can they swing a sword? Absolutely. Can they swing a staff? Absolutely. But the classes that have the components, those are the one who are going to be best at it.
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
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Classes<br><br>#devout<br>#healing<br>#tanking
 
 
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<font color="tan">Q: Will these guys be able to be specialized into a full tank with healing abilities?</font>
 
<br><br>
 
<font color="grey">A: Not a full tank, in that they won't have a lot of the same protection abilities and group defense abilities that actual tanks have, because tanks are a separate trio that we'll get into later. They can be fairly defensive, and any time you have a character that can heal, if they have a good amount of healing they can apply to themself, they can be fairly survivable, but that doesn't necessarily fulfill the full role of a tank, it just means that they're hard to kill.
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#naming
 
 
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<font color="tan">Q: How long did it take to come up with the ability name "For blood to beer"?
 
<br><br>
 
<font color="grey">A: Somewhat ironically, naming is one of the harder parts of actually doing a lot of these designs, because a lot of the mechanics you lay out in an earlier form, and go through and break them down into individual ability components, but then you have to go through and name everything, and naming a lot of the time is where you get a lot of the agonizing over trying to find the right words and phrasing and stuff. That is actually one of the parts of design that people tend to get hung up on, and tends to take more time than you'd think.
 
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10-02-2015
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#devout<br>#role
 
 
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<font color="tan">Q: What's the role of hybrid healer in RvR? They need to find groups.
 
<br><br>
 
<font color="grey">A: Your hybrid healers are going to be either be, for a more offensively oriented group, might be your main healer. If you're really focused on just dealing as much damage as possible, these guys are going to contribute damage, so even if they're primarily healing focused in their activities, their inherent damage ability means that they will fit into a more offensively oriented group. In a more balanced group, they're probably going to fulfill more of the role of a secondary healer, you know when your main healer is getting focused, and has to focus on keeping themselves alive, or if they go down, or whatever, or if your group is taking a lot of damage, and you have to help support your main healer, increasing the healing output, you can switch from being offensive to being defensive, they can sort of fill in the gaps here and there. As sort of a secondary role in either doing damage or doing healing, so they help, you know, fill the gap that you might not otherwise have if you went with either a full healer or a full damage dealer.
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
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Classes<br><br>#Blessed Crow<br>#concept<br>#devout<br>#weapons
 
 
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<font color="tan">Q: What is the weapon called that the [[Blessed Crow]] uses?</font>
 
<br><br>
 
<font color="grey">A: I think they're talking about what he has in concept art, which is that he has a cauldron on a stick, hanging from a chain. There isn't a specific name for it, it's just a concept art piece of what that could look like. His main thing is that he has a cauldron which is something that he can carry around with him, and put down, and have multiples of, and sort of deploy in an arrangement, in an area, and do various things with. How he's going to carry that around, what the mechanism is, that's not a specific object or item or anything that we've created, that's just one of the concepts for how we're going to eventually deliver that in the game. We haven't really got that entirely sorted out. It's just a cool concept that we have right now.
 
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10-02-2015
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#devout<br>#hybrids<br>#role
 
 
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<font color="tan">Q: Since they're hybrids, will these classes ever be able to do as much damage as a full healer, or as much damage as a pure DPS, if they player desires?
 
<br><br>
 
<font color="grey">A: My gut says no. I mean, if they were as powerful as a pure healer, or as powerful as a pure tank, and as great at healing as a pure healer, even if they fully specced, I think that that would take away from the role of the pure archetype.
 
 
<br>
 
<br>
  +
=== Archer Archetype Reveal Q&A ===
Yeah, it sort of depends how you mean by that. If you mean over a duration, I would say no, but in specific instances, if they're trying to burst, if they have, like the abbot specifically has a bunch of stacking buffs and procs and things. So if he can get stacked up, he can do some pretty good either damage or healing over a short amount of time, but he can't sustain that the same way a pure healer or a pure DPS could.
 
<br><br>
 
It's a complicated question, because things such as the ability to regenerate your blood, assuming we go with the same mechanic, could also differ between the classes, so it's not simply looking at, okay if his heal can do 100 points over 30 seconds, and the other healer can do 100 points over 30 seconds, it is a more complicated. Thankfully, we can do more interesting things than simply look at one set of numbers, and go 'no these guys are equivalent', or 'one is weaker in one way, and weaker in the other way.' As always, it's about being a bit clever.
 
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  +
10-09-2015 - ''[https://www.youtube.com/watch?v=WpQ9VWrIJ_g The Archer Archetype Reveal]''
 
  +
|}
10-02-2015
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#Abbot<br>#Blessed Crow<br>#devout<br>#hybrids<br>#role
 
 
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<font color="tan">Q: Looking at the [[Abbot]] and the [[Blessed Crow]], the Abbot got quarterstaff skills. Is the Blessed Crow more mage/healer or fighter/healer?
 
<br><br>
 
<font color="grey">A: The Abbot has a little bit more on the melee side of things. He's not exactly melee for DPS, because he does have smite and nukes as well. The Blessed Crow is more of a mage type, and less of a melee focus. It's more about the cauldrons and setting up your little deployables. It's a playstyle that a bunch of you are probably familiar with. Where you set things down, and make your arrangement of things, and cast spells on the cauldron to make the cauldron do stuff in an area, and have some interactions between them based on their proximity. So that's a little different. He has to focus specifically on that mechanic, whereas they Abbot doesn't have any deployables. He's just running around, hitting people and casting things, and has more of a diverse role.
 
<br>
 
And drink beer.
 
<br><br>
 
That is what's really important about this to keep in mind, folks, we told you before the [[Kickstarter]], during the Kickstarter, after the Kickstarter, that we weren't going with mirrored classes. Now here's a perfect example, right?
 
<br><br>
 
Yeah, they're very different.
 
<br><br>
 
These three classes are in no way even close to being mirrored. These are classes with very different mechanics, obviously, and very different styles. And this is what you're going to see from us going forward. Not just with these folks, with other folks as well.
 
 
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Classes<br><br>#divine intervention<BR>#death curse<BR>
 
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10-02-2015
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Magic<br><br>#damage<br>#devout<br>#healing
 
   
 
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  +
<font color="tan">Q: What's your vision of pre-made abilities such as [[Divine Intervention]]s and [[Death Curse]]s, seems everyone is going to have some divine interventions and death curses. What are these?
<font color="tan">Q: Will there be spells that heal allies and damage enemies?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: The whole concept again between DI and DC and abilities, are—these are not abilities in the way that we're describing abilities. Abilities, whether they're based on components, or even if we had some precooked abilities, those are meant to be used all the time. That is how you will level your character. This is how you play the game. A divine intervention and a death curse—these are, essentially, just like in Pen and Paper games, at least the games that have that, you're rolling the dice because you're about to die. You know, you're
<font color="grey">A: Of course
 
  +
rolling the dice knowing that you are absolutely going to die. You're willing to die and you're going "to hell with you" that would be the Viking's attitude "to hell with you", and you're calling on these abilities. So, keep that in mind. These DIs, these DCs, are not abilities in the sense that they're meant to be used all the time. They will have a long re-use timer on it, so if you use your death curse, don't expect to come right back into the game and be able to use another death curse or another death curse, or even the same death curse, right away, because that would make them pointless, and that would also make them a lot less fun, you know, for other players, right?
  +
<br><br>
  +
It would be less fun, and it would also make combat very crazy, because if you were using your death curse every time you died, and everybody was using their death curse every time they died, and you had a big battle in which people were dying all the time, everybody would be exploding and causing catastrophes and all sorts of the crazy things that happen in these abilities—we don't want those to happen all the time. We want them to be unique and rare, and to be used in situations in which you think they will actually make a considerable difference. Because if you're using a death curse, let's say, just to spite someone, just because you felt like using it, and it's not really going to change the outcome of a fight, that's kind of wasteful. But if you use it in the middle of a fight that's close, you might be able to—even though you died—get that last big hit in, or get that last, you know, control bit in that wasn't going to happen otherwise, but you died and you threw that out and put that little bit of extra effort in that could actually make a difference and turn a fight. So we want them to be situational, and used when appropriate. Not all the time.
 
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Classes<br><br>#ammo<BR>#Blackguard<BR>#quivers
10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
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Abilities<br><br>#Blessed Crow<br>#components
 
   
 
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<font color="tan">Q: This is about the [[Blessed Crow]]. One of the sample runes is "corpse consuming brew". How will it decide which corpse to consume? Will we be able to manage the corpses chosen with a modifying components?
+
<font color="tan">Q: Can you talk a little about quivers? Specifically the [[Blackguard]] because his [[Death Curse]] uses them. How will ammo in general work?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Ammo in general, right now, is really broken up into two different types. We've said—and we've talked about this on the forums as well—that basic ammo, you're going to be either able to carry an awful lot of it, or it will be just something that you can have in an unlimited amount. But these are very basic arrows. These are just like, um, you know, uh, melee fighters—you don't want to always be running out of your basic—if your sword broke every battle, nobody would want to play a melee guy. And it's the same with the archers. We know that you can't carry 3000 arrows. I mean, that would really break the whole encumbrance thing that we've talked about from the beginning. So you're always going to have a basic, or a supply of very basic arrows. However, the more powerful arrows, the arrows that will be made by crafters. Those things you're going to have to carry like an inventory item. Now, will it be 50? or 100? Whatever the number is; that's obviously something that we have to work out during Beta. But, they are two separate things. You will be able to, at least right now, always have an arrow that you can shoot. 'Cause, especially in the case of the Blackguard, if you couldn't carry enough arrows to go out into the woods and actually do something, there'd be nothing else for you to do. And that'd get, you know, obviously, pretty boring. So, you know, look, there's a fine line there. We know we've said no hand holding, and I think this is a good way of saying, you know, yes, the more powerful arrows, the arrows that you're going to want to use most of the time, you've got to be smart about. But, there will be plenty of opportunities to use the basic arrows, um, you know, quite effectively. And we've also talked, as well, about carrying essentially components that you can use, you know, as an archer that are made by crafters which you could them assemble. You can't do it during a fight, but during downtime, you could assemble those components into additional arrows that you could use after the assembly.
<font color="grey">A: Right now the definition just states that it's consuming them, and it's based primarily on proximity. If you have a certain number of them within range, based on the number of them that are in the radius, it scales it's effect. There will probably be some mechanics that go into that. We'll see what modifiers we eventually implement. Right now the base effect of that is just that if they're in range it eats them all, and based on the number of them that it eats, it does an increase to the power of its effect.
 
  +
<br><br>
  +
There's a bit of these details that we still have to work out the exact functionality of, but the general idea is that we don't want you just running out of arrows. Not, at least, very often. We want to allow for that, because it means that you do have to consider your ammunition but we don't want that happening all the time, we don't it to be a huge limiting factor where you're constantly worried about—every fight I use up all my arrows and I constantly have to go back and get more. So if you're carrying around enough extra arrows. If you're playing a forest stalker
  +
and you're getting free extra arrows because you're in a forest, or if you're just carrying around some of these components in your backpack, and you're like "hold on a minute, let me put together some more of these and fill my quiver back up." You know, there need to be some methods that happen there, just exactly like Mark said, just like a sword. Like, if your sword breaks every fight, you're not going to want to play this game very long. So there's going to be a enough of a cycle there that you're not going to have to worry about it on too frequent of a basis.
  +
And how frequent that is? That's something that's going to have to come up through testing because we could just make up a number right now, but we haven't tried it, and we haven't gotten all the complaints that say people don't like it that way and make it longer, "I never have to worry about arrows, why do I even care?" and so make it shorter. So, we'll play with that some, and it will be something that—no doubt—goes back and forth, so the first time we do it, if you guys are out there playing the game, keep in mind this is something that will change, because we're
  +
just going to put it in the way that we think it will probably go, and then we will adjust from there.
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Classes<br><br>#devout<br>#hybrids
+
Classes<br><br>#ammo<br>#salvage
   
 
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  +
<font color="tan">Q: Can you salvage and recover arrows from the dead, or enemies arrows. I know we've talked a little about pieces, parts as you go. What about maybe using another realm's arrows?
<font color="tan">Q: Just to be clear, these are hybrid healer/mages, and not healer/melee, correct?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Yeah, so, that's something we would really like to be able to do. Obviously, these arrows being crafted means that they will have a durability to them, even if you can recover them so you can't just, you know, go out some days, fire a bunch of arrows, collect a bunch of arrows, and every day you're doing that and so nobody ever has to make new arrows, because they're always just picking up and throwing arrows around. So even if you can salvage complete, intact arrows from the battlefield the fact that they've been fired and used means that that will count against their durability and they will eventually have to be replaced. We would like to be able to have scavenging, because it would be really cool, but it's a technical feature we'll to have to figure out exactly how we're going to implement—whether you'd have to have some way for the world to track what arrows exist in an area, and then you use scavenging and it collects from that pool, or whether we can actually have all these physics objects lying around that you can go around and individually pick up. That's a lot of polys lying around on the ground that we probably don't want. So we'll probably have to come up with something that's somewhat abstracted there, but salvaging arrows from the battlefield is something we'd like to do to some extent.
<font color="grey">A: Yes, Correct.
 
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Abilities<br><br>#devout<br>#cc
+
Classes<br><br>#Archers<BR>#combat
   
 
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<font color="tan">Q: Can the hybrid healer have any form of CC like Mez or Stun from Dark Age of Camelot?
+
<font color="tan">Q: Is a short range skirmish, a la WAR's Shadow Warrior will be something that it possible, or is that too fast for this game?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: I don't want to say exactly fast, but that's sort of what the [[Winter's Shadow]] is, right. He's sort of the skirmish archer, right. He has his shield so that if somebody gets up to him he can bash him with his shield. He'll be able to out an axe or a sword or something, and fight sort of close range. But he also has a bow, and so he will do best when making use of that, and kind of going back and forth between the two as needed, depending on people trying to close with him. As far as the actual pacing, the Shadow Warrior, as far as Warhammer, I don't want to get into all the specific minutia of the details of that, but the mobility is much higher in a lot of these other games, where you're allowed to run at full speed, and fire at full speed, and do full time kiting. That's something that we're not going to stick with. If you have your bow out you're fine to run around at normal combat speed just like somebody having a sword out. You're going to slow down with each progressive step, of like, okay, I've loaded—nocked an arrow, right, that's going to slow you down a little bit. And you're drawing your arrow—you're ready to aim and shoot somebody—that's going to slow you down, so you're not running around, you know, kiting at full speed while firing arrows, running backwards and shooting people. It's going to slow it down a little bit more than that. So it's going to be a bit more tactical, you're going to have to be somewhat more careful, but not as much as a mage who has really stand in a fixed location and use spells and stop in order to cast.
<font color="grey">A: We haven't gone down that path yet. Will any of these guys have crowd control abilities? We'll talk about that more as we get this class into development. Because it's a hybrid, I can say with about 100% degree of certainty, it's not going be one of the first classes we're going put into the game. So, could we add different abilities, some CC? It certainly is possible, but it is not something we're focused on yet.
 
<br>
 
These three specifically are not very control heavy because they already have to do damage, and they already have to do healing. They have a lot to do. They're also having to manage buffs and debuffs and control effects, that's going make them even more complicated. So they might get, you know, everybody will get a little bit of that, obviously, but probably not as heavy as some of the other classes we haven't got revealed yet.
 
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Classes<br><br>#devout<br>#playstyle<br>#specialization
+
Classes<br><br>#camouflage
   
 
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  +
<font color="tan">Q: How prominent is [[camouflage]] for the class overall? Is it a core focus, or something that's just added on?
 
<font color="tan">Q: Will the devout players have to specialize into healing or damage? Can they be a jack of all trades? Or choose to focus on damage or healing?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: I think it's a very important part of the class, especially for the [[Forest Stalker|Stalkers]] and the [[Winter's Shadow|Shadows]]. I mean, these guys, not only part of their survivability, but part of their usefulness, when they so solo of course is camouflage, right? If you've got a bunch of your folks and you want to play a group that is guarding the borders, or guarding an area, being able to camo and hide 'cause you know those nasty other realms happen to be heading in your direction—having effective camo is kind of important. Will it be useful—and again—like stealth? With being able to go pop right back into camo? No. It will not. It is not stealth. It is not intended to be stealth. But it needs to be useful, especially for those folks who want to play the solo character who's hiding, who's waiting for the right opportunity to jump into a fight, or to start a fight. So, yes—it's important, yes—it's going to be something that factors heavily into their make up, but not in that sort of way of other games, of popping out of stealth, taking a shot at somebody, and then popping right back in. That is not part of how camouflage is going to work in this game.
<font color="grey">A: Being hybrids, they sort of do a little bit of both. You can kind of orient yourself towards one or the other, since you are a hybrid, you need to be able to handle both of those. The Helbound is the one that goes the hardest in one direction or the other, because they are sort of a dual mode class, in that you can go into life mode and you can go into death mode, and you can do different things in each one, and swapping back and forth isn't necessarily always a great idea. So they tend to have a little bit more of that duality than the other ones. As this class, you are not meant to go one route or the other, you are supposed to be in between, you're supposed to be doing both things.
 
<br>
 
One of the things that people have asked us, and this really also started during the Kickstarter, was how can you make hybrids effective, right. Because people always say or complain, depending on which side of the argument you're on, that hybrids generally are not great classes in many, if not most, MMOs. And what Ben said here, that you should be going both, is really important, because that's one of the ways we can make them a viable class, right?
 
<br><br>
 
That does have a lot do with how to make hybrids good, because in the instance where you have hybrids that are just not as good at DPS and not as good at healing, if this the type of hybrid you're talking about, which we are, then you're just either a bad healer or a bad DPS, and why wouldn't you just pick a real DPS or a real healer? If you're able to do both of those things, and you're able to do them, more importantly, simultaneously, then you're not just picking one or the other. You're not just a poor version of something else. You're able to actually do more, and that makes up for that you're not doing as much.
 
<br><br>
 
Exactly, and that's really important for you guys to keep in mind, whether it's for this hybrid class, or other hybrids that we'll certainly be talking about over the lifetime of this game.
 
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Classes<br><br>#devout<br>#healing<br>
+
Classes<br><br>#projectiles<br>#reaction system
   
 
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<font color="tan">Q: Will the hybrid healers get normal heal spells like pure healers, or only be able to heal with specialty abilities when damaging enemies?
+
<font color="tan">Q: What is planned to happen when an arrow projectile hits a spell projectile? Is there an interaction? Do they deflect each other?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Magic! I mean, that's what's supposed to happen, right? It's AIR! That was the whole point, or one of the points behind the [A.I.R. system]]. Anything that can be cast, whether it is a spell, anything that can be thrown, or shot, like the projectiles of archers. All this is meant to interact with each other. That's the key. And whether it's a fireball hitting an arrow, or it's an arrow, or certain arrows that are made for deflecting—you know—magical attacks, that's all part of AIR. So, you know, as soon as we get the archers into the game and working, we're going to be playing with that.
<font color="grey">A: They have regular healing abilities. You don't have to be damaging someone to heal, there are more abilities in these classes than in most of the pure healers. There's an exception to that but we won't talk about it yet because we haven't revealed healers yet. For the most part though, you will have a mix of both. So, if you just see someone who's damaged, you can generally just heal them with just a heal, you don't need an enemy to be present to damage them to cause the healing to happen. But that is a way that we can incorporate, as we said, that sort of duality, if you attack an enemy you heal nearby allies, and things like that. Those are a lot of the type of things that will help them do both things at the same time.
 
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Gameplay<br><br>#aoe cap<br>#aoe healing
+
Archer Archetype<br><br>#Archers<br>#disruption
   
 
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<font color="tan">Q: Are there going to be AoE healing spells, and if so will they have a target cap?
+
<font color="tan">Q: Will you be able to use bows while being hit from enemy melee?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Archers obey the same disruption rules that everyone in the game obeys, so if you're taking damage, it's not just the damage you're taking, but the disruption damage that you're taking. So, depending on the disruption health of your ability, you might be able to survive somebody hitting you, assuming they're not hitting you with a lot of disruption damage. If they hit you with a lot of disruption damage, your ability that you're in the process of is going to be interrupted, and that may have a number of very bad effects, depending on the components that you're using. But, in general, you don't, probably, want to be hit a whole lot while you're using bow abilities. In the same way that you don't want to be hit a lot if you're using magic abilities.
<font color="grey">A: We've been asked that so many times. Of course there will be AoE spells, and what we've said on the forums, and said even during the Kickstarter, as of now, there are no plans to cap in the way that other games have capped, and therefore—look, there will be some limit on the amount of power, obviously, that can come out from the amount of power that you put into a spell. You can't say well I'm going to cast this tiny AoE and it's going to affect 3,000 people.
 
<br>
+
<br><br>
  +
But if you could do that, if you're in a good fight, and you think, well, boy, I'm about to die, but I think the other guy's about to die, you might take the chance, rather than trying to put away the bow and draw a weapon, or even run away, and not use a death curse or DI, to hope that the guy won't get enough disruption damage to block the shot that might kill him. So you can still do it. Certainly, it's not something that's just binary, one or the other.
There specifically are more stringent limits on this when it comes to healing because of certain problems. If you have a heal that is just an AoE heal that heals everybody, the bigger your group is, the more effective that heal is. It can't work that way. Damage, kind of can work that way, because then it's worse against the zerg, but it's worse for the zerg for a group fighting against them because it scales more the more people it hits. That's generally going to wipe out big groups, but something that heals big groups is going to be problematic. So you have mechanics like, the abbot has an ability, already, that says it splits the amount of healing across the number of people that it heals, so the more people it hits, the more the power is divided among them, so it can't just provide an unlimited amount of heal that scales with the number of people.
 
 
<br><br>
 
<br><br>
  +
This is not a full hard interrupt system, where anything that touches you interrupts every ability that you're using. There's a wide range of how easily disrupted your ability is, based on the components that you used to create it. And then there's the possibility space of how hard is that guy going to hit me with something that actually tries to disrupt me. If he's just trying to do pure damage, he might not be disrupting you that hard, and you might be able to get some of your abilities off. So there's always that chance.
There are also things that we'll talk about down the road that I think will work very well with AoE. I think we've mentioned some of it with healer vision. Ben: Yeah, we've talked about it here are there. We'll get into more detail on healer-specific things when we get into the actual healers
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
 
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Classes<br><br>#Blessed Crow<br>#devout<br>#item dependency
 
 
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<font color="tan">Q: Will the [[Blessed Crow]] need cooking-type ingredients to make different brews?
 
 
<br><br>
 
<br><br>
  +
We don't want a game where is somebody breaths on a mage, somebody breathes on an archer, and all of a sudden they can't use their attacks, because that would be silly. That's not good RPS, you know, especially nowadays.
<font color="grey">A: They are kind of item dependent, in the same way that the Abbot is going to be a little bit beer dependent. They're going to have to have some item dependencies. We haven't gotten into the details yet.
 
 
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10-02-2015
 
 
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[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
   
 
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Lore/Setting<br><br>#Becoming<br>#devout<br>
+
Classes<br><br>#Archers<br>#melee viability
   
 
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<font color="tan">Q: When will you update the Lore Becoming stories for these classes?
+
<font color="tan">Q: Will archers have access to melee weapons? Will the weapons available be different depending on realm?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: They will have melee weapons. We don't list everything, obviously, we're just giving you a few samples in these reveals, so that's not comprehensive of all the things they can do—we'rejust trying to give a few of the highlights that give you a flavour of what this class is generally going to play like. Everyone can use weapons unless specifically stated otherwise.
<font color="grey">A: Update them? That means I've got to write them! At some point, certainly, each one of these classes, whether it's Max or I, or somebody else who will write, certainly, Becoming stories, you know, for each of the classes. But as you can imagine, not a priority right now.
 
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6-30-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=b948fa2c45 Unveiled Newsletter #11]
 
 
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Game Development<br><br>#bugs<BR>#testing
 
 
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<font color="tan">Q: What is your favorite bug this month?
 
 
<br><br>
 
<br><br>
  +
You know, where we say 'this guy specifically can't use this', or 'this guy specifically needs to use this', in the case of some abilities that require specific interactions with specific weapons and things. But, yeah, archers, you know, if you want to pick up a sword as an archer, you can definitely do that, and you probably should in most cases, have a backup weapon, even if you're not highly specialized into that like that blackguard, like, probably will want to carry a secondary just so that when somebody gets up on him, he can hit them with a weapon and fight back which will probably be a lot better then him just trying to point-blank shoot bow abilities back at somebody who's hitting him with a melee weapon.
<font color="grey">A: My personal favorite was when the bots encountered an error on death that caused them to restore to full health, become invulnerable and (thankfully) non-aggressive, in a rebellious act of insolence toward Programmer Tim.
 
 
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5-1-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=5af368e58b Unveiled Newsletter #9]
 
   
 
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Land and Map<br><br>#community<BR>#control<BR>#islands
+
Classes<br><br>#body parts<br>#targeting
   
 
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  +
<font color="tan">Q: Will archer shots target body parts?
<font color="tan">Q: In a territory control game like this, there is a potential to have communities that are in essence built around a geographic location, such as a single island. How are you planning on using game features to support or break down this kind of localized community?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Yes. Body part targeting is part of a lot of abilities, archery is definitely one of those. We're currently in the process of working that into our system. Obviously, as you've seen, we've done a little bit of testing with wounds. We're going to be expanding on that, getting into wounds to different body parts, then we're going to get into the ability components that use those body parts as specific targets, but we're also trying to integrate our physics system into that, as far as validation is concerned. So if some guy is peeking up over the top of a wall, and you're trying to shoot at his foot, and you can't see his foot, you can't hit it, just because physics says you that can't. But you're still going to be able to bake in your ability that you intended to do that. So if you can hit somebody, and you can have physical line of sight to those body parts, that you can hit them. So we're going to try to work that out, but that is, again, another work in progress thing. But, yes, just the general short answer of, 'can I target with archery different body parts?' Yes.
<font color="grey">A: Good question! In my opinion, the very basis of how community will form in the game is completely based on locality. On one of the islands of your Realm, you have your castle or city, your home, or your guildhall and much more, which are going to be central locations where you patrol, socialize, retreat to, craft, and keep your stuff. Allowing players to build and take personal ownership and responsibility for different parts of the world is something we definitely support.
 
 
I would imagine that people will have preferences in the area they want to roam, and will build nearby in order to keep close to these places. People will start to think of a certain place as their “home base.” That is not to say that you won’t explore or help out your Realmmates to raid objectives and defend outside of this territory, but [[travel]] will be a consideration in such a large world, and it will take time.
 
 
Even if you are a “lone wolf,” you will likely still have favorite areas where you will often see those who play consistently at the same time of day in your primary regional area, be it forest or mountain range. Say hi to them or, if they’re from an opposing Realm...hit them with a weapon!
 
 
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5-1-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=5af368e58b Unveiled Newsletter #9]
 
   
 
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Game Features<br><br>#affinity<BR>#effects<BR>#buffs<BR>#debuffs
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Classes<br><br>#Blackguard<BR>#camouflage<BR>#divine intervention
   
 
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<font color="tan">Q: Blackguard divine intervention indicates that it can target someone in camo. How do you prevent that from abuse by UI Mods?
<font color="tan">Q: Ben has mentioned Affinity a couple of times and how it is used to limit the number of effects on a character at any one time. Can you delve a little more into how Affinity is likely to work, as well as the design decisions around limiting the number of effects that can be on a character at a time and how Affinity is likely to be beneficial to the game?
 
 
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<font color="grey">A: He's talking about being to hack the UI and find people who are in camo. It's a specific attribute of that ability, so when that ability is triggered, that will find the person who is in camo. This is, again, going into the intricacies of the stealth system in general, I mean, camo is not the same as stealth because it has different restrictions, but it follows the same underlying system as far as the code is concerned for, you know, can your client have knowledge of other characters who are in stealth, and the answer is no, because that would lead to radar. So, in that way, stealth and camo are basically obeying the same systemic rules. And so, different abilities violating those rules and allowing you to detect people, or allowing certain abilities to work, it's a message from the client to the server that says, 'I'm going to try and use this ability, can I do it or not?', and then the server has to be authoritative on whether that's possible to hit somebody who is stealthed, or to be able to detect somebody who is not necessarily there, because the client doesn't even know about it.
<font color="grey">A: Affinity is defined as “the maximum amount of magical power of effects a player character can have applied to them at the same time.” Affinity helps to reduce down the number of buffs players will feel they need in order to feel like they can effectively engage in combat and the amount of information that must be conveyed to adequately communicate a player’s status, so that you can focus on your character and your playing environment.
 
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And the thing, as well, to keep in mind, again, is that DI ability is not an ability that is meant to be used all the time. It is something that, again, will have a very long re-use timer. It is not something that you're going to, in a single battle, or even in multiple battles, on the same day, necessarily, be able to use. And it's so important to keep that in mind. Otherwise, there might be issues. But this isn't one—this is not going to be a problem, because, again, these things are not meant to be used a lot in a a single day, let alone in a single battle. You
This means that you will be able to easily see and understand the limited visual cues that you recognize of players around you (as well as show your own), and react appropriately without having to look at a long bar of icons for each of your opponents, wear sunglasses as tons of over the top effects overlap on a player into an indistinguishable mess, or guess due to a lack of clear the situational information.
 
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will not be able to use death curses—I can guarantee—you won't be able to use death curse twice in one battle.
 
 
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5-1-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=5af368e58b Unveiled Newsletter #9]
 
   
 
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Progression<br><br>#components<BR>#horizontal progression
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Classes<br><br>#progression<BR>#skills<br>#Winter's Shadow
   
 
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<font color="tan">Q: You talked about progression, as like, let's say, [[Winter's Shadow]], you want to train your bow abilities, but because of being forced into defence, you're required, in order not to die, to use your shield as much or more than your bow. Will there be way to counter this unwanted training of skills?
<font color="tan">Q: Using the component system can you give examples of how its planned to work for a Player on day 1 versus the same Player after 300 hours of playing and developing the same character?
 
 
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<font color="grey">A: If you feel that it's mandatory, if like, well if I don't use a shield if I don't use a set of abilities, I'm just bad. Well don't use a shield.
<font color="grey">A: That is a very specific amount of time and example request, so let’s talk in more general terms. As a day 1 player, if you are completely new to the game you are going to want to understand how a lot of the basic systems work, and we are going to help you do that with some introductory assistance, potentially in a special starting area. After all, it would be quite concerning as a new player to step out of a safe area and be completely uninformed about the important parts of the game including the Ability system: different types of primary/secondary components, modifiers, dependencies, combinations, body part targeting, etc. It would be a tad overwhelming ;) Whether or not you decide to participate in the tutorial activities or skip them and venture out into RvR immediately, we should keep in mind that the term “day 1” in the answer below refers to the first time you enter the main world and not the tutorial area.
 
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Honestly, I just don't see it as being unwanted, right? If you don't want to level up anything in the game, we could say, well no you can turn off levelling. So I don't think—honestly, I think if you pull out your shield, it should level. If you don't pull out your shield, then it won't level. Because it's not automatic. You can't just go into combat, use your archery abilities, and then when somebody comes up to you, you switch to the shield. You don't. You have to make that choice to use your shield.
 
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But if we're giving it to him as a big part of his character, right, a big benefit of this character and what makes him different from other characters is that he can use a shield. If you choose not to use that shield, you could do that.
As a new person, getting acclimated and learning how to properly build your abilities with the components you have is key. You won’t be starting out with every component possible for your Class--far from it! However, don’t worry, you will be a capable character from “day 1” with an assortment of effective components in your chosen Class so you can certainly jump right in and RvR right from the beginning. The way you behave 300 hours later will be different, as you would be more specialized as you progress through a path (or create your own specialization) and you will also have a much greater pool of components to build completely new abilities. Some of those components might be well on their way to mastery, which would enable you train subsequent components and potentially fine tune some of the properties of the abilities that use them.
 
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The fundamental difference between the “you” of the beginning and the “you” of the future, besides familiarity with the game itself, is that you will have many more situational options for abilities that are not simply upgraded versions of what you started with, but could lead to dozens of new potential combinations.
 
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5-1-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=5af368e58b Unveiled Newsletter #9]
 
 
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Lore/Setting<br><br>#world name
 
 
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<font color="tan">Q: What is the world we are on named? I have written several responses in the forums about things in the world and I have no idea what it is called.
 
 
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It's not necessarily going to be the best choice. So they're feeling like, 'I'm kind of forced into using it', and yeah, you kind of are. It's like 'I want to play an archer, but I don't want to use a bow.
<font color="grey">A: What will the final planet be called? That is an open field of possibilities and I suspect we will have many suggestions of some epic names for our new world, my personal preference is Platypi (I’m kidding!). Buried deep in the mind of MJ there is a hidden name, the finding of which is a neverending story.
 
 
From the hints we have so far, my understanding is that this is old Earth drastically changed by lore and catastrophic evolution that was pulled from the psyche of both our civilization and whatever lies beyond the Veil. It is a new, dangerous, exciting, and frightening place…”Here Be Dragons.”
 
 
Now Earthling,I know identifying the familiar might be tough, after all, there is a new set of moons! You can imagine that this and the Veilstorms rapidly changed the planet’s surface as the icecaps melted, the oceans swelled and retreated, volcanos erupted, and much of the original plants and animals died. This reborn world is full of unnatural disasters, broken lands covered with storms, and populated by strange creatures (I’m not just talking about the St’rm!). Even though it is vastly different than it started, we hope that the shattered world of Camelot Unchained will eventually feel like home to you.
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ UNVEILED NEWSLETTER #8 04-03-2015 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
 
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04-03-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=d691f8ed18&e=51d0cafb0d Unveiled Newsletter #8]
 
 
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Buildings<br><br>#housing<br>#progression
 
 
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<font color="tan">Q: What will be the benefits to player housing? Will it be necessary or make gameplay more convenient to own a house? Will it be anything like Archeage's system where you basically NEED a house to do certain things in game?
 
 
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Well, we're not forcing you to use that bow, but you kinda should. So, you know, the shield is a less strong choice than that, because if you wanted to play a Winter Shadow without using a shield, you certainly could do that, you're going to miss out on a bunch of things. There might be some alternative choices in there where maybe there's a dual wield version of him, where he doesn't actually use the shield, and so he can go into melee and not have to carry a shield around with him, if he really doesn't want to. But he is kind of a back-and-forth hybrid. A big
<font color="grey">A: Player housing, or as we are saying now, “building”, is one of the perks of having a primarily player-built world! On a grander scale, though, there are a lot of benefits to building structures for defense and logistics, and assaulting and defending player-made buildings is a major focus of RvR gameplay. There are many benefits to owning a house, although it is not a mandatory progression element, and you can choose to roam without one.<br><br> To go briefly into the advantages, the first one would be storage. During your [[Travel|travels]] you are going to collect and make many things; weapons you want to hang onto, materials you don’t need to use quite yet, clothing for days when you just want to wear a cloak...many things. Even if you are a very strong giant, you will need a place to put these, so that you you aren’t totally encumbered! Your house is a great place to lock these things up in an area that is more defensible (for your average pack rat). You will have other options, though (bank vaults, for one). <br><br> There are many other reasons to have a house, as well. Perhaps you want a place to craft and put your Vox Magus, or maybe you just want to help your Realm hold territory by having a base to share with friends that is defensible. Lastly, your house is an expression of you, and can be designed to reflect that aesthetically. However, there’s nothing that says you have to have one, and many folks will no doubt find them unnecessary; owning a house will not be a mandatory prerequisite to play and succeed in the game, not even for Crafters.
 
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part of his core components is that he has good weapon switching, so that he can switch back and forth from his bow to something else. So if you're not doing that, and you want to stick exclusively with your bow, that's probably not going to be the best pathway to go for that character.
 
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4-3-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=d691f8ed18&e=51d0cafb0d Unveiled Newsletter #8]
 
   
 
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Game Development<br><br>#Pre-Alpha<br>#user stories
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Classes<br><br>#defense<BR>#progression<br>#Winter's Shadow
   
 
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<font color="tan">Q: Would there be a drawback to frequently be in a defensive position, where he wants to specialize in bow damage, could his shield being higher than his bow prevent him from making progress on his bow because of some aggregate soft cap.
 
<font color="tan">Q: Will there be a PAT-like checklist on the road to Beta?
 
 
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<font color="grey">A: No. That's the whole point. If you have, whether it's a hybrid, or a class that has abilities that might not be the ones you would think at first would be associated with the class. We wouldn't put you guys in a position of, well, you can't level up your bow up all the way because of your shield. If his shield is part of the planned mechanics of the character, then of course you're going to be able to level them up.
<font color="grey">A: There will be. We want you to keep abreast of our milestones in an understandable way, so we are going to put out a checklist that is similar in some ways, but ultimately very different from what we used during the [[P.A.T.]]s What will it look like? Well, stay tuned for an update from Mark that will explain it in elaborate detail (warning: puns incoming, I'm sure!) in the near future...(should be very soon, but no promises, its been a busy week here for Mark). ** note: the [[user stories]] was this upcoming feature.
 
 
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4-3-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=d691f8ed18&e=51d0cafb0d Unveiled Newsletter #8]
 
   
 
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Game Features<br><br>#water<br>#WaveWorks
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Classes<br><br>#Archers<BR>#trick shots
   
 
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<font color="tan">Q: Combat physics sound really interesting to where we're going to be able to target certain body parts. Does this mean we could possibly have ricochet or trick shots?
<font color="tan">Q: Any chance we can get a glimpse of in-game water within the next 6 months?
 
 
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<font color="grey">A: I don't want to commit to that at this point. One of the things that we had as, sort of a bug earlier is sort of the default behaviour for abilities is that they would bounce off of things. And so we've talked about that here and there, about putting that back in—probably not something for arrows because that's a little bit too crazy-fantasy of bouncing arrows off of things. But something that you know, maybe magic abilities might leverage to some extent, if they can ricochet off of things, or specifically if they can roll down hills and other things like that might be something that some abilities will be capable of doing in the game.
<font color="grey">A: We are really excited to get a chance to try out Nvidia Gameworks Turf Effects and WaveWorks, to really add some beauty to the terrain and water elements. As always, we have to make sure that we maximize performance and playability first, but I think you will now start to see more focus on the “pretties” in the next few months! We are really “looking” forward to it!
 
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4-3-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=d691f8ed18&e=51d0cafb0d Unveiled Newsletter #8]
 
 
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Lore/Setting<br><br>#healer vision<BR>#damage
 
 
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<font color="tan">Q: You've spoken briefly about the possibility of a healer vision. This implies only healers may be allowed to view a characters wounds and status effects. Is it likely that players from other archetypes will be able to also view characters (either allies, or enemies) wounds/bloodloss/effects in a similar manner, either for support abilities, or to further attempt to cripple a target? If [[Stealthers]] were to get in to the game, I can see them having a similar ability to be able to take advantage of a vulnerable foe, negating the necessity for typical default spike damage openers.
 
 
 
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Not a chance of committing to it now. We've got to get a lot of other things working, you know, in physics, and in servers, as always, server-side physics, before we'd even consider putting something like that in there. Except for fun.
<font color="grey">A: To recap the idea of healer vision for those who might not know: Since we are using a unique system that includes injury to specific body parts, it can be important for a healer to be able to quickly ascertain what areas are in need of their special touch, and still be efficient about using their abilities. As you use the ability system to create the type of heals that suit your playstyle, you can select components that specifically target enemy body parts, or that target more general regions. This means you can choose to maximize your power in specific ways, instead of going for a default heal of the entire body.
 
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In order to make the play experience as visual as possible, it might be fun and more engaging to create a method to determine those parts to be targeted. We are calling this idea “healer vision”. It could be expressed visually in many ways, but we want to do something that will match the look of Camelot Unchained. We’ve talked internally about perhaps a brief alternate view where auras and colors/patterns could help differentiate locations, as damage could be subtle and difficult to determine in a large battle over a large distance. It is still something we are debating, but it seems like a cool idea to have a limited magical vision of the needs of your friends!
 
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Could this mechanic appear in other classes as you asked? Yes, it could. They would have their own versions of this ability to view necessary information, like enemy resistances, vulnerabilities, etc., which their archetype needs to know about in order to take appropriate advantage of them. However, keep in mind that nothing is free, and using this special vision would have a cost and prevent you from seeing the “regular world” for a time, possibly making you very vulnerable.
 
 
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03-12-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=3a094e3c48 Unveiled Newsletter #7]
 
   
 
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Abilities<br><br>#ability creation
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Classes<br><br>#Archers<br>#visual cues
   
 
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<font color="tan">Q: How do you visualize the archer into a visual game? For example, heavy war arrow does extra disruption damage. Will the arrow glow a different colour? How will victims know victims know that that is a highly disruptive attacks versus a high damage attack? Will there by a floating rune system like the mage, etc.
<font color="tan">Q: Will the fighting system (where you create your own attacks) allow for disastrous results? When working with a more open system, the failures can be very amusing sometimes.
 
 
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<font color="grey">A: For certain things, we'll do callouts. Probably not for things that are just on a sliding scale, like that. You know, can you tell the difference between a sword attack that does 10 damage and a sword attack that does 15 damage? Probably not visually. You're probably just going to get hit for an amount of damage and then you can tell how much damage you just took. So, not everything is going to get that level of differentiation, but something that is going to have a really special affect, like, you know, on the forest stalker, if they're attaching plants to their abilities, you might see that arrow looks like it's got vines trailing behind it or something, so you can tell, oh, that's something that's actually got a very unique and different gameplay effect, as opposed to something that just has a slightly different stat, or a different amount of damage. Or flaming arrows, or things like that. Anything with a different effect.
<font color="grey">A: One of our [[Foundational_Principles|Foundational Principles]] is about this very thing! We do plan to introduce an RNG (random number generator) factor, to introduce both critical successes and critical failures in the game. These special events will be rare, so don’t fret that you will constantly have to worry about a mismanaged spell blowing up every time you inscribe it into your spellbook, or other disasters (and triumphs), unless you court the lady of fate on purpose. ;) As a player, you are in control of this when creating abilities themselves, as you can decide to include a higher volatility attribute. Do that only if you want to embrace that table of possibilities and increase the chances of a success or failure. As MJ has said, “moments of monumental glory discussed as water cooler conversations” make life interesting.
 
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We really want to call it out. And it's easy to call out, right? Because if something's going to be hard to see, and distinguish in melee, or in combat, the odds are it's not worth a lot of effort. But if it's things that can easily be well represented by Mike, you know, through particle effects, or any other system—we're just simply building bigger projectiles, right? Arrows don't necessarily have to all be the same size.
 
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03-12-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=3a094e3c48 Unveiled Newsletter #7]
 
   
 
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Archer Archetype<br><br>#range
Abilities<br><br>#ability creation<br>#choice
 
   
 
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<font color="tan">Q: Will archers have the longest range in their realm for the three classes, or will some mages have longer range that the realm's archer?
<font color="tan">Q: If ability components are trained individually through use before reaching a soft cap, then how one player choosing to use few different components in order to have a very specialized build/role/style will be rewarded compared to one other player using many of them and be more jack of all trades ? Is there a mechanism that you didn't talk about yet to make this kind of choice matter (see what I did there) or is this a kind of choice that you don't want to support?
 
 
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<font color="grey">A: Maybe, and the reason for maybe, um, is one of the things we've talked about from the beginning—and we're not trying to dodge the question, honestly—is what role will [[Archetypes#Mages|Mages]] have in siege combat. If—and the plan still is of course for Mages to be very effective in siege combat—and if that's the case, spells like the fireball which you've seen during testing, or things that have a long and, you know, very, uh, high arc, you can argue that they have a greater range. You know they're travelling a greater distance. Now, these spells will be, most likely nigh-to useless in non-siege situations, you know, 'cause they'll be slower. They'll be cast from a long distance. So you can argue that they might have the longest range in the game. But in group combat, or in, you know, one on one combat, you would never try to use one of these spells. First of all they take forever to cast. And you can just, you know, kind of move away from them. So, that's why it's not an attempt to dodge the question. It's just, when you have a system like ours, where you can have mages do things that they don't normally do in other games. Where you have spells that don't act like spells in any other game. The concept of who has the longer range, is not, you know, one that's easily answered. And highly situational.
<font color="grey">A: I did see what you did there, and you hit on the important point! Choice matters in this and everything else. If you want to use fewer components, but focus on soft-capping those limited components for maximum effectiveness, you can certainly do so. You will likely have fewer overall abilities to choose from, however: after all, there are only so many ways you can combine a smaller number of components! OTOH, If you want to diversify and have a lot of everything with various abilities for specific situations, you can do that too. Neither method will put you at a major disadvantage, depending how you play. It is the difference between a specialty focus and a larger toolset, and depends on which serves you better in the situations you engage in.
 
  +
<br><br>
  +
Like, in specific situations, there will be a yes or a no answer, that's very clear, like, uh, probably the—the biggest thing to differentiate is to say that arrows are very fast-moving projectiles. And so they're very effective at player targeting.
  +
<br>
  +
Whereas spells might have tracking, and might have, uh, more power to them in some cases, versus some situations. But they're not going to—if they're tracking projectiles that ignores gravity, and the mage has to, you know, use in such a way they're not going to go as far. And so if you're going to use a big siege ball, or something, that's going to go pretty far but it's still going to move fairly slowly compared to the travel speed of an arrow so it's not going to be as good at, like, anti-personnel type situations. Uh, and so there's a lot of differences. Now a mage could still cast a giant, you know, uh, firestorm in the sky and then have some, you know, group of people pushing it in a direction, and like—does that have a long range? Well yeah. It goes really far and it covers a giant area, but, like, we're not even talking apples-to-apples about the same things, so you know, it's a very hard question to answer in that way. One thing I will say, and probably should point out, though, is that range in our game is very far. So, if you're used to plyaing these games that have a max range of, you know, 30 metres, 60 meters, whatever. Uh, our ranges are typically much father than that. So, when you talk about who has a farther range, it's like, well, engaging someone at max range means you're shooting things so far that your accuracy is going to be fairly inconsistent when it gets to using those abilities. So, where it becomes effective is a much more sliding scale. As things get closer to you, the time to hit—because projectiles are not hit scan, they're actually travelling through the air as physics objects—the time to hit becomes much shorter and so the effectiveness goes up. And so fighting even at max range is not necessarily going to give you, uh, the results it would have in another game in which, you know, as soon as somebody steps into range evertying is functioning at max effectiveness.
 
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3-12-2015
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=3a094e3c48 Unveiled Newsletter #7]
 
   
 
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Building/Crafting<br><br>#building<BR>#decay<br>#gear
+
Classes<br><br>#Archers<br>#group dynamics
   
 
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  +
<font color="tan">Q: Generally speaking how are archers going to be desirable? Will they overtake their [[Archetypes#Mages|Mage]] counterparts in group vs group situations?
<font color="tan">Q: With the January 30th Afternoon Update, it was stated in point 7 that "Nothing lasts forever", in relation to crafting. What does this mean? Are we going to have to recreate certain pieces of armor? Or can we just repair them? Do they have a timer in which they'll just disappear after a certain amount of time? What's the extent of this rule, is it just limited to player gear, or does it also apply to castle walls, gates, etc?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: So, archers primarily deal physical damage as opposed to magic damage. Um, there are some fundamental differences there, where, it depends a lot on armor, because, uh, arrows, primarily using piercing damage, need to penetrate the target's armor. Heavy armor is good at resisting piercing damage, cloth, not so much. Um, so, depending on the targets that you're selecting, the groups that you're tending to fight against, the more heavily armored they are, the less effective archery is going to tend to be. Uh, magic doesn't care about that so much. It cares about magic resistance. It cares a lot about the engraving system that we're going to be talking more about here in the future, and uh, the general magic resistances that targets have. So somebody that's in very light armor still might have very good magic resistance. And so, a mage might be having a very hard time with somebody that an archer would have a very easy time with. So it depends on the characters. Um, as we mentioned a little bit earlier, also, uh Mages tend to be fairly immobile, most of them. Uh, archers all sort of have, uh, an inherent mobility, in that, you know, when you're drawing and firing, you know, you're less mobile than you would be if you were just running around doing nothing, but you still have some good mobility, and, uh, and in a lot of cases you can do, uh, a lot more by, you know, slight adjustments here and there, whereas mages want to, kind of, tend to, build up there area and kind of stick to these—sort of—static locations. So if you're in a group that's highly mobile, a group that's going after low-armor targets. If you specifically want somebody in your group to pick off low armor targets, um, you're going to want to have an archer as opposed to a mage. Mages have, you know, various other things, and when we get to talking about Mages we'll talk about some of, their benefits. We're going to primarily talk about archers. So I'm not going to get into all the cool things that mages do, but, um, yeah, using arrows, using piercing damage, uh, and being mobile and picking off people at a long range is a lot of what archers do.
<font color="grey">A: When we say nothing lasts forever, we mean just that! As you use weapons and armor their durability will wane, based on the frequency and the way you use them. Are you attacking with a weapon that has a high fracture rate, and are you hitting it against heavy metal armor? It will likely wear down faster than if you were using it against a light armor wearer. When that happens, you will want to do some basic repairs on your low level armor/weapon yourself with popcorn crafting. When things need a more practiced touch or you have a special piece, you will want to take it to a dedicated Crafter instead. Eventually, some things break beyond repair, but can still be salvaged into component parts to be reforged with new materials, as a part of something new in the circle of Crafting. *cue Lion King music* You can salvage other items in the building/crafting system as well, so think bigger than just fighting gear. In this way, we keep the economy moving forward and allow for continual interaction between Crafters and Fighters.
 
  +
<br><br>
 
  +
And it also depends on, not only what you're targets are, or who your targets are, but where you're fighting. If you're a TDD archer and you know you're going to be spending most of your time in—or, TDD group, sorry—and you're going to be spending most of your time in Viking's land, or in Arthurian's land, then some of your abilities won't be as effective. And that will factor into your choice as a group. Alright, do you want to take, you know, the archer who won't be quite as effective today as he was when we were, uh, sitting, you know, back and defending our realm. So maybe, the trade-offs with a mage won't feel, you know, as bad this time. Or not as bad, but you know, it won't be—it will not be as helpful, uh, to have the TDD archer this time as it might have been the day before. So, uh, just like the last question, it's really situational.
 
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01-30-2015
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=33332be1be Unveiled Newsletter #6]
 
   
 
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Buildings<br><br>#aesthetic<br>#design
+
Gameplay<br><br>#melee balance<br>#range balance
   
 
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  +
<font color="tan">Q: With so much range, won't this be a handicap to melee and aren't they at a disadvantage? And contrary, if projectiles need to hit a target to deal damage, will this affect range characters's DPS, and will players favor melee over range a lot due to this?
<font color="tan">Q: Caveat to the following question, so I don't sound like a scrub / WoW player: I know that obvious CSE has limited funding and has only presented the FIRST pass of the building system, so things are expected to be less "nice" looking in the beginning.
 
<br><br>That being said. Should we expect that, in the future, structures created with the building system will be made of cubes a la Minecraft? Or should we expect something with a little more finesse such as what we see in Windborne and Everquest Next? I'm fairly sure this would be preferable to most for immersion / aesthetic purposes, I'm just curious if this is currently a main goal, secondary goal, stretch goal, or unplanned.
 
 
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  +
<font color="grey">A: Isn't this perfect? This is great. I mean, this is awesome. So, you know, one of the things—and just to segue a little bit, and for a very short period of time. When I was in law school, and acting as an arbitrator, uh, during my first year, one of the things that they tried to teach us was that the best deal that you could make as an arbitrator is when both sides were unhappy with it. And that is perfect, because right now you really do have two people looking at the same system and going, well, but this is bad for this group, and then they're going this is good for that group. So—and that's what's really fascinating, the game is balanced when everyone is overpowered.
<font color="grey">A: No, it won’t look like Minecraft™ with all squares! Unfortunately, we probably won't be able to provide the graphical fidelity of a game with prefabricated 3D models, but you can definitely expect a lot more than piles of cubes. We are looking for a system that will please those who really enjoy the architecture and creativity of games like Landmark™ and Windborne™. <br><br> If you take a look at our [[Kickstarter]], you can see an example of a more primitive form of the current building system we're working on. As we get a little further along, you will start to see some of the ways we're making sure structures can look like anything, from simple stone blocks to timber halls, without compromising the capacity for free-form building. <br><br> Think of it as looking at a grid, where you can fit whole building parts together that are pre-crafted, as long as they fit within allowable areas in the placement system. No floating towers though, real structural stability applies!
 
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That's the best part of this kind of a system. So, you know, if combat—if melee combat, uh, well I should say, if ranged combat is very powerful. If it is always tracking 100%. If it's not projectiles, but really spells, then you'd be absolutely right. Melee characters would be in a lot of trouble depending on what survivability abilities we give them, right? But in this game, with projectiles tracking, but not tracking like the latest and greatest homing missile, you know, ever invented by man. You're going to have, as a melee character, the ability to just get out of the way. You know, to dodge some of the abilities. Not by, you know, bunny hopping—not bunny hopping—not by active dodging and rolling, and double tap and all that, but by using the terrain.
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1-30-2015
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=33332be1be Unveiled Newsletter #6]
 
 
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Progression<br><br>#making mistakes<br>#respec
 
 
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<font color="tan">Q: I'm worried about making bad choices early in the game with my 'main' character. Can you tell us more about how bad early choices can be remedied in the game over time rather than entirely re-rolling a character? What systems are in place to help players either slowly or quickly correct mistakes - or are some mistakes forever?
 
 
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  +
You can certainly hide behind rocks and trees and things, and move, and that's something we've seen, you know, quite a bit, even vs magic, with the long ranges that magic has in the, uh, the current version of the game when we do play tests, is that you have to take into consideration, if you're just in the middle of an open field and there's a melee guy who's way out here, and a mage who's way out here. The melee guy's going to have a pretty rough time, um, but again that's in the current version of the game. We don't have armor, we don't have damage resistances or
<font color="grey">A: I can understand your concern about making careful and thoughtful choices at character creation. After all, that is where you choose your Realm, race, class, Banes and Boons, and primary stats, so it really shapes your character and how you intend to play.
 
  +
shield's working yet.
 
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Imagine you're a melee character with a shield, in heavy armor, and arrows are just going to be, you know, getting stuck in your shield and bouncing off of you as you're closing on this guy who's just like, frantically shooting arrows at you, and like, you're going to have a pretty easy time closing up to him. Um, but if you don't have very good damage resistance, and a mage starts throwing stuff at you, you're going to not have as good of a time. So there's situations where it's good and situations where it's bad. Um, but, just as a general principal, because
We expect a lot of online guides to spring up (especially with what Mark has in mind to encourage that), which will help you and others down the road. Hopefully, with our open UI system, we can even integrate some of those into the in-game character creation! We don’t plan to toss you to the wolves to live with the consequences, at least without information first.
 
  +
melee characters tend to wear heavier armor than—than non-melee characters—except for stealth, but you have stealth so you don't worry about this as much. Um, if you're just running around in heavy armor you have an inherent advantage against arrows because arrows are physical attacks. So that will help compensate for that a little bit.
<br>
 
Our intention is not to lock you into a choice you will regret, but to give you meaningful and varied options to help make a character uniquely your own. Don’t forget about the Path system. Whatever abilities, weapons, and etc. you choose to use are the ones that increase in effectiveness. If you change your mind about how you want to play, you can alter your actions to reflect what you want and begin to gain proficiency in new abilities. Stats and ability proficiencies develop over the course of your character's lifetime, so you can re-direct that as well. It is a slower way to evolve your character than building it exactly how you want at creation, so it’s definitely worth being mindful at the beginning, to make things simpler. Although Path choice will allow flexibility in certain things, some choices are forever, like Realm, race, and class!
 
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1-30-2015
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=33332be1be Unveiled Newsletter #6]
 
 
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Game Development<br><br>#concept<BR>#old school
 
 
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<font color="tan">Q: How do you reconcile the concepts of having an "old-school" feel in certain aspects, as touched on in the Foundational Principles, with systems that seem original or do not fit the traditional concept of what "old-school" is, such as various BSC ideas never done before?
 
 
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And one of the things that we talked about—actually before this—was the idea of looking again at arrows as not being magical spells. They can't go through trees. They can't go through rocks. They can't go through, you know, anything else that exists in the world. So, you know, yes, if you're on a totally open field, you're going to be in a bit of trouble. But, if you're in the forest. And even if you're in the TDD forest, and the TDD have uh—the archers have advantages there—they can't just shoot you through the forest. These projectiles still have to pass through the trees. So, even if there's a longer distance for you to cover, you've got—well, you've got cover. You've got things that can deflect, and can absorb, uh, these arrows. So, trade-offs. Always.
<font color="grey">A: When we talk about an “old-school” game, we might mean “well before MMOs even existed,” in the Advanced Dungeons and Dragons tabletop dice-rolling era, or the era where MUDS reigned supreme, if you were talking about computer games. These tabletop mechanics and the method of meaningful character creation aren't traditional in modern MMOs. Modifiers, player position, critical successes and failures, skill checks. and etc... these are all very old-school mechanics.
 
<br><br>
 
While we don’t use all the exact features of every old-school game, the philosophy of challenging mechanics that offer the opportunity for endless creativity in personal story and gameplay innovation are a powerful mix; one which we are also trying to achieve. Some of the best parts of D&D are the strange twists in how players use abilities to have the most epic battles in endlessly inventive ways. We think BSC and old school are the perfect mates! Keep in mind that during the Kickstarter, we said “Camelot Unchained will draw a lot of inspiration from “old-school” games and MMORPGs while also mixing in some new features,” so we think we are doing just that.
 
 
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12-23-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]
 
   
 
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Classes<br><br>#concepts
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Classes<br><br>#arrows<br>#target penetration
   
 
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<font color="tan">Q: Which classes (actual classes, not archetypes) have been confirmed so far? Everything seems to be a "concept" so far and might be changed. Can we expect some information on the first few classes before Christmas?
+
<font color="tan">Q: Will arrows be able to pass through a low armor enemy doing damage like, in his hand, and hit a second target in the leg?
 
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  +
<font color="grey">A: No. We have absolutely, no plans yet to implement something like that. Is it something we could always look at in the future—or we could look at in the future? Maybe. But let's get it—let's get the system working were we can actually shoot an arrow and hit the intended target before we worry about if that arrow then could pass through the hand, continue its flight, and move on to another target. Though I'm sure Rob would be fascinated to try to figure out how to make that work.
<font color="grey">A: Lets take a look at the word Archetype, because that might help clear up some misconceptions. Among other things, Wikipedia tells us it means “forms which embody the fundamental characteristics of a thing," or a "'pattern,' 'model,' or 'type.'" There will be one archetype per class per realm. Right now we are looking at Mage, Healer, Support, Archer, and Fighter as Archetypes, which typify what we want in our classes without yet having a vision document or specific details of what encompasses them.
 
<br><br>
 
We have confirmed [[HelBound]] as a [[Classes|class]], and very recently we revealed the [[Drengr]] document, with lots of details on the Viking Warrior class. We also revealed the Path System, which should help clarify some of the directions you can take that Warrior class. It has been a busy and very exciting few months! I am looking forward to our Arthurian Mage vision document, which is likely to be next, for those caster lovers. I know you hate to hear it, but everything is evolving, and will continue to do so until we are satisfied that it is the best fit for the game (and may even evolve after launch, if necessary!). We don’t want to create fully-fleshed, 100% detailed classes (beyond vision documents) until the ability system framework is in place, which you will see in [[P.A.T.#Detailed_Lists|P.A.T.]] #3.
 
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We all want the classes to be cool, and here at CSE we hope you will continue to give feedback that helps us to achieve that!
 
 
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12-23-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]
 
   
 
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  +
Classes<br><br>#Archers<br>#Beta<br>#bunnies<BR>#camouflage
Communication<br><br>#chat
 
   
 
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<font color="tan">Q: There will possibly be a global/realm/island/region chats for players realm coordination? If not, why not? -- And what about custom chats groups?
+
<font color="tan">Q: Given the amount of tech to get archers right, will we see them in the game soonish? Also, will NPC bunnies have camo?
 
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<font color="grey">A: Well, I've said this before and I'll say it again. Camo for bunnies is confirmed.
<font color="grey">A: Chat is a very flexible thing, and will be very customizable. Realm chat currently exists in the P.A.T.s, as well as global chat, but this will be expanding for the final game. There might not be pre-built global chat but you will be able to form your own channels for small groups, regions, friends, or whatever strikes your fancy to enable you to have multiple ways of interacting socially. Of course, this is strictly within your own Realm ;)
 
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I think bunnies will have fairly high concealment. I'm not sure they will actually use camo. But they could. I think we you know, should, give them the ability to use camo, make them impossibly, we should level them up, and give them, you know, big teeth, and things like that too.
 
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Okay, that might be going a bit much, but it's not actually far-fetched that bunnies would use camo. Just throwing that out there. They certainly will have relatively good concealment because they are small. To give out a somewhat serious answer to a kind of ridiculous question.
As for chat outside the game, you might already be a part of our Trillian/Pidgin XMPP chat, which right now is for Internal testers but will be open to all players eventually. This is what you see on the front page of our website! You will be able to log in to those “out-of-game chat channels” as yourself and as your character for “in-game chat” when you are actually playing the game.
 
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12-23-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]
 
 
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Gme Development<br><br>#coding process<br>#unit testing
 
 
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<font color="tan">Q: How long does it take to build whole client & server (Rebuild all on "All.sln")? Do you use unit testing to test elementary things?
 
 
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  +
Um, so tech and archers.
<font color="grey">A: It takes about 6 or 7 minutes to rebuild with speed! As for your question about unit testing, we don’t, actually. The process has a bit more redundancy, to make sure things are thoroughly checked. The programming team is a very cohesive unit that works as a whole organism, geared toward building the game. After our programmers finish coding, we test in the office, after which each programmer submits code reviews of their work to get feedback from each other and streamline things. After the reviews, the code is submitted to our cutting-edge test build on the [[Servers#Test_Servers|Hatchery ]] server, where we get feedback from our [[IT|Internal testers]], any final bugs are corrected, and finally it is put into [[Servers#Test_Servers|Wyrmling]] for all of the Community!
 
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12-23-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]
 
 
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Expansion/Funding<br><br>#extender pack<BR>#expansion
 
 
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<font color="tan">Q: What is CSE's current vision of an "extender pack"? Why is it being used instead of "expansion"? I ask because I am looking at getting all "expansions" for free by purchasing it with my founders' points. I am curious if they are the same thing or something completely separate.
 
 
<br><br>
 
<br><br>
  +
I don't have a timeline—obviously, we had archers in, in the game, some of you may, or may not know, we had archers in the game a while ago, and started testing them out, and found that we had some core issues that we couldn't resolve at that time, because it would have taken a lot longer of engineering time, and then we would have had to push out the schedule on some of our other things that were higher priority, so, we kind of took them back out, and have them slated for a kind of pass 2, uh, before we get them back in. Um, We have a lot of the animations ready, once we get, uh, some of the more animation stuff working, uh, we have to do a bit more work on our stance system, um, and, we need to work on some targeting related things, uh, and a couple things we're not even talking about yet before we, get some of the cooler and, uh, more unique features of our archers in that we'll talk about later. So, I don't know if we have even on the schedule when the timeline is between now and Beta, but this is a [[Beta]] feature.
<font color="grey">A: This is a good question, and one we haven't gone into much detail about. Extender Packs are additions to Camelot Unchained that add to the experience of playing, and are free to all who are paying a subscription already. We want to make sure you get all the new goodies as we make more, and as a thank you for supporting us each month. What will they be? New weapon types, new path options for classes? We can’t say, yet.
 
 
<br><br>
 
<br><br>
  +
So, Beta will not begin without this working. Sometime between now and Beta, this will happen. It will probably happen—as with most things, when you guys are in these play tests—in small progressive steps. Where it starts out, and it's kind of wonky and it doesn't work very well, and doesn't do very much, and it gets a little bit better, and a little bit better with each play test, until, you know, by Beta, it's going to be, uh, solid and fun in a way, that you know, we get a lot of good feedback and get a lot of iteration time.
Expansions are a different thing altogether. Expansions are new content to the game that supplements or are an addition to the game on a larger scale. These represent a significant amount of time and/or resources from our team to create, and will have an additional cost associated with them, which we will do our best to price attractively.
 
<br>
 
We always have to be mindful of how this will impact the balance of the game for those who choose not to get the expansion. All of this will be considered before we undertake any expansions. One thing at a time, let’s worry about launch first!
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
 
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Equipment<br><br>#polearms<br>#shields<br>#spears<br>#weapons
 
 
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<font color="tan">Q: Will Mark answer questions concerning weapons this time? If so, I´d like to know:<br>
 
* If possible pole arms in CU will be significantly longer than compared to the tiny toothpicks of DAoC?<br>
 
* If “unusual” weapons like the bardiche are planned?<br>
 
* If you consider to implement spear & shield tanks?
 
<br>
 
<font color="grey">A: While I can’t say much on the look of them in Camelot Unchained (as there is no art yet!) we plan to have polearms, and possibly some unusual weapons as well. Keep in mind that all our weapons are somewhat historically based, so don’t expect to be wielding a body-sized 5-piece sword made of comets. However, there will be fantasy elements on display, like lighting your sword on fire! We are looking at things like the guisarme and fachard as possible ideas, so we are keeping our options open and thinking outside the box. In answer to your last question, we would like to implement spear and shield tanks, yes!
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
 
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Races<br><br>#concepts<br>#fourth realm
 
 
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<font color="tan">Q: Do you have any new race ideas in development or for now we’ll stick with these? Is there a possibility for 4th realm in the future? (going way overboard here)
 
 
<br><br>
 
<br><br>
  +
And that's exactly why we picked them as one of the opening trios because they need it. And the longer that we'll have to play with these guys, the better they'll be. So, yeah, they are absolutely confirmed as one of the Beta trios we said that last week, we'll say it this week, and we'll probably be saying it for the next eight weeks after this one. These guys have to be given time for you folks to play with and for us to balance them.
<font color="grey">A: We certainly do have new race ideas! The best place to look for those is our “Something to Think About” section of the forums. While these are very much still only a possibility for the game, we have some great stories about the Phouka (a horse/man race), and the [[Stealther|Veilwalker]]s (a possible stealth class of mysteriousness). We have also internally discussed the Orcadians (called Orcs by their foes). [[Mark Jacobs|Mark]] and Max always have the creative wheels turning. Don’t forget that the Gargoyle, among others, still needs a Becoming story too :) As for a 4th realm, that is a very unlikely addition to the game. You never want to say never around this studio (or in a world where [[Veilstorm]]s are common), but I wouldn’t expect that manner of change to the game.
 
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
   
 
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  +
Arms and Armor<br><br>#bows<br>#weapon variety
Technical<br><br>#code<BR>#stability<BR>#servers
 
   
 
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  +
<font color="tan">Q: What different varieties of bows will the different classes have access to? How much variety will there be, and will they have different effects, noticeable ranges differences, etc.
<font color="tan">Q: With letting in so many future players in at this stage, how much has this different rout change what gets programmed in what order? For example, I get the distinct feeling that stability is far more important to you at this stage then it would be otherwise. Is this a good thing, bad thing, or it is what it is?
 
<br><br>
 
<font color="grey">A: Keep in mind that we have (at least) two different branches of our code running on our servers. Our [[Servers#Test_Servers|Wyrmling]] server is the most stable build, and is currently intended to be used for testing by our Alpha Backers. It is only updated once we have a build that has passed through a lot of play-testing by our [[IT|Internal Testers]], and is only available during set testing times. The [[Servers#Test_Servers|Hatchery]] build is far less stable, but we like to keep it running 24×7, so our developers can test new and wondrous (and sometimes scary) things on it. While we don’t break Hatchery on purpose, its stability is a lot less important to us and to our Internal Testers. It goes down at times, has weird things happening (we have some interesting screenshots we can share at some point), and sometimes, well, it is just very cool. Our IT folks can gauge the progress of the game, and really be involved in the game’s development at a very early stage. Things change quickly, and it is exciting to see!
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Think of them as bows like any other weapon, right? If, crafters could only make one type of sword, and the difference between these swords was almost nothing, then crafters are going to be pretty mad at me, and, you know, so will the folks who use the swords, because we've been talking about—right from the beginning, even before the Kickstarter—of having a crafting system that matters. So if all bows are the same—just like if all swords are the same—then the crafters are going to be out of business, oh, less than a month, probably, after the game's—you know, opens. So yes, of course, there will be lots of variety in bows, lots of variety, uh, in terms of, uh—whether it's damage, or range, and other things, uh, that will factor in to, you know, every type of weapon. Not just bows,
Overall, our programming team is focused on creating solid, relatively bug-free code (no code of this nature is ever bug-free at launch). While that is said a lot by developers, both our Alpha and IT testers can attest to how stable the game has been the vast majority of the time. Both Mark and Andrew have spoken a lot about our strict code review policy, which, while it has slowed down the game’s development, has resulted in an engine which has already shown that it can handle the crush of 2K players in a tiny world space, even though we are still a year and a half from launch!
 
  +
and certainly not just swords.
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
   
 
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Technical<br><br>#system req
+
Fun<br><br>#baby wheel
   
 
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  +
<font color="tan">Q: Will Archers be able to kill the baby wheel?
 
<font color="tan">Q: Many of us will upgrade our computers or buy new ones before launch. I often read people giving advice that games don’t really take advantage of newer, high end CPUs (“you don’t need more than an i5? etc.). Will this be true for CU too?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A:....
<font color="grey">A: It’s too early to give a definitive answer on the high-end benefits yet, but if you are a P.A.T.s player, you can see that we have minimum requirements to play, and those will evolve over time until launch. However, the requirements shouldn’t be of great concern, even if you don’t have a bleeding-edge system. We have been very clear regarding our intent for our game to run on a wide variety of CPUs and GPUs. We are NOT going to require that people have the latest and greatest computer, along with a Titan Black, or the best possible internet connection in your country. Now, what we do recommend is that none of our Backers run out to the store right this second to buy a system specifically to see all the best sparklies and effects of Camelot Unchained. Put off your purchase as long as you can, so you can get a better deal on your technology. As always, the newer the better for any game like ours.
 
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
   
 
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  +
Classes<br><br>#Archers<br>#playstyle
Expansion/Funding<br><br>#physical items
 
   
 
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  +
<font color="tan">Q: Will archers be more useful in defence situation, and weak in the battlefield, say, 1v1?
<font color="tan">Q: Once CSE begins selling physical items via the store like T-shirts, will the profit from selling those items count towards the stretch goals? For example, if you sell a T-shirt for $20 and profit $5 from that, will that $5 go towards the funding tracker?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Well I think we've covered that. It depends, one, on the archers, and it depends how you want to look at weak. I mean, honestly, uh, 1v1, will the blackguard going against, you know, the best damage dealing melee character, uh, be in trouble? Well, sure, of course. Uh, on the other hand, will the Blackguard, 1 on 1, going against a mage who's geared, you know, ability-wise, uh, for taking sieges, will he be more effective? Yes, he'll be more effective 'cause his abilities are geared to kill other players. So, you know, we don't want these guys as a weak class, but we won't want them—obviously—as a class that can stealth, come out, one-shot ya, and then go back into stealth. And fortunately there's a huge gap, you know, between useless and OP, and that's where we're going.
<font color="grey">A: Mark has said from the beginning of the [[Kickstarter]] days that a portion of the profits from the T-shirts, and other unnamed physical items, will go towards developing the game. The rest of the profit will help us continue to make more T-shirts (and any other cool swag that might happen), as well as help us handle returns or other unexpected expenses regarding the store. I’m hoping for a Dragonwhale plushie myself, though I think I’m alone in that wish.
 
  +
<br><br>
  +
Yeah, this is the same RPS question when we talk about any class. Like, is this class good at 1v1? Sometimes they're good at it. Sometimes they're bad at it. It depends on if they're in the positive side of the rock-paper-scissors arrangement or in the negative side. Some classes are going to destroy other classes, and those classes that are getting destroyed by the one class are going to destroy in turn other classes. And so it's not as if anyone is specifically great—and we're not even talking about just going out and soloing, because soloing is obviously, you know, kind of a niche thing that not everybody's going to be great at. But just when one guy catches you, and you—and one single enemy in the middle of the large fight runs up and starts attacking you, or even starts from range attacking you, you know, dealing with that situation where you're only—at the moment—concerned with how you're going to respond to a single attacker. There's going to be different relationships. And there's going to be different targets, to you're going to have to be careful about who you select as a target and who you specifically stay away from because you know if they get on you, you're going to be in trouble.
 
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11-26-2014
 
 
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[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]
 
   
 
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Lore/Setting<br><br>#website
+
Classes<br><br>#camouflage<BR>#stealth
   
 
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  +
<font color="tan">Q: Can you elaborate on camo? How will it be cast? What it'll look like, will the players be able to travel in camo? Similarities to — and differences to stealth.
<font color="tan">Q: I’m quite the lore buff myself, and would like to see a page on the website that teases some of the different areas you guys have planned for the game (concept art in all its’ glory). Would you consider creating a page like this?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Well, I mean, I think what you actually just asked highlights some of the differences in stealth. Uh, no, the idea in camo is you're not moving at full speed in camo. You know, if you want to move at full speed, you should be using stealth. You should be one of the classes that can go into the veil. In terms of what it'll look like, uh, you cannot camo—you should not be able—I hate to say cannot, but it will probably be a cannot—uh you cannot just be in the middle of a field, wearing, you know, bright gold armor, even if it's made out of leather, and hit a button, and go into camo. On the other hand, if you're wearing the appropriate armor. If you've got the things that were made by the crafters to help you in camo, and you're trying to blend into—whether it's the forest, or blend into snow, you'll be able to do that. And, again, I think the most important differences is absolutely to remember, this is not walking through the veil, or running through the veil. This is meant for the characters who want to hide in certain places. Maybe move around slowly among—within the same type of terrain, and is properly specced and geared for that. Again, if you're going out in your hot-pink dyed armor, you're not going to be able to blend really well on those grey rocks. It's just not going to work that way.
<font color="grey">A: I’m going to tease you by mentioning our [[P.A.T.|P.A.T.s checklist]], which is more tech-related in general, but includes several vision documents that are being written for classes and character models. Notice that we are focused on character art right now, and less on environmental art during our Pre-Alpha Testing. However, one day, when it’s time for us to work on environmental art, I’m sure Tyler could be bribed into sharing something. We do have a wallpaper, fan art, and a concept art section on the website for you to indulge in!
 
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
   
 
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Lore/Setting<br><br>#characters<br>#Medraut
+
Classes<br><br>#Archers<br>#archery mechanics
  +
 
 
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  +
<font color="tan">Q: If archer's can pull arrows from quivers, then line up the shot, then draw the bow back, and finally shooting. Can you elaborate on how that would translate into button presses. Do we press one ability button to trigger all those sequences automatically, or will some of the things be done manually?
<font color="tan">Q: According to trusty Wikipedia, [[Characters#Medraut|Medraut]] is Welsh for Mordred. Will this character make further appearances in the Lore as a Mordred-like character, or is he just a one-off character for the sake of exposition?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Okay. So, right now we're working on, uh, putting our component system together in such a way that's it's modular enough that you can do either one of those. So the idea is that if you wanted to just walk around with your bow you can do that—obviously, you can walk around with just a sword. If you wanted to just nock an arrow, as in, get an arrow out of your quiver, put it on the string and hold it there—not even draw it—just walk around like that, that you could do that as a single action, as a single ability that has the components of the bow and the arrow and the process by which you load it and those are your components and that would be an ability. If you wanted to go through the rest of the steps and say, not only do I want to get the arrow out and put it on the string, but I also want to draw the bow and I also want to aim at somebody and I also want to fire, and I want to take all the components that it takes to do that and put them all into one ability, so all I have to do is push one button and it goes through the entire sequence. You could also do that. So I think allowing that flexibility will give us a lot of different play style options, just, like, sort of personal preference options in the way that you create your abilities. You know, do I want to make a button for, each, you know, loading each type of arrow, and then another button for drawing fast, or power draw, or whatever, and then do I want to make another ability for the way that I'm aiming at the target, and then I—you know—every time I use an ability I'm pushing three buttons. Or do I want to just make a bunch of these combinations of like, well, I like doing this combination over here, and then this
<font color="grey">A: Anything is possible.
 
  +
combination, and then this combination, and then you have, you know, dozens of different combinations, or you know, more or less depending on how many different things you want to be able to do and how much flexibility you want. Um, but every button press is a full action that goes through all the things in a sequence. That's kind of something we want to leave up to you guys, because, either way, you know, you either have to make a whole lot of ability buttons for every possible conceivable combination, or make only a few combination things and then push three buttons every time you want to shoot an arrow. So neither one of those is something that we feel everybody is going to like, um, but one or the other or a mix of both is something that we kind of want to give to you and obviously test it both ways and see what comes out of it.
 
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10-02-2015 - ''[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]''
 
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10-30-2014
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]
 
 
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Abilities<br><br>#ability creation<br>#components
 
 
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<font color="tan">Q: I have a question about how abilities will work. I know you guys talked about it plenty, but I am curious, will the abilities be a predetermined template as in- all viking warriors have the ability Slash!. Without putting any customization into it is a simple auto attack filler type of ability, but with some customization the ability could evolve into a bleed, a leg attack, and disarm, or a charge up burst ability. Or is it where you literally make an ability, with a tool given to the players where the damage is predetermined depending on certain variables. Such as the utility you give the ability, the cast time or cd of the ability, the bonus damage effects, poison/bleed. If this has already been answered could someone let me know? I don't think it has been answered this specifically before (probably because you guys don't know yet!) but if your leaning in a particular direction I would love to hear about it.
 
<br><br>
 
<font color="grey">A: We are pretty excited about our combat system and the myriad ways you can customize your attacks. We don’t have an auto attack planned, or anything as simple as that! Attacks are broken down into four basic types of ability components; Primary (weapon), Secondary (way to use it like “slash”), and optional Modifiers (such as body target, range, etc.). You can even have Modal Components (like stances), which we haven't talked as much about. This is a pretty complex system! It will be best to give your abilities a lot of thought before you even engage in combat, and consider things like how you like to attack. You will be able to create very specific abilities to match your play style. Customize away!
 
 
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10-30-2014
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]
 
 
 
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Groups and Guilds<br><br>#small group<BR>#zergs
+
Classes<br><br>#Devout<br>#weapon choice
   
 
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<font color="tan">Q: Are there plans in place to promote small man action (4-5 man) instead of a mindless zerg, going keep to keep, dominating everything by shear numbers? If so, can you elaborate?
+
<font color="tan">Q: The images show dual flails. Will this be valid option only for the [[Abbot]], or will this be a choice for all classes?</font>
 
<br><br>
 
<br><br>
  +
<font color="grey">A: The bottom line is, if we put in he mechanic that you can dual wield, certainly, like we've talked about for any of the classes, or even the archetypes, will you be able to dual wield if you're not an Abbot? Absolutely. But you won't have the special abilities, and that's the key. Can you pick up two flails? Absolutely. Why not? Will you be any good with them? Not as good as the class that has the abilities, or the components, or the styles that are designed for them. No different than if a mage picks up a sword. Can they swing a sword? Absolutely. Can they swing a staff? Absolutely. But the classes that have the components, those are the one who are going to be best at it.
<font color="grey">A: When you play Camelot Unchained, if the only successful way to enjoy yourself is to join a large zerg, or wait and hope that more players log on so you can enjoy our content, we will have failed miserably as a development team. There are obviously various times of day on a server where the populations could encourage zerg-based play, but we hope that won’t happen often. This is why we are designing Camelot Unchained to have enough “carrots and sticks” so that zerg-based play won’t be the most efficient way for players to succeed in our game. The key for us is to have goal-based gameplay, with enough options that are spread around the map, which will reward the Realm that competes smarter using smaller, coordinated groups. Smaller groups will also have CC options which will enable them to have a chance against a larger group, should they encounter one as they to look for resources, scout the land, or escort crafters/caravans safely to a destination, to name just a few examples. Solo play also won't require you to just spend all your time seeking another player to fight. The point is, no matter how you want to play, Camelot Unchained should enable players to find meaningful things to do in an RvR setting without having to resort to “zerging for profit."
 
 
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10-30-2014
 
 
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[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]
 
   
 
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Land and Map<br><br>#islands<BR>#terrain<br>
+
Classes<br><br>#Devout<br>#healing<br>#tanking
 
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<font color="tan">Q: With the world broken into many islands, will individual islands be large enough to naturally and reasonably support an interesting variety of sweeping terrain features such as rivers, mountains, deserts, wild dense forests?
 
<br><br>
 
<font color="grey">A: Very much so. Islands have varying sizes, and keep in mind they don't always stay disconnected. They come together into larger land masses that will feel more like continents, or break back down into islands again as stabilizers are built and destroyed. There will be a variety of experiences in terms of traversing distance by land and sea. Terrain is an important feature, and really shows off the different climates that the Realms prefer. You could almost say that the Realms create their own environments...hmm ;)
 
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10-30-2014
 
   
 
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  +
<font color="tan">Q: Will these guys be able to be specialized into a full tank with healing abilities?</font>
[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]
 
 
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Game Development<br><br>#spell effects<BR>#Pre-Alpha
 
 
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<font color="tan">Q: In addition to fireball effects that have already been touted, what other cool spell effects might we see planned (estimated, no promises and such) for pre-alpha testing?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Not a full tank, in that they won't have a lot of the same protection abilities and group defense abilities that actual tanks have, because tanks are a separate trio that we'll get into later. They can be fairly defensive, and any time you have a character that can heal, if they have a good amount of healing they can apply to themself, they can be fairly survivable, but that doesn't necessarily fulfill the full role of a tank, it just means that they're hard to kill.
<font color="grey">A: Good question! You have seen the fire dart, earth dart, and water dart effects in some of our screenshots on the website. I highly recommend that you look below at the screenshot of our night battles, where you can see a kaleidoscope of color and shooting particle effects, all done by Mike Crossmire. It is a beautiful and deadly vision of color, as casting, healing, and combat all show off for you visually. One of my favorite effects is the healing fountain, which throws sparkling green tendrils into the air in a circle of aoe healing. In our Tech Central section, you can see a huge wall of water, towering in front of the Viking fighter archetype of the Frost Giant. There are a firewall and earthwall in the current build as well. When you see a St’rm raise her hand and a massive inferno appears in front of you, remember the phrase “don’t stand in the fire”!
 
 
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9-25-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]
 
   
 
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Transportation<br><br> #[[boats]]<br>
+
Classes<br><br>#naming
 
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<font color="tan">Q: Will we be able to get out of [[NPC]] [[boats]] early, or will we have to ride all the way to the drop-off?
 
<br><br>
 
<font color="grey">A: This is a mostly seamless open world, which means that there is no zoning in the traditional sense; only internal zones for us to split things up ([[The Depths]]™, starting cities, etc.) for the engine so there are minimal loading screens. There might be ways to decrease the ride time if you have a port on your property, are a water mage, or similar things. Who says you won’t be able to jump off and swim? None of these have been fully explored yet, so take them only as my thoughts!
 
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9-25-2014
 
   
 
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  +
<font color="tan">Q: How long did it take to come up with the ability name "For blood to beer"?
[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]
 
 
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Transportation<br><br> #caravans
 
 
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<font color="tan">Q: Will [[caravans]] be sharable by more than one person to move goods, like can I share one with someone and make it more powerful and safe?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Somewhat ironically, naming is one of the harder parts of actually doing a lot of these designs, because a lot of the mechanics you lay out in an earlier form, and go through and break them down into individual ability components, but then you have to go through and name everything, and naming a lot of the time is where you get a lot of the agonizing over trying to find the right words and phrasing and stuff. That is actually one of the parts of design that people tend to get hung up on, and tends to take more time than you'd think.
<font color="grey">A: If you are asking if one [[caravan]] can hold goods for multiple people, then yes. You can definitely expect there to be ways for you to conscript someone else to haul your stuff from point A to point B for you if you don't want to do it yourself, and there may be a way to group up with a bunch of friends who all want to [[transport]] stuff together, and assemble a caravan of the appropriate size.
 
 
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9-25-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]
 
   
 
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Game Development<br><br>#discussion<BR>#forums
+
Classes<br><br>#Devout<br>#role
   
 
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  +
<font color="tan">Q: What's the role of hybrid healer in RvR? They need to find groups.
<font color="tan">Q: When will we see a new approach to board discussions at large? To clarify, more dev-driven discussions with hard, important Q&A, and less non-stop speculation run amok? Just one or two topics a week would be awesome.
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Your hybrid healers are going to be either be, for a more offensively oriented group, might be your main healer. If you're really focused on just dealing as much damage as possible, these guys are going to contribute damage, so even if they're primarily healing focused in their activities, their inherent damage ability means that they will fit into a more offensively oriented group. In a more balanced group, they're probably going to fulfill more of the role of a secondary healer, you know when your main healer is getting focused, and has to focus on keeping themselves alive, or if they go down, or whatever, or if your group is taking a lot of damage, and you have to help support your main healer, increasing the healing output, you can switch from being offensive to being defensive, they can sort of fill in the gaps here and there. As sort of a secondary role in either doing damage or doing healing, so they help, you know, fill the gap that you might not otherwise have if you went with either a full healer or a full damage dealer.
<font color="grey">A: At this point in development, you can see from our PAT checklist that we're pretty full up on things to work on, so there isn't a whole lot of new “something to think about” forum feedback we're trying to gather for now. Once we get our checklist finished and start running more frequent tests, you can expect more surveys and a higher frequency of directed forum discussions. We need the ability to modify/test things on our end without committing to something now that ends up needing to change. That said, I am already planning some other forms of sharing that might satisfy your hunger for dev info! Also, keep in mind that as we get closer to Alpha, there will be more discussions started by our developers in the Something to Think About (StTA) threads.
 
 
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9-25-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]
 
   
 
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  +
Classes<br><br>#Blessed Crow<br>#concept<br>#Devout<br>#weapons
Game Development<br><br>#IT<BR>#off-hours
 
   
 
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  +
<font color="tan">Q: What is the weapon called that the [[Blessed Crow]] uses?</font>
<font color="tan">Q: For people that play odd hours, (outside the daytime EST) yet have lots of time, when do you think, or do you think, we could be an asset to do IT? Or, when do you think semi- or round-the-clock IT testing could be done? (question applies to when client is up, of course).
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: I think they're talking about what he has in concept art, which is that he has a cauldron on a stick, hanging from a chain. There isn't a specific name for it, it's just a concept art piece of what that could look like. His main thing is that he has a cauldron which is something that he can carry around with him, and put down, and have multiples of, and sort of deploy in an arrangement, in an area, and do various things with. How he's going to carry that around, what the mechanism is, that's not a specific object or item or anything that we've created, that's just one of the concepts for how we're going to eventually deliver that in the game. We haven't really got that entirely sorted out. It's just a cool concept that we have right now.
<font color="grey">A: We are really appreciative of those who are in [[IT]] right now, or have been from the beginning! For now, ideal candidates are those who can come into the client during business hours EDT to do impromptu tests on-demand when we need a quick response. However, the servers are open to IT just about 24 hours a day, so there’s testing going on all the time, and they are always jumping on to help out as their schedule allows.
 
 
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9-25-2014
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]
 
   
 
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Game Development<br><br>#forums<br>#inspiration
+
Classes<br><br>#Devout<br>#hybrids<br>#role
   
 
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<font color="tan">Q: Do you keep a running list of the forum ideas that you think have potential to be implemented in the game? Would we ever be able to see/discuss such a list?
+
<font color="tan">Q: Since they're hybrids, will these classes ever be able to do as much damage as a full healer, or as much damage as a pure DPS, if they player desires?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: My gut says no. I mean, if they were as powerful as a pure healer, or as powerful as a pure tank, and as great at healing as a pure healer, even if they fully specced, I think that that would take away from the role of the pure archetype.
<font color="grey">A: I would say that the forum ideas inspire internal conversation when the topic is timely to what we are working on at the moment. We have a search feature, and a very deliberately designed forum, so our developers can go right to the current or old areas they want to see when those systems start being actively designed. As to the second part about such a list or conversation, no way! :P
 
</font>
+
<br>
  +
Yeah, it sort of depends how you mean by that. If you mean over a duration, I would say no, but in specific instances, if they're trying to burst, if they have, like the abbot specifically has a bunch of stacking buffs and procs and things. So if he can get stacked up, he can do some pretty good either damage or healing over a short amount of time, but he can't sustain that the same way a pure healer or a pure DPS could.
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8-21-2014
 
 
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[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1]
 
 
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Character Creation<br><br>#gender<br>#race<br>#stats
 
 
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<font color="tan">Q: How will every race/gender be different?
 
 
<br><br>
 
<br><br>
  +
It's a complicated question, because things such as the ability to regenerate your blood, assuming we go with the same mechanic, could also differ between the classes, so it's not simply looking at, okay if his heal can do 100 points over 30 seconds, and the other healer can do 100 points over 30 seconds, it is a more complicated. Thankfully, we can do more interesting things than simply look at one set of numbers, and go 'no these guys are equivalent', or 'one is weaker in one way, and weaker in the other way.' As always, it's about being a bit clever.
<font color="grey">A: Every [[Race]] will have [[Banes and Boons]] and [[Stat System|Stats]]. Genders are not confirmed for all races, but those with genders may also have advantages and disadvantages in character creation that offer further differentiation among the races. In Camelot Unchained, your choice of faction, race, etc., will matter a lot, as there are no mirrored races or classes.
 
 
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8-21-2014
 
 
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[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1]
 
   
 
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  +
Classes<br><br>#Abbot<br>#Blessed Crow<br>#Devout<br>#hybrids<br>#role
Races<br><br>#restrictions
 
   
 
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  +
<font color="tan">Q: Looking at the [[Abbot]] and the [[Blessed Crow]], the Abbot got quarterstaff skills. Is the Blessed Crow more mage/healer or fighter/healer?
<font color="tan">Q: Can every Race be every Class?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: The Abbot has a little bit more on the melee side of things. He's not exactly melee for DPS, because he does have smite and nukes as well. The Blessed Crow is more of a mage type, and less of a melee focus. It's more about the cauldrons and setting up your little deployables. It's a playstyle that a bunch of you are probably familiar with. Where you set things down, and make your arrangement of things, and cast spells on the cauldron to make the cauldron do stuff in an area, and have some interactions between them based on their proximity. So that's a little different. He has to focus specifically on that mechanic, whereas they Abbot doesn't have any deployables. He's just running around, hitting people and casting things, and has more of a diverse role.
<font color="grey">A: Currently, within a single [[Realm]], every race can be every class. Keep in mind that because there are no mirrored [[classes]], each existing class will be unique and tailored to fit into the lore and theme in keeping with that Realm. In other words, you won’t have a [[Flame Warden|fire-based mage class]] living peacefully within the [[Tuatha Dé Danann]] forests.
 
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8-21-2014
 
 
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[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1]
 
 
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Classes<br><br>#holy trinity<br>
 
 
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<font color="tan">Q: Will there be the usual trinity of classes?
 
<br><br>
 
<font color="grey">A: In an extended sense, yes. Tanks are not simply meat shields for mitigation as they are in some games, because it’s not all about raiding in a rinse/wash/repeat process trying to get that elusive piece of armor that drops 0.0001% of the time every day but Monday, Tuesday, Wednesday, Thursday, Friday, Saturday and Sunday! Healers can diversify, and can be very useful in combat even when they are not simply healing. DPS can experiment with abilities, and they do not need to conform to a norm to be useful in battle.
 
 
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8-21-2014
 
 
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[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1]
 
 
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Progression<br><br>#PvE
 
 
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<font color="tan">Q: I know you said no PvE progression, but will there be PvE?
 
<br><br>
 
<font color="grey">A: No PvE grind for leveling purposes, but there will be other forms of player vs environment, such as chopping down a tree or mining for ore. All crafting, housing, and fighting is contributing to your realm and the global warfare. This means that there is no PvE leveling in the traditional sense, but there are plenty of things to do when you are not busy burning some enemy’s structure to the ground.
 
</font>
 
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8-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#friendly fire
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will there be friendly fire?
 
<br><br>
 
<font color="grey">A: In certain very specific instances, yes, maybe, or perhaps no. In some open combat that could be a positive dynamic, but inside a city or keep it could be more problematic than fun. We will see what fits best to maximize that fun and avoid griefing. Please keep in mind that FF is not confirmed and even if it makes the cut, it will be highly limited.
 
</font>
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ BSC: Stat System Q&A 1/3 07-18-2014 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#faith<BR>#attunement<BR>#stats
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: When they say that some stats are only going to be interesting for one or two classes, what are some of the principles involved?
 
<br><br>
 
<font color="grey">A: Yeah we can talk a little bit about that. So, having stats that are universally an application – like vitality – everyone is going to need some health. That is kind of a vertical progression concept. It’s more of a ‘if you gain this, you get better’ but it doesn’t provide any differentiation. So, if you have one character that likes to have the faith vs attunement that we talked about, a faith-based character that wants to get faith and an attunement-based character that wants to get attunement means those characters diverge in different directions. And the things that you can gain through attunement, the types of elements and types of magic you can do with attunement-based magic are different than the types of things you can do with a faith-based magic character. So, you have one character that could access either of those routes. Making that choice means that those characters are going to be different from one another.
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#character creation<br>#soft cap<br>#stat allocation<br>#stat progression
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How do you roll your starting stats and how can you increase them?
 
<br><br>
 
<font color="grey">A: Right now you’re gonna start with a stat allocation system where you will get a certain number of points and you can
 
allocate them however you want. How are you going to increase them? It’s usage based. So, if you want your strength to go up do things that actually require strength. If you’re a warrior type, swing your weapon around. So would wearing heavy armor for a while, quite frankly. So those are the two focuses. Stat allocation in the beginning. Usage based leveling after that. And to answer a question that I am sure is gonna be asked, especially by people who aren’t our backers already, soft cap on stats. We’re not hard capping stat advance but it will be a soft cap and of course, like most good soft caps, it will start off easy and it will get harder and harder and harder.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#character creation<br>#stat allocation
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Did you read my mind on the perfect stats system? How? Seriously you’re amazing. But will there be a limit
 
on clean stats. For example, a limit on strength depending on other related stats. You know I hadn’t even thought
 
about that. That maybe your maximum strength could be limited by your maximum, well it’s not maximum because it’s
 
soft cap, by any other stat. Like CON in the old school D&D.
 
<br><br>
 
<font color="grey">A: That’s an interesting question.
 
Yeah, we’ve talked a very little about this, that the decay thing that we mentioned just very briefly because
 
we haven’t really gotten into the details of that side of the system yet, but there’s going to be some method of
 
making sure that you can’t just max everything.
 
<br><br>
 
That is because you’re going to start with a certain amount of points. I think his question was a
 
little different in saying, well if you’re raising your, again con, could that affect your strength? So
 
I thought that was different. Obviously during stat allocation you’re gonna have a set pool. Whatever that pool is.
 
We’re moving past that into actual progression.
 
 
<br>
 
<br>
  +
And drink beer.
So are stats that are assigned at character creation going to matter later in the game or just give you a head start? Of course they’re gonna
 
matter later on. Otherwise it would be a waste of your time. However, what we also have said is that we don’t want your choices in the beginning to be so bad, unless you really I mean have to try to make the most awesomely horrible character you possibly could, that what choices you made are just so bad from the beginning. So stats are definitely going to matter. It’s not like you’re going to start with a ten strength and your maximum strength is going to be a thousand. It’s not gonna be like that. Is it going to be like you start at nine hundred and your max is a thousand? No it’s not gonna be like that either. There will be some balance between the two where we want what you do in character creation to matter but not so much that you couldn’t either overcome a mistake or reset, like we talked about one free respec, so that you couldn’t overcome it or that you’re at such a disadvantage that
 
you have no chance at succeeding.
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Arms & Armor<br><br>#damage<br>#damage types<br>#stats
 
 
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<font color="tan">Q: Will weapon damage be more or less effective based on armor types and stats?
 
 
<br><br>
 
<br><br>
  +
That is what's really important about this to keep in mind, folks, we told you before the [[Kickstarter]], during the Kickstarter, after the Kickstarter, that we weren't going with mirrored classes. Now here's a perfect example, right?
<font color="grey">A: So getting into a little bit of the damage and such. Different types of armor will protect you against
 
different types of damage and different types of weapons can deal more than one type of damage. We talked a little
 
bit about disruption damage vs normal damage. But, if you have a sword and your sword is primarily dealing slashing
 
damage with slashing attacks or piercing damage with thrusting attacks, the way that you defend against that is
 
having armor that protects against those specific types of damage. So damage types are definitely a thing. When
 
we get to magic, obviously magic has a lot more types than just physical. But physical you’re probably going to
 
want to have a lot more resistance against than certain types of magic because the specific types of magic are
 
very narrow vs physical which is just a very few types; slashing, pierce, crush, and much higher resistance
 
values will be very important for that since that will cover a much wider range of damage.
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#physical representation<br>#stats
 
 
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<font color="tan">Q: Will stats be linked to physical appearance? Smaller, thinner characters carry less because they’re weaker. If
 
you want to be incredibly heavy, let us say, and also very short, could your running speed start off as worse?
 
 
<br><br>
 
<br><br>
  +
Yeah, they're very different.
<font color="grey">A: That was something that was in one of my documents. If you want to play a much larger character, some of your stats
 
are gonna be different. And the answer is yes. We want these choices to matter guys. We paid, especially even
 
before we started doing this game, I spent a lot of time on forums and talking to people, listening to people; and
 
y’know look, we’re making a game that we hope a lot of you have wanted for a while, where your choices for stats
 
are actually important. That it’s not just a bunch of homogenized – hey it doesn’t matter what you start with and
 
stats don’t really matter because all classes can do everything – we’re not going down that path at all. So
 
hopefully now that you’ve heard part of the presentation, of today’s presentations and the weekly presentations,
 
you have a better idea of how we intend to fulfill it.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Crafter<br><br>#crafters in combat<br>#damage
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will crafters be able to directly deal damage in combat? Are they gonna be any good at it?
 
 
<br><br>
 
<br><br>
  +
These three classes are in no way even close to being mirrored. These are classes with very different mechanics, obviously, and very different styles. And this is what you're going to see from us going forward. Not just with these folks, with other folks as well.
<font color="grey">A: The answer is yes they will deal damage. No, they will not be any good at it.
 
Look, if you want to be a crafter-warrior, full time crafter, it’s not gonna happen. Now, can you
 
do things? Absolutely. Will you be helpful in combat? Absolutely. Will you want to venture out on your own against
 
the two other realms out there? Y’know, probably not. You won’t last very long. But we don’t want you to go out
 
there and be able to do absolutely nothing. But don’t expect to be able to go out there and be all – hey, I’m full
 
time crafter-guy but I’m also warrior-guy. I’d say the damage is just more abstracted. If you’re building some traps and you’re building some siege
 
engines, you’re doing a lot of damage but you’re not doing it with a sword
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Arms & Armor<br><br>#gear stats<br>#softcap<br>#stat progression
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will there be a cap on stats gained from items?
 
<br><br>
 
<font color="grey">A: Yeah, there aren’t really stats based on items. We’ve said that, for example, boots don’t give you
 
strength. We don’t allocate stats to items in that way. The stats you get from items are offensive stats. So,
 
the amount of piercing resistance that you will have. That will be a stat on your items. And there isn’t really
 
a hard cap on that. There is a diminishing returns point to the amount of defense that you have vs the amount of
 
offense the opponent has, but there isn’t really a limitation on that that keeps you from progressing further.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Character Mechanics<br><br>#character creation<br>#stat allocation
+
Magic<br><br>#damage<br>#Devout<br>#healing
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Will you be able to see all these stats during character creation?
+
<font color="tan">Q: Will there be spells that heal allies and damage enemies?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Of course
<font color="grey">A: So, y’know, it’s one thing to say choices matter and to put a burden on the players
 
to make the right choices. If we don’t, at the same time, offer to develop a character creation system and guides
 
and documents that really allows you to see the impact of your choices, that is stupid. I mean it would be really
 
dumb of us to do that. Because look, that puts you guys in the vacuum and that’s not fair. That’s not old school,
 
that’s not hardcore, that’s just lame. And we are gonna give you guys all the info you need to make these choices.
 
And when you have that info, if you choose to use it, and you choose also to gimp yourself, go right ahead. I know
 
that there have been a lot of players, me included, who at times have liked playing gimped characters just to see
 
how you can do. So that’s going to be your choice. Now, we’re going to warn you of course. When, again, you will
 
have not only the documents and guides but also – hey, this may not be the best build for your warrior class that
 
you have chosen. But then again, it’s up to you after that. So, I think as long as we do our job, and that is not
 
only designing a great system but making sure that the players have the opportunity to learn everything that they
 
need to do either before they come into the character creation system or during it. As long as we’ve done that we’ve
 
done our jobs and the rest is up to you.
 
 
</font>
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=S3N-CO6Js8E BSC: Stat System Q&A 1/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#horizontal progression<br>#stat progression
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How are you managing increasing stats while maintaining a focus on horizontal progression?
 
<br><br>
 
<font color="grey">A: Yeah, we can talk a little bit about that. So, the way in which we’re putting together the game system as a whole is in a mostly orizontal way. That’s not to say that it’s entirely horizontal. The general idea is that this is an RvR game. This is where players are gonna be fighting other players. They’re not primarily gonna be fighting monsters that have a fixed, static power level that doesn’t change and they need to be stronger and stronger so they can fight stronger and stronger monsters. Player’s power level only matters relative to other players which means there can’t be too huge of a gap when we’re creating this system. So stats aren’t going to give you an astronomical level of capability to equip weapons that deal tons more damage than somebody else. There will be a wide range but it will be a range in which there are tradeoffs. So, if you want the biggest most damaging sword in the game, it’s gonna be slow. Because that’s the tradeoff that you make. If you want something that hits really fast and is good at disrupting casters, it’s going to not do very much actual damage. So there are tradeoffs and the tradeoffs are what give you that horizontal progression. As opposed to things just getting better and better and better to where someone can get so powerful that someone new coming into the game really have a chance.
 
<br><br>
 
Yeah, because frankly we’re screwed if that happens. Let’s be blunt. We were blunt about this during the kickstarter and afterwards. Now. This game will not succeed if all we do is attract players on day one or even month one and then a couple months into it no one wants to play it because they just get killed every time they go out. It’s RvR and they can’t contribute and they can’t have fun. So, we have to be really careful about that. And I think, as Ben just said, the way we’re laying out the stats system is really one of the ways that we’re gonna do this.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Abilities<br><br>#Blessed Crow<br>#components
Character Mechanics<br><br>#offline training<br>#skill progression<br>#stat progression
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: This is about the [[Blessed Crow]]. One of the sample runes is "corpse consuming brew". How will it decide which corpse to consume? Will we be able to manage the corpses chosen with a modifying components?
<font color="tan">Q: What about practice and training of the skills and stats?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Right now the definition just states that it's consuming them, and it's based primarily on proximity. If you have a certain number of them within range, based on the number of them that are in the radius, it scales it's effect. There will probably be some mechanics that go into that. We'll see what modifiers we eventually implement. Right now the base effect of that is just that if they're in range it eats them all, and based on the number of them that it eats, it does an increase to the power of its effect.
<font color="grey">A: And the answer is that there won’t be any offline training. I mean, this is not EVE or some other
 
game. However, we have said that we will certainly be willing to put some amount of time for stats and other things
 
that people can do when they are not heavily engaged or even engaged in RvR. Because let’s face it, this is an RvR
 
only game, or RvR centric game certainly. Uh, RvR focused and now it’s everything. You’re gonna have some time where
 
you might not be able to find a battle right away. Or you may come in in just a dead hour. So we think that players
 
should be able to spend a little time practicing. Especially, again, given the magic and combat system.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#encumberance<br>#player looting<br>#weight
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are we limited with the weight of items but will this mean that moving a lot of items will be dangerous? Could
 
enemies take our items?
 
<br><br>
 
<font color="grey">A: In terms of looting, we’re going to talk about that in progression. And
 
yes, going out fully loaded will weigh you down. On the other hand, maybe there are other ways to get items between
 
caravans and players. Or, for example, if you take a Giant for example, players that might have gotten bigger and be
 
better at taking things across the field. So, y’know, is it going to be dangerous for you to just go out there and
 
people take all your items? No, this is not a FFA looting game. I mean, you can’t go and kill a player and take
 
everything they have. We’ve said this before. What would be dangerous is if your carrying capacity is right about
 
at its limit, or even a little above it, you’re not going to be fighting or moving as quickly.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Classes<br><br>#Devout<br>#hybrids
Character Mechanics<br><br>#buffs/debuffs
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: How are buffs going to affect stats?
+
<font color="tan">Q: Just to be clear, these are hybrid healer/mages, and not healer/melee, correct?
 
<br><br>
 
<br><br>
<font color="grey">A: If we allow buffs in the sense of strength buffs or
+
<font color="grey">A: Yes, Correct.
the classic plus 5 to your strength, health, intelligence, or whatever other stat in the game then we’re kinda shooting ourselves in the foot. We’ve talked about how we don’t want a lot of advantages to these stats on items. Well if we just go and say, well you can get a ton of them from the magic
 
system. Or from the combat system. Then all we’ve done is substitute one problem for another. We want to keep those down to a minimum. Will I say that there will be zero? You never want to say that as a developer. But I can say that if you are gonna look for the buff system to be heavily reliant on stat buffs, not gonna happen.
 
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#realism<br>#weight
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the weight of items be treated realistically? Or more fantasy weights?
 
<br><br>
 
<font color="grey">A: We’re trying to go with realism in as many contexts as we can get away with. Obviously, dragons and magic and
 
all sorts of BSC things won’t allow us to go entirely with realism. We’re just trying to abstract things less. So,
 
when you look at the items and the properties and the weights of things, there will be what you would somewhat
 
expect from reality. It’s not going to be vastly different but it’s gonna be relatively different.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Character Mechanics<br><br>#balance<br>#stats
+
Abilities<br><br>#Devout<br>#cc
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Will stats be rock-paper-scissors based?
+
<font color="tan">Q: Can the hybrid healer have any form of CC like Mez or Stun from Dark Age of Camelot?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: We haven't gone down that path yet. Will any of these guys have crowd control abilities? We'll talk about that more as we get this class into development. Because it's a hybrid, I can say with about 100% degree of certainty, it's not going be one of the first classes we're going put into the game. So, could we add different abilities, some CC? It certainly is possible, but it is not something we're focused on yet.
<font color="grey">A: I’m not sure that that’s true. There’s not really rock-paper-scissors design inherent in the stats system
 
  +
<br>
itself. It’s more in the classes and the class based abilities and the way that different specializations of
 
  +
These three specifically are not very control heavy because they already have to do damage, and they already have to do healing. They have a lot to do. They're also having to manage buffs and debuffs and control effects, that's going make them even more complicated. So they might get, you know, everybody will get a little bit of that, obviously, but probably not as heavy as some of the other classes we haven't got revealed yet.
different characters are going to relate to one another. It’s not in the stats per se but is in the characters
 
and the archetypes and the builds.
 
 
</font>
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#aging<br>#perma-death
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will characters somehow be able to die permanently? Old age, etc.
 
<br><br>
 
<font color="grey">A: That’s something Ben and I have talked
 
about. We’re thinking about but it isn’t something anywhere close to being decided. Do we want to punish players,
 
because that’s essentially what it is, for being around longer? Probably not. Do we want there to be some things
 
that could lower your stats? Absolutely. Whether it is because of age? That’s something that we’re gonna talk about.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Building/Crafting<br><br>#crafters<br>#gear stats
+
Classes<br><br>#Devout<br>#playstyle<br>#specialization
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Will the devout players have to specialize into healing or damage? Can they be a jack of all trades? Or choose to focus on damage or healing?
<font color="tan">Q: If stats aren’t relevant, what will crafters have to do?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Being hybrids, they sort of do a little bit of both. You can kind of orient yourself towards one or the other, since you are a hybrid, you need to be able to handle both of those. The Helbound is the one that goes the hardest in one direction or the other, because they are sort of a dual mode class, in that you can go into life mode and you can go into death mode, and you can do different things in each one, and swapping back and forth isn't necessarily always a great idea. So they tend to have a little bit more of that duality than the other ones. As this class, you are not meant to go one route or the other, you are supposed to be in between, you're supposed to be doing both things.
<font color="grey">A: Great question. It’s one we’ve answered before, not
 
  +
<br>
now but during the kickstarter. It’s really simple and we’re gonna talk about this a little bit more I believe in
 
  +
One of the things that people have asked us, and this really also started during the Kickstarter, was how can you make hybrids effective, right. Because people always say or complain, depending on which side of the argument you're on, that hybrids generally are not great classes in many, if not most, MMOs. And what Ben said here, that you should be going both, is really important, because that's one of the ways we can make them a viable class, right?
other presentations. We’ve really kinda emphasized the importance of crafters and if we didn’t have other things
 
for the crafters to do; other things that they could do with their weapons, or armor, to sell them. Then why be a
 
crafter? So, y’know, think about a sword for example. We, as gamers, have become very accustomed now to the pluses
 
on swords. Plus strength, plus dex, plus the damage; whatever. A sword is more than just some magical ability that
 
was put on it. It has a weight, a resilience, how much damage it can deal. There are so many things that go into the
 
making of an item and its effectiveness. Um, sorry, off track. There are so many things that can go into how a
 
sword is and how useful it is that I’m not the least bit worried about having to rely on the bonuses that could
 
be put on it. The same with armor. Armor, for example, reduces damage. That’s an important thing. The same with
 
resistances that can be put on armor. So there are things you can do without relying on the very difficult ‘plus
 
whatever’ to a stat.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#buffs/#debuffs<br>#stats
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will you be able to reduce stats with spells against other players? In other words, can you debuff a stat?
 
 
<br><br>
 
<br><br>
  +
That does have a lot do with how to make hybrids good, because in the instance where you have hybrids that are just not as good at DPS and not as good at healing, if this the type of hybrid you're talking about, which we are, then you're just either a bad healer or a bad DPS, and why wouldn't you just pick a real DPS or a real healer? If you're able to do both of those things, and you're able to do them, more importantly, simultaneously, then you're not just picking one or the other. You're not just a poor version of something else. You're able to actually do more, and that makes up for that you're not doing as much.
<font color="grey">A: We’ll think about that. Certainly, if we don’t have buffs to stats it might be a little unfair to debuff on stats.
 
But it is something that we do have to think about. I would say, look at the derived stats when you talk about buffs and debuffs. There certainly will be stat
 
effects on players like snares that make you run slower or increase the damage that you do for a brief period of
 
time; but don’t expect there to be a wall of icons. Look at a snare or turning
 
land into mud. There are things that you can do that will have an effect on the character. And it’s not that
 
their tropish, it’s a perfectly fine way of doing things, but you don’t have to rely on those kind of stat buffs
 
to accomplish something.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#body parts<br>#health
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: I don’t understand the health stat in the design doc. Will each body part have its own health value?
 
 
<br><br>
 
<br><br>
  +
Exactly, and that's really important for you guys to keep in mind, whether it's for this hybrid class, or other hybrids that we'll certainly be talking about over the lifetime of this game.
<font color="grey">A: That
 
is something that we are talking about and that we’ll talk about more. How your body is represented in the game
 
is obviously very important. It’s very important, from a visual standpoint, for you as a player and for us as
 
designers. And you’ll see in another presentation, we’ll be talking about just that.
 
 
</font>
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#buffs/debuffs<br>#buff bots
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What about buff bots? Are you allowing them?
 
<br><br>
 
<font color="grey">A: The answer is no. We are taking action against that both from a design standpoint and from
 
a CS standpoint. Buff bots aren’t evil. It’s just something that players sometimes do and something that some
 
games encourage. We’re going to be moving away from that. We don’t encourage buff bots. We do really not want
 
to make it both either necessary or useful to have in the game. So you’ll see more of this as we go forward.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Classes<br><br>#Devout<br>#healing<br>
Character Mechanics<br><br>#respec
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Will the hybrid healers get normal heal spells like pure healers, or only be able to heal with specialty abilities when damaging enemies?
<font color="tan">Q: Question about respecs?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: They have regular healing abilities. You don't have to be damaging someone to heal, there are more abilities in these classes than in most of the pure healers. There's an exception to that but we won't talk about it yet because we haven't revealed healers yet. For the most part though, you will have a mix of both. So, if you just see someone who's damaged, you can generally just heal them with just a heal, you don't need an enemy to be present to damage them to cause the healing to happen. But that is a way that we can incorporate, as we said, that sort of duality, if you attack an enemy you heal nearby allies, and things like that. Those are a lot of the type of things that will help them do both things at the same time.
<font color="grey">A: The one thing that we have said that is absolutely true is that there won’t be a
 
lot of easy respecs in the game. We are playing with the idea of having an initial respect when you create your
 
first character, and of course there will be lots of respecs given if we feel, or even if the players truly feel,
 
that we had to rebalance, nerf, change, alter, staple, or mutilate your character in some way. I mean, that’s only
 
fair. But in terms of easy respecs that you can simply pick up every day, every week. Not gonna happen.
 
 
</font>
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#buffs/debuffs<br>#potions
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What about stat pots?
 
<br><br>
 
<font color="grey">A: Pots equals potions. Not gonna be a lot of easy potions either, especially for
 
stat gains. Do I think potions could play a role in this game? Absolutely. Do I think you should, hang on I gotta
 
take this potion before this fight oh you hit me, take another potion. No, not what we’re going for. On the other
 
hand, if there are potions, just like changing weapons or other things that we’ve talked about, hey if you’re gonna
 
want to actually go into your backpack and take out a potion while someone is swinging that two-handed sword at ya?
 
Go for it. Can’t wait to see it.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=TJhZzk0ts6w BSC: Stat System Q&A 2/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Character Mechanics<br><br>#character creation<br>#crafters
+
Gameplay<br><br>#aoe cap<br>#aoe healing
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Question about initial character creation?
+
<font color="tan">Q: Are there going to be AoE healing spells, and if so will they have a target cap?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: We've been asked that so many times. Of course there will be AoE spells, and what we've said on the forums, and said even during the Kickstarter, as of now, there are no plans to cap in the way that other games have capped, and therefore look, there will be some limit on the amount of power, obviously, that can come out from the amount of power that you put into a spell. You can't say well I'm going to cast this tiny AoE and it's going to affect 3,000 people.
<font color="grey">A: Just want to let you know that initial
 
  +
<br>
character creation is important but it isn’t so important that it’ll let you absolutely gimp your character
 
  +
There specifically are more stringent limits on this when it comes to healing because of certain problems. If you have a heal that is just an AoE heal that heals everybody, the bigger your group is, the more effective that heal is. It can't work that way. Damage, kind of can work that way, because then it's worse against the zerg, but it's worse for the zerg for a group fighting against them because it scales more the more people it hits. That's generally going to wipe out big groups, but something that heals big groups is going to be problematic. So you have mechanics like, the abbot has an ability, already, that says it splits the amount of healing across the number of people that it heals, so the more people it hits, the more the power is divided among them, so it can't just provide an unlimited amount of heal that scales with the number of people.
on purpose. There have been a number of questions about specific stats for crafters. Just want to let you know
 
that is something that we have talked about. It is not something that we have decided on yet. Except to say,
 
look, if the stats that we are using have to be jury-rigged to work for crafters, I’d rather have crafter stats.
 
It’s in one of the documents I wrote. It doesn’t mean there will be, it doesn’t mean there won’t be. It simply
 
means until we lay everything out for the crafting system and see how it works, I won’t commit to it. The only
 
thing we will commit to is obviously we care an awful lot about our crafters and if what we’re doing with the
 
normal stats system doesn’t work for them, we’ll make some changes. After all, they’re their own class.
 
 
<br><br>
 
<br><br>
  +
There are also things that we'll talk about down the road that I think will work very well with AoE. I think we've mentioned some of it with healer vision. Ben: Yeah, we've talked about it here are there. We'll get into more detail on healer-specific things when we get into the actual healers
If swinging a Warhammer increases your strength, would defending a crafter gathering resources increase strength? I guess it would depend on what you’re doing. If you’ve got a high strength and you’re helping someone pick posies? Uh, y’know what? Not gonna have a lot of effect on them. On the other hand, if you’re going out there and you’re mining – why
 
not? Right? Same thing. Swinging a Warhammer or swinging a pickaxe. Strength should go up. It’d be silly if they
 
didn’t.
 
 
</font>
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ BSC: Stat System Q&A 3/3 07-18-2014 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=E12fa4OxeDM BSC: Stat System Q&A 3/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Classes<br><br>#Blessed Crow<br>#Devout<br>#item dependency
Game Features<br><br>#healthbar
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: How will health bars be, in the hundreds or the tens of thousands?
+
<font color="tan">Q: Will the [[Blessed Crow]] need cooking-type ingredients to make different brews?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: They are kind of item dependent, in the same way that the Abbot is going to be a little bit beer dependent. They're going to have to have some item dependencies. We haven't gotten into the details yet.
<font color="grey">A: I’m not gonna talk about it but we’ve got something else interesting that you guys will hear about.
 
 
</font>
 
</font>
 
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7-18-2014
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=E12fa4OxeDM BSC: Stat System Q&A 3/3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Mechanics<br><br>#playstyle<br>#stats
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: With the way the stats system is laid out could you actually play two slightly or even very different styles
 
with your character?
 
<br><br>
 
<font color="grey">A: The answer is yes – but. And of course
 
there has to be a but. You’ll have to hear the magic and certainly the combat presentation to understand why a
 
little more. Now, obviously, if you want to play a tank and you want to go out and be the best shield tank you
 
can possible be, but then you also want to go out and be the quickest and most deadly guy with a dagger that will
 
be more challenging. That will be more challenging. But you’ll have to see the presentations.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=E12fa4OxeDM BSC: Stat System Q&A 3/3]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Character Mechanics<br><br>#incentives<br>#soft cap
+
Lore/Setting<br><br>#Becoming<br>#Devout<br>
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Why would you continue to play the game once you hit soft cap?
+
<font color="tan">Q: When will you update the Lore Becoming stories for these classes?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Update them? That means I've got to write them! At some point, certainly, each one of these classes, whether it's Max or I, or somebody else who will write, certainly, Becoming stories, you know, for each of the classes. But as you can imagine, not a priority right now.
<font color="grey">A: That is a good question. Uh, the
 
answer is – you have to enjoy playing the game. I mean, if the only reason you’re playing the game is to increase
 
your strength, that’s going to be pretty boring for you no matter what. It doesn’t matter what game you’re playing.
 
Hard cap, soft cap. If you’re playing hard cap and you reach your extreme max and that’s the only thing you enjoy
 
doing, why would you stick around? So it really just boils down to the game. Hopefully the game will keep you
 
interested enough and the soft cap and other things you can get from playing the game are enough to convince you
 
to stay.
 
<br><br>
 
I should also point out that soft cap is a soft cap for a reason. It doesn’t mean that it’s the end. It
 
doesn’t mean that there aren’t things to unlock past the soft cap. It just means that’s the point of major
 
slowdown where it’s not going to get any slower after that and it’s going to be so slow that you’re not going to
 
be getting things very quickly anymore.
 
 
</font>
 
</font>
 
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  +
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  +
===Scout Archetype Reveal Q&A===
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  +
<font size="5">
 
  +
{|class=wikitable
7-18-2014
 
  +
|class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% |
 
  +
10-30-2015 - ''[https://www.youtube.com/watch?v=-6_-_n3Vyeo The Scout Archetype Reveal]''
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
  +
|}
 
[https://www.youtube.com/watch?v=E12fa4OxeDM BSC: Stat System Q&A 3/3]
 
 
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Character Mechanics<br><br>#botting<br>#offline training<br>#progression
 
 
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<font color="tan">Q: It sounds like the most efficient way to increase stats will be AFK botting.
 
<br><br>
 
<font color="grey">A: I have no idea why he would think that. So look, let me be really clear
 
about that. AFK botting, in terms of other games, where you can sit in front of a practice dummy and just go
 
like that a zillion times; that won’t work. It doesn’t matter how many times you put your character there. What
 
we’ve talked about is getting a certain amount of skill-based usage as you work your character up the progression
 
line. That means there will be a certain percentage of doing it. You won’t be able to do it forever. You won’t be
 
able to just sit there AFK. You won’t be able to use a bot to just go off and find an NPC. Look, we’ve said from
 
the beginning that you can’t level off an NPC anyway. So, you never want to say that there is no way to bot this
 
game; because anytime someone says never or ever in the development side of things you have to kinda wonder a bit.
 
But the way that we’re designing this, it is not going to be a great game for AFK botters or gold farmers too.
 
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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Technical<br><br>#CPU<br>#physics<BR>
+
Classes<br><br>#Wisp
   
 
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  +
<font color="tan">Q: Regarding the deployable [[Wisp]], can you describe a bit about the independent control between the scout and the Wisp? Will it be feasible to control both at once? And utilize the class effectively with the class being split apart into two forms – so to speak?
<font color="tan">Q: Will physics be optional or hardcored into the game?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Okay, so this is a little bit leaning on some of the tech that we’re gonna be developing for [[Archetypes#Spirit Mages|Spirit Mages]], which by the way, is part of why spirit classes in the stretch goal order were before these classes. So, essentially what you’ll do is you’ll transfer your control from your main character to the Wisp itself, and then you’ll basically be playing the game as the Wisp and you can use the mode ability to kind of toggle back and forth. But you can only control, sort of one at once. See, it’s not like a pet where you’re actually running around as a character and then using pet commands to give pet orders and have it run around separately from yourself. You’re actually playing from the perspective of the Wisp, which can travel fairly far from where the player’s body is, and in this case, it’s actually from the lantern. So you can actually go to a location, put down your lantern, and then leave – then transfer to the Wisp that’s inside of the lantern and then run around that way; keeping your character much safer. Then, uh, and I think it’s even mentioned in the abilities, if your character were to die for some reason, but the lantern is still there and the Wisp is still there, you’re basically fine even though your character is dead. So there’s a very strong disconnect between these two things and they’re actually kind of separate entities. And the players sort of incorporeal control into the game world is being transferred between one thing and the other but they’re actually two separate things.
<font color="grey">A: It will be hardcoded into the game. That is how we are handling our collisions. That said, the part that is running on your client isn't the GPU, it's 100% the CPU side of things. So the non-optional part is going to run on the CPU, so it isn't going to make any difference what graphics card you run. It's also non-optional because you need to collide with the ground.</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
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Technical<br><br>#AMD<br>
 
 
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<font color="tan">Q: Would be possible to partner with AMD as well?
 
<br><br>
 
<font color="grey">A: I certainly wouldn't rule that out. Once again, the server side physics works regardless of what card you have. It does not matter at all. The big scalability is happening on the server, on our hardware; it doesn't matter what you have, it matters what we have.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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Technical<br><br>#physics<br>#siege equipment
+
Classes<br><br>#progression<br>#Scouts
   
 
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<font color="tan">Q: Do you plan to have trebuchet and catapult shots to bounce around and use phsyics?
+
<font color="tan">Q: Talk about rewards and progression for scouting.
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Scouting is going to be very different from how other [[classes]] work in terms of rewards; because they are not going around killing people. And so a lot of the things to do with damage and healing and stuff are not generally going to apply. But they’re still using abilities. As our progression system is generally usage based and has a lot of properties tied to the success or failure of those usages. A lot to do with the context, y’know, if you’re using something in an important situation versus an unimportant situation off in the middle of nowhere, that’s sort of different. So, because you’re able to play an active role as a scout you’re not going to get rewarded for just standing around, idling, and looking at things. You’re going to have to actually use your abilities. So some of these abilities talk about marking things, going out and taking note of specific targets and then being able to go and report those back and contribute to the intelligence of the realm on what’s in an area. That sort of thing will get you points in terms of the progression system, but just sort of standing around looking at things, even if there is a lot going on, but you’re not actively doing anything, probably will not be a very rewarding thing for you to pursue.
<font color="grey">A: Yes, absolutely. That's a big part of what I belief in having a certain amount emergent behavior in your gameplay. Where, it's definitely not random, random numbers suck. No one wants to lose because an invisible dice rolled a 9, but it allows dynamic and unpredictable things to happen.
 
  +
<br><br>
  +
So one of the interesting ways to look at this [[Archetypes#Scouts|class]] is, we said from the beginning that we’re not gonna have PvE progression right? This is an RvR centric game. RvR focused game. In a weird way, you could actually look at a scout, with a lot of its behaviors, as almost a PvE class style because you don’t have to actually fight other players right. So I think there will be a lot of players who might, a lot of potential players who might actually be interested in playing this class even though they are not great at what is the center of RvR – which is combat. You know, if you like running around in a world. If you like scouting and looking for other players but not, maybe, kind of think you suck at killing them – this is a really interesting class to look at and consider. Because it doesn’t require you to go and to be great at combat. It doesn’t require you to worry about your bars like you would for the other classes. You don’t have to worry about positionals, reactives, knowing everything that your enemy has; because you’re not generally fighting them in that way. So, I think there may be some appeal here for players who have been looking at this game and going, well I’m interested in the races, I’m interested in the lore, but I’m just not very good at RvR combat or PvP combat.
  +
<br><br>
  +
It could not be a concern that you’re not very good. It could be a concern that you don’t like that confrontational sort of situation. You’re just worried about, you don’t like people ganking you, you don’t like feeling like people are picking on you or trying to ruin your experience or whatever; but if you’re just having this sort of ambient sort of walk around and you’re trying to be careful. And if you die it’s not necessarily a big deal to you, because you’re not competing with other people directly. You’re not – it’s not a you or them, you win you lose, it’s more of like – well I’ll see how much stuff I can find and your achievement is basically, I find more stuff before I get destroyed and then I re-emerge and start doing it again. Or I move to a new area. That experience is very different and so is not something that’s very similar to a lot of other MMO PvP experiences. So it might be something that attracts people who thought, I’m gonna play this game as a crafting game because crafting is, even in an RvR world, it’s a crafting experience and it’s not directly having this conflict. A lot of scouts are also probably going to want to avoid that conflict and just want to go around and scout. So that could be an alternative means to play this game as a less conflict-based character.
  +
<br><br>
  +
You’re also going to get lots of pats on your head from other players when you do something right. So it’s a really, maybe a very interested way, again, for people who aren’t interested in that confrontational style or, again, think they just can’t keep up with the more hardcore players; but still want to feel a part of the world. Just like crafting. Still want to contribute. Still want to work with their friends in a guild who might actually be more interested in RvR. They could still join them, help out, and sometimes be really useful. Because, like everything else in our progression system, if you do well as a scout, you’re going to get recognized by the realm regardless of whether or not you kill anyone because, frankly, killing isn’t your number one focus.
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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  +
Classes<br><br>#horizontal progression<br>#power gap<br>#progression<br>#Scouts
Technical<br><br>#client<br>#physics
 
   
 
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  +
<font color="tan">Q: Can you elaborate a bit on how gameplay might differ between a neophyte scout and a high ‘level’ scout? What makes a year 5 [[Archetypes#Scouts|Scout]] better than a day 1 Scout?
<font color="tan">Q: Will the client predict and display physics before the server sends that data?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: If you look at the horizontal system. This is one of the areas where we can allow a little bit more verticality. We could, for example, take the range for the [[Wisp]]s. If at the end of the day, we said that the Wisps range from the lantern was a little more vertical than our other skills, it’s not really a big deal. It’s not really something that’s going to unbalance the game. It’s not something that really, well can’t turn the tide in RvR. On the other hand, certain skills we would not want to do that to. If you have effects, or when you have your abilities that have effects on active RvR and active combat, we would want to stay horizontal. So I think these highly specialized classes give us a really interesting way to introduce a little verticality, if we want to, but also introduce a whole bunch of other horizontal base skills that are a little bit more fun, a little bit more useful; without worrying about them unbalancing combat – which is still the heart of the RvR game.
<font color="grey">A: Yes. We don't simulate all the physics of the entire world on your client because you're just not running the same server hardware we are, but a range of a few hundrend meters immediately around you will be fully physically simulated.
 
  +
<br><br>
  +
I think this archetype, even though it’s more narrow than you would think of a normal class with its varying trees and branches to specialize into, there is still specialization within scouting as we were sort of saying. You can have your evasiveness and how difficult you are to detect, you can have your speed and how quickly you can cover areas, you’re going to have different things like we’re talking about traps and sabotage and stuff you can actually do that affect enemies. And so there’s going to be different ways that you can think about how you’re playing your character. Do you want to be just a total passive, evasive character that people don’t detect and you sort of don’t even want to run into other people – or do you want to be the sort of character is either part of a group or is off of a group but operating in an area where combat is taking place and you’re kind of contributing towards fights that happen? You can get better at these different things with, possibly, some tradeoffs. Maybe your abilities are stronger to go out and help your group but you can’t last as long. Or maybe you can last a really long time but you can’t really do a whole lot besides go out and scout things. So there will be some horizontal progression as far as your diversity of different things you can learn to do and things you focus on. Because you do have abilities and your different abilities will do different things. Which ones you progress and which ones you subsequently unlock will be different based on your choices.
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#3D vision<BR>#SLI
+
Classes<br><br>#group viability<br>#playstyle<br>#Scouts
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Group vs Solo play. How do you see [[Archetypes#Scouts|Scouts]] fitting into a group? Are they only for solo play?
<font color="tan">Q: Will the game be supporting Nvidia 3D vision?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: This is probably one of the least combat focused roles in the game. It’s like putting a crafter in your group. There are reasons that you would want to do it but your group stated objective has to be driven by that. If you’re going out there and you’re just going out to kill people, you don’t necessarily need a lot of intelligence. If you’re going into a siege battle and you already know where the enemies are because they’re at their fort or their keep or whatever, you’re going there to just fight them, you don’t necessarily need a lot of intelligence. But, in order to determine how many enemies are at that keep before hand, you might have scouting parties that go out and, okay, how much defenses do they have, how many resources do they have to repair the damage that we’re going to do to them and attrition them down. Stuff like that. Or if you’re trying to set up caravan interruption, going out and destroying caravans of enemies, you want to find where those caravans are, and when they’re running, and how long it will take them to get from place to place; so your group can detect these things. And scouts are going to be much better than normal characters at covering distance and finding things over the large open world that we have, to find out where you’re going to need to go. So having a scout in your group if you’re on a roam, might be really really important. But if you’re just in the middle of a siege – not as important as maybe having another siege mage.
<font color="grey">A: I definitely believe so, but that's not an ironclad commitment. SLI is an absolutely iron commitment.
 
  +
<br><br>
  +
When we start talking about how every class interacts with [[The Depths]] it’s going to be a whole other thing cause it’s going to be a crazy place, there’s going to be a lot of things going on, and scouting The Depths is going to be possibly a very important thing for you to do; because there’s going to be a lot of surprises that you won’t necessarily find out about otherwise.
 
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7-18-2014
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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  +
Character Mechanics<br><br>#components<br>#undead
Technical<br><br>#SLI
 
   
 
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  +
<font color="tan">Q: Before we mentioned some components that specifically target ‘living targets’; do [[Specter]]s, [[Arisen]], and [[Black Rider|Dullahan]] fall into the dead category?
<font color="tan">Q: Will there be any advantage in running SLI?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Yes, they are dead. They are undead. There are some things that are specifically targeted to corpses of things, that are on the ground and don’t have any gameplay implications that you can’t do to an undead creature, but a lot of the things that have. This thing just has to be dead, probably will apply to things whether they’re re-animated or not. So there will be some overlap there but probably not everything.
<font color="grey">A: SLI basically lets you scale up to more pixels on your screen. so if you're low res, SLI may not help you that very much. If you're running at a high resolution or with lots of anti-aliasing SLI will help a lot.
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#destruction<br>#physics
 
 
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<font color="tan">Q: With physics on the server does that mean you can do stuff like falling bricks from a keep wall?
 
 
<br><br>
 
<br><br>
  +
Fireballs and swords won’t care.
<font color="grey">A: Yes. We're not going to do every single brick, mostly because of network bandwidth reasons, but in general yes.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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Technical<br><br>#Nvidia<br>#streaming<br>
+
Classes<br><br>#path system<br>#role<br>#Scouts
   
 
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  +
<font color="tan">Q: With a [[Archetypes#Scouts|class]] being dedicated to gathering information, what sort of information will be able to be gathered to make this class worth having over other [[classes]]?
<font color="tan">Q: Stream compatiable by (Nvidia) Shield?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Oh, lots of things. I mean, again, if you are going on in an eight-man and you’re looking for other [[groups]] to fight or want to avoid other groups, being able to send a guy out in the distance who moves very quickly, can move hidden, who can really give you the intelligence that can save you a lot of time. Or an ambush over a hill, for example, having them – really handy. Same thing in the depths. There’s going to be so many things you can do and as Ben mentioned as well, looking at sieges, getting behind enemy lines, helping to disrupt things. These guys are not just about gathering information. That’s their number one focus. They also have other things in their arsenal. They’re not just about gathering intel. That’s what they’re really really good at but they will have other things they can do as well, they have to.
<font color="grey">A: Yes
 
  +
<br><br>
  +
You can sort of look at this utility being their secondary role. So they’re not exactly a [[Archetypes#Supports|Support]] character or a debuffing character or something where that’s their main thing. They really are about going out and finding things and moving quickly and discovering information and reporting information back. But that’s not all they do. It’s like how we’ve talked about with some of our other classes. They have to have a main focus and then they’ll also have some other things that they can also do. Classes aren’t necessarily, in this case, and like we’ve talked about if you’ve read the recent [[Unveiled_Newsletters#Unveiled_.2315|Unveiled Newsletter]] that we just released talking about how we’re changing our [[archetypes]], this is a good example of that; of characters having a sort of multifaceted interest to them. Where they sort of have a primary thing that they’re interested in, but that’s not necessarily comprehensive of all the things that they can do.
  +
<br><br>
  +
That’s one of the things that’s really important. We’ve touched on it now in multiple reveals as well when we talked about the change in the [[Path System]]. Being able to have a character like this, a class like this, that is more tightly focused – is a really good thing. But tightly focused doesn’t mean you can only do one thing. It just means that you have fewer number of things that you can do but those things can be different. It can be column A, B, C, D, E, and F as far as we want it, but that total number of abilities was still down. Was still smaller than other classes. And that’s one of the reasons that I think this approach that we’re taking now is going to work out really well for us.
  +
<br><br>
  +
It’s really just that you can’t be divergent anymore. Previously we were going to allow you to be so diverse in your choices that you were going to have like, a [[Helbound]] for example, that like this is going to be a total healer character, this is a total damage character; that sort of breadth isn’t the sort of thing we have in our current builds anymore. It’s more of, y’know, you have primary things that you can do, you have secondary things that you can do; but at the end of the day, in this case, you’re still a Scout. So whether you’re a Scout that’s focused on interacting with group and combat mechanics or a Scout that’s focused on going out and moving over a large area and being hard to detect, you’re still a Scout. So that sort of focus, that sort of role, and having that sort of strong ..
  +
<br>
  +
Sorry, a bunch of guys are looking at us. Tyler is there anything going on? You keep looking at us.
  +
<br><br>
  +
So apparently you said eight-man and chat lost it's shit.
  +
<br><br>
  +
Of course it did. I should have said nine. I’ve said ten before. I think I’ve said seven too.
 
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  +
===Unveiled Newsletter #1 Q&A===
 
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7-18-2014
 
  +
08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] ''
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
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Technical<br><br>#servers<br>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How big are the servers?
 
<br><br>
 
<font color="grey">A: Not touching that one. It will be a different answer a year from now then it is today.
 
 
</font>
 
</font>
  +
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  +
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Character Creation<br><br>#gender<br>#race<br>#stats
Technical<br><br>#graphic cards
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What generation of past graphics cards will be able to run the game smoothly?
+
<font color="tan">Q: How will every race/gender be different?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Every [[Race]] will have [[Banes and Boons]] and [[Stat System|Stats]]. Genders are not confirmed for all races, but those with genders may also have advantages and disadvantages in character creation that offer further differentiation among the races. In Camelot Unchained, your choice of faction, race, etc., will matter a lot, as there are no mirrored races or classes.
<font color="grey">A: Hard question. It's hard to compare generations due to high end lower generation cards often still outperform newer low end generation cards.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#graphics<BR>#performance
+
Races<br><br>#restrictions
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What's the typical amount of players you'll be expecting to have on the screen at one time?
+
<font color="tan">Q: Can every Race be every Class?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Currently, within a single [[Realm]], every race can be every class. Keep in mind that because there are no mirrored [[classes]], each existing class will be unique and tailored to fit into the lore and theme in keeping with that Realm. In other words, you won t have a [[Flame Warden|fire-based mage class]] living peacefully within the [[Tuatha Dé Danann]] forests.
<font color="grey">A: Go check out our [[videos]] going back to the [[Kickstarter]]. We always been pushing that really hard. I'm not afraid to make trade-offs to make game ugly to get that number higher. [http://camelot.gamepedia.com/Foundational_Principles#Foundational_Principle_.2312 Because gameplay comes ahead of graphics.]
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#monitors<br>
+
Classes<br><br>#holy trinity<br>
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What about 144 hertz capacity?
+
<font color="tan">Q: Will there be the usual trinity of classes?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: In an extended sense, yes. Tanks are not simply meat shields for mitigation as they are in some games, because it s not all about raiding in a rinse/wash/repeat process trying to get that elusive piece of armor that drops 0.0001% of the time every day but Monday, Tuesday, Wednesday, Thursday, Friday, Saturday and Sunday! Healers can diversify, and can be very useful in combat even when they are not simply healing. DPS can experiment with abilities, and they do not need to conform to a norm to be useful in battle.
<font color="grey">A: Yes that is there, we have people already in [[IT]] running at that frequency.
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#client<BR>#network<br>#physics
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the client or server scale down physics based on what's going in the area?
 
<br><br>
 
<font color="grey">A: The client will. The server is built pretty much to handle it. Where you will see scaling down is in the network bandwidth used.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#beards<br>#fun<br>
+
Progression<br><br>#PvE
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What kind of graphic card could render [[Andrew Meggs|Andrew]]'s beard?
+
<font color="tan">Q: I know you said no PvE progression, but will there be PvE?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: No PvE grind for leveling purposes, but there will be other forms of player vs environment, such as chopping down a tree or mining for ore. All crafting, housing, and fighting is contributing to your realm and the global warfare. This means that there is no PvE leveling in the traditional sense, but there are plenty of things to do when you are not busy burning some enemy s structure to the ground.
<font color="grey">A: They haven't built it yet.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#OpenGL<br>
+
Balance/Gameplay<br><br>#friendly fire
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Nvidia's help for an OpenGL port?
+
<font color="tan">Q: Will there be friendly fire?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: In certain very specific instances, yes, maybe, or perhaps no. In some open combat that could be a positive dynamic, but inside a city or keep it could be more problematic than fun. We will see what fits best to maximize that fun and avoid griefing. Please keep in mind that FF is not confirmed and even if it makes the cut, it will be highly limited.
<font color="grey">A: That's not really what we do, but there's some conversations with other people going on, but there's nothing to announce yet. We're a small team, our main focus is to make a great PC game.
 
 
</font>
 
</font>
 
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  +
|}
 
  +
===Unveiled Newsletter #2 Q&A===
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  +
<font size="5">
 
  +
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  +
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  +
09-25-2014 - ''[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]''
7-18-2014
 
  +
|}
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#monitors
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What about multi-monitor support?
 
<br><br>
 
<font color="grey">A: Yes.
 
 
</font>
 
</font>
  +
{|class="wikitable" style"text-align:center;"
  +
!width=10%|Category
  +
!width=75%|Q&A
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
 
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|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Transportation<br><br> #[[boats]]<br>
Technical<br><br>#Nvidia<BR>#PhysX<BR>#HBAO<BR>#anti-aliasing<br>
 
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What are you most excited about what Nvidia has on the table?
+
<font color="tan">Q: Will we be able to get out of [[NPC]] [[boats]] early, or will we have to ride all the way to the drop-off?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: This is a mostly seamless open world, which means that there is no zoning in the traditional sense; only internal zones for us to split things up ([[The Depths]] , starting cities, etc.) for the engine so there are minimal loading screens. There might be ways to decrease the ride time if you have a port on your property, are a water mage, or similar things. Who says you won t be able to jump off and swim? None of these have been fully explored yet, so take them only as my thoughts!
<font color="grey">A: Obviously PhysX has the biggest impact on the game; they have done so much for us there already. In terms into what I'm looking forward to adding? Probably the HBAO horizon based anti-aliasing has the biggest impact in terms of check this box, and things get more awesome.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#lighting
+
Transportation<br><br> #caravans
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Will [[caravans]] be sharable by more than one person to move goods, like can I share one with someone and make it more powerful and safe?
<font color="tan">Q: Will you have dynamic lighting?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: If you are asking if one [[caravan]] can hold goods for multiple people, then yes. You can definitely expect there to be ways for you to conscript someone else to haul your stuff from point A to point B for you if you don't want to do it yourself, and there may be a way to group up with a bunch of friends who all want to [[transport]] stuff together, and assemble a caravan of the appropriate size.
<font color="grey">A: Yes, absolutely.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#AMD<BR>#Nvidia<BR>#video capture
+
Game Development<br><br>#discussion<BR>#forums
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: When will we see a new approach to board discussions at large? To clarify, more dev-driven discussions with hard, important Q&A, and less non-stop speculation run amok? Just one or two topics a week would be awesome.
<font color="tan">Q: Will video capturing be included?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: At this point in development, you can see from our PAT checklist that we're pretty full up on things to work on, so there isn't a whole lot of new something to think about forum feedback we're trying to gather for now. Once we get our checklist finished and start running more frequent tests, you can expect more surveys and a higher frequency of directed forum discussions. We need the ability to modify/test things on our end without committing to something now that ends up needing to change. That said, I am already planning some other forms of sharing that might satisfy your hunger for dev info! Also, keep in mind that as we get closer to Alpha, there will be more discussions started by our developers in the Something to Think About (StTA) threads.
<font color="grey">A: I can say absolutely yes on Nvidia. Going to ATI/AMD I'm less sure about that; although, we'll definitely support their screen capturing.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#code<BR>#graphic engine
+
Game Development<br><br>#IT<BR>#off-hours
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: For people that play odd hours, (outside the daytime EST) yet have lots of time, when do you think, or do you think, we could be an asset to do IT? Or, when do you think semi- or round-the-clock IT testing could be done? (question applies to when client is up, of course).
<font color="tan">Q: Anything on the code level that you can share about how you're solving the graphic engine challenges of a MMO?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: We are really appreciative of those who are in [[IT]] right now, or have been from the beginning! For now, ideal candidates are those who can come into the client during business hours EDT to do impromptu tests on-demand when we need a quick response. However, the servers are open to IT just about 24 hours a day, so there s testing going on all the time, and they are always jumping on to help out as their schedule allows.
<font color="grey">A: The engine at it's core, is basically a little machine for batching, aliasing and merging things together. Where some engines may go and draw 10 characters, really what the graphic cards sees we're drawing 1 character that has 10 parts that are split around the world.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#code<BR>#patching
+
Game Development<br><br>#forums<br>#inspiration
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Will you be able to patch behind the scenes and kept the client up for most patches for less downtime?
+
<font color="tan">Q: Do you keep a running list of the forum ideas that you think have potential to be implemented in the game? Would we ever be able to see/discuss such a list?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: I would say that the forum ideas inspire internal conversation when the topic is timely to what we are working on at the moment. We have a search feature, and a very deliberately designed forum, so our developers can go right to the current or old areas they want to see when those systems start being actively designed. As to the second part about such a list or conversation, no way! :P
<font color="grey">A: There's a fun [https://www.youtube.com/watch?v=W3g8AO6aKjU video] on that coming up.
 
 
</font>
 
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  +
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  +
===Unveiled Newsletter #3 Q&A===
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  +
<font size="5">
 
  +
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  +
10-30-2014 - ''[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]''
7-18-2014
 
  +
|}
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#code<br>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Code question, tabs or spaces?
 
<br><br>
 
<font color="grey">A: Spaces, spaces, spaces. No matter how you view your code you'll eventually get something with different tab settings. Everyone should use 4 space tabs, but they don't.
 
 
</font>
 
</font>
  +
{|class="wikitable" style"text-align:center;"
  +
!width=10%|Category
  +
!width=75%|Q&A
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#CPU<BR>#GPU<BR>#performance
+
Abilities<br><br>#ability creation<br>#components
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: I have a question about how abilities will work. I know you guys talked about it plenty, but I am curious, will the abilities be a predetermined template as in- all viking warriors have the ability Slash!. Without putting any customization into it is a simple auto attack filler type of ability, but with some customization the ability could evolve into a bleed, a leg attack, and disarm, or a charge up burst ability. Or is it where you literally make an ability, with a tool given to the players where the damage is predetermined depending on certain variables. Such as the utility you give the ability, the cast time or cd of the ability, the bonus damage effects, poison/bleed. If this has already been answered could someone let me know? I don't think it has been answered this specifically before (probably because you guys don't know yet!) but if your leaning in a particular direction I would love to hear about it.
<font color="tan">Q: Percentage of CPU or GPU?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: We are pretty excited about our combat system and the myriad ways you can customize your attacks. We don t have an auto attack planned, or anything as simple as that! Attacks are broken down into four basic types of ability components; Primary (weapon), Secondary (way to use it like slash ), and optional Modifiers (such as body target, range, etc.). You can even have Modal Components (like stances), which we haven't talked as much about. This is a pretty complex system! It will be best to give your abilities a lot of thought before you even engage in combat, and consider things like how you like to attack. You will be able to create very specific abilities to match your play style. Customize away!
<font color="grey">A: We're very aggressively multi-threaded, so we're going to take advantage of more cores.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#code editor<br>
+
Groups and Guilds<br><br>#small group<BR>#zergs
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Are there plans in place to promote small man action (4-5 man) instead of a mindless zerg, going keep to keep, dominating everything by shear numbers? If so, can you elaborate?
<font color="tan">Q: {To Andrew Meggs) Editor of choice?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: When you play Camelot Unchained, if the only successful way to enjoy yourself is to join a large zerg, or wait and hope that more players log on so you can enjoy our content, we will have failed miserably as a development team. There are obviously various times of day on a server where the populations could encourage zerg-based play, but we hope that won t happen often. This is why we are designing Camelot Unchained to have enough carrots and sticks so that zerg-based play won t be the most efficient way for players to succeed in our game. The key for us is to have goal-based gameplay, with enough options that are spread around the map, which will reward the Realm that competes smarter using smaller, coordinated groups. Smaller groups will also have CC options which will enable them to have a chance against a larger group, should they encounter one as they to look for resources, scout the land, or escort crafters/caravans safely to a destination, to name just a few examples. Solo play also won't require you to just spend all your time seeking another player to fight. The point is, no matter how you want to play, Camelot Unchained should enable players to find meaningful things to do in an RvR setting without having to resort to zerging for profit."
<font color="grey">A: Visual Studio from my old dead fingers.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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Technical<br><br>#physics<br>#server side
+
Land and Map<br><br>#islands<BR>#terrain<br>
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: With the world broken into many islands, will individual islands be large enough to naturally and reasonably support an interesting variety of sweeping terrain features such as rivers, mountains, deserts, wild dense forests?
<font color="tan">Q: Is server side physics going to lead to unresponsiveness and other problems?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Very much so. Islands have varying sizes, and keep in mind they don't always stay disconnected. They come together into larger land masses that will feel more like continents, or break back down into islands again as stabilizers are built and destroyed. There will be a variety of experiences in terms of traversing distance by land and sea. Terrain is an important feature, and really shows off the different climates that the Realms prefer. You could almost say that the Realms create their own environments...hmm ;)
<font color="grey">A: We're doing a good job, the people in [[IT]] have seen things working well. It could if you did it wrong.
 
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=EM0v8ZLkz00 BSC: Nvidia Q&A 1/2]
 
   
 
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  +
Game Development<br><br>#spell effects<BR>#Pre-Alpha
Technical<br><br>#collison
 
   
 
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  +
<font color="tan">Q: In addition to fireball effects that have already been touted, what other cool spell effects might we see planned (estimated, no promises and such) for pre-alpha testing?
<font color="tan">Q: Full collision detection?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Good question! You have seen the fire dart, earth dart, and water dart effects in some of our screenshots on the website. I highly recommend that you look below at the screenshot of our night battles, where you can see a kaleidoscope of color and shooting particle effects, all done by Mike Crossmire. It is a beautiful and deadly vision of color, as casting, healing, and combat all show off for you visually. One of my favorite effects is the healing fountain, which throws sparkling green tendrils into the air in a circle of aoe healing. In our Tech Central section, you can see a huge wall of water, towering in front of the Viking fighter archetype of the Frost Giant. There are a firewall and earthwall in the current build as well. When you see a St rm raise her hand and a massive inferno appears in front of you, remember the phrase don t stand in the fire !
<font color="grey">A: There's no technical obstacles to it, whom you collide with is a gameplay problem. Technically, we're definitely colliding with enemies. Nothing in particular from your same realm that's a technical issue.
 
 
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===Unveiled Newsletter #4 Q&A===
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  +
11-26-2014 - ''[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]''
 
  +
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
 
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Technical<br><br>#DX12<BR>#Mantle<BR>#performance
 
 
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<font color="tan">Q: Mantle and DX12?
 
<br><br>
 
<font color="grey">A: Basically what they're doing is adding performance. If we get the point where we can deliver the performance we need without them, then that's awesome. In general we're more likely to go down thde DX12 route then Mantle route because DX12 is going to be supported on a lot more hardware.
 
 
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  +
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  +
!width=10%|Category
  +
!width=75%|Q&A
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
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  +
Equipment<br><br>#polearms<br>#shields<br>#spears<br>#weapons
Technical<br><br>#monitors
 
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: Any support for multiple screens?
+
<font color="tan">Q: Will Mark answer questions concerning weapons this time? If so, I´d like to know:<br>
  +
* If possible pole arms in CU will be significantly longer than compared to the tiny toothpicks of DAoC?<br>
<br><br>
 
  +
* If unusual weapons like the bardiche are planned?<br>
<font color="grey">A: Yes. Yes multiple screens, yes multiple screens, yes multiple screens. I'm a triple screen gamer at home.
 
  +
* If you consider to implement spear & shield tanks?
  +
<br>
  +
<font color="grey">A: While I can t say much on the look of them in Camelot Unchained (as there is no art yet!) we plan to have polearms, and possibly some unusual weapons as well. Keep in mind that all our weapons are somewhat historically based, so don t expect to be wielding a body-sized 5-piece sword made of comets. However, there will be fantasy elements on display, like lighting your sword on fire! We are looking at things like the guisarme and fachard as possible ideas, so we are keeping our options open and thinking outside the box. In answer to your last question, we would like to implement spear and shield tanks, yes!
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
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Technical<br><br>#lag<BR>#servers
+
Races<br><br>#concepts<br>#fourth realm
   
 
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  +
<font color="tan">Q: Do you have any new race ideas in development or for now we ll stick with these? Is there a possibility for 4th realm in the future? (going way overboard here)
<font color="tan">Q: Will there be lag if you have a larger ping?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: We certainly do have new race ideas! The best place to look for those is our Something to Think About section of the forums. While these are very much still only a possibility for the game, we have some great stories about the Phouka (a horse/man race), and the [[Stealther|Veilwalker]]s (a possible stealth class of mysteriousness). We have also internally discussed the Orcadians (called Orcs by their foes). [[Mark Jacobs|Mark]] and Max always have the creative wheels turning. Don t forget that the Gargoyle, among others, still needs a Becoming story too :) As for a 4th realm, that is a very unlikely addition to the game. You never want to say never around this studio (or in a world where [[Veilstorm]]s are common), but I wouldn t expect that manner of change to the game.
<font color="grey">A: Sadly, yes; that's the nature of life. We're doing a lot of work to make that good, but no-one can go out there and say, "There will be absolutely no lag in our game even though our server is on a different continent from players." You can expect we'll possibly haved a European server, maybe.
 
<br><br>
 
The speed of light is a constant. No matter how much you would like it not to be. If there's a delay, the packet has to travel all the way here. There's no way we can anticipate that you were magically swing your sword at a guy. Now, is Andrew being really smart about the design, so it's not silly when you're missing one packet. Bottom line is that lag will be lag. [[IT]] has seen things for us get better, and we're focus on having a great performance for all our players from the US, Europe, and Asia. Including Austraila, and other places like New Zealand.
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#graphics<br>#innovation
+
Technical<br><br>#code<BR>#stability<BR>#servers
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: With letting in so many future players in at this stage, how much has this different rout change what gets programmed in what order? For example, I get the distinct feeling that stability is far more important to you at this stage then it would be otherwise. Is this a good thing, bad thing, or it is what it is?
<font color="tan">Q: Can we expect some equally innovative things graphically?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Keep in mind that we have (at least) two different branches of our code running on our servers. Our [[Servers#Test_Servers|Wyrmling]] server is the most stable build, and is currently intended to be used for testing by our Alpha Backers. It is only updated once we have a build that has passed through a lot of play-testing by our [[IT|Internal Testers]], and is only available during set testing times. The [[Servers#Test_Servers|Hatchery]] build is far less stable, but we like to keep it running 24×7, so our developers can test new and wondrous (and sometimes scary) things on it. While we don t break Hatchery on purpose, its stability is a lot less important to us and to our Internal Testers. It goes down at times, has weird things happening (we have some interesting screenshots we can share at some point), and sometimes, well, it is just very cool. Our IT folks can gauge the progress of the game, and really be involved in the game s development at a very early stage. Things change quickly, and it is exciting to see!
<font color="grey">A: Our focus on innovating is with the gameplay. We're gonna do the graphics good enough. Nvidia has came in and given us a package of making good enough even better without a lot of effort from our part; which is wonderful.
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#culling<BR>#performance
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What about culling?
 
 
<br><br>
 
<br><br>
  +
Overall, our programming team is focused on creating solid, relatively bug-free code (no code of this nature is ever bug-free at launch). While that is said a lot by developers, both our Alpha and IT testers can attest to how stable the game has been the vast majority of the time. Both Mark and Andrew have spoken a lot about our strict code review policy, which, while it has slowed down the game s development, has resulted in an engine which has already shown that it can handle the crush of 2K players in a tiny world space, even though we are still a year and a half from launch!
<font color="grey">A: The reality is that if there's someone on the complete opposite side of the continent from you we're not gonna spin the network bandwidth to tell you about that person. Though, you will not see the level of culling then what you've seen in certain other games. We're drawing a lot farther with more characters then what you're thinking of with culling.
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#hacking<BR>#security
+
Technical<br><br>#system req
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Many of us will upgrade our computers or buy new ones before launch. I often read people giving advice that games don t really take advantage of newer, high end CPUs ( you don t need more than an i5? etc.). Will this be true for CU too?
<font color="tan">Q: How do you plan to stop people from reskinning camo?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: It s too early to give a definitive answer on the high-end benefits yet, but if you are a P.A.T.s player, you can see that we have minimum requirements to play, and those will evolve over time until launch. However, the requirements shouldn t be of great concern, even if you don t have a bleeding-edge system. We have been very clear regarding our intent for our game to run on a wide variety of CPUs and GPUs. We are NOT going to require that people have the latest and greatest computer, along with a Titan Black, or the best possible internet connection in your country. Now, what we do recommend is that none of our Backers run out to the store right this second to buy a system specifically to see all the best sparklies and effects of Camelot Unchained. Put off your purchase as long as you can, so you can get a better deal on your technology. As always, the newer the better for any game like ours.
<font color="grey">A: I going to assume that means that essentially that changing people to having invisible textures or something like that. Not going to give a run down about absolutely every security feature in there. There's a lot of crypto in our patcher and asset pipeline though. There is a limit in what anyone can do with a program running on your computer because it's, your computer. We're doing a good job, we're not being dumb; I've been around the block on seeing, the dumb ;).
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
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|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
  +
Expansion/Funding<br><br>#physical items
Technical<br><br>#day cycles<BR>#weather
 
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Once CSE begins selling physical items via the store like T-shirts, will the profit from selling those items count towards the stretch goals? For example, if you sell a T-shirt for $20 and profit $5 from that, will that $5 go towards the funding tracker?
<font color="tan">Q: What kind of weather effects?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Mark has said from the beginning of the [[Kickstarter]] days that a portion of the profits from the T-shirts, and other unnamed physical items, will go towards developing the game. The rest of the profit will help us continue to make more T-shirts (and any other cool swag that might happen), as well as help us handle returns or other unexpected expenses regarding the store. I m hoping for a Dragonwhale plushie myself, though I think I m alone in that wish.
<font color="grey">A: Right now we have a day/night cycle. We have something even cooler, whether we build gameplay from this or not, but I actually wrote a mini orbital mechanics simulator. The sun and the moon go through all their phases and seasonal changes now. Whether this will be part of gameplay or not is unknown. At least the possibility is there on the table.
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#collison<BR>#physics
+
Lore/Setting<br><br>#website
   
 
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|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: I m quite the lore buff myself, and would like to see a page on the website that teases some of the different areas you guys have planned for the game (concept art in all its glory). Would you consider creating a page like this?
<font color="tan">Q: With collison and server side phsyics won't there be rubber banding?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: I m going to tease you by mentioning our [[P.A.T.|P.A.T.s checklist]], which is more tech-related in general, but includes several vision documents that are being written for classes and character models. Notice that we are focused on character art right now, and less on environmental art during our Pre-Alpha Testing. However, one day, when it s time for us to work on environmental art, I m sure Tyler could be bribed into sharing something. We do have a wallpaper, fan art, and a concept art section on the website for you to indulge in!
<font color="grey">A: That's where we're having our war. The programming team and myself have a lot of focus on eliminating that. By using the exact same physics code for collison on the cliet and the server, they both see it simulate the exact same collison hopefully about the same time; which does cut down on that a lot.
 
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#GPU
+
Lore/Setting<br><br>#characters<br>#Medraut
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: According to trusty Wikipedia, [[Characters#Medraut|Medraut]] is Welsh for Mordred. Will this character make further appearances in the Lore as a Mordred-like character, or is he just a one-off character for the sake of exposition?
<font color="tan">Q: What about mobile GPUs?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Anything is possible.
<font color="grey">A: We like laptops. From a programming point of view, just that don't turn on every single feature.
 
 
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  +
===Unveiled Newsletter #5 Q&A===
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  +
<font size="5">
 
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  +
12-23-2014 - ''[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]''
7-18-2014
 
  +
|}
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Cosmetic<br><br>#cloth<br>#hair
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How likely is it that hair and cloth will be in at launch?
 
<br><br>
 
<font color="grey">A: I would give that about a 50/50 shot. Some of the lighting type things are pretty much a slam dunk though.
 
 
</font>
 
</font>
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  +
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#gravity<BR>#spells
+
Classes<br><br>#concepts
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: Which classes (actual classes, not archetypes) have been confirmed so far? Everything seems to be a "concept" so far and might be changed. Can we expect some information on the first few classes before Christmas?
<font color="tan">Q: Gravitational effects with spells?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Lets take a look at the word Archetype, because that might help clear up some misconceptions. Among other things, Wikipedia tells us it means forms which embody the fundamental characteristics of a thing," or a "'pattern,' 'model,' or 'type.'" There will be one archetype per class per realm. Right now we are looking at Mage, Healer, Support, Archer, and Fighter as Archetypes, which typify what we want in our classes without yet having a vision document or specific details of what encompasses them.
<font color="grey">A: We're running the spells through the physics system.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#Nvidia<BR>#PhysX
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What part of the Nvidia package is having the biggest impact?
 
 
<br><br>
 
<br><br>
  +
We have confirmed [[HelBound]] as a [[Classes|class]], and very recently we revealed the [[Drengr]] document, with lots of details on the Viking Warrior class. We also revealed the Path System, which should help clarify some of the directions you can take that Warrior class. It has been a busy and very exciting few months! I am looking forward to our Arthurian Mage vision document, which is likely to be next, for those caster lovers. I know you hate to hear it, but everything is evolving, and will continue to do so until we are satisfied that it is the best fit for the game (and may even evolve after launch, if necessary!). We don t want to create fully-fleshed, 100% detailed classes (beyond vision documents) until the ability system framework is in place, which you will see in [[P.A.T.#Detailed_Lists|P.A.T.]] #3.
<font color="grey">A: PhysX is having the biggest pact on gameplay, ShadowWorks is having the biggest impact visually.
 
  +
<br>
  +
We all want the classes to be cool, and here at CSE we hope you will continue to give feedback that helps us to achieve that!
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#lighting<BR>#rendering
+
Communication<br><br>#chat
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: There will possibly be a global/realm/island/region chats for players realm coordination? If not, why not? -- And what about custom chats groups?
<font color="tan">Q: Sub rendering, forward plus rendering?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: Chat is a very flexible thing, and will be very customizable. Realm chat currently exists in the P.A.T.s, as well as global chat, but this will be expanding for the final game. There might not be pre-built global chat but you will be able to form your own channels for small groups, regions, friends, or whatever strikes your fancy to enable you to have multiple ways of interacting socially. Of course, this is strictly within your own Realm ;)
<font color="grey">A: The focus is to scaling up to very large numbers and forward plus lets you do massive numbers of lights. We're doing 2000 lights into the scene, we can actually support players all having effects going off that generate light.
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#latency<br>#network
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are you able compensiate for some packet loss?
 
 
<br><br>
 
<br><br>
  +
As for chat outside the game, you might already be a part of our Trillian/Pidgin XMPP chat, which right now is for Internal testers but will be open to all players eventually. This is what you see on the front page of our website! You will be able to log in to those out-of-game chat channels as yourself and as your character for in-game chat when you are actually playing the game.
<font color="grey">A: Yes, we worked really hard on that. That's the core secret sauce of our architecture.
 
 
</font>
 
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7-18-2014
 
 
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[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#latency<br>#network
+
Game Development<br><br>#coding process<br>#unit testing
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
<font color="tan">Q: What is the biggest technical challenge that you guy have had to overcome so far?
+
<font color="tan">Q: How long does it take to build whole client & server (Rebuild all on "All.sln")? Do you use unit testing to test elementary things?
 
<br><br>
 
<br><br>
  +
<font color="grey">A: It takes about 6 or 7 minutes to rebuild with speed! As for your question about unit testing, we don t, actually. The process has a bit more redundancy, to make sure things are thoroughly checked. The programming team is a very cohesive unit that works as a whole organism, geared toward building the game. After our programmers finish coding, we test in the office, after which each programmer submits code reviews of their work to get feedback from each other and streamline things. After the reviews, the code is submitted to our cutting-edge test build on the [[Servers#Test_Servers|Hatchery ]] server, where we get feedback from our [[IT|Internal testers]], any final bugs are corrected, and finally it is put into [[Servers#Test_Servers|Wyrmling]] for all of the Community!
<font color="grey">A: The network architecture and dealing with packet loss. That is probably the single hardest thing I've written in my life, but seeing it all come together makes me really happy.
 
<br><br>
 
This is the stuff we have to do. So we're looking to do the smart thing. Not the expedient or pretty thing. We spent so much time on this, because if we don't do it now, it becomes harder to do six months from now, and almost impossible to do a year and a half from now.
 
 
</font>
 
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7-18-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[https://www.youtube.com/watch?v=6uNrhpQRNFY BSC: Nvidia Q&A 2/2]
 
   
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
   
Technical<br><br>#textures<BR>#zergs
+
Expansion/Funding<br><br>#extender pack<BR>#expansion
   
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
   
  +
<font color="tan">Q: What is CSE's current vision of an "extender pack"? Why is it being used instead of "expansion"? I ask because I am looking at getting all "expansions" for free by purchasing it with my founders' points. I am curious if they are the same thing or something completely separate.
<font color="tan">Q: How many people can zerg vs. zerg at the same without crashing from loading all the textures of every character?
 
 
<br><br>
 
<br><br>
  +
<font color="grey">A: This is a good question, and one we haven't gone into much detail about. Extender Packs are additions to Camelot Unchained that add to the experience of playing, and are free to all who are paying a subscription already. We want to make sure you get all the new goodies as we make more, and as a thank you for supporting us each month. What will they be? New weapon types, new path options for classes? We can t say, yet.
<font color="grey">A: That's a fun question. Warhammer, which I was the lead client engineer on, had a system where we basically would scale down and use smaller and smaller textures for people far away. So it would just be balancing the memory. You'll remember that WAR had some problems with that at launch, you would get up too close to something and the texture wouldn't be loaded in, and you would see low res things occasionally. About six months after launch those things were nailed down. I remember how I did it. So we're going from starting to solve that problem, and taking it to the next level.
 
</font>
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ PIERCING THE VEIL #7 04-11-2014 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
 
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04-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Magic<br><br>#effects<br>#environment<br>#veil
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the overuse of magic in a confined area/battle have possible negative effects on your character/s or their environment?
 
 
<br><br>
 
<br><br>
  +
Expansions are a different thing altogether. Expansions are new content to the game that supplements or are an addition to the game on a larger scale. These represent a significant amount of time and/or resources from our team to create, and will have an additional cost associated with them, which we will do our best to price attractively.
<font color="grey">A: Quite possibly. Remember, the Veil is alive and it’s maybe a bit miffed, what with that whole getting punctured business and all.
 
  +
<br>
  +
We always have to be mindful of how this will impact the balance of the game for those who choose not to get the expansion. All of this will be considered before we undertake any expansions. One thing at a time, let s worry about launch first!
 
</font>
 
</font>
 
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  +
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  +
===Unveiled Newsletter #6 Q&A===
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  +
<font size="5">
 
  +
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  +
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  +
08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] ''
04-11-2014
 
  +
|}
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Cosmetic<br><br>#tattoos
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Any plans for tattoos beyond the usual ‘pick tattoo, put on armor, never see it again'?
 
<br><br>
 
<font color="grey">A: Indeed! We’ve discussed player designed tattoos and Tim Mills came up with a pretty wicked idea for branding. Not confirming anything, just saying we do in fact have discussions about this and cool things are likely to happen!
 
 
</font>
 
</font>
  +
{|class="wikitable" style"text-align:center;"
  +
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  +
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  +
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  +
===Unveiled Newsletter #7 Q&A===
 
  +
<font size="5">
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  +
{|class=wikitable
 
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04-11-2014
 
  +
08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] ''
 
  +
|}
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#particle effects
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will I be able to make my weapon glow? Particle effects <3.
 
<br><br>
 
<font color="grey">A: Signs point to yes.
 
 
</font>
 
</font>
  +
{|class="wikitable" style"text-align:center;"
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  +
!width=10%|Category
 
  +
!width=75%|Q&A
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04-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Cosmetic<br><br>#clothing
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Is there going to be items you can dress up in while in your house or not doing battle?
 
<br><br>
 
<font color="grey">A: Crafters are a very important part of our game and we want them to have a staggering diversity of items to craft, so yes, non-stat player clothing is something we plan to implement.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#bind on equip<br>#bind on pick-up
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will any items in the game be bind on pick-up or bind on equip?
 
<br><br>
 
<font color="grey">A: Bind on pick-up does not make good sense for our game given that all but the starter gear will be crafted, rather than dropped. Materials for crafting will not likely be BoP as they will be a resource that can be traded/sold. Bind on equip may be used for some items, yet it is not meant to be a major part of the game’s item system.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#armor<br>#Cait Sith
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will [[Cait Sith]] wear armor?
 
<br><br>
 
<font color="grey">A: Aye and some will occasionally bristle about it. War and their love for [[Arthur]] has led them to do things some swore they would not.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#weapon sets
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How does CSE feel about second weapon sets for CU?
 
<br><br>
 
<font color="grey">A: Since players won’t need to swap out a set for PvE there will be less need for two sets. Although, some players may prefer to have two sets in PvP. These players should be prepared to experience a penalty (time/vulnerability) for swapping out weapon or gear sets while on the field of battle.
 
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04-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building<br><br>#terrain
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the structure building system allow building below the world terrain?
 
<br><br>
 
<font color="grey">A: Well, this is something the studio has discussed and we do like the idea of players being able to build down, though not too far down because then you are just hiding :p So if we do implement this, players would likely be limited to a floor or so down, essentially the basement level. Could be a good area for setting traps! And, of course, there is [[The Depths]]. :)
 
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04-11-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Buildings<br><br>#housing<br>#plots
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will housing consist of a plot system, claiming a square of land that you can build on, or more of a free form, where you could actually build your own house around someone else’s building?
 
<br><br>
 
<font color="grey">A: In open areas (which will be most of the world) it will more or less be choose your own adventure, with obvious limitations for steep terrain, structures already in place, etc. In the safe zone there will be plots that you can claim/purchase and once you do so, others will not be able to build there while you own it.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Groups and Guilds<br><br>#guild cap
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Do you believe in placing limits on the number of members in guilds?
 
<br><br>
 
<font color="grey">A: The maximum size of guilds has not been determined yet. One of the things we’ve seen in other games is that too often, a couple of very powerful guilds come to dominate a server. While we do expect to have large guilds, we’re pretty sure that having guilds that can grow to any size is not going to happen.
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Land and Map<br><br>#NPCs
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: The [[Nuada]] story mentions villages and people all around the land. Does this mean the world will already have [[PvE in Camelot Unchained#Aspects of PvE in Camelot Unchained|NPC]] villages when the game starts?
 
<br><br>
 
<font color="grey">A: There will of course be the starter cities. We don’t currently have plans for other, satellite [[PvE in Camelot Unchained#Aspects of PvE in Camelot Unchained|NPC]]-populated cities at this time. We favor the idea of players creating the world outside of the starting zones. Remember, there is a lot that happens between the end of Nuada’s tale and the world the players are in now.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#craft time<BR>#crafters
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Need crafters to use something like endurance to build things, or “just” material and time (and obviously skill)?
 
<br><br>
 
<font color="grey">A: The crafting system is still being designed, and our current thinking is that we may need to use some stat that serves to keep Crafter progression in line with that of non-crafters.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Land and Map<br><br>#non-mirrored
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the land/zone maps be mirrored in size and shape, or will they be truly unique?
 
<br><br>
 
<font color="grey">A: Tough to say much about these yet as maps have not been created, but we, as always, lean away from mirrored and toward unique.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#non-mirrored<BR>#resources
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will the same resources be scarce for every realm or will there be differences? E.g. the TDD have much copper in their lands and the Arthurians have much iron, so what is scarce for one is abundant for the other.
 
<br><br>
 
<font color="grey">A: Mark has a heavy bias toward diversity, so it seems likely the Realms will have varying/dynamic scarcities in resources, and that those could change over time.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#gathering
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will every tree in the game be harvestable, or only a select few? or will we have to build something like a logging camp nearby to harvest certain areas?
 
<br><br>
 
<font color="grey">A: Not every tree will be harvestable, some will exist solely for environmental enhancement. There has been talk of a dynamic system such that resources ‘react’ to player harvesting by depopulating and perhaps shifting to a new area. Logging camps would fail in such a system. We don’t want the standard respawn node X minutes after harvest, rinse/repeat mechanic seen in most games. Discussions will continue, but expect the unexpected. There has also been talk of trees going through stages of growth. None of this is confirmed of course. Also, keep in mind that the effect of [[Veilstorm]]s on an area can be important.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#werebears
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What are you going to do to ensure that Arthurian Werebear Paladins and Arthurian Werebear Friars aren’t OP?
 
<br><br>
 
<font color="grey">A: We are open to suggestions on this one. They’ve already taken over the studio, drunk all our soda and have peed the perimeter.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#heraldry<BR>#standards<br>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will Guild Tabards / Standards be something we can carry into a fight? If so will they be lootable / collectable so I can line the walls of my house, with the Tabards of my enemies?!
 
<br><br>
 
<font color="grey">A: Yes, there will be guild standards/tabards that players can proudly carry into battle. Just keep in mind that it may end up in the halls of your enemy if you aren’t too careful!
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#events<br>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Rilos also asked: Is there going to be dev player events on occasion in Camelot Unchained?
 
<br><br>
 
<font color="grey">A: Heck yeah!!!
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#banks<BR>#storage
 
 
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<font color="tan">Q: Can we expect large personal vaults/banks that we can expand by purchasing slots using in-game currency?
 
<br><br>
 
<font color="grey">A: We do plan on having expandable storage for your gear and resources, and yes, in-game currency and perhaps even the help of a friendly Crafter will be needed to procure such inventory expansions. Mark has confirmed that inventory bag/vault management due to number/size of bags will not be as important as it is in many other MMORPGs.
 
</font>
 
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4-11-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-7/ Piercing the Veil #7]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Progression<br><br>#playstyle
 
 
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<font color="tan">Q: Is it possible to play with only RvR or crafter characters? or we need to do both to progress?
 
<br><br>
 
<font color="grey">A: Yes, you can create and play just a PvP character or just a Crafter. The Crafters and PvP roles are being designed to compliment one another!
 
</font>
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ BRING OUT YOUR DEVS PART 2 02-21-2014 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
 
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02-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Sound<br><br>#music
 
 
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<font color="tan">Q: How important do you feel that music is to establishing realm identity?
 
<br><br>
 
<font color="grey">A: Very important. I hope we can either get a good, cut-rate score from a young composer or raise additional money so we can afford to go with an experienced team. As many of you know, I’m a huge movie and movie score buff so I relish the opportunity to get something special for Camelot Unchained.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Transportation<br><br>#speed<br>#transformation
 
 
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<font color="tan">Q: Will the small races be able to ride a larger race, if that race had mount transformation, or speed transformation.
 
<br><br>
 
<font color="grey">A: As per the forums, I’m a supporter of that idea and that was one reason for my work on the Phouka. Will it happen? I don’t honestly know but I think it is one that I would like to see. </font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#Beta
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will there likely be an open beta before release? I have a feeling that open betas increasingly unpopular were with time, although it constantly gives ugly bugs in the releases that you previously uncovered with a broad mass of players in no time and would have been resolved. Backer and The Pre-Orderer are simply not to be compared with such a player tide. … and yes, there will be bugs again – no question Nevertheless, one could avoid the really big mistake in release order, I think.
 
<br><br>
 
<font color="grey">A: I expect that we will have a limited Open Beta of some sort. We don’t have the resources to have a large-scale OB but we will certainly open up the game to more players than just our Founders/Builders and their beta invites.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#innovation<BR>#old school
 
 
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<font color="tan">Q: How do you go about creating meaningful innovations and/or refinement in your game design? Most of the Olden Gods of Game Design seem to struggle with this (all the Peter M, Sid M, Chris R, Lord B, etc..) as they either keep rehashing the same formulas or try doing innovation just for the sake of it? How do you keep your feet on the ground and make sure that what you come up with is actually fun, makes sense and is not the same old with better Fx? (and no you can’t answer: I use the Founders)
 
<br><br>
 
<font color="grey">A: Keeping my feet on the ground is easy these days as I no longer have the very limited jumping ability I did when I played ball back in my youth. :) As to being sure that what I come up with is fun, there is no way other than to play the game and have other people play the game. I’m always looking for good ideas (besides my own) from within the team or outside, from our Backers (sorry).
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#criticism<BR>#Kickstarter
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Did you get any negative or cynical comments or responses after the kickstarter?
 
<br><br>
 
<font color="grey">A: Yep, still do occasionally, not at all surprising or upsetting though and I’m used to it. Sometimes it happens on Massively, sometimes on Facebook and I can just imagine what’s being said about me in other places. :) I’ll just stick to what we are doing here whether it is in terms of game development or communication with our Backers and let both of them be the yardstick that I and CSE can be measured against.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#metrics
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will you be instrumenting the code to collect statistics on combat (damage done, time stunned, whatever, by class and ability used and so on)? I’d feel better if game balance decisions were based on “real” world performance in game, as opposed to how stuff works in theory, or anything said on the forums!
 
<br><br>
 
<font color="grey">A: Getting a proper metrics tool for Camelot Unchained is incredibly important for us and we need to have it in place when alpha-testing begins. We didn’t have one during the development of Dark Age of Camelot and the one we had for WAR was really helpful at times (other than the parts that were broken).
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#inspiration
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What inspired you to do what you do? can you define a single moment? Life is good when you love what you do, and do what you love.
 
<br><br>
 
<font color="grey">A: I agree. The single most life-changing moment for me was when I was still in college and I was in the basement of my then-girlfriend’s house in Rochester and I was reading a Time magazine article about the year’s coolest Christmas gifts and in the list was Dungeons and Dragons. The writer described it as something like “one particularly indecipherable game called Dungeons and Dragons.” After reading that I headed to the local store, bought the game and my life’s focus began to change after that.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#crowd funding
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Additionally to another round of crowdfunding, would you consider crowd investing for CSE, too?
 
<br><br>
 
<font color="grey">A: Crowd investing is a great idea but given some of the things that the SEC are considering doing to both the concept of crowdfunding and/or crowd investing, I’m not sure how much longer either are going to be truly viable.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#IT<BR>#testing
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: In the future (post launch) do you plan to maintain us as founders for advice on the game and for the purpose of internally testing future expansions and classes just like we are being utilized for the game pre-launch?
 
<br><br>
 
<font color="grey">A: Absolutely. We’re in this together, both for the short- and long-term.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#investing
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Just don’t understand the Middle Eastern Investors, If they actually paid attention to the Web casts and such they would of known your stance on this game, why invite you out to their country and make an offer…. Let alone why would you go??? Oooh shiny Jet let me ride it?
 
<br><br>
 
<font color="grey">A: As to why I would go? Simple, part of my job as President is to investigate interesting opportunities for the studio. I think that they thought it could be a great way for them to not only make an investment in the studio but also that I could work with them in their country as well. I just couldn’t afford to take the amount of time away from the studio here that would have been required, plus, I think that the amount of time that they wanted from me grew as we got to know each other better. As far as flying on their private jet, I fly commercial, never have flown on a private jet and don’t have any real interest in doing so.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#Imperator
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Were you the one who came up with the BSC idea for Imperator aka “Romans in Space”?
 
<br><br>
 
<font color="grey">A: That’s on me, 100%. I still believe that Imperator could be a have a fine MMORPG, especially given the subscriber expectations at the time I came up with the idea. It might still sound crazy to some but when we postponed Imperator we got a lot of negative feedback from doing so. It really was a shame, I had a totally cool backstory that I never got to talk about which explained how the Roman republic was saved and how Imperial rule was abolished. Defiantly one of my finest plot twists as it was based almost entirely on fact with only a little bit of fiction thrown in to make it happen. :)
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#pie
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What flavor of pie would you prefer to be thrown at you by the Dragonwhale backers?
 
<br><br>
 
<font color="grey">A: Blueberry, cherry and Boston cream in that order.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#group effort
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will there be the possibility of combined catapulted? Will there be mass incantation or more?
 
<br><br>
 
<font color="grey">A: If by this you mean, is it possible that two or more players can work together to achieve a certain effect within the game, the answer is yes.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#traps
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: During the presentation of The Depths, you mentioned the presence of traps created by players. Is it the same on the outside of the depths?
 
<br><br>
 
<font color="grey">A: Yes. We need to keep our crafters engaged in the game and not just by making armor, weapons, etc. Adding the ability to make traps that can be used by themselves or players anywhere in the world would be a nice addition to the game and for crafters.
 
</font>
 
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2-21-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#buffs<BR>#debuffs
 
 
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<font color="tan">Q: Will the buffs and debuffs be separated on the screen or smashed together in confusion like in DAOC?
 
<br><br>
 
<font color="grey">A: Hopefully our UI will have advanced a bit since the old days at Mythic. If not, well, I think tar and feathers are in order.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#easter eggs
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Companies like Pixar put easter eggs from previous films in future films. Mythic did something similar by adding a hidden alb zone in Warhammer Online. Will CSE add any easter eggs from March on Oz in CU?
 
<br><br>
 
<font color="grey">A: I’m a big fan of good Easter Eggs and I’ve always pushed for that type of stuff whenever possible. I suspect we will have some fun stuff in Camelot Unchained too!
 
</font>
 
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2-21-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#weather
 
 
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<font color="tan">Q: The weather does affect the vision of the character and the distance spells (in times of heavy rain or fog for example).
 
<br><br>
 
<font color="grey">A: If we implement a robust weather system, as we hope to, then yes, I think that weather should affect combat.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Modding and UI<br><br>#integration<BR>#social media
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How integrated do you envision CU being with various web and mobile services out of game?
 
<br><br>
 
<font color="grey">A: Based on our current raise, not as much as I would like. We’re not aiming for FB, Twitter, etc., integration in the same manner that TESO is gunning for but, OTOH, we are not shooting for the same numbers/audience that they are targeting. I think we will have some fun bits in the game at launch and our web-based UI is pretty cool but beyond that, we’ll just have to see how we do with stretch goals.
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#siege
 
 
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<font color="tan">Q: In some games, attacking and defending a fortified position leaves classes without ranged prowess feeling a bit useless. How do you intend to ensure classes without any ranged attacks, or at most poor ranged attacks, can contribute in sieges?
 
<br><br>
 
<font color="grey">A: Launch them via catapult? We’ll see what we can do so the poor, weak, defenseless tanks have something fun to do during sieges. :)
 
</font>
 
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2-21-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-2-friday-february-24th-2014/ Bring Out Your Devs Part 2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Lore/Setting<br><br>#inspiration<br>#literature
 
 
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<font color="tan">Q: MJ how did you become enthralled in Arthurian Lore and that which surrounds it, be it Celtic or Nordic/Viking? Have you done a degree in history or literature? Or just an interest that sparked as a kid? Or did you have a mentor figure that told you of stories/myths? Or just a movie/book buff like some of us?
 
<br><br>
 
<font color="grey">A: My first influence was my mom as she pointed me to a number of Arthurian books that captured my interest as a youth. That, plus my love for film meant that I was destined to continue to be enthralled by this kind of stuff forever. In college, I met Professor Locke at the University of Rochester and his classes about mythology, legends and Jungian interpretation of the same, just lit a real fire under me. Plus, I was always interested in history, mythology, etc. So, when D&D came out, well, the outcome was reasonably predictable.
 
</font>
 
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<!---↓↓↓↓↓↓↓↓↓↓↓↓ PIERCING THE VEIL #6 02-14-2014 ↓↓↓↓↓↓↓↓↓↓↓↓--->
 
 
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02-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Cosmetic<br><br>#decorations
 
 
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<font color="tan">Q: Just about everyone likes rare items, has any thought been put into adding them as hard to get housing decorations or perhaps POI’s for well-established player towns?
 
<br><br>
 
<font color="grey">A: Yes! We love rarity as it adds that uber exciting element of ‘zomgs, I found one!!!’ We plan to have rare and hard-to-obtain items to keep players excited, striving and guessing.
 
</font>
 
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02-14-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#hooded cloaks
 
 
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<font color="tan">Q: Will Camelot Unchained feature hooded cloaks?
 
<br><br>
 
<font color="grey">A: Yes. You are going to sleep like a babe now, aren’t you?!
 
</font>
 
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02-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
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Buildings<br><br>#bluerpints<br>#destruction<br>#housing
 
 
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<font color="tan">Q: If a player built house is destroyed/ransacked by the enemy realm, do you envision all contents being destroyed? Or will it be more of a money sink to have to rebuild the house, but items contained within are somehow saved?
 
<br><br>
 
<font color="grey">A: We don’t want folks to feel like they hit a quit point each time they lose a house to their ravenous and ever-present enemies. [[Blueprints]] will help with this, yet if someone lost all of their valuables each time their house was raised, that could produce a defeatist attitude. A system where part of a players vault is safe in the Capital city (you must journey there to access it) and part of their storage is in their home and is vulnerable, could work. Even when storing items, choices matter!
 
</font>
 
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02-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Buildings<br><br>#destruction<br>#looting<br>#salvaging
 
 
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<font color="tan">Q: Will there be any looting and/or salvaging of destroyed structures?
 
<br><br>
 
<font color="grey">A: During our [[Kickstarter]] Mark talked about how players will have a choice in how they approach the [[Building#Summary of core building principles|destruction]] of structures. If you go down the ‘burn, baby, burn’ route, there isn’t likely to be very much left for salvage. However, if you choose to try and salvage the house right from the start, picking it apart piece by piece, you will be able to get some materials from it. It’s rather likely that taking the place down stone by stone will take longer, so watch for arrows in the back!
 
</font>
 
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02-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Buildings<br><br>#cities
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will crafters be able to architect and build (perhaps as a group) their own walled cities?
 
<br><br>
 
<font color="grey">A: Of effing course!
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Communication<br><br>#crafting<BR>#socialization
 
 
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<font color="tan">Q: How do you envision customers with very stringent requirements effectively communicating those requirements to crafters/builders?
 
<br><br>
 
<font color="grey">A: Just like they did in the olden days, by talking to one another :) Crazy, I know…but then look who we have leading us :p /duck! In all sincerity, we are super interested in fostering community and as part of that, we seek to encourage relationships between Crafters and their patrons. We want you to remember that kick ass sword Sir Soandso made for you and the timely manner in which he delivered it to your door so that you were able to plunge it deep into the belly of the beast that slew your comrade in The Depths™ last eve.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Land and Map<br>#instances<br>#zones
 
 
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<font color="tan">Q: Is the RvR open world planned to be broken down into zones, or will it be a seamless world?
 
<br><br>
 
<font color="grey">A: We want to go for as seamless as possible. In general Mark is not a fan of instances, and the rest of us here agree. However, if the world map evolves in a way that makes it more interesting to have zones, not instances, we won’t hesitate to use zones.
 
</font>
 
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2-14-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#decay<br>#dye
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Once a dye is applied to an item, will it fade over time and have to be re-applied later?
 
<br><br>
 
<font color="grey">A: It’s possible that dyes will fade with time and use though that hasn’t been decided yet. There may also be permanent and non-permanent dying processes that the Crafters can master.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#siege equipment
 
 
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<font color="tan">Q: Are rams , trebs , and other siege equipment gonna be movable or stationary?
 
<br><br>
 
<font color="grey">A: Depends. How much can you carry? J Is the equipment already constructed? Are you Schmendrick the spindly-armed caster, or Brutus McTankyPants? You are a hero of your realm and this is a world where magic is alive and thriving, so your limits will be beyond real life limits, yet not so far beyond them that it’s just easy mode.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#devs
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Which Dev can hold their breath the longest?
 
<br><br>
 
<font color="grey">A: I held a contest. It’s Cory!
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#aging
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Can we get some more detail on what aging does to our characters?
 
<br><br>
 
<font color="grey">A: <nowiki><Mark bravely walks into the lion’s den.></nowiki> “Back in the WAR development days I thought that having our characters age and show the effects of aging would be a great thing. I had a feature like that in one of my MUDs and I believed it was time for that to happen in one of my MMOs. Unfortunately, even though that was a planned feature for the game, when it came time to implement it, I was told that we couldn’t do it for a variety of reasons, both technical and production-wise. When I told this story to Andrew a few weeks ago, his reaction was ‘Why didn’t anyone ask me? We can so do that!’ Now, even though that pissed me off a lot (because obviously NOBODY had bothered to ask Andrew before telling me we couldn’t do it and therefore yours truly had more than a little egg on his face with the players), I still like the idea and I asked him whether we could do this for Camelot Unchained. I laid out what I thought was a reasonable way to do this and he said that was a good plan and even easier to implement than what we planned for WAR. So, I’m happy to say that yes, certain races (I won’t commit to all of them yet) will have meaningful changes happen to them; both cosmetic and gameplay. For example, our Dvergr might have more stone covering their body and their beards will grow. Other examples could be with our HelBound’s faces, Hamadryad’s tails, etc.”
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#magic system
 
 
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<font color="tan">Q: If the BSC magic system in general and illusion in particular work out as currently planned, could I / we put a spell on my house / our town, so it appears as if it was just a tree / hill or something else that just blends in with the environment to enemy realms?
 
<br><br>
 
<font color="grey">A: Potentially, but boy, would that cost ya!
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#player looting
 
 
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<font color="tan">Q: Will there be any looting from killed players? Maybe not everything they were wearing/carrying, but say one random item/money amount?
 
<br><br>
 
<font color="grey">A: Mark has been clear that this is not a FFA looting game yet he wants death to have some sting. The exact mechanisms for player looting is something that we will work with the players on, after Mark presents his BSC idea for certain aspects of the looting, experience gain, etc. systems.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#solo
 
 
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<font color="tan">Q: If none of my friends or guildmates were online and I wanted to run around solo in RVR territory looking for Pick-up Groups, would I stand a chance at surviving or would that just be a death wish?
 
<br><br>
 
<font color="grey">A: Mark himself often favors solo play, so I would be pretty darn surprised if we didn’t have some classes that were viable and even dangerous on their own, when played skillfully.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#content<BR>#time to action
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How easily do you envision it to be to jump into the action? If I only have 1 hour per day to play the game what percentage of the content will I be able to enjoy? What sort of content will likely be reserved to those sinking 4+ hours per day?
 
<br><br>
 
<font color="grey">A: Ideally any time you hop in, whether it’s for 30 mins or 4 hours, you will be able to accomplish something. Perhaps you hop in and craft something for a short while, or you take an hour to go throw sand in your enemy’s eye and smash their favorite toys. We are aware that some people don’t have as much time to game as they’d like to, and we shall endeavor to provide access to that feeling of accomplishment for these folks too. Heck, you can be of service to your realm even if you just pop on for half an hour and craft potions for them, or scout a bit. Of course the longer you are on, the more noobs you can kill.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#logistics<BR>#siege
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are there any plans or ideas to include the concepts of supply and attrition in siege warfare (limited supplies for armies on both sides, cutting off supply lines, providing economic or logistical ways to take down an enemy structure, etc.)?
 
<br><br>
 
<font color="grey">A: All kinds of plans for supply lines and siege warfare are being talked about, none cooked enough yet to serve up though.
 
</font>
 
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2-14-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-6/ Piercing the Veil #6]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#time to kill
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: What is your target for time to kill, while I know this varies by class comparisons as you are going for hard counters I was wondering if you had a ballpark figure. Personally I would like to see something longer as opposed to shorter.
 
<br><br>
 
<font color="grey">A: This is a rather loaded question and a lot factors into this. For instance, clearly some characters will be far more vulnerable (lower HP and resists) than others. I can at least say this, we are not over fond of insta-gibbing. We want battles to be hard fought, with plenty of give and take. We will seek that sweet spot somewhere between ‘omg die already!’ and POOF insta-dead.
 
</font>
 
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1-30-2015
 
 
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[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=33332be1be Unveiled Newsletter #6]
 
 
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Lore/Setting<br><br>#dragons<BR>#Vikings
 
 
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<font color="tan">Q: Do the dragons hold a grudge against the Vikings? Being they're the only realm strong enough to have killed one?
 
<br><br>
 
<font color="grey">A: [[Sigurd]] seems pretty proud of that dragon head at the top of his throne, doesn't he? What tale is to be told, and whether it will echo the classic tale of Fafnir, remains to be seen in the Becoming™ Stories of the future. I can say, however, that you should be on the lookout for a revised and edited release of the Úlfhéðnar Becoming Story below. Don’t let the other Realms hear that the Vikings are the strongest, or more than dragons might be a concern!
 
</font>
 
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01-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
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Abilities<br><br>#respec
 
 
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<font color="tan">Q: Will there be ANY allowed respecs after character creation in situations where CSE does not drastically change something?
 
<br><br>
 
<font color="grey">A: If we need to balance and make major, epic level (we were dumb) changes to a class, yes, we will offer respecs for that. We will likely also have a rather hard-to-earn respec available to players who are unhappy with their current build, yet we are not promising this as of now. We don’t want a steady stream of people respec-ing to the FotM build, so players should not expect to be able to respec frequently.
 
</font>
 
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01-16-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
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Terrain<br><br>#performance
 
 
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<font color="tan">Q: With such a primary focus on performance, how dense or sparse can we expect environmental vegetation to be?
 
<br><br>
 
<font color="grey">A: Simple, enough vegetation to feel natural, but not so much that it causes a heavy load on the server. What that looks like remains to be seen. We have Andrew Meggs building us a shiney, new, ultra optimized engine, so I think we shall have our cake (trees) and eat it too.
 
</font>
 
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01-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
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Buildings<br><br>#creative freedom
 
 
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<font color="tan">Q: Will we have complete freedom in how we build in allowable areas?
 
<br><br>
 
<font color="grey">A: This is a tough one. We want to allow players to be ultra creative with their building designs, without having the countryside littered with wood and stone genetalia. Some of you might love to create a giant phallus home in which to mount your battle trophies… For others, that oversized penis-like thing kinda breaks immersion. This issue will require a lot of thought and careful planning! Truth is, to allow the level of creativity we desire, over-sized replicas of organs may not be avoidable, we shall see.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Creation<br><br>#naming<br>
 
 
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<font color="tan">Q: Is there a chance to see a name generator (using names related to the race that we’ll choose) at the creation of our avatar?
 
<br><br>
 
<font color="grey">A: Those are fun, but time and budget shall decide. :)
 
</font>
 
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1-16-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Creation<br><br>#banes and boons<br>
 
 
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<font color="tan">Q: Will there be imposed Banes on some races: [[Hamadryad]]s burn easily, [[Dvergar]] sink in water?
 
<br><br>
 
<font color="grey">A: Does a [[Luchorpán]] lust for gold and have long grabby fingers? While we don’t want to overburden our players with [[Banes and Boons]], each non-human race will certainly have at least one Bane on character creation.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Creation<br><br>#character builder<br>
 
 
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<font color="tan">Q: With the importance of choice in our spec and character development, along with a very limited ability to respec, does CSE have any plans to support an official and robust character builder online (or even in game) to assist in planning?
 
<br><br>
 
<font color="grey">A: We haven’t committed to creating such an application at the present time but I know it is something Mark is a big fan of us doing if we have the time/resources. Personally I am also a fan of letting the community build such tools. There are those who truly enjoy doing so and would happily pass the time nerding out on a tool like this! The Eve Fitting Tool (EFT) comes to mind here.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Transportation<BR><BR>#teleport
 
 
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<font color="tan">Q: Will there be personal porting crystals? If so will they allow people to avoid combat, through escaping when out of combat?
 
<br><br>
 
<font color="grey">A: Mark has stated that he wants to world to be large, and it will be, however it won’t seem large if people have unlimited fast-[[travel]]. So the short answer here is no.
 
</font>
 
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1-16-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#design
 
 
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<font color="tan">Q: What has been the most difficult challenge in designing Camelot Unchained thus far? What part of the design has been easier than expected?
 
<br><br>
 
<font color="grey">A: The most difficult challenge is paring down our many ideas to what we can actually afford to create with our time and resources :) The easy part? Coming up with awesome ideas! This is something Mark excels at. The rest of our team have their fair share of fun ideas too. As you doubtless have noticed, the forums are positively overflowing with them as well.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#game name
 
 
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<font color="tan">Q: When will the real name of the game be announced?
 
<br><br>
 
<font color="grey">A: It is likely we will announce the final game name when we launch the new website. First though, we re-open PayPal funding this month with the Builders Tiers!
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#hand holding
 
 
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<font color="tan">Q: I see Founders invoking FP #3 “no hand holding” against all sorts of ideas that I don’t think it applies to such as dual targeting, health bars for enemies, a progress bar or other indicators for an interrupt timer, and more. Can you further clarify what types of user interface features you would exclude because they are considered hand holding?
 
<br><br>
 
<font color="grey">A: We’ve all seen classic hand holding; the large yellow question mark above a quest-giver’s head, followed by the sparkly trail leading you by the nose to the 10 glowing mushrooms you need to collect. Classic hand holding, right? That example is obvious, yet hand-holding can be somewhat subjective. A wallop over the head for you could be a whisper to the next guy. That’s where Mark comes in. He has a sharp mind for this and will be making the final calls. An example: A player must have some way of knowing when that spell she fired on her enemy is through making him suffer, so obvious visual effects are helpful here and would not be considered hand holding. In summary, there is some grey area and I don’t have details at present about the exact indicators etc. we will implement, but I believe we can safely rely on Mark’s judgment.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#forums
 
 
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<font color="tan">Q: Are you happy with the level of involvement of the founders? (not talking about quality, but rather number of Founders active on the forums). When reading player suggestions for CU, do you often /facepalm?
 
<br><br>
 
<font color="grey">A: We are thrilled with the level of involvement from Founder’s. It is right where we expected it to be given the number of Founders. We have yet to facepalm at Founder’s suggestions. Their banter causes the occasional /facepalm however. :p
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#game rating
 
 
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<font color="tan">Q: What is the PG rating going to be, if known yet?
 
<br><br>
 
<font color="grey">A: Unknown at present. While Mark would prefer a darker feel and a more serious rating for the game, we have to consider our fans in some European countries. As a result, we will be dark, yet not too terribly graphic.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#herald<br>
 
 
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<font color="tan">Q: Will there be a stats portal, top 100 dmg dealer, top 100 realm point earner … etc.?
 
<br><br>
 
<font color="grey">A: Yes.
 
</font>
 
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1-16-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-5/ Piercing the Veil #5]
 
 
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Game Development<br><br>#dev<BR>#hiring
 
 
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<font color="tan">Q: How is your recruiting drive going?
 
<br><br>
 
<font color="grey">A: We are based out of northern Virginia (NOVA) and pay peanuts, so it’s going about how we expected. We are unrelenting, and hopeful though! We will get the team we need together, even if it takes us a little longer than we like to get them here. Rest assured, you’ll get our best effort whether we are 13 people or 25 people (though we would prefer 25).
 
</font>
 
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01-08-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#weapon switching
 
 
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<font color="tan">Q: Will we be entitled to switch weapons without restriction?
 
<br><br>
 
<font color="grey">A: Not a chance. You can switch weapons during combat but it will not be an instant switch with no loss of time/focus. The amount of time/focus may vary but there should be, at a minimum, a slight cost for doing so.
 
</font>
 
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01-08-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Gameplay<br><br>#balance
 
 
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<font color="tan">Q: What is your personal feeling and experience when balancing a game? Do you get angry at not spotting an overpowered combo or an unloved class? Disappointed? Or just think that it is one of the truths of life “there will be balance patches”? Do you believe that with enough brain power you can get things right?
 
<br><br>
 
<font color="grey">A: No game of this complexity will ever get everything right. Hasn’t happened and will likely never happen even when the day comes that computers design games themselves. I would say though that I am disappointed when I make a mistake of this or any other kind. I’m a lot harder on myself than I am on other people. :)
 
</font>
 
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01-08-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Gameplay<br><br>#balance<br>#territory control
 
 
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<font color="tan">Q: What mechanisms will be in place to ensure a realm can recover and compete again after being driven back very, very deep into their own territory?
 
<br><br>
 
<font color="grey">A: That is a pretty complicated answer but let’s start with an easier example. Let’s say that the Arthurians are heavily outnumbered by the other two Realms and have been driven all the way back to their main city. First, we will probably have the expected Realm bonuses for the outnumbered Realm. Next, the [[Veilstorm]]s will probably be triggered to change things up a bit and third, other things will happen in the beleaguered Realm’s territory to give them more of a fighting chance. That’s all I can say for now.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#development process
 
 
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<font color="tan">Q: I would be interested to know how to deal with requests, suggestions of Backers when the percentage is very high because many have the same desires and suggestions for the implementation of the game, but opposite to the ideas of Mark because his concept of making the game looks different. How do you deal with such a weighting to Backer’s wishes vs. Mark / concepts / visions etc.?
 
<br><br>
 
<font color="grey">A: The first thing to remember is that this game is not being designed by a committee of Founders/Builders/etc., nor of a committee composed of Founders + CSE. We’ve been very open about a lot of the game’s design, whether through my Foundational Principles, KS updates or other posts. These are things that we feel very strongly about and that were talked about in our KS. Even if a lot/most of our Founders wanted us to change some of them, we wouldn’t do it because they asked; we’d only do it if we were both sure that it made the game better and that these changes wouldn’t break a FP/promise to our backers. Also, keep in mind that I talk about all the key concepts and designs within the studio (for both feedback and a sanity check) before I talk about it with our players.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#DAoC
 
 
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<font color="tan">Q: Do you ever feel constrained by the legacy of Dark Age of Camelot during development? Do you ever feel concerned about breaking away from how it did things?
 
<br><br>
 
<font color="grey">A: Hmm, how about every day when I see people saying things like “Just do it the way Dark Age of Camelot did it” or something like that. As we said during the Kickstarter, this is not Dark Age of Camelot 2, it is it’s own game. We intend to make a great RvR-focused game that uses, at its core, some of the same public domain legends/stories/tales that influenced us during the development of that great game but we will not be bound by that legacy.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Game Development<br><br>#multi-game worlds
 
 
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<font color="tan">Q: Do you believe multi-game MMO worlds, like EvE’s Dust and possibly Valkyrie, will be the future of the genre? Is this something you have considered for CU?
 
<br><br>
 
<font color="grey">A: I pitched EA a couple of concepts around multi-platform games seven years ago and I do think that there is a place for those kind of games today and going forward. I don’t think they are “the” future for the genre but I do think that they could be “a” future. As to Camelot Unchained, I’d love to see us release bits of the game on other platforms but as of now we have no plans to do XBox One and/or PS4 ports of the game.
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Game Development<br><br>#criticism
 
 
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<font color="tan">Q: How much rage do you expect from people when you’ll make hard decisions for the game in the future (for example: you leave out certain races from the game or even a whole mechanic altogether)?
 
<br><br>
 
<font color="grey">A: Rage is something that is always associated with MMORPGs whether from the players or devs side. I remember the furor whether it was with the cutting out of some of the cities with WAR, or WoW’s last minute changes right before launch. We hope that by setting the expectations lower for this game (fewer races, classes at launch) we won’t have much to cut and thereby limit the power rage of players. :) We have been and will also continue to be incredibly pro-active in terms of talking to our Founders/Builders during the development process so there should be fewer negative, last-minute surprises than most other MMORPGs experience during development. That is one of the perks of not being part of a large and/or publicly traded company, we can talk about anything we want to without worrying about somebody higher up the food chain calling out for my (or other person’s) head for speaking out about things ahead of time either due to concerns from Investor Relations or just the usual chain-of-command stuff.
 
</font>
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Expansion/Funding<br><br>#investing
 
 
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<font color="tan">Q: About the Middle Eastern investors, what were the strings attached that made you reject their offer? Were they in purely from a ROI perspective or did they want to influence the development?
 
<br><br>
 
<font color="grey">A: Initially they were interested in a straight investment deal. As the talks progressed, their focus seemed to shift more to a move of the studio to their country and/or me spending a lot more time there than here. The first part came with a stunning amount of personal gain for me but both carried too much risk for CU as well as potential losses among our team so I had to decline the first part. It’s a shame, I really liked them, their country, etc., and I think we could have done a lot of interesting things together but among the things I said to them was that I had 15K+ Founders who backed CU and I can’t do anything that could put this project at risk.
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#Kickstarter
 
 
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<font color="tan">Q: Were you surprised and/or concerned by the fact the CU [[Kickstarter]] raised such a high percentage of its money from high dollar tiers and that there weren’t more people donating at the $50 or less tiers?
 
<br><br>
 
<font color="grey">A: A little surprised but it was mostly a pleasant surprise. I did expect a higher turnout with a smaller average spend but I’m not at all unhappy at how things worked out. Given the relatively disappointing performance of most MMORPGs (in terms of sales/subs) over the last six+ years, raising 2M+ for an RvR-only MMORPG is a nice accomplishment. Over the next two years as Camelot Unchained evolves we will get a lot more backers in the $50 and below tiers.
 
</font>
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#ducks
 
 
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<font color="tan">Q: If you implement the ducks, they are just a private joke with the community now or have a role in game (food, farming, target training …)?
 
<br><br>
 
<font color="grey">A: I think that one of the few things that the three Realms of this world may agree on is that ducks need to be protected and not used as a food source. :)
 
</font>
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Game Development<br><br>#memories
 
 
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<font color="tan">Q: What has been your most memorable experience so far with the CU project?
 
<br><br>
 
<font color="grey">A: This is an easy one, the moment we funded and when the KS closed. We were all pretty excited here and when Andrew took the mic and said all those really nice things about me during the LiveStream I was taken by surprise and unbelievably happy. It was a really emotional moment for me considering that Andrew is quite a genuine person so I know that he meant every word that he said.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Game Features<br><br>#/face<br>#/stick
 
 
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<font color="tan">Q: Will there be /face /stick, etc.? If not decided, which way are you leaning?
 
<br><br>
 
<font color="grey">A: I suppose I need to talk about this at some point so I might as well say something now. My personal feeling is that we shouldn’t have them in the game but I really want to get feedback from our Founders/Builders about this. Again, this is just my personal feeling and like many things in Camelot Unchained, I’m not going to implement it just because I feel a certain way.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/bring-out-your-devs-part-1-mark-jacobs/ Bring Out Your Devs Part 1]
 
 
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Lore/Setting<br><br>#timeline
 
 
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<font color="tan">Q: What century will CU be set in?
 
<br><br>
 
<font color="grey">A: That would be telling. :)
 
</font>
 
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01-08-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
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Crafting<br><br>#banes and boons<br>
 
 
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<font color="tan">Q: I noticed the Luri ([[Luchorpán]]) had a boon giving them a bonus to crafting shoes, do you plan on having B&Bs for every race that relates to crafting?
 
<br><br>
 
<font color="grey">A: Not necessarily. There is beauty in asymmetry. Also I would remind players that none of the banes/boons are yet set in stone.
 
</font>
 
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01-08-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
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Equipment<br><br>#gear slots
 
 
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<font color="tan">Q: How many gear slots (head, chest, hands, rings, necklace, etc.) will a character have?
 
<br><br>
 
<font color="grey">A: Add feet and wrists for starters and then we’ll see what make sense development wise and for the players. :)
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Technical<br><br>#physics<BR>#middleware<br>
 
 
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<font color="tan">Q: You mentioned you will be using Havok Physics in Camelot Unchained. Will you be using any other middleware to do things like cloth simulation, [[Building#Summary of core building principles|destruction]] effects, etc.?
 
<br><br>
 
<font color="grey">A: We’ll have to see how things shake out over the next two years. We are currently looking at another piece of middleware but until we finish our tests, we’re not going to commit to using it though we hope we will be able to use it. We’ll know more soon!
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Land and Map<br><br>#world size
 
 
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<font color="tan">Q: How big is the RvRvR-zone going to be in kilometers/miles?
 
<br><br>
 
<font color="grey">A: Since it doesn’t exist yet, we would be speculating. Mark has said the RvR portion of the world is not only going to be big, it is going to make up the vast majority of the world’s map!
 
</font>
 
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1-8-2014
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
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Game Development<br><br>#physical copies
 
 
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<font color="tan">Q: Will CU ever see the stores or will it only be available for digital download?
 
<br><br>
 
<font color="grey">A: We will have boxed copies of the game for collectors. We will likely avoid brick and mortar stores due to the cost of producing the box as well as the cut that would have to be paid to distributor/stores.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#livestream<BR>#media
 
 
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<font color="tan">Q: Are you going to make decisions during the development of the game to make it more enjoyable to watch for a third person (like youtube videos, or streams)?
 
<br><br>
 
<font color="grey">A: You may have heard Mark’s BSC idea during the Kickstarter about letting players observe the goings-on in The Depths, when they are not able to be physically in there. We still love that idea and though The Depths are not guaranteed for launch, we remain hopeful about implementing something like MJ’s BSC idea. ** note: Check out [[BSC Days]]
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#stretch goals
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: The upcoming second round of funding will be added to the KS funding toward reaching the stretch goals? If yes, will there be new stretch goals?
 
<br><br>
 
<font color="grey">A: At first, additional funds will go toward existing unmet stretch goals ([[The Depths]]!). After that, we will add other super awesome gameplay-related stretch goals that will add a lot to our game. In addition, we will add team members (by dumping water on the existing ones of course), and likely incorporate ideas that we would otherwise not be able to include with current resources.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#PvP
 
 
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<font color="tan">Q: Which CSE employee is the most feared in PvP? Which CSE employee is most feared on Monday morning?
 
<br><br>
 
<font color="grey">A: Hmm, feared in PvP depends on the genre. Many of us game nightly, so we can hold our own, myself included. Tim would likely be the biggest threat in classic MMORGP-style PvP. James, and Patrick would be rather feared in space PvP. Since we are all over 12, not a one of us is a major threat in any FPS PvP. Feared on Monday morning? Whoever stayed up the latest (being awesome at PvP) Sunday night :)
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#!doctor
 
 
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<font color="tan">Q: Do you guys follow Dr Who? If yes, will you watch the 50th anniversary with Hurt, 10th and 11th?
 
<br><br>
 
<font color="grey">A: Many of us do and yes we watched it! Mark recorded it so that we could watch it in comfort in his home theater last weekend. Local places sold out fast and we were all more interested in comfort anyway. A good time was had by all!
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#devs
 
 
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<font color="tan">Q: Is it possible to get a picture of our super-duper [http://citystateentertainment.com/the-team/ CSE staff] all together?
 
<br><br>
 
<font color="grey">A: You flatter us! What a fine idea though :) I will work on this before Christmas and get a nice shot of us all together.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#combat system<BR>#magic system
 
 
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<font color="tan">Q: Can you give out accurate information on the magic system? If not, when can we expect a more profound explanation of combat systems and rules?
 
<br><br>
 
<font color="grey">A: Mark has been writing and editing the magic and combat systems documents and we have had team meetings to give him feedback. Once we have these systems to a point where the team feels that they are exciting and workable, then we can start releasing details to the community. Once these systems are polished enough for a reveal, we will happily (yet with a modicum of trepidation!) do so.
 
</font>
 
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1-8-2014
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-4/ Piercing the Veil #4]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Modding and UI<br><br>#add-ons<BR>#modders
 
 
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<font color="tan">Q: Will you allow members of the community to create add-ons to incorporate into the game / user interfaces etc?
 
<br><br>
 
<font color="grey">A: Yes, we are interested in letting our community create add-ons and custom UIs etc. As long as we don’t feel that these will at all compromise security or enable cheats/hacks of any kind, we will indeed allow players to get creative. We also hope to work with add-on providers in a very significant way.
 
</font>
 
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11-08-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Abilities<br><br>#crafters<br>
 
 
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<font color="tan">Q: Will crafters have any defensive/offensive abilities to allow them to run away like big girls rather than being a free kill?
 
<br><br>
 
<font color="grey">A: There are no ‘free’ lunches, and there shall be no ‘free’ kills! Crafters will have some escape and/or defense mechanisms. We want our crafters to be busy, and part of that means having them in the field at times. By the way, boys run too, I’ve made them do so more than once, in game of course…
 
</font>
 
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11-08-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Art<br><br>#time lapse
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Any chance for a time lapse of your VERY talented artist’s creations? I love watching these things.
 
<br><br>
 
<font color="grey">A: So do we! When I was a kid I sat glued to the TV watching Bob Ross paint for hours :) There is more chance of this for post-launch artwork. Now that we are funded, well, we have a game to make! The artists are most often hard at work on things that aren’t yet revealed. This is not to say it won’t happen. We know how much you guys love it. As I mentioned in the previous PtV, we may livestream for our PayPal relaunch, so perhaps we can work some in then.
 
</font>
 
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11-08-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Equipment<br><br>#guild emblems #heraldry
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Many MMORPGs let guilds create heraldry and apply it to tabards and cloaks. Is there a chance of expanding this to other equipment, like shields?
 
<br><br>
 
<font color="grey">A: Quite possibly so. We love the idea of realm and guild pride as well as unique character customization. So there is a chance you will see guild emblems on more than just cloaks. As Mark has said many times, the key is the effect on performance. It may seem trivial, yet when you are looking to have large-scale battles, every little bit helps.
 
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11-08-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Equipment<br><br>#gear templates
 
 
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<font color="tan">Q: I love making gear templates for different classes. It’s fun when there are many important stats (including resists). Unique items and drops ensure that very few people ever have the same exact gear on. How will Camelot Unchained encourage unique template builds?
 
<br><br>
 
<font color="grey">A: Since there won’t be gear drops in our game, all the gear must come from our crafters. They will have the ability to make really powerful, diverse and unique items. Those looking for a WoW (or even DAoC) style system where item bonuses are the key to success (and for the popularity of certain items) will find that this won’t be the case. Gear from our crafters will be useful, though not crucial, in helping the wearer. Mark has spoken about avoiding some of the typical MMO tropes when it comes to gear. He points out that gear is generally used by designers as a carrot to keep players playing (and paying). We won’t rely on such things in Camelot Unchained.
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Development<br><br>#IT<BR>#testing
 
 
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<font color="tan">Q: What do you envision the first round of internal testing to look like?
 
<br><br>
 
<font color="grey">A: Think Smackhammer with a 60,000 mile tune-up. Runs smoother, but you couldn’t say quite why. Plenty of non-visually glamorous improvements. We warned folks, IT is necessary, but perhaps not all that exciting. The main goal of our initial IT is to see how the new server performs with a lot of living, breathing players beating on each other with sticks.
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Development<br><br>#conventions
 
 
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<font color="tan">Q: Any plans for CSE to attend any game exhibitions like Gamescom or PAX? If not next year maybe 2015?
 
<br><br>
 
<font color="grey">A: Sure thing! Although, that is not in the budget at present. We need to focus on making a great game and then we can consider hosting an exhibition at a convention closer to launch.
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Development<br><br>#forums<BR>#support
 
 
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<font color="tan">Q: Will you put stuff in the game that has minority support in the forums if you feel there is a good reason?
 
<br><br>
 
<font color="grey">A: Only a small minority of our Founders are, as expected, regular participants on the forums. So the question becomes whether we would put something in the game if there were internal support for it, even if some or most of the people on the forums state that they are against it. The answer is yes. Our job is to make a great game. Even if some of our Founders don’t agree with the decision, we’ll implement something if we believe it is in the best interest of the game.
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#goals<BR>#IT
 
 
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<font color="tan">Q: How are your overall goals progressing and do you think that internal testing will still be around same time estimated before?
 
<br><br>
 
<font color="grey">A: Our goals are progressing well and we do hope to keep our January 2014 schedule for internal testing.
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#IT
 
 
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<font color="tan">Q: Can you comment at all on bringing active posters into [[IT|Internal Testing]] as was mentioned in the [[Kickstarter]] campaign? How many additional people will you bring in? Will they come in the first wave, or subsequent waves? etc.
 
<br><br>
 
<font color="grey">A: While we can’t say if this will happen for the first wave of internal testing, it will happen. As to how many, that will depend on need. Certain things we test will require a mass of willing bodies, so when we get to that stage we will be looking to our active posters for their support.
 
</font>
 
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11-8-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Development<br><br>#devs<BR>#hiring
 
 
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<font color="tan">Q: Can we expect any new members to CSE in the near future?
 
<br><br>
 
<font color="grey">A: Yup! We are working on it. We are interviewing some promising programming candidates at the moment. We still need to add a lot of new talent to our merry band, so if you know any programmers who want a shot at working on a very cool project and don’t mind being underpaid for their efforts (at least until the game ships), let them know about us!
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Expansion/Funding<br><br>#cash shop
 
 
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<font color="tan">Q: Are their any thoughts on an in game cash shop? And what kinds of things you might sell there such as pets?
 
<br><br>
 
<font color="grey">A: Absolutely, Mark has a lot of thoughts on in-game cash shops within a subscription game (even if the price is below average). Unfortunately, none of them are suitable for printing here. I shall summarize for you though, “BLEEP, and BLEEPING, BLEEEEEPITY BLEEEP!” :)
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Community Fun<br><br>#Phouka
 
 
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<font color="tan">Q: Have you ever tasted [[Phouka]] meat? Or horse meat as the nearest comparable thing?
 
<br><br>
 
<font color="grey">A: Umm, clearly you’ve never tried to catch a Phouka! **A: All you end up ‘catching’ are flailing hooves in your teeth. We won’t eat horse meat, for personal reasons. My personal reason is that their noses are sooo soft.
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Features<br><br>#blood spatter
 
 
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<font color="tan">Q: Will there be blood spatter during combat?
 
<br><br>
 
<font color="grey">A: Not bloody likely. Sorry, sorry, couldn’t resist. It’s not that we are particularly for or against it, but we are hyper focused on performance here. While things like spell effects are needed, blood spatter is not and therefore would be an unnecessary load on servers. However it’s possible that there may be a call for a bleed animation in response to a certain attack/spell. There’s also the issue with blood/gore in some EU countries so we want to be careful here.
 
</font>
 
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11-8-2013
 
 
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[http://camelotunchained.com/v2/piercing-the-veil-3/ Piercing the Veil #3]
 
 
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Game Features<br><br>#emotes
 
 
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<font color="tan">Q: Will /dance and other silly emotes make it into the game?
 
<br><br>
 
<font color="grey">A: So although MJ is weary of /dance himself (can we blame the fella?), it’s likely we will have a variety of emotes to allow characters to express themselves.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Cosmetic<br><br>#trophies
 
 
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<font color="tan">Q: Will we be able to hang the heads of our enemies over our gates as a warning to anyone foolish enough to come knocking (read: will there be any sort of decorative battle trophies)?
 
<br><br>
 
<font color="grey">A: Omg, yes please!!! The truth: I haven’t been in on a conversation about this yet, but I would be very surprised if there hasn’t been one, and further surprised if we did not end up having battle trophies in the game.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Art<br><br>#cinematic
 
 
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<font color="tan">Q: Will we see some parts of Mark’s stories as a Cinematic Intro, or what kind of Intros will we get?
 
<br><br>
 
<font color="grey">A: Not likely. As much as Mark would love to see some of his idears as cinematics, it’s not in the budget for us.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Character Creation<br><br>#banes and boons<br>#respec
 
 
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<font color="tan">Q: If after launch major changes are made to how a certain race’s boons and banes work for balance reasons, will characters of that race get to respec their boons and banes?
 
<br><br>
 
<font color="grey">A: Yes. We might also allow them a full character respec if the B&B changes were significant enough to warrant it.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Races<br><br>#character appearance<br>
 
 
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<font color="tan">Q: Will there be a male race that has good abs and runs around shirtless like in the movie 300?
 
<br><br>
 
<font color="grey">A: Gosh, men’s abs are all the rage these days! They have their very own reality TV show now, don’t they? Although we jest, this does bring up a good point. There have been many discussions in the studio and on the forums about character appearance. Really what it boils down to for us is that ‘pretty’ is only entertaining for a short while, so it better have something of substance backing it up. So, while we do want our game to look good, and our players to be able to make characters that are unique and personalized, we will be focusing WAY more on actual game mechanics and performance than avatar sex appeal. Fear not, there will be plenty of avatar customization! We are not fans of boob-sliders, (or ab-sliders for the purposes of this question) but we do want there to be enough be plenty of options for folks to make as pretty or ugly a Dvergr as they see fit. Hmm. Pretty dwarves. Welp, there went my credibility.
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#archetype
 
 
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<font color="tan">Q: Do you plan to let us choose directly a class like [[Helbound]]? Or do we have to choose an archetype like “priest” and then, at a certain level we’ll be able to become a Helbound?
 
<br><br>
 
<font color="grey">A: Currently we don’t plan to use an archetype or class evolution as you lay out. It’s certainly something that we have discussed, but given the limited number of classes we will have at launch, it seems like an unnecessary step.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Groups and Guilds<br><br>#8man<br>#group size
 
 
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<font color="tan">Q: I personally loved the 8 man groups in DAoC, how large do you see the groups being in CU?
 
<br><br>
 
<font color="grey">A: We are still discussing group size but are comfortable saying that we too like 8 and think it could work in Camelot Unchained.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Building/Crafting<br><br>#banes and boons<BR>#crafters
 
 
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<font color="tan">Q: Do you plan to give Equipment & Material also a sort of Banes & Boons system to add depth into the choice of equipment, so there isn’t the overall truly best type of armor or the best material, but maybe the best for my play-style? Like iron plate armor gives a +xx resistance for slice and earth-element but also suffers from -xx resistance to blunt and lightning, as an example.
 
<br><br>
 
<font color="grey">A: Absolutely. We want crafting to be as dynamic and interesting as possible and having that level of diversity in terms of advantages and disadvantages, is at the heart of what we believe will be fun for our players. We want Crafters to feel that they can really put their mark on what they make. The more options we can give them to do so, the greater sense of ownership and pride they are likely to have in what they craft and sell.
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#advertisement
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How will CU reach out to all the possible niche players? Will we see ads and banners, or will it be purely on word of mouth?
 
<br><br>
 
<font color="grey">A: We are a niche game as you mention, so I wouldn’t expect to see much in the way of standard ads and banners from us. Mark tells me: “We will do the same sort of stuff we did back when Mythic was developing Dark Age of Camelot. Lots of viral stuff spread out over the next two years should work well for us. If we are more successful at launch than we expect to be, that’s one thing, but we need to spend our money wisely and on the game’s development.”
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#forums
 
 
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<font color="tan">Q: Do you like lurking in the forums?
 
<br><br>
 
<font color="grey">A: I prefer to call it prowling, but yes I actually do enjoy it :) I would have been doing it whether Mark hired me or not. Hmm, I maybe I shouldn’t tell him that.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#realm
 
 
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<font color="tan">Q: When CU finally launches what faction do any of the CSE team hope to play primarily?
 
<br><br>
 
<font color="grey">A: As my British friend Adam would say, “why, you cheeky little monkey!” Would that we could tell you my friend. I can say, that from an informal survey, it seems pretty evenly divided here in the studio. It’s clear that we won’t all be on one big happy team :) I mean, we are essentially daytime roommates right? So there is likely to be plenty of, ‘drink the last of the milk will you!?’ type rage that we feel the need to exact upon each other. Also, as you know, many of us are/were DAoC players (and creators) and so, we have our allegiances. Some folks are saying they will play multiple realms. MJ feels (and I agree) that if we tell players exactly what each of us will play, there is too much potential for players to feel that we favor one faction over the other.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#system of measurement
 
 
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<font color="tan">Q: If you use a system of measurement in the game, will you use the imperial system, the metric system or a custom made system?
 
<br><br>
 
<font color="grey">A: Apparently you’ve never heard of the ‘rubber ducky’ system of measurement? In all honestly this has not been talked about yet…
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#day cycles<BR>#seasons<BR>#veil
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Has there been any thought yet on seasons and day/night cycles? Is there room to break away from typical Earth norms? I’m curious what sorts of impact the veil could have on seasons and what potential impact that could have on gameplay/strategies/crafting. As a simple “off the top of my head” example, perhaps in a certain season some rivers become poisonous due to the oils of nearby plants. Or may in some regions a season cause a near continuous thick fog severely limiting visibility.
 
<br><br>
 
<font color="grey">A: Yes, there have been many conversations here in the studio surrounding day/night cycles, weather, seasonal influences on game play, veil influences on game play etc. Day and night cycles for the game are confirmed. In addition, we have a lot of other cool ideas (and backers do as well!), yet we need to find that sweet spot where we implement just enough of them to keep people engaged and entertained, without feeling overwhelmed or worse, frustrated.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#directional sound
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Have you considered the use of 3D sound and bind-able, per-recorded sound bites for the characters (“Help me!”), allowing you to identify the direction from which the plea for help is coming from?
 
<br><br>
 
<font color="grey">A: No, we haven’t considered this yet.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Balance/Gameplay<br><br>#casters<BR>#PBAoE
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: We speak about mages with PBAoE. Can you to be sure that each realm will have a PBAoE mage?
 
<br><br>
 
<font color="grey">A: As Mark has stated, we will not have mirrored classes in Camelot Unchained. It would make our lives easier if we planned to have them, but we aren’t going for easy, we are going for awesome. PBAoE spells can be quite powerful and we would have to think very carefully about giving that type of ability to only one or two realms.
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Lore/Setting<br><br>#aesthetic<BR>#Becoming
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will it all be this dark? Or will there be some hope and light? I’m not all about puffy unicorn ducks with rainbow wings. But must we have a world that is so extremely dismal?
 
<br><br>
 
<font color="grey">A: Such a timely question good sir! Why just this day I am editing a lighter Becoming™ tale that the boss sent my way. See, what happened was, he was at his desk, channeling H.P. Lovecraft and writing all of these dark, dark things, when all of a sudden, the clouds outside cleared and a bright rainbow did appear! So bright in fact that it blew the blinds clear off the windows and shone straight into his eyes! The rainbow’s essence then entered his very soul and he was possessed to write this tale. It is rather uplifting, not Disney mind, yet light-hearted enough for a puffy-unicorn-duck-with-rainbow-wings to happily digest :) You won’t have to wait long to read it. It will be part of our next Camelot Unchained sprint. So, yes, although we are making a horror genre game, there will be light, for what is darkness without it?
 
</font>
 
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10-24-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-2/ Piercing the Veil #2]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Lore/Setting<br><br>#Becoming
 
 
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<font color="tan">Q: How will the lore of Camelot Unchained be communicated within the game world in light of the absence of the typical PvE channels such as quests and NPCs?
 
<br><br>
 
<font color="grey">A: This will be done through out-of-game devices such as the Becoming™ tales as well as such in-game items such as libraries and hopefully, our take on a ToK-like instrument.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Classes<br><br>#spec<br>#skills
 
 
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<font color="tan">Q: Every Class will have different Specs?
 
<br><br>
 
<font color="grey">A: Maybe, sorta, kinda, yes and no :p /dodge! Sorry to be evasive on this one. We have discussed things like: having classes that do one thing very well, or having [[classes]] that can be specced multiple ways, as well as having combinations of both. Rest assured that if we went with limited class speccing, we would make up for it by having a greater number of classes than we laid out during the [[Kickstarter]].
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Groups and Guilds<br><br>#alliances
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will guilds be able to form formal alliances with other guilds in order to share communications and resources?
 
<br><br>
 
<font color="grey">A: Do I blow a cute fuse each and every time I see a baby duck? YES! We absolutely want our players to be able to create formal alliances. I was in a rather small guild in Dark Age of Camelot, and being part of an alliance made for much easier group finding as well as intel and resource sharing. So, if Mark said no to alliances he would have to deal with some pretty epic pouting…from me.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Land and Map<br><br>#world size
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Do you have any idea of what the world will look like?
 
<br><br>
 
<font color="grey">A: Many, you should see our dry erase boards here! Ideas are not something this team is lacking. It’s rather like our confection situation actually. :) There is nothing congealed enough to bite into yet however. As you know, Mark has said that this will be a large world, and while the art team is ready to throw daggers every time he mentions that, we do all agree that we are better off with a map that is maybe a bit too large rather than one that has people feeling crammed in.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#Becoming<BR>#forums
 
 
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<font color="tan">Q: Did you get any ideas from this forum that you are going to put into the game?
 
<br><br>
 
<font color="grey">A: [[Mark Jacobs|Mark]] has said that the [[Becoming]]™ tale for the [[Bean Sidhe]] was inspired by a couple of questions from the forums. We believe that it’s extremely likely that Founders are going to come up with interesting ideas for us to incorporate over the lifetime of the game. As a matter of fact, Mark has a reward system that we will talk about in a future PtV. Mark would say it is ‘an oldie but a goodie’
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#forums<br>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are you planning to organize the forums with structured / moderated questions and topics or are you happy to keep it as it is?
 
<br><br>
 
<font color="grey">A: Definitely planning a re-org of the forums. As we say, it’s on the list. We’ve had a lot of feedback asking for a simpler design and once we port over to our own hosting, we will have far greater control over the set-up, mods (the code kind), etc., and we do plan to simplify some. We are also planning to have localized subsections of the forums for our communities that prefer to read/write in languages other than English, provided there is enough interest, and so far there is from at least three non-English reading/writing communities.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Development<br><br>#magic system<BR>#tech
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Mark recently finished a document on the magic system, which he said was then discussed amongst the group at CSE. How much of it survived the group contact? Specifically Andrew, who would be making tech decisions.
 
<br><br>
 
<font color="grey">A: Our programming team was so on board with the Magic Systems doc, that they started suggesting embellishments and talked about how it would work, rather than how it couldn’t. They are good at life. :)
 
<br><br>
 
We were all excited actually and the whole team had questions and suggestions. It was inspiring! I think Mark was rather pleased with our reaction to his ‘idears’. In all fairness, Mark usually spends a lot of time talking about his system ideas with the team before he works on the design docs, just to get our initial feedback and suggestions.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Expansion/Funding<br><br>#pledge upgrade
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: How will up-scaling a pledge work?
 
<br><br>
 
<font color="grey">A: Like magic of course! Our programming team is working on this now; we will have actual answers for you at the end of the month when we hope to reopen Paypal with fresh tiers. I like saying ‘fresh tiers’.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#ducks<BR>
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are there any live Ducks near the office and do you feed them?
 
<br><br>
 
<font color="grey">A: You wouldn’t want to feed the ducks around here. These are some severely jaded ducks. They eat a mixture of buffalo chicken wings and asphalt, and they actually experience road rage. We prefer our ducks bright yellow and plastic, with their innocence still intact.
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Community Fun<br><br>#ducks<BR>#food
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Have you ever eaten DUCK????
 
<br><br>
 
<font color="grey">A: Umm. I umm. You see, what happened was…well, it kinda flew into my mouth… OKAY!? It also just happened to be dead, nicely crisped and covered in an amazing orange demi-glaze. As for the rest of the team, they have informed me that during the [[Kickstarter]], some kind Founders sent over some Peking Duck for lunch. They report that it was yummy!
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Game Features<br><br>#music
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Will we be able to swap out the music files like we could in DAoC? I loved being able to swap out the 2 default combat musics to my own choices.
 
<br><br>
 
<font color="grey">A: We haven’t discussed this before today but I believe that we will give players the ability to do so!
 
</font>
 
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10-11-2013
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" |
 
 
[http://camelotunchained.com/v2/piercing-the-veil-1/ Piercing the Veil #1]
 
 
|style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |
 
 
Lore/Setting<br><br>#realms
 
 
|style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%|
 
 
<font color="tan">Q: Are “[[Arthurians]]”, “[[Tuatha Dé Danann]]”, and “[[Vikings]]” the final names for the 3 realms or could those change before release?
 
<br><br>
 
<font color="grey">A: These are not yet set in stone! I am on a steady diet of Founders’ thoughts and opinions, and this topic is no exception. I distill down what you folks say into a readily digestible formula for the team to consume (even though many of them are happily active and/or lurking on the forums). Fun Fact: Mark was originally going to use “Sidhe” instead of “Tuatha de Dannan” but he thought “Tuatha de Dannan” just sounded cooler.
 
</font>
 
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Classes<br><br>#devout<br>#weapon choice
+
Classes<br><br>#Devout<br>#weapon choice
   
 
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==Source Listing==
 
==Source Listing==
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{{Anchor|Test}}
 
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Class Reveals Q&A
 
Class Reveals Q&A
 
#[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
 
#[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]
  +
#[https://www.youtube.com/watch?v=WpQ9VWrIJ_g The Archer Archetype Reveal]
 
Other Q&A
 
Other Q&A
 
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Latest revision as of 10:27, 30 July 2016


This article is a stub. You can help Camelot Unchained Wiki by expanding it.

Overview[ | ]

The Q&A Tracker is a collection of the questions and their answers from released livestreams and other media, all in one location for those who are looking for something specific.

For more specific criteria, you can use your browser's find section (typically Ctrl+F) to look for more narrow results. Searching for #physics would pick out all the Q&A dealing with physics, and so on.

Inspired by the Chasing Mark Jacobs Document that collected Q&A from the comments section of the Kickstarter during it's campaign. Special thanks to the individual(s) that put that together.

** Disclaimer ** The questions and answers may be edited to be more concise, terse, and/or to cut out banter or inside jokes. This is done for clarity, and the spirit of the questions and answers will be kept as much as possible. Names are also removed.

#Tag Glossary[ | ]

Class Reveal[ | ]

Q&A from a series of weekly videos that revealed ten sets of combat archetypes at the end of winter 2015. These videos were hosted by Mark Jacobs and Ben Pielstick

Archer Archetype Reveal Q&A[ | ]

10-09-2015 - The Archer Archetype Reveal

Category Q&A

Classes

#divine intervention
#death curse

Q: What's your vision of pre-made abilities such as Divine Interventions and Death Curses, seems everyone is going to have some divine interventions and death curses. What are these?

A: The whole concept again between DI and DC and abilities, are—these are not abilities in the way that we're describing abilities. Abilities, whether they're based on components, or even if we had some precooked abilities, those are meant to be used all the time. That is how you will level your character. This is how you play the game. A divine intervention and a death curse—these are, essentially, just like in Pen and Paper games, at least the games that have that, you're rolling the dice because you're about to die. You know, you're rolling the dice knowing that you are absolutely going to die. You're willing to die and you're going "to hell with you" that would be the Viking's attitude "to hell with you", and you're calling on these abilities. So, keep that in mind. These DIs, these DCs, are not abilities in the sense that they're meant to be used all the time. They will have a long re-use timer on it, so if you use your death curse, don't expect to come right back into the game and be able to use another death curse or another death curse, or even the same death curse, right away, because that would make them pointless, and that would also make them a lot less fun, you know, for other players, right?

It would be less fun, and it would also make combat very crazy, because if you were using your death curse every time you died, and everybody was using their death curse every time they died, and you had a big battle in which people were dying all the time, everybody would be exploding and causing catastrophes and all sorts of the crazy things that happen in these abilities—we don't want those to happen all the time. We want them to be unique and rare, and to be used in situations in which you think they will actually make a considerable difference. Because if you're using a death curse, let's say, just to spite someone, just because you felt like using it, and it's not really going to change the outcome of a fight, that's kind of wasteful. But if you use it in the middle of a fight that's close, you might be able to—even though you died—get that last big hit in, or get that last, you know, control bit in that wasn't going to happen otherwise, but you died and you threw that out and put that little bit of extra effort in that could actually make a difference and turn a fight. So we want them to be situational, and used when appropriate. Not all the time.

Classes

#ammo
#Blackguard
#quivers

Q: Can you talk a little about quivers? Specifically the Blackguard because his Death Curse uses them. How will ammo in general work?

A: Ammo in general, right now, is really broken up into two different types. We've said—and we've talked about this on the forums as well—that basic ammo, you're going to be either able to carry an awful lot of it, or it will be just something that you can have in an unlimited amount. But these are very basic arrows. These are just like, um, you know, uh, melee fighters—you don't want to always be running out of your basic—if your sword broke every battle, nobody would want to play a melee guy. And it's the same with the archers. We know that you can't carry 3000 arrows. I mean, that would really break the whole encumbrance thing that we've talked about from the beginning. So you're always going to have a basic, or a supply of very basic arrows. However, the more powerful arrows, the arrows that will be made by crafters. Those things you're going to have to carry like an inventory item. Now, will it be 50? or 100? Whatever the number is; that's obviously something that we have to work out during Beta. But, they are two separate things. You will be able to, at least right now, always have an arrow that you can shoot. 'Cause, especially in the case of the Blackguard, if you couldn't carry enough arrows to go out into the woods and actually do something, there'd be nothing else for you to do. And that'd get, you know, obviously, pretty boring. So, you know, look, there's a fine line there. We know we've said no hand holding, and I think this is a good way of saying, you know, yes, the more powerful arrows, the arrows that you're going to want to use most of the time, you've got to be smart about. But, there will be plenty of opportunities to use the basic arrows, um, you know, quite effectively. And we've also talked, as well, about carrying essentially components that you can use, you know, as an archer that are made by crafters which you could them assemble. You can't do it during a fight, but during downtime, you could assemble those components into additional arrows that you could use after the assembly.

There's a bit of these details that we still have to work out the exact functionality of, but the general idea is that we don't want you just running out of arrows. Not, at least, very often. We want to allow for that, because it means that you do have to consider your ammunition but we don't want that happening all the time, we don't it to be a huge limiting factor where you're constantly worried about—every fight I use up all my arrows and I constantly have to go back and get more. So if you're carrying around enough extra arrows. If you're playing a forest stalker and you're getting free extra arrows because you're in a forest, or if you're just carrying around some of these components in your backpack, and you're like "hold on a minute, let me put together some more of these and fill my quiver back up." You know, there need to be some methods that happen there, just exactly like Mark said, just like a sword. Like, if your sword breaks every fight, you're not going to want to play this game very long. So there's going to be a enough of a cycle there that you're not going to have to worry about it on too frequent of a basis. And how frequent that is? That's something that's going to have to come up through testing because we could just make up a number right now, but we haven't tried it, and we haven't gotten all the complaints that say people don't like it that way and make it longer, "I never have to worry about arrows, why do I even care?" and so make it shorter. So, we'll play with that some, and it will be something that—no doubt—goes back and forth, so the first time we do it, if you guys are out there playing the game, keep in mind this is something that will change, because we're just going to put it in the way that we think it will probably go, and then we will adjust from there.

Classes

#ammo
#salvage

Q: Can you salvage and recover arrows from the dead, or enemies arrows. I know we've talked a little about pieces, parts as you go. What about maybe using another realm's arrows?

A: Yeah, so, that's something we would really like to be able to do. Obviously, these arrows being crafted means that they will have a durability to them, even if you can recover them so you can't just, you know, go out some days, fire a bunch of arrows, collect a bunch of arrows, and every day you're doing that and so nobody ever has to make new arrows, because they're always just picking up and throwing arrows around. So even if you can salvage complete, intact arrows from the battlefield the fact that they've been fired and used means that that will count against their durability and they will eventually have to be replaced. We would like to be able to have scavenging, because it would be really cool, but it's a technical feature we'll to have to figure out exactly how we're going to implement—whether you'd have to have some way for the world to track what arrows exist in an area, and then you use scavenging and it collects from that pool, or whether we can actually have all these physics objects lying around that you can go around and individually pick up. That's a lot of polys lying around on the ground that we probably don't want. So we'll probably have to come up with something that's somewhat abstracted there, but salvaging arrows from the battlefield is something we'd like to do to some extent.

Classes

#Archers
#combat

Q: Is a short range skirmish, a la WAR's Shadow Warrior will be something that it possible, or is that too fast for this game?

A: I don't want to say exactly fast, but that's sort of what the Winter's Shadow is, right. He's sort of the skirmish archer, right. He has his shield so that if somebody gets up to him he can bash him with his shield. He'll be able to out an axe or a sword or something, and fight sort of close range. But he also has a bow, and so he will do best when making use of that, and kind of going back and forth between the two as needed, depending on people trying to close with him. As far as the actual pacing, the Shadow Warrior, as far as Warhammer, I don't want to get into all the specific minutia of the details of that, but the mobility is much higher in a lot of these other games, where you're allowed to run at full speed, and fire at full speed, and do full time kiting. That's something that we're not going to stick with. If you have your bow out you're fine to run around at normal combat speed just like somebody having a sword out. You're going to slow down with each progressive step, of like, okay, I've loaded—nocked an arrow, right, that's going to slow you down a little bit. And you're drawing your arrow—you're ready to aim and shoot somebody—that's going to slow you down, so you're not running around, you know, kiting at full speed while firing arrows, running backwards and shooting people. It's going to slow it down a little bit more than that. So it's going to be a bit more tactical, you're going to have to be somewhat more careful, but not as much as a mage who has really stand in a fixed location and use spells and stop in order to cast.

Classes

#camouflage

Q: How prominent is camouflage for the class overall? Is it a core focus, or something that's just added on?

A: I think it's a very important part of the class, especially for the Stalkers and the Shadows. I mean, these guys, not only part of their survivability, but part of their usefulness, when they so solo of course is camouflage, right? If you've got a bunch of your folks and you want to play a group that is guarding the borders, or guarding an area, being able to camo and hide 'cause you know those nasty other realms happen to be heading in your direction—having effective camo is kind of important. Will it be useful—and again—like stealth? With being able to go pop right back into camo? No. It will not. It is not stealth. It is not intended to be stealth. But it needs to be useful, especially for those folks who want to play the solo character who's hiding, who's waiting for the right opportunity to jump into a fight, or to start a fight. So, yes—it's important, yes—it's going to be something that factors heavily into their make up, but not in that sort of way of other games, of popping out of stealth, taking a shot at somebody, and then popping right back in. That is not part of how camouflage is going to work in this game.

Classes

#projectiles
#reaction system

Q: What is planned to happen when an arrow projectile hits a spell projectile? Is there an interaction? Do they deflect each other?

A: Magic! I mean, that's what's supposed to happen, right? It's AIR! That was the whole point, or one of the points behind the [A.I.R. system]]. Anything that can be cast, whether it is a spell, anything that can be thrown, or shot, like the projectiles of archers. All this is meant to interact with each other. That's the key. And whether it's a fireball hitting an arrow, or it's an arrow, or certain arrows that are made for deflecting—you know—magical attacks, that's all part of AIR. So, you know, as soon as we get the archers into the game and working, we're going to be playing with that.

Archer Archetype

#Archers
#disruption

Q: Will you be able to use bows while being hit from enemy melee?

A: Archers obey the same disruption rules that everyone in the game obeys, so if you're taking damage, it's not just the damage you're taking, but the disruption damage that you're taking. So, depending on the disruption health of your ability, you might be able to survive somebody hitting you, assuming they're not hitting you with a lot of disruption damage. If they hit you with a lot of disruption damage, your ability that you're in the process of is going to be interrupted, and that may have a number of very bad effects, depending on the components that you're using. But, in general, you don't, probably, want to be hit a whole lot while you're using bow abilities. In the same way that you don't want to be hit a lot if you're using magic abilities.

But if you could do that, if you're in a good fight, and you think, well, boy, I'm about to die, but I think the other guy's about to die, you might take the chance, rather than trying to put away the bow and draw a weapon, or even run away, and not use a death curse or DI, to hope that the guy won't get enough disruption damage to block the shot that might kill him. So you can still do it. Certainly, it's not something that's just binary, one or the other.

This is not a full hard interrupt system, where anything that touches you interrupts every ability that you're using. There's a wide range of how easily disrupted your ability is, based on the components that you used to create it. And then there's the possibility space of how hard is that guy going to hit me with something that actually tries to disrupt me. If he's just trying to do pure damage, he might not be disrupting you that hard, and you might be able to get some of your abilities off. So there's always that chance.

We don't want a game where is somebody breaths on a mage, somebody breathes on an archer, and all of a sudden they can't use their attacks, because that would be silly. That's not good RPS, you know, especially nowadays.

Classes

#Archers
#melee viability

Q: Will archers have access to melee weapons? Will the weapons available be different depending on realm?

A: They will have melee weapons. We don't list everything, obviously, we're just giving you a few samples in these reveals, so that's not comprehensive of all the things they can do—we'rejust trying to give a few of the highlights that give you a flavour of what this class is generally going to play like. Everyone can use weapons unless specifically stated otherwise.

You know, where we say 'this guy specifically can't use this', or 'this guy specifically needs to use this', in the case of some abilities that require specific interactions with specific weapons and things. But, yeah, archers, you know, if you want to pick up a sword as an archer, you can definitely do that, and you probably should in most cases, have a backup weapon, even if you're not highly specialized into that like that blackguard, like, probably will want to carry a secondary just so that when somebody gets up on him, he can hit them with a weapon and fight back which will probably be a lot better then him just trying to point-blank shoot bow abilities back at somebody who's hitting him with a melee weapon.

Classes

#body parts
#targeting

Q: Will archer shots target body parts?

A: Yes. Body part targeting is part of a lot of abilities, archery is definitely one of those. We're currently in the process of working that into our system. Obviously, as you've seen, we've done a little bit of testing with wounds. We're going to be expanding on that, getting into wounds to different body parts, then we're going to get into the ability components that use those body parts as specific targets, but we're also trying to integrate our physics system into that, as far as validation is concerned. So if some guy is peeking up over the top of a wall, and you're trying to shoot at his foot, and you can't see his foot, you can't hit it, just because physics says you that can't. But you're still going to be able to bake in your ability that you intended to do that. So if you can hit somebody, and you can have physical line of sight to those body parts, that you can hit them. So we're going to try to work that out, but that is, again, another work in progress thing. But, yes, just the general short answer of, 'can I target with archery different body parts?' Yes.

Classes

#Blackguard
#camouflage
#divine intervention

Q: Blackguard divine intervention indicates that it can target someone in camo. How do you prevent that from abuse by UI Mods?

A: He's talking about being to hack the UI and find people who are in camo. It's a specific attribute of that ability, so when that ability is triggered, that will find the person who is in camo. This is, again, going into the intricacies of the stealth system in general, I mean, camo is not the same as stealth because it has different restrictions, but it follows the same underlying system as far as the code is concerned for, you know, can your client have knowledge of other characters who are in stealth, and the answer is no, because that would lead to radar. So, in that way, stealth and camo are basically obeying the same systemic rules. And so, different abilities violating those rules and allowing you to detect people, or allowing certain abilities to work, it's a message from the client to the server that says, 'I'm going to try and use this ability, can I do it or not?', and then the server has to be authoritative on whether that's possible to hit somebody who is stealthed, or to be able to detect somebody who is not necessarily there, because the client doesn't even know about it.

And the thing, as well, to keep in mind, again, is that DI ability is not an ability that is meant to be used all the time. It is something that, again, will have a very long re-use timer. It is not something that you're going to, in a single battle, or even in multiple battles, on the same day, necessarily, be able to use. And it's so important to keep that in mind. Otherwise, there might be issues. But this isn't one—this is not going to be a problem, because, again, these things are not meant to be used a lot in a a single day, let alone in a single battle. You will not be able to use death curses—I can guarantee—you won't be able to use death curse twice in one battle.

Classes

#progression
#skills
#Winter's Shadow

Q: You talked about progression, as like, let's say, Winter's Shadow, you want to train your bow abilities, but because of being forced into defence, you're required, in order not to die, to use your shield as much or more than your bow. Will there be way to counter this unwanted training of skills?

A: If you feel that it's mandatory, if like, well if I don't use a shield if I don't use a set of abilities, I'm just bad. Well don't use a shield.

Honestly, I just don't see it as being unwanted, right? If you don't want to level up anything in the game, we could say, well no you can turn off levelling. So I don't think—honestly, I think if you pull out your shield, it should level. If you don't pull out your shield, then it won't level. Because it's not automatic. You can't just go into combat, use your archery abilities, and then when somebody comes up to you, you switch to the shield. You don't. You have to make that choice to use your shield.

But if we're giving it to him as a big part of his character, right, a big benefit of this character and what makes him different from other characters is that he can use a shield. If you choose not to use that shield, you could do that.

It's not necessarily going to be the best choice. So they're feeling like, 'I'm kind of forced into using it', and yeah, you kind of are. It's like 'I want to play an archer, but I don't want to use a bow.

Well, we're not forcing you to use that bow, but you kinda should. So, you know, the shield is a less strong choice than that, because if you wanted to play a Winter Shadow without using a shield, you certainly could do that, you're going to miss out on a bunch of things. There might be some alternative choices in there where maybe there's a dual wield version of him, where he doesn't actually use the shield, and so he can go into melee and not have to carry a shield around with him, if he really doesn't want to. But he is kind of a back-and-forth hybrid. A big part of his core components is that he has good weapon switching, so that he can switch back and forth from his bow to something else. So if you're not doing that, and you want to stick exclusively with your bow, that's probably not going to be the best pathway to go for that character.

Classes

#defense
#progression
#Winter's Shadow

Q: Would there be a drawback to frequently be in a defensive position, where he wants to specialize in bow damage, could his shield being higher than his bow prevent him from making progress on his bow because of some aggregate soft cap.

A: No. That's the whole point. If you have, whether it's a hybrid, or a class that has abilities that might not be the ones you would think at first would be associated with the class. We wouldn't put you guys in a position of, well, you can't level up your bow up all the way because of your shield. If his shield is part of the planned mechanics of the character, then of course you're going to be able to level them up.

Classes

#Archers
#trick shots

Q: Combat physics sound really interesting to where we're going to be able to target certain body parts. Does this mean we could possibly have ricochet or trick shots?

A: I don't want to commit to that at this point. One of the things that we had as, sort of a bug earlier is sort of the default behaviour for abilities is that they would bounce off of things. And so we've talked about that here and there, about putting that back in—probably not something for arrows because that's a little bit too crazy-fantasy of bouncing arrows off of things. But something that you know, maybe magic abilities might leverage to some extent, if they can ricochet off of things, or specifically if they can roll down hills and other things like that might be something that some abilities will be capable of doing in the game.

Not a chance of committing to it now. We've got to get a lot of other things working, you know, in physics, and in servers, as always, server-side physics, before we'd even consider putting something like that in there. Except for fun.

Classes

#Archers
#visual cues

Q: How do you visualize the archer into a visual game? For example, heavy war arrow does extra disruption damage. Will the arrow glow a different colour? How will victims know victims know that that is a highly disruptive attacks versus a high damage attack? Will there by a floating rune system like the mage, etc.

A: For certain things, we'll do callouts. Probably not for things that are just on a sliding scale, like that. You know, can you tell the difference between a sword attack that does 10 damage and a sword attack that does 15 damage? Probably not visually. You're probably just going to get hit for an amount of damage and then you can tell how much damage you just took. So, not everything is going to get that level of differentiation, but something that is going to have a really special affect, like, you know, on the forest stalker, if they're attaching plants to their abilities, you might see that arrow looks like it's got vines trailing behind it or something, so you can tell, oh, that's something that's actually got a very unique and different gameplay effect, as opposed to something that just has a slightly different stat, or a different amount of damage. Or flaming arrows, or things like that. Anything with a different effect.

We really want to call it out. And it's easy to call out, right? Because if something's going to be hard to see, and distinguish in melee, or in combat, the odds are it's not worth a lot of effort. But if it's things that can easily be well represented by Mike, you know, through particle effects, or any other system—we're just simply building bigger projectiles, right? Arrows don't necessarily have to all be the same size.

Archer Archetype

#range

Q: Will archers have the longest range in their realm for the three classes, or will some mages have longer range that the realm's archer?

A: Maybe, and the reason for maybe, um, is one of the things we've talked about from the beginning—and we're not trying to dodge the question, honestly—is what role will Mages have in siege combat. If—and the plan still is of course for Mages to be very effective in siege combat—and if that's the case, spells like the fireball which you've seen during testing, or things that have a long and, you know, very, uh, high arc, you can argue that they have a greater range. You know they're travelling a greater distance. Now, these spells will be, most likely nigh-to useless in non-siege situations, you know, 'cause they'll be slower. They'll be cast from a long distance. So you can argue that they might have the longest range in the game. But in group combat, or in, you know, one on one combat, you would never try to use one of these spells. First of all they take forever to cast. And you can just, you know, kind of move away from them. So, that's why it's not an attempt to dodge the question. It's just, when you have a system like ours, where you can have mages do things that they don't normally do in other games. Where you have spells that don't act like spells in any other game. The concept of who has the longer range, is not, you know, one that's easily answered. And highly situational.

Like, in specific situations, there will be a yes or a no answer, that's very clear, like, uh, probably the—the biggest thing to differentiate is to say that arrows are very fast-moving projectiles. And so they're very effective at player targeting.
Whereas spells might have tracking, and might have, uh, more power to them in some cases, versus some situations. But they're not going to—if they're tracking projectiles that ignores gravity, and the mage has to, you know, use in such a way they're not going to go as far. And so if you're going to use a big siege ball, or something, that's going to go pretty far but it's still going to move fairly slowly compared to the travel speed of an arrow so it's not going to be as good at, like, anti-personnel type situations. Uh, and so there's a lot of differences. Now a mage could still cast a giant, you know, uh, firestorm in the sky and then have some, you know, group of people pushing it in a direction, and like—does that have a long range? Well yeah. It goes really far and it covers a giant area, but, like, we're not even talking apples-to-apples about the same things, so you know, it's a very hard question to answer in that way. One thing I will say, and probably should point out, though, is that range in our game is very far. So, if you're used to plyaing these games that have a max range of, you know, 30 metres, 60 meters, whatever. Uh, our ranges are typically much father than that. So, when you talk about who has a farther range, it's like, well, engaging someone at max range means you're shooting things so far that your accuracy is going to be fairly inconsistent when it gets to using those abilities. So, where it becomes effective is a much more sliding scale. As things get closer to you, the time to hit—because projectiles are not hit scan, they're actually travelling through the air as physics objects—the time to hit becomes much shorter and so the effectiveness goes up. And so fighting even at max range is not necessarily going to give you, uh, the results it would have in another game in which, you know, as soon as somebody steps into range evertying is functioning at max effectiveness.

Classes

#Archers
#group dynamics

Q: Generally speaking how are archers going to be desirable? Will they overtake their Mage counterparts in group vs group situations?

A: So, archers primarily deal physical damage as opposed to magic damage. Um, there are some fundamental differences there, where, it depends a lot on armor, because, uh, arrows, primarily using piercing damage, need to penetrate the target's armor. Heavy armor is good at resisting piercing damage, cloth, not so much. Um, so, depending on the targets that you're selecting, the groups that you're tending to fight against, the more heavily armored they are, the less effective archery is going to tend to be. Uh, magic doesn't care about that so much. It cares about magic resistance. It cares a lot about the engraving system that we're going to be talking more about here in the future, and uh, the general magic resistances that targets have. So somebody that's in very light armor still might have very good magic resistance. And so, a mage might be having a very hard time with somebody that an archer would have a very easy time with. So it depends on the characters. Um, as we mentioned a little bit earlier, also, uh Mages tend to be fairly immobile, most of them. Uh, archers all sort of have, uh, an inherent mobility, in that, you know, when you're drawing and firing, you know, you're less mobile than you would be if you were just running around doing nothing, but you still have some good mobility, and, uh, and in a lot of cases you can do, uh, a lot more by, you know, slight adjustments here and there, whereas mages want to, kind of, tend to, build up there area and kind of stick to these—sort of—static locations. So if you're in a group that's highly mobile, a group that's going after low-armor targets. If you specifically want somebody in your group to pick off low armor targets, um, you're going to want to have an archer as opposed to a mage. Mages have, you know, various other things, and when we get to talking about Mages we'll talk about some of, their benefits. We're going to primarily talk about archers. So I'm not going to get into all the cool things that mages do, but, um, yeah, using arrows, using piercing damage, uh, and being mobile and picking off people at a long range is a lot of what archers do.

And it also depends on, not only what you're targets are, or who your targets are, but where you're fighting. If you're a TDD archer and you know you're going to be spending most of your time in—or, TDD group, sorry—and you're going to be spending most of your time in Viking's land, or in Arthurian's land, then some of your abilities won't be as effective. And that will factor into your choice as a group. Alright, do you want to take, you know, the archer who won't be quite as effective today as he was when we were, uh, sitting, you know, back and defending our realm. So maybe, the trade-offs with a mage won't feel, you know, as bad this time. Or not as bad, but you know, it won't be—it will not be as helpful, uh, to have the TDD archer this time as it might have been the day before. So, uh, just like the last question, it's really situational.

Gameplay

#melee balance
#range balance

Q: With so much range, won't this be a handicap to melee and aren't they at a disadvantage? And contrary, if projectiles need to hit a target to deal damage, will this affect range characters's DPS, and will players favor melee over range a lot due to this?

A: Isn't this perfect? This is great. I mean, this is awesome. So, you know, one of the things—and just to segue a little bit, and for a very short period of time. When I was in law school, and acting as an arbitrator, uh, during my first year, one of the things that they tried to teach us was that the best deal that you could make as an arbitrator is when both sides were unhappy with it. And that is perfect, because right now you really do have two people looking at the same system and going, well, but this is bad for this group, and then they're going this is good for that group. So—and that's what's really fascinating, the game is balanced when everyone is overpowered.

That's the best part of this kind of a system. So, you know, if combat—if melee combat, uh, well I should say, if ranged combat is very powerful. If it is always tracking 100%. If it's not projectiles, but really spells, then you'd be absolutely right. Melee characters would be in a lot of trouble depending on what survivability abilities we give them, right? But in this game, with projectiles tracking, but not tracking like the latest and greatest homing missile, you know, ever invented by man. You're going to have, as a melee character, the ability to just get out of the way. You know, to dodge some of the abilities. Not by, you know, bunny hopping—not bunny hopping—not by active dodging and rolling, and double tap and all that, but by using the terrain.

You can certainly hide behind rocks and trees and things, and move, and that's something we've seen, you know, quite a bit, even vs magic, with the long ranges that magic has in the, uh, the current version of the game when we do play tests, is that you have to take into consideration, if you're just in the middle of an open field and there's a melee guy who's way out here, and a mage who's way out here. The melee guy's going to have a pretty rough time, um, but again that's in the current version of the game. We don't have armor, we don't have damage resistances or shield's working yet.

Imagine you're a melee character with a shield, in heavy armor, and arrows are just going to be, you know, getting stuck in your shield and bouncing off of you as you're closing on this guy who's just like, frantically shooting arrows at you, and like, you're going to have a pretty easy time closing up to him. Um, but if you don't have very good damage resistance, and a mage starts throwing stuff at you, you're going to not have as good of a time. So there's situations where it's good and situations where it's bad. Um, but, just as a general principal, because melee characters tend to wear heavier armor than—than non-melee characters—except for stealth, but you have stealth so you don't worry about this as much. Um, if you're just running around in heavy armor you have an inherent advantage against arrows because arrows are physical attacks. So that will help compensate for that a little bit.

And one of the things that we talked about—actually before this—was the idea of looking again at arrows as not being magical spells. They can't go through trees. They can't go through rocks. They can't go through, you know, anything else that exists in the world. So, you know, yes, if you're on a totally open field, you're going to be in a bit of trouble. But, if you're in the forest. And even if you're in the TDD forest, and the TDD have uh—the archers have advantages there—they can't just shoot you through the forest. These projectiles still have to pass through the trees. So, even if there's a longer distance for you to cover, you've got—well, you've got cover. You've got things that can deflect, and can absorb, uh, these arrows. So, trade-offs. Always.

Classes

#arrows
#target penetration

Q: Will arrows be able to pass through a low armor enemy doing damage like, in his hand, and hit a second target in the leg?

A: No. We have absolutely, no plans yet to implement something like that. Is it something we could always look at in the future—or we could look at in the future? Maybe. But let's get it—let's get the system working were we can actually shoot an arrow and hit the intended target before we worry about if that arrow then could pass through the hand, continue its flight, and move on to another target. Though I'm sure Rob would be fascinated to try to figure out how to make that work.

Classes

#Archers
#Beta
#bunnies
#camouflage

Q: Given the amount of tech to get archers right, will we see them in the game soonish? Also, will NPC bunnies have camo?

A: Well, I've said this before and I'll say it again. Camo for bunnies is confirmed.

I think bunnies will have fairly high concealment. I'm not sure they will actually use camo. But they could. I think we you know, should, give them the ability to use camo, make them impossibly, we should level them up, and give them, you know, big teeth, and things like that too.

Okay, that might be going a bit much, but it's not actually far-fetched that bunnies would use camo. Just throwing that out there. They certainly will have relatively good concealment because they are small. To give out a somewhat serious answer to a kind of ridiculous question.

Um, so tech and archers.

I don't have a timeline—obviously, we had archers in, in the game, some of you may, or may not know, we had archers in the game a while ago, and started testing them out, and found that we had some core issues that we couldn't resolve at that time, because it would have taken a lot longer of engineering time, and then we would have had to push out the schedule on some of our other things that were higher priority, so, we kind of took them back out, and have them slated for a kind of pass 2, uh, before we get them back in. Um, We have a lot of the animations ready, once we get, uh, some of the more animation stuff working, uh, we have to do a bit more work on our stance system, um, and, we need to work on some targeting related things, uh, and a couple things we're not even talking about yet before we, get some of the cooler and, uh, more unique features of our archers in that we'll talk about later. So, I don't know if we have even on the schedule when the timeline is between now and Beta, but this is a Beta feature.

So, Beta will not begin without this working. Sometime between now and Beta, this will happen. It will probably happen—as with most things, when you guys are in these play tests—in small progressive steps. Where it starts out, and it's kind of wonky and it doesn't work very well, and doesn't do very much, and it gets a little bit better, and a little bit better with each play test, until, you know, by Beta, it's going to be, uh, solid and fun in a way, that you know, we get a lot of good feedback and get a lot of iteration time.

And that's exactly why we picked them as one of the opening trios because they need it. And the longer that we'll have to play with these guys, the better they'll be. So, yeah, they are absolutely confirmed as one of the Beta trios we said that last week, we'll say it this week, and we'll probably be saying it for the next eight weeks after this one. These guys have to be given time for you folks to play with and for us to balance them.

Arms and Armor

#bows
#weapon variety

Q: What different varieties of bows will the different classes have access to? How much variety will there be, and will they have different effects, noticeable ranges differences, etc.

A: Think of them as bows like any other weapon, right? If, crafters could only make one type of sword, and the difference between these swords was almost nothing, then crafters are going to be pretty mad at me, and, you know, so will the folks who use the swords, because we've been talking about—right from the beginning, even before the Kickstarter—of having a crafting system that matters. So if all bows are the same—just like if all swords are the same—then the crafters are going to be out of business, oh, less than a month, probably, after the game's—you know, opens. So yes, of course, there will be lots of variety in bows, lots of variety, uh, in terms of, uh—whether it's damage, or range, and other things, uh, that will factor in to, you know, every type of weapon. Not just bows, and certainly not just swords.

Fun

#baby wheel

Q: Will Archers be able to kill the baby wheel?

A:....

Classes

#Archers
#playstyle

Q: Will archers be more useful in defence situation, and weak in the battlefield, say, 1v1?

A: Well I think we've covered that. It depends, one, on the archers, and it depends how you want to look at weak. I mean, honestly, uh, 1v1, will the blackguard going against, you know, the best damage dealing melee character, uh, be in trouble? Well, sure, of course. Uh, on the other hand, will the Blackguard, 1 on 1, going against a mage who's geared, you know, ability-wise, uh, for taking sieges, will he be more effective? Yes, he'll be more effective 'cause his abilities are geared to kill other players. So, you know, we don't want these guys as a weak class, but we won't want them—obviously—as a class that can stealth, come out, one-shot ya, and then go back into stealth. And fortunately there's a huge gap, you know, between useless and OP, and that's where we're going.

Yeah, this is the same RPS question when we talk about any class. Like, is this class good at 1v1? Sometimes they're good at it. Sometimes they're bad at it. It depends on if they're in the positive side of the rock-paper-scissors arrangement or in the negative side. Some classes are going to destroy other classes, and those classes that are getting destroyed by the one class are going to destroy in turn other classes. And so it's not as if anyone is specifically great—and we're not even talking about just going out and soloing, because soloing is obviously, you know, kind of a niche thing that not everybody's going to be great at. But just when one guy catches you, and you—and one single enemy in the middle of the large fight runs up and starts attacking you, or even starts from range attacking you, you know, dealing with that situation where you're only—at the moment—concerned with how you're going to respond to a single attacker. There's going to be different relationships. And there's going to be different targets, to you're going to have to be careful about who you select as a target and who you specifically stay away from because you know if they get on you, you're going to be in trouble.

Classes

#camouflage
#stealth

Q: Can you elaborate on camo? How will it be cast? What it'll look like, will the players be able to travel in camo? Similarities to — and differences to stealth.

A: Well, I mean, I think what you actually just asked highlights some of the differences in stealth. Uh, no, the idea in camo is you're not moving at full speed in camo. You know, if you want to move at full speed, you should be using stealth. You should be one of the classes that can go into the veil. In terms of what it'll look like, uh, you cannot camo—you should not be able—I hate to say cannot, but it will probably be a cannot—uh you cannot just be in the middle of a field, wearing, you know, bright gold armor, even if it's made out of leather, and hit a button, and go into camo. On the other hand, if you're wearing the appropriate armor. If you've got the things that were made by the crafters to help you in camo, and you're trying to blend into—whether it's the forest, or blend into snow, you'll be able to do that. And, again, I think the most important differences is absolutely to remember, this is not walking through the veil, or running through the veil. This is meant for the characters who want to hide in certain places. Maybe move around slowly among—within the same type of terrain, and is properly specced and geared for that. Again, if you're going out in your hot-pink dyed armor, you're not going to be able to blend really well on those grey rocks. It's just not going to work that way.

Classes

#Archers
#archery mechanics

Q: If archer's can pull arrows from quivers, then line up the shot, then draw the bow back, and finally shooting. Can you elaborate on how that would translate into button presses. Do we press one ability button to trigger all those sequences automatically, or will some of the things be done manually?

A: Okay. So, right now we're working on, uh, putting our component system together in such a way that's it's modular enough that you can do either one of those. So the idea is that if you wanted to just walk around with your bow you can do that—obviously, you can walk around with just a sword. If you wanted to just nock an arrow, as in, get an arrow out of your quiver, put it on the string and hold it there—not even draw it—just walk around like that, that you could do that as a single action, as a single ability that has the components of the bow and the arrow and the process by which you load it and those are your components and that would be an ability. If you wanted to go through the rest of the steps and say, not only do I want to get the arrow out and put it on the string, but I also want to draw the bow and I also want to aim at somebody and I also want to fire, and I want to take all the components that it takes to do that and put them all into one ability, so all I have to do is push one button and it goes through the entire sequence. You could also do that. So I think allowing that flexibility will give us a lot of different play style options, just, like, sort of personal preference options in the way that you create your abilities. You know, do I want to make a button for, each, you know, loading each type of arrow, and then another button for drawing fast, or power draw, or whatever, and then do I want to make another ability for the way that I'm aiming at the target, and then I—you know—every time I use an ability I'm pushing three buttons. Or do I want to just make a bunch of these combinations of like, well, I like doing this combination over here, and then this combination, and then this combination, and then you have, you know, dozens of different combinations, or you know, more or less depending on how many different things you want to be able to do and how much flexibility you want. Um, but every button press is a full action that goes through all the things in a sequence. That's kind of something we want to leave up to you guys, because, either way, you know, you either have to make a whole lot of ability buttons for every possible conceivable combination, or make only a few combination things and then push three buttons every time you want to shoot an arrow. So neither one of those is something that we feel everybody is going to like, um, but one or the other or a mix of both is something that we kind of want to give to you and obviously test it both ways and see what comes out of it.

Devout Archetype Reveal Q&A[ | ]

10-02-2015 - The Devout Archetype Reveal

Category Q&A

Classes

#Devout
#weapon choice

Q: The images show dual flails. Will this be valid option only for the Abbot, or will this be a choice for all classes?

A: The bottom line is, if we put in he mechanic that you can dual wield, certainly, like we've talked about for any of the classes, or even the archetypes, will you be able to dual wield if you're not an Abbot? Absolutely. But you won't have the special abilities, and that's the key. Can you pick up two flails? Absolutely. Why not? Will you be any good with them? Not as good as the class that has the abilities, or the components, or the styles that are designed for them. No different than if a mage picks up a sword. Can they swing a sword? Absolutely. Can they swing a staff? Absolutely. But the classes that have the components, those are the one who are going to be best at it.

Classes

#Devout
#healing
#tanking

Q: Will these guys be able to be specialized into a full tank with healing abilities?

A: Not a full tank, in that they won't have a lot of the same protection abilities and group defense abilities that actual tanks have, because tanks are a separate trio that we'll get into later. They can be fairly defensive, and any time you have a character that can heal, if they have a good amount of healing they can apply to themself, they can be fairly survivable, but that doesn't necessarily fulfill the full role of a tank, it just means that they're hard to kill.

Classes

#naming

Q: How long did it take to come up with the ability name "For blood to beer"?

A: Somewhat ironically, naming is one of the harder parts of actually doing a lot of these designs, because a lot of the mechanics you lay out in an earlier form, and go through and break them down into individual ability components, but then you have to go through and name everything, and naming a lot of the time is where you get a lot of the agonizing over trying to find the right words and phrasing and stuff. That is actually one of the parts of design that people tend to get hung up on, and tends to take more time than you'd think.

Classes

#Devout
#role

Q: What's the role of hybrid healer in RvR? They need to find groups.

A: Your hybrid healers are going to be either be, for a more offensively oriented group, might be your main healer. If you're really focused on just dealing as much damage as possible, these guys are going to contribute damage, so even if they're primarily healing focused in their activities, their inherent damage ability means that they will fit into a more offensively oriented group. In a more balanced group, they're probably going to fulfill more of the role of a secondary healer, you know when your main healer is getting focused, and has to focus on keeping themselves alive, or if they go down, or whatever, or if your group is taking a lot of damage, and you have to help support your main healer, increasing the healing output, you can switch from being offensive to being defensive, they can sort of fill in the gaps here and there. As sort of a secondary role in either doing damage or doing healing, so they help, you know, fill the gap that you might not otherwise have if you went with either a full healer or a full damage dealer.

Classes

#Blessed Crow
#concept
#Devout
#weapons

Q: What is the weapon called that the Blessed Crow uses?

A: I think they're talking about what he has in concept art, which is that he has a cauldron on a stick, hanging from a chain. There isn't a specific name for it, it's just a concept art piece of what that could look like. His main thing is that he has a cauldron which is something that he can carry around with him, and put down, and have multiples of, and sort of deploy in an arrangement, in an area, and do various things with. How he's going to carry that around, what the mechanism is, that's not a specific object or item or anything that we've created, that's just one of the concepts for how we're going to eventually deliver that in the game. We haven't really got that entirely sorted out. It's just a cool concept that we have right now.

Classes

#Devout
#hybrids
#role

Q: Since they're hybrids, will these classes ever be able to do as much damage as a full healer, or as much damage as a pure DPS, if they player desires?

A: My gut says no. I mean, if they were as powerful as a pure healer, or as powerful as a pure tank, and as great at healing as a pure healer, even if they fully specced, I think that that would take away from the role of the pure archetype.
Yeah, it sort of depends how you mean by that. If you mean over a duration, I would say no, but in specific instances, if they're trying to burst, if they have, like the abbot specifically has a bunch of stacking buffs and procs and things. So if he can get stacked up, he can do some pretty good either damage or healing over a short amount of time, but he can't sustain that the same way a pure healer or a pure DPS could.

It's a complicated question, because things such as the ability to regenerate your blood, assuming we go with the same mechanic, could also differ between the classes, so it's not simply looking at, okay if his heal can do 100 points over 30 seconds, and the other healer can do 100 points over 30 seconds, it is a more complicated. Thankfully, we can do more interesting things than simply look at one set of numbers, and go 'no these guys are equivalent', or 'one is weaker in one way, and weaker in the other way.' As always, it's about being a bit clever.

Classes

#Abbot
#Blessed Crow
#Devout
#hybrids
#role

Q: Looking at the Abbot and the Blessed Crow, the Abbot got quarterstaff skills. Is the Blessed Crow more mage/healer or fighter/healer?

A: The Abbot has a little bit more on the melee side of things. He's not exactly melee for DPS, because he does have smite and nukes as well. The Blessed Crow is more of a mage type, and less of a melee focus. It's more about the cauldrons and setting up your little deployables. It's a playstyle that a bunch of you are probably familiar with. Where you set things down, and make your arrangement of things, and cast spells on the cauldron to make the cauldron do stuff in an area, and have some interactions between them based on their proximity. So that's a little different. He has to focus specifically on that mechanic, whereas they Abbot doesn't have any deployables. He's just running around, hitting people and casting things, and has more of a diverse role.
And drink beer.

That is what's really important about this to keep in mind, folks, we told you before the Kickstarter, during the Kickstarter, after the Kickstarter, that we weren't going with mirrored classes. Now here's a perfect example, right?

Yeah, they're very different.

These three classes are in no way even close to being mirrored. These are classes with very different mechanics, obviously, and very different styles. And this is what you're going to see from us going forward. Not just with these folks, with other folks as well.

Magic

#damage
#Devout
#healing

Q: Will there be spells that heal allies and damage enemies?

A: Of course

Abilities

#Blessed Crow
#components

Q: This is about the Blessed Crow. One of the sample runes is "corpse consuming brew". How will it decide which corpse to consume? Will we be able to manage the corpses chosen with a modifying components?

A: Right now the definition just states that it's consuming them, and it's based primarily on proximity. If you have a certain number of them within range, based on the number of them that are in the radius, it scales it's effect. There will probably be some mechanics that go into that. We'll see what modifiers we eventually implement. Right now the base effect of that is just that if they're in range it eats them all, and based on the number of them that it eats, it does an increase to the power of its effect.

Classes

#Devout
#hybrids

Q: Just to be clear, these are hybrid healer/mages, and not healer/melee, correct?

A: Yes, Correct.

Abilities

#Devout
#cc

Q: Can the hybrid healer have any form of CC like Mez or Stun from Dark Age of Camelot?

A: We haven't gone down that path yet. Will any of these guys have crowd control abilities? We'll talk about that more as we get this class into development. Because it's a hybrid, I can say with about 100% degree of certainty, it's not going be one of the first classes we're going put into the game. So, could we add different abilities, some CC? It certainly is possible, but it is not something we're focused on yet.
These three specifically are not very control heavy because they already have to do damage, and they already have to do healing. They have a lot to do. They're also having to manage buffs and debuffs and control effects, that's going make them even more complicated. So they might get, you know, everybody will get a little bit of that, obviously, but probably not as heavy as some of the other classes we haven't got revealed yet.

Classes

#Devout
#playstyle
#specialization

Q: Will the devout players have to specialize into healing or damage? Can they be a jack of all trades? Or choose to focus on damage or healing?

A: Being hybrids, they sort of do a little bit of both. You can kind of orient yourself towards one or the other, since you are a hybrid, you need to be able to handle both of those. The Helbound is the one that goes the hardest in one direction or the other, because they are sort of a dual mode class, in that you can go into life mode and you can go into death mode, and you can do different things in each one, and swapping back and forth isn't necessarily always a great idea. So they tend to have a little bit more of that duality than the other ones. As this class, you are not meant to go one route or the other, you are supposed to be in between, you're supposed to be doing both things.
One of the things that people have asked us, and this really also started during the Kickstarter, was how can you make hybrids effective, right. Because people always say or complain, depending on which side of the argument you're on, that hybrids generally are not great classes in many, if not most, MMOs. And what Ben said here, that you should be going both, is really important, because that's one of the ways we can make them a viable class, right?

That does have a lot do with how to make hybrids good, because in the instance where you have hybrids that are just not as good at DPS and not as good at healing, if this the type of hybrid you're talking about, which we are, then you're just either a bad healer or a bad DPS, and why wouldn't you just pick a real DPS or a real healer? If you're able to do both of those things, and you're able to do them, more importantly, simultaneously, then you're not just picking one or the other. You're not just a poor version of something else. You're able to actually do more, and that makes up for that you're not doing as much.

Exactly, and that's really important for you guys to keep in mind, whether it's for this hybrid class, or other hybrids that we'll certainly be talking about over the lifetime of this game.

Classes

#Devout
#healing

Q: Will the hybrid healers get normal heal spells like pure healers, or only be able to heal with specialty abilities when damaging enemies?

A: They have regular healing abilities. You don't have to be damaging someone to heal, there are more abilities in these classes than in most of the pure healers. There's an exception to that but we won't talk about it yet because we haven't revealed healers yet. For the most part though, you will have a mix of both. So, if you just see someone who's damaged, you can generally just heal them with just a heal, you don't need an enemy to be present to damage them to cause the healing to happen. But that is a way that we can incorporate, as we said, that sort of duality, if you attack an enemy you heal nearby allies, and things like that. Those are a lot of the type of things that will help them do both things at the same time.

Gameplay

#aoe cap
#aoe healing

Q: Are there going to be AoE healing spells, and if so will they have a target cap?

A: We've been asked that so many times. Of course there will be AoE spells, and what we've said on the forums, and said even during the Kickstarter, as of now, there are no plans to cap in the way that other games have capped, and therefore look, there will be some limit on the amount of power, obviously, that can come out from the amount of power that you put into a spell. You can't say well I'm going to cast this tiny AoE and it's going to affect 3,000 people.
There specifically are more stringent limits on this when it comes to healing because of certain problems. If you have a heal that is just an AoE heal that heals everybody, the bigger your group is, the more effective that heal is. It can't work that way. Damage, kind of can work that way, because then it's worse against the zerg, but it's worse for the zerg for a group fighting against them because it scales more the more people it hits. That's generally going to wipe out big groups, but something that heals big groups is going to be problematic. So you have mechanics like, the abbot has an ability, already, that says it splits the amount of healing across the number of people that it heals, so the more people it hits, the more the power is divided among them, so it can't just provide an unlimited amount of heal that scales with the number of people.

There are also things that we'll talk about down the road that I think will work very well with AoE. I think we've mentioned some of it with healer vision. Ben: Yeah, we've talked about it here are there. We'll get into more detail on healer-specific things when we get into the actual healers

Classes

#Blessed Crow
#Devout
#item dependency

Q: Will the Blessed Crow need cooking-type ingredients to make different brews?

A: They are kind of item dependent, in the same way that the Abbot is going to be a little bit beer dependent. They're going to have to have some item dependencies. We haven't gotten into the details yet.

Lore/Setting

#Becoming
#Devout

Q: When will you update the Lore Becoming stories for these classes?

A: Update them? That means I've got to write them! At some point, certainly, each one of these classes, whether it's Max or I, or somebody else who will write, certainly, Becoming stories, you know, for each of the classes. But as you can imagine, not a priority right now.

Scout Archetype Reveal Q&A[ | ]

10-30-2015 - The Scout Archetype Reveal

Category Q&A

Classes

#Wisp

Q: Regarding the deployable Wisp, can you describe a bit about the independent control between the scout and the Wisp? Will it be feasible to control both at once? And utilize the class effectively with the class being split apart into two forms – so to speak?

A: Okay, so this is a little bit leaning on some of the tech that we’re gonna be developing for Spirit Mages, which by the way, is part of why spirit classes in the stretch goal order were before these classes. So, essentially what you’ll do is you’ll transfer your control from your main character to the Wisp itself, and then you’ll basically be playing the game as the Wisp and you can use the mode ability to kind of toggle back and forth. But you can only control, sort of one at once. See, it’s not like a pet where you’re actually running around as a character and then using pet commands to give pet orders and have it run around separately from yourself. You’re actually playing from the perspective of the Wisp, which can travel fairly far from where the player’s body is, and in this case, it’s actually from the lantern. So you can actually go to a location, put down your lantern, and then leave – then transfer to the Wisp that’s inside of the lantern and then run around that way; keeping your character much safer. Then, uh, and I think it’s even mentioned in the abilities, if your character were to die for some reason, but the lantern is still there and the Wisp is still there, you’re basically fine even though your character is dead. So there’s a very strong disconnect between these two things and they’re actually kind of separate entities. And the players sort of incorporeal control into the game world is being transferred between one thing and the other but they’re actually two separate things.

Classes

#progression
#Scouts

Q: Talk about rewards and progression for scouting.

A: Scouting is going to be very different from how other classes work in terms of rewards; because they are not going around killing people. And so a lot of the things to do with damage and healing and stuff are not generally going to apply. But they’re still using abilities. As our progression system is generally usage based and has a lot of properties tied to the success or failure of those usages. A lot to do with the context, y’know, if you’re using something in an important situation versus an unimportant situation off in the middle of nowhere, that’s sort of different. So, because you’re able to play an active role as a scout you’re not going to get rewarded for just standing around, idling, and looking at things. You’re going to have to actually use your abilities. So some of these abilities talk about marking things, going out and taking note of specific targets and then being able to go and report those back and contribute to the intelligence of the realm on what’s in an area. That sort of thing will get you points in terms of the progression system, but just sort of standing around looking at things, even if there is a lot going on, but you’re not actively doing anything, probably will not be a very rewarding thing for you to pursue.

So one of the interesting ways to look at this class is, we said from the beginning that we’re not gonna have PvE progression right? This is an RvR centric game. RvR focused game. In a weird way, you could actually look at a scout, with a lot of its behaviors, as almost a PvE class style because you don’t have to actually fight other players right. So I think there will be a lot of players who might, a lot of potential players who might actually be interested in playing this class even though they are not great at what is the center of RvR – which is combat. You know, if you like running around in a world. If you like scouting and looking for other players but not, maybe, kind of think you suck at killing them – this is a really interesting class to look at and consider. Because it doesn’t require you to go and to be great at combat. It doesn’t require you to worry about your bars like you would for the other classes. You don’t have to worry about positionals, reactives, knowing everything that your enemy has; because you’re not generally fighting them in that way. So, I think there may be some appeal here for players who have been looking at this game and going, well I’m interested in the races, I’m interested in the lore, but I’m just not very good at RvR combat or PvP combat.

It could not be a concern that you’re not very good. It could be a concern that you don’t like that confrontational sort of situation. You’re just worried about, you don’t like people ganking you, you don’t like feeling like people are picking on you or trying to ruin your experience or whatever; but if you’re just having this sort of ambient sort of walk around and you’re trying to be careful. And if you die it’s not necessarily a big deal to you, because you’re not competing with other people directly. You’re not – it’s not a you or them, you win you lose, it’s more of like – well I’ll see how much stuff I can find and your achievement is basically, I find more stuff before I get destroyed and then I re-emerge and start doing it again. Or I move to a new area. That experience is very different and so is not something that’s very similar to a lot of other MMO PvP experiences. So it might be something that attracts people who thought, I’m gonna play this game as a crafting game because crafting is, even in an RvR world, it’s a crafting experience and it’s not directly having this conflict. A lot of scouts are also probably going to want to avoid that conflict and just want to go around and scout. So that could be an alternative means to play this game as a less conflict-based character.

You’re also going to get lots of pats on your head from other players when you do something right. So it’s a really, maybe a very interested way, again, for people who aren’t interested in that confrontational style or, again, think they just can’t keep up with the more hardcore players; but still want to feel a part of the world. Just like crafting. Still want to contribute. Still want to work with their friends in a guild who might actually be more interested in RvR. They could still join them, help out, and sometimes be really useful. Because, like everything else in our progression system, if you do well as a scout, you’re going to get recognized by the realm regardless of whether or not you kill anyone because, frankly, killing isn’t your number one focus.

Classes

#horizontal progression
#power gap
#progression
#Scouts

Q: Can you elaborate a bit on how gameplay might differ between a neophyte scout and a high ‘level’ scout? What makes a year 5 Scout better than a day 1 Scout?

A: If you look at the horizontal system. This is one of the areas where we can allow a little bit more verticality. We could, for example, take the range for the Wisps. If at the end of the day, we said that the Wisps range from the lantern was a little more vertical than our other skills, it’s not really a big deal. It’s not really something that’s going to unbalance the game. It’s not something that really, well can’t turn the tide in RvR. On the other hand, certain skills we would not want to do that to. If you have effects, or when you have your abilities that have effects on active RvR and active combat, we would want to stay horizontal. So I think these highly specialized classes give us a really interesting way to introduce a little verticality, if we want to, but also introduce a whole bunch of other horizontal base skills that are a little bit more fun, a little bit more useful; without worrying about them unbalancing combat – which is still the heart of the RvR game.

I think this archetype, even though it’s more narrow than you would think of a normal class with its varying trees and branches to specialize into, there is still specialization within scouting as we were sort of saying. You can have your evasiveness and how difficult you are to detect, you can have your speed and how quickly you can cover areas, you’re going to have different things like we’re talking about traps and sabotage and stuff you can actually do that affect enemies. And so there’s going to be different ways that you can think about how you’re playing your character. Do you want to be just a total passive, evasive character that people don’t detect and you sort of don’t even want to run into other people – or do you want to be the sort of character is either part of a group or is off of a group but operating in an area where combat is taking place and you’re kind of contributing towards fights that happen? You can get better at these different things with, possibly, some tradeoffs. Maybe your abilities are stronger to go out and help your group but you can’t last as long. Or maybe you can last a really long time but you can’t really do a whole lot besides go out and scout things. So there will be some horizontal progression as far as your diversity of different things you can learn to do and things you focus on. Because you do have abilities and your different abilities will do different things. Which ones you progress and which ones you subsequently unlock will be different based on your choices.

Classes

#group viability
#playstyle
#Scouts

Q: Group vs Solo play. How do you see Scouts fitting into a group? Are they only for solo play?

A: This is probably one of the least combat focused roles in the game. It’s like putting a crafter in your group. There are reasons that you would want to do it but your group stated objective has to be driven by that. If you’re going out there and you’re just going out to kill people, you don’t necessarily need a lot of intelligence. If you’re going into a siege battle and you already know where the enemies are because they’re at their fort or their keep or whatever, you’re going there to just fight them, you don’t necessarily need a lot of intelligence. But, in order to determine how many enemies are at that keep before hand, you might have scouting parties that go out and, okay, how much defenses do they have, how many resources do they have to repair the damage that we’re going to do to them and attrition them down. Stuff like that. Or if you’re trying to set up caravan interruption, going out and destroying caravans of enemies, you want to find where those caravans are, and when they’re running, and how long it will take them to get from place to place; so your group can detect these things. And scouts are going to be much better than normal characters at covering distance and finding things over the large open world that we have, to find out where you’re going to need to go. So having a scout in your group if you’re on a roam, might be really really important. But if you’re just in the middle of a siege – not as important as maybe having another siege mage.

When we start talking about how every class interacts with The Depths it’s going to be a whole other thing cause it’s going to be a crazy place, there’s going to be a lot of things going on, and scouting The Depths is going to be possibly a very important thing for you to do; because there’s going to be a lot of surprises that you won’t necessarily find out about otherwise.

Character Mechanics

#components
#undead

Q: Before we mentioned some components that specifically target ‘living targets’; do Specters, Arisen, and Dullahan fall into the dead category?

A: Yes, they are dead. They are undead. There are some things that are specifically targeted to corpses of things, that are on the ground and don’t have any gameplay implications that you can’t do to an undead creature, but a lot of the things that have. This thing just has to be dead, probably will apply to things whether they’re re-animated or not. So there will be some overlap there but probably not everything.

Fireballs and swords won’t care.

Classes

#path system
#role
#Scouts

Q: With a class being dedicated to gathering information, what sort of information will be able to be gathered to make this class worth having over other classes?

A: Oh, lots of things. I mean, again, if you are going on in an eight-man and you’re looking for other groups to fight or want to avoid other groups, being able to send a guy out in the distance who moves very quickly, can move hidden, who can really give you the intelligence that can save you a lot of time. Or an ambush over a hill, for example, having them – really handy. Same thing in the depths. There’s going to be so many things you can do and as Ben mentioned as well, looking at sieges, getting behind enemy lines, helping to disrupt things. These guys are not just about gathering information. That’s their number one focus. They also have other things in their arsenal. They’re not just about gathering intel. That’s what they’re really really good at but they will have other things they can do as well, they have to.

You can sort of look at this utility being their secondary role. So they’re not exactly a Support character or a debuffing character or something where that’s their main thing. They really are about going out and finding things and moving quickly and discovering information and reporting information back. But that’s not all they do. It’s like how we’ve talked about with some of our other classes. They have to have a main focus and then they’ll also have some other things that they can also do. Classes aren’t necessarily, in this case, and like we’ve talked about if you’ve read the recent Unveiled Newsletter that we just released talking about how we’re changing our archetypes, this is a good example of that; of characters having a sort of multifaceted interest to them. Where they sort of have a primary thing that they’re interested in, but that’s not necessarily comprehensive of all the things that they can do.

That’s one of the things that’s really important. We’ve touched on it now in multiple reveals as well when we talked about the change in the Path System. Being able to have a character like this, a class like this, that is more tightly focused – is a really good thing. But tightly focused doesn’t mean you can only do one thing. It just means that you have fewer number of things that you can do but those things can be different. It can be column A, B, C, D, E, and F as far as we want it, but that total number of abilities was still down. Was still smaller than other classes. And that’s one of the reasons that I think this approach that we’re taking now is going to work out really well for us.

It’s really just that you can’t be divergent anymore. Previously we were going to allow you to be so diverse in your choices that you were going to have like, a Helbound for example, that like this is going to be a total healer character, this is a total damage character; that sort of breadth isn’t the sort of thing we have in our current builds anymore. It’s more of, y’know, you have primary things that you can do, you have secondary things that you can do; but at the end of the day, in this case, you’re still a Scout. So whether you’re a Scout that’s focused on interacting with group and combat mechanics or a Scout that’s focused on going out and moving over a large area and being hard to detect, you’re still a Scout. So that sort of focus, that sort of role, and having that sort of strong ..
Sorry, a bunch of guys are looking at us. Tyler is there anything going on? You keep looking at us.

So apparently you said eight-man and chat lost it's shit.

Of course it did. I should have said nine. I’ve said ten before. I think I’ve said seven too.

Unveiled Newsletter Q&A[ | ]

Unveiled Newsletter #1 Q&A[ | ]

08-21-2014 - Unveiled Newsletter #1

Category Q&A

Character Creation

#gender
#race
#stats

Q: How will every race/gender be different?

A: Every Race will have Banes and Boons and Stats. Genders are not confirmed for all races, but those with genders may also have advantages and disadvantages in character creation that offer further differentiation among the races. In Camelot Unchained, your choice of faction, race, etc., will matter a lot, as there are no mirrored races or classes.

Races

#restrictions

Q: Can every Race be every Class?

A: Currently, within a single Realm, every race can be every class. Keep in mind that because there are no mirrored classes, each existing class will be unique and tailored to fit into the lore and theme in keeping with that Realm. In other words, you won t have a fire-based mage class living peacefully within the Tuatha Dé Danann forests.

Classes

#holy trinity

Q: Will there be the usual trinity of classes?

A: In an extended sense, yes. Tanks are not simply meat shields for mitigation as they are in some games, because it s not all about raiding in a rinse/wash/repeat process trying to get that elusive piece of armor that drops 0.0001% of the time every day but Monday, Tuesday, Wednesday, Thursday, Friday, Saturday and Sunday! Healers can diversify, and can be very useful in combat even when they are not simply healing. DPS can experiment with abilities, and they do not need to conform to a norm to be useful in battle.

Progression

#PvE

Q: I know you said no PvE progression, but will there be PvE?

A: No PvE grind for leveling purposes, but there will be other forms of player vs environment, such as chopping down a tree or mining for ore. All crafting, housing, and fighting is contributing to your realm and the global warfare. This means that there is no PvE leveling in the traditional sense, but there are plenty of things to do when you are not busy burning some enemy s structure to the ground.

Balance/Gameplay

#friendly fire

Q: Will there be friendly fire?

A: In certain very specific instances, yes, maybe, or perhaps no. In some open combat that could be a positive dynamic, but inside a city or keep it could be more problematic than fun. We will see what fits best to maximize that fun and avoid griefing. Please keep in mind that FF is not confirmed and even if it makes the cut, it will be highly limited.

Unveiled Newsletter #2 Q&A[ | ]

09-25-2014 - Unveiled Newsletter #2

Category Q&A

Transportation

#boats

Q: Will we be able to get out of NPC boats early, or will we have to ride all the way to the drop-off?

A: This is a mostly seamless open world, which means that there is no zoning in the traditional sense; only internal zones for us to split things up (The Depths , starting cities, etc.) for the engine so there are minimal loading screens. There might be ways to decrease the ride time if you have a port on your property, are a water mage, or similar things. Who says you won t be able to jump off and swim? None of these have been fully explored yet, so take them only as my thoughts!

Transportation

#caravans

Q: Will caravans be sharable by more than one person to move goods, like can I share one with someone and make it more powerful and safe?

A: If you are asking if one caravan can hold goods for multiple people, then yes. You can definitely expect there to be ways for you to conscript someone else to haul your stuff from point A to point B for you if you don't want to do it yourself, and there may be a way to group up with a bunch of friends who all want to transport stuff together, and assemble a caravan of the appropriate size.

Game Development

#discussion
#forums

Q: When will we see a new approach to board discussions at large? To clarify, more dev-driven discussions with hard, important Q&A, and less non-stop speculation run amok? Just one or two topics a week would be awesome.

A: At this point in development, you can see from our PAT checklist that we're pretty full up on things to work on, so there isn't a whole lot of new something to think about forum feedback we're trying to gather for now. Once we get our checklist finished and start running more frequent tests, you can expect more surveys and a higher frequency of directed forum discussions. We need the ability to modify/test things on our end without committing to something now that ends up needing to change. That said, I am already planning some other forms of sharing that might satisfy your hunger for dev info! Also, keep in mind that as we get closer to Alpha, there will be more discussions started by our developers in the Something to Think About (StTA) threads.

Game Development

#IT
#off-hours

Q: For people that play odd hours, (outside the daytime EST) yet have lots of time, when do you think, or do you think, we could be an asset to do IT? Or, when do you think semi- or round-the-clock IT testing could be done? (question applies to when client is up, of course).

A: We are really appreciative of those who are in IT right now, or have been from the beginning! For now, ideal candidates are those who can come into the client during business hours EDT to do impromptu tests on-demand when we need a quick response. However, the servers are open to IT just about 24 hours a day, so there s testing going on all the time, and they are always jumping on to help out as their schedule allows.

Game Development

#forums
#inspiration

Q: Do you keep a running list of the forum ideas that you think have potential to be implemented in the game? Would we ever be able to see/discuss such a list?

A: I would say that the forum ideas inspire internal conversation when the topic is timely to what we are working on at the moment. We have a search feature, and a very deliberately designed forum, so our developers can go right to the current or old areas they want to see when those systems start being actively designed. As to the second part about such a list or conversation, no way! :P

Unveiled Newsletter #3 Q&A[ | ]

10-30-2014 - Unveiled Newsletter #3

Category Q&A

Abilities

#ability creation
#components

Q: I have a question about how abilities will work. I know you guys talked about it plenty, but I am curious, will the abilities be a predetermined template as in- all viking warriors have the ability Slash!. Without putting any customization into it is a simple auto attack filler type of ability, but with some customization the ability could evolve into a bleed, a leg attack, and disarm, or a charge up burst ability. Or is it where you literally make an ability, with a tool given to the players where the damage is predetermined depending on certain variables. Such as the utility you give the ability, the cast time or cd of the ability, the bonus damage effects, poison/bleed. If this has already been answered could someone let me know? I don't think it has been answered this specifically before (probably because you guys don't know yet!) but if your leaning in a particular direction I would love to hear about it.

A: We are pretty excited about our combat system and the myriad ways you can customize your attacks. We don t have an auto attack planned, or anything as simple as that! Attacks are broken down into four basic types of ability components; Primary (weapon), Secondary (way to use it like slash ), and optional Modifiers (such as body target, range, etc.). You can even have Modal Components (like stances), which we haven't talked as much about. This is a pretty complex system! It will be best to give your abilities a lot of thought before you even engage in combat, and consider things like how you like to attack. You will be able to create very specific abilities to match your play style. Customize away!

Groups and Guilds

#small group
#zergs

Q: Are there plans in place to promote small man action (4-5 man) instead of a mindless zerg, going keep to keep, dominating everything by shear numbers? If so, can you elaborate?

A: When you play Camelot Unchained, if the only successful way to enjoy yourself is to join a large zerg, or wait and hope that more players log on so you can enjoy our content, we will have failed miserably as a development team. There are obviously various times of day on a server where the populations could encourage zerg-based play, but we hope that won t happen often. This is why we are designing Camelot Unchained to have enough carrots and sticks so that zerg-based play won t be the most efficient way for players to succeed in our game. The key for us is to have goal-based gameplay, with enough options that are spread around the map, which will reward the Realm that competes smarter using smaller, coordinated groups. Smaller groups will also have CC options which will enable them to have a chance against a larger group, should they encounter one as they to look for resources, scout the land, or escort crafters/caravans safely to a destination, to name just a few examples. Solo play also won't require you to just spend all your time seeking another player to fight. The point is, no matter how you want to play, Camelot Unchained should enable players to find meaningful things to do in an RvR setting without having to resort to zerging for profit."

Land and Map

#islands
#terrain

Q: With the world broken into many islands, will individual islands be large enough to naturally and reasonably support an interesting variety of sweeping terrain features such as rivers, mountains, deserts, wild dense forests?

A: Very much so. Islands have varying sizes, and keep in mind they don't always stay disconnected. They come together into larger land masses that will feel more like continents, or break back down into islands again as stabilizers are built and destroyed. There will be a variety of experiences in terms of traversing distance by land and sea. Terrain is an important feature, and really shows off the different climates that the Realms prefer. You could almost say that the Realms create their own environments...hmm ;)

Game Development

#spell effects
#Pre-Alpha

Q: In addition to fireball effects that have already been touted, what other cool spell effects might we see planned (estimated, no promises and such) for pre-alpha testing?

A: Good question! You have seen the fire dart, earth dart, and water dart effects in some of our screenshots on the website. I highly recommend that you look below at the screenshot of our night battles, where you can see a kaleidoscope of color and shooting particle effects, all done by Mike Crossmire. It is a beautiful and deadly vision of color, as casting, healing, and combat all show off for you visually. One of my favorite effects is the healing fountain, which throws sparkling green tendrils into the air in a circle of aoe healing. In our Tech Central section, you can see a huge wall of water, towering in front of the Viking fighter archetype of the Frost Giant. There are a firewall and earthwall in the current build as well. When you see a St rm raise her hand and a massive inferno appears in front of you, remember the phrase don t stand in the fire !

Unveiled Newsletter #4 Q&A[ | ]

11-26-2014 - Unveiled Newsletter #4

Category Q&A

Equipment

#polearms
#shields
#spears
#weapons

Q: Will Mark answer questions concerning weapons this time? If so, I´d like to know:

  • If possible pole arms in CU will be significantly longer than compared to the tiny toothpicks of DAoC?
  • If unusual weapons like the bardiche are planned?
  • If you consider to implement spear & shield tanks?


A: While I can t say much on the look of them in Camelot Unchained (as there is no art yet!) we plan to have polearms, and possibly some unusual weapons as well. Keep in mind that all our weapons are somewhat historically based, so don t expect to be wielding a body-sized 5-piece sword made of comets. However, there will be fantasy elements on display, like lighting your sword on fire! We are looking at things like the guisarme and fachard as possible ideas, so we are keeping our options open and thinking outside the box. In answer to your last question, we would like to implement spear and shield tanks, yes!

Races

#concepts
#fourth realm

Q: Do you have any new race ideas in development or for now we ll stick with these? Is there a possibility for 4th realm in the future? (going way overboard here)

A: We certainly do have new race ideas! The best place to look for those is our Something to Think About section of the forums. While these are very much still only a possibility for the game, we have some great stories about the Phouka (a horse/man race), and the Veilwalkers (a possible stealth class of mysteriousness). We have also internally discussed the Orcadians (called Orcs by their foes). Mark and Max always have the creative wheels turning. Don t forget that the Gargoyle, among others, still needs a Becoming story too :) As for a 4th realm, that is a very unlikely addition to the game. You never want to say never around this studio (or in a world where Veilstorms are common), but I wouldn t expect that manner of change to the game.

Technical

#code
#stability
#servers

Q: With letting in so many future players in at this stage, how much has this different rout change what gets programmed in what order? For example, I get the distinct feeling that stability is far more important to you at this stage then it would be otherwise. Is this a good thing, bad thing, or it is what it is?

A: Keep in mind that we have (at least) two different branches of our code running on our servers. Our Wyrmling server is the most stable build, and is currently intended to be used for testing by our Alpha Backers. It is only updated once we have a build that has passed through a lot of play-testing by our Internal Testers, and is only available during set testing times. The Hatchery build is far less stable, but we like to keep it running 24×7, so our developers can test new and wondrous (and sometimes scary) things on it. While we don t break Hatchery on purpose, its stability is a lot less important to us and to our Internal Testers. It goes down at times, has weird things happening (we have some interesting screenshots we can share at some point), and sometimes, well, it is just very cool. Our IT folks can gauge the progress of the game, and really be involved in the game s development at a very early stage. Things change quickly, and it is exciting to see!

Overall, our programming team is focused on creating solid, relatively bug-free code (no code of this nature is ever bug-free at launch). While that is said a lot by developers, both our Alpha and IT testers can attest to how stable the game has been the vast majority of the time. Both Mark and Andrew have spoken a lot about our strict code review policy, which, while it has slowed down the game s development, has resulted in an engine which has already shown that it can handle the crush of 2K players in a tiny world space, even though we are still a year and a half from launch!

Technical

#system req

Q: Many of us will upgrade our computers or buy new ones before launch. I often read people giving advice that games don t really take advantage of newer, high end CPUs ( you don t need more than an i5? etc.). Will this be true for CU too?

A: It s too early to give a definitive answer on the high-end benefits yet, but if you are a P.A.T.s player, you can see that we have minimum requirements to play, and those will evolve over time until launch. However, the requirements shouldn t be of great concern, even if you don t have a bleeding-edge system. We have been very clear regarding our intent for our game to run on a wide variety of CPUs and GPUs. We are NOT going to require that people have the latest and greatest computer, along with a Titan Black, or the best possible internet connection in your country. Now, what we do recommend is that none of our Backers run out to the store right this second to buy a system specifically to see all the best sparklies and effects of Camelot Unchained. Put off your purchase as long as you can, so you can get a better deal on your technology. As always, the newer the better for any game like ours.

Expansion/Funding

#physical items

Q: Once CSE begins selling physical items via the store like T-shirts, will the profit from selling those items count towards the stretch goals? For example, if you sell a T-shirt for $20 and profit $5 from that, will that $5 go towards the funding tracker?

A: Mark has said from the beginning of the Kickstarter days that a portion of the profits from the T-shirts, and other unnamed physical items, will go towards developing the game. The rest of the profit will help us continue to make more T-shirts (and any other cool swag that might happen), as well as help us handle returns or other unexpected expenses regarding the store. I m hoping for a Dragonwhale plushie myself, though I think I m alone in that wish.

Lore/Setting

#website

Q: I m quite the lore buff myself, and would like to see a page on the website that teases some of the different areas you guys have planned for the game (concept art in all its glory). Would you consider creating a page like this?

A: I m going to tease you by mentioning our P.A.T.s checklist, which is more tech-related in general, but includes several vision documents that are being written for classes and character models. Notice that we are focused on character art right now, and less on environmental art during our Pre-Alpha Testing. However, one day, when it s time for us to work on environmental art, I m sure Tyler could be bribed into sharing something. We do have a wallpaper, fan art, and a concept art section on the website for you to indulge in!

Lore/Setting

#characters
#Medraut

Q: According to trusty Wikipedia, Medraut is Welsh for Mordred. Will this character make further appearances in the Lore as a Mordred-like character, or is he just a one-off character for the sake of exposition?

A: Anything is possible.

Unveiled Newsletter #5 Q&A[ | ]

12-23-2014 - Unveiled Newsletter #5

Category Q&A

Classes

#concepts

Q: Which classes (actual classes, not archetypes) have been confirmed so far? Everything seems to be a "concept" so far and might be changed. Can we expect some information on the first few classes before Christmas?

A: Lets take a look at the word Archetype, because that might help clear up some misconceptions. Among other things, Wikipedia tells us it means forms which embody the fundamental characteristics of a thing," or a "'pattern,' 'model,' or 'type.'" There will be one archetype per class per realm. Right now we are looking at Mage, Healer, Support, Archer, and Fighter as Archetypes, which typify what we want in our classes without yet having a vision document or specific details of what encompasses them.

We have confirmed HelBound as a class, and very recently we revealed the Drengr document, with lots of details on the Viking Warrior class. We also revealed the Path System, which should help clarify some of the directions you can take that Warrior class. It has been a busy and very exciting few months! I am looking forward to our Arthurian Mage vision document, which is likely to be next, for those caster lovers. I know you hate to hear it, but everything is evolving, and will continue to do so until we are satisfied that it is the best fit for the game (and may even evolve after launch, if necessary!). We don t want to create fully-fleshed, 100% detailed classes (beyond vision documents) until the ability system framework is in place, which you will see in P.A.T. #3.
We all want the classes to be cool, and here at CSE we hope you will continue to give feedback that helps us to achieve that!

Communication

#chat

Q: There will possibly be a global/realm/island/region chats for players realm coordination? If not, why not? -- And what about custom chats groups?

A: Chat is a very flexible thing, and will be very customizable. Realm chat currently exists in the P.A.T.s, as well as global chat, but this will be expanding for the final game. There might not be pre-built global chat but you will be able to form your own channels for small groups, regions, friends, or whatever strikes your fancy to enable you to have multiple ways of interacting socially. Of course, this is strictly within your own Realm ;)

As for chat outside the game, you might already be a part of our Trillian/Pidgin XMPP chat, which right now is for Internal testers but will be open to all players eventually. This is what you see on the front page of our website! You will be able to log in to those out-of-game chat channels as yourself and as your character for in-game chat when you are actually playing the game.

Game Development

#coding process
#unit testing

Q: How long does it take to build whole client & server (Rebuild all on "All.sln")? Do you use unit testing to test elementary things?

A: It takes about 6 or 7 minutes to rebuild with speed! As for your question about unit testing, we don t, actually. The process has a bit more redundancy, to make sure things are thoroughly checked. The programming team is a very cohesive unit that works as a whole organism, geared toward building the game. After our programmers finish coding, we test in the office, after which each programmer submits code reviews of their work to get feedback from each other and streamline things. After the reviews, the code is submitted to our cutting-edge test build on the Hatchery server, where we get feedback from our Internal testers, any final bugs are corrected, and finally it is put into Wyrmling for all of the Community!

Expansion/Funding

#extender pack
#expansion

Q: What is CSE's current vision of an "extender pack"? Why is it being used instead of "expansion"? I ask because I am looking at getting all "expansions" for free by purchasing it with my founders' points. I am curious if they are the same thing or something completely separate.

A: This is a good question, and one we haven't gone into much detail about. Extender Packs are additions to Camelot Unchained that add to the experience of playing, and are free to all who are paying a subscription already. We want to make sure you get all the new goodies as we make more, and as a thank you for supporting us each month. What will they be? New weapon types, new path options for classes? We can t say, yet.

Expansions are a different thing altogether. Expansions are new content to the game that supplements or are an addition to the game on a larger scale. These represent a significant amount of time and/or resources from our team to create, and will have an additional cost associated with them, which we will do our best to price attractively.
We always have to be mindful of how this will impact the balance of the game for those who choose not to get the expansion. All of this will be considered before we undertake any expansions. One thing at a time, let s worry about launch first!

Unveiled Newsletter #6 Q&A[ | ]

08-21-2014 - Unveiled Newsletter #1

Category Q&A

Unveiled Newsletter #7 Q&A[ | ]

08-21-2014 - Unveiled Newsletter #1

Category Q&A

Source Listing[ | ]

Newsletters and Updates

  1. Piercing the Veil #1
  2. Piercing the Veil #2
  3. Piercing the Veil #3
  4. Piercing the Veil #4
  5. Piercing the Veil #5
  6. Piercing the Veil #6
  7. Piercing the Veil #7
  8. Bring Out Your Devs Part 1
  9. Bring Out Your Devs Part 2
  10. Unveiled Newsletter #1
  11. Unveiled Newsletter #2
  12. Unveiled Newsletter #3
  13. Unveiled Newsletter #4
  14. Unveiled Newsletter #5
  15. Unveiled Newsletter #6
  16. Unveiled Newsletter #7
  17. Unveiled Newsletter #8
  18. Unveiled Newsletter #9
  19. Unveiled Newsletter #11

BSC Q&A

  1. BSC: Nvidia Q&A 1/2
  2. BSC: Nvidia Q&A 2/2
  3. BSC: Stat System Q&A 1/3
  4. BSC: Stat System Q&A 2/3
  5. BSC: Stat System Q&A 3/3

Class Reveals Q&A

  1. The Devout Archetype Reveal
  2. The Archer Archetype Reveal

Other Q&A