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==Overview== |
==Overview== |
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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 |
+ | 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 ( |
+ | 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 |
+ | 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== |
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− | <font size="4">A</font><br>#Abbot<br>#ability creation<br>#aesthetic<br>#AOE cap<br>#AOE healing<br>#armor<br> |
+ | <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> |
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− | <font size="4">B</font><br>#balance<br>#banes and boons<br>#Becoming<br>#Blessed Crow<br># |
+ | <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> |
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<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> |
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− | <font size="4">D</font><br>#damage<br>#decorations<br>#design<br>#destruction<br>#Devout<br>#divine intervention - [[Q&A Tracker#divine intervention1|1]] |
+ | <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]] |
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<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> |
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== Class Reveal == |
== 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 |
+ | 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]] |
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=== Archer Archetype Reveal Q&A === |
=== Archer Archetype Reveal Q&A === |
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− | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |{{Anchor|divine intervention1}} |
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |{{Anchor|divine intervention1}}{{Anchor|death curse1}} |
Classes<br><br>#divine intervention<BR>#death curse<BR> |
Classes<br><br>#divine intervention<BR>#death curse<BR> |
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− | <font color="tan">Q: What's your vision of pre-made abilities such as Divine |
+ | <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? |
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<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: 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 |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" |{{Anchor|ammo1}}{{Anchor|Blackguard1}}{{Anchor|quivers1}} |
Classes<br><br>#ammo<BR>#Blackguard<BR>#quivers |
Classes<br><br>#ammo<BR>#Blackguard<BR>#quivers |
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− | <font color="tan">Q: Can you talk a little about quivers? Specifically the [[Blackguard]] because his [[ |
+ | <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? |
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<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: 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. |
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<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: 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 |
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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. |
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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+ | </font> |
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+ | |- |
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+ | |} |
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+ | |||
+ | ===Devout Archetype Reveal Q&A=== |
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+ | <font size="5"> |
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+ | {|class=wikitable |
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+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
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+ | 10-02-2015 - ''[https://www.youtube.com/watch?v=xgKmLrJFcbQ The Devout Archetype Reveal]'' |
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+ | '' |
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+ | |} |
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+ | </font> |
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+ | {|class="wikitable" style"text-align:center;" |
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+ | !width=10%|Category |
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+ | !width=75%|Q&A |
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+ | |- |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#Devout<br>#weapon choice |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
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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> |
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+ | <br><br> |
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+ | <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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | Classes<br><br>#Devout<br>#healing<br>#tanking |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | <font color="tan">Q: Will these guys be able to be specialized into a full tank with healing abilities?</font> |
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+ | <br><br> |
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+ | <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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#naming |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | <font color="tan">Q: How long did it take to come up with the ability name "For blood to beer"? |
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+ | <br><br> |
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+ | <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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#Devout<br>#role |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
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+ | |||
+ | <font color="tan">Q: What's the role of hybrid healer in RvR? They need to find groups. |
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+ | <br><br> |
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+ | <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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#Blessed Crow<br>#concept<br>#Devout<br>#weapons |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
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+ | |||
+ | <font color="tan">Q: What is the weapon called that the [[Blessed Crow]] uses?</font> |
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+ | <br><br> |
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+ | <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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#Devout<br>#hybrids<br>#role |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
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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? |
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+ | <br><br> |
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+ | <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. |
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+ | <br> |
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+ | 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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+ | <br><br> |
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+ | 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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+ | </font> |
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+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Classes<br><br>#Abbot<br>#Blessed Crow<br>#Devout<br>#hybrids<br>#role |
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+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
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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? |
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+ | <br><br> |
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+ | <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. |
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+ | <br> |
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+ | And drink beer. |
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+ | <br><br> |
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+ | 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? |
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+ | <br><br> |
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+ | Yeah, they're very different. |
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+ | <br><br> |
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+ | 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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+ | </font> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Magic<br><br>#damage<br>#Devout<br>#healing |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Will there be spells that heal allies and damage enemies? |
||
+ | <br><br> |
||
+ | <font color="grey">A: Of course |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Abilities<br><br>#Blessed Crow<br>#components |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#Devout<br>#hybrids |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Just to be clear, these are hybrid healer/mages, and not healer/melee, correct? |
||
+ | <br><br> |
||
+ | <font color="grey">A: Yes, Correct. |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Abilities<br><br>#Devout<br>#cc |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Can the hybrid healer have any form of CC like Mez or Stun from Dark Age of Camelot? |
||
+ | <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. |
||
+ | <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. |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#Devout<br>#playstyle<br>#specialization |
||
+ | |||
+ | |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? |
||
+ | <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. |
||
+ | <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. |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#Devout<br>#healing<br> |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Gameplay<br><br>#aoe cap<br>#aoe healing |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Are there going to be AoE healing spells, and if so will they have a target cap? |
||
+ | <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. |
||
+ | <br> |
||
+ | 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> |
||
+ | 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 |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#Blessed Crow<br>#Devout<br>#item dependency |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Will the [[Blessed Crow]] need cooking-type ingredients to make different brews? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Lore/Setting<br><br>#Becoming<br>#Devout<br> |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: When will you update the Lore Becoming stories for these classes? |
||
+ | <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> |
</font> |
||
|- |
|- |
||
Line 571: | Line 831: | ||
|} |
|} |
||
+ | ==Unveiled Newsletter Q&A== |
||
+ | ===Unveiled Newsletter #1 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] '' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Character Creation<br><br>#gender<br>#race<br>#stats |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: How will every race/gender be different? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Races<br><br>#restrictions |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <font color="tan">Q: Can every Race be every Class? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#holy trinity<br> |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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. |
||
+ | |||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Progression<br><br>#PvE |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |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> |
||
+ | |- |
||
+ | |} |
||
+ | ===Unveiled Newsletter #2 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 09-25-2014 - ''[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=96e180dcf7 Unveiled Newsletter #2]'' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Transportation<br><br> #[[boats]]<br> |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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! |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Transportation<br><br> #caravans |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Game Development<br><br>#discussion<BR>#forums |
||
+ | |||
+ | |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. |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Game Development<br><br>#IT<BR>#off-hours |
||
+ | |||
+ | |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). |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Game Development<br><br>#forums<br>#inspiration |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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> |
||
+ | <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> |
||
+ | |- |
||
+ | |} |
||
+ | |||
+ | ===Unveiled Newsletter #3 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 10-30-2014 - ''[http://us5.campaign-archive1.com/?u=2b70fd18d895dd960141bac55&id=6f33fefbd0 Unveiled Newsletter #3]'' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Abilities<br><br>#ability creation<br>#components |
||
+ | |||
+ | |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. |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Groups and Guilds<br><br>#small group<BR>#zergs |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
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+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Land and Map<br><br>#islands<BR>#terrain<br> |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
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+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Game Development<br><br>#spell effects<BR>#Pre-Alpha |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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> |
||
+ | <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> |
||
+ | |- |
||
+ | |} |
||
+ | ===Unveiled Newsletter #4 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 11-26-2014 - ''[http://camelotunchained.com/v2/Newsletter/unveiled-4/ Unveiled Newsletter #4]'' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Equipment<br><br>#polearms<br>#shields<br>#spears<br>#weapons |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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! |
||
+ | </font> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Races<br><br>#concepts<br>#fourth realm |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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> |
||
+ | <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> |
||
+ | |- |
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+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
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+ | |||
+ | Technical<br><br>#code<BR>#stability<BR>#servers |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | 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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Technical<br><br>#system req |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Expansion/Funding<br><br>#physical items |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Lore/Setting<br><br>#website |
||
+ | |||
+ | |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? |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Lore/Setting<br><br>#characters<br>#Medraut |
||
+ | |||
+ | |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? |
||
+ | <br><br> |
||
+ | <font color="grey">A: Anything is possible. |
||
+ | </font> |
||
+ | |- |
||
+ | |} |
||
+ | ===Unveiled Newsletter #5 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 12-23-2014 - ''[http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=445eaf54c5 Unveiled Newsletter #5]'' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Classes<br><br>#concepts |
||
+ | |||
+ | |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? |
||
+ | <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. |
||
+ | <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. |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Communication<br><br>#chat |
||
+ | |||
+ | |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? |
||
+ | <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 ;) |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
||
+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Game Development<br><br>#coding process<br>#unit testing |
||
+ | |||
+ | |style="text-align:left;vertical-align:top;padding: 1.2em 0.5em" width=75%| |
||
+ | |||
+ | <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> |
||
+ | <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> |
||
+ | |- |
||
+ | |||
+ | <!---------------------------------------NEXT ROW-------------------------------------> |
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+ | |||
+ | |style="text-align:center;vertical-align:top;padding: 1.2em 0.5em" | |
||
+ | |||
+ | Expansion/Funding<br><br>#extender pack<BR>#expansion |
||
+ | |||
+ | |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. |
||
+ | <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. |
||
+ | <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. |
||
+ | <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> |
||
+ | |- |
||
+ | |} |
||
+ | |||
+ | ===Unveiled Newsletter #6 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] '' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
||
+ | |||
+ | |} |
||
+ | ===Unveiled Newsletter #7 Q&A=== |
||
+ | <font size="5"> |
||
+ | {|class=wikitable |
||
+ | |class="tdd" style="text-align:left;vertical-align:top;padding: 0.1em 0.5em;" width=50% | |
||
+ | 08-21-2014 - ''[https://gallery.mailchimp.com/2b70fd18d895dd960141bac55/files/August_Newsletter_01.pdf Unveiled Newsletter #1] '' |
||
+ | |} |
||
+ | </font> |
||
+ | {|class="wikitable" style"text-align:center;" |
||
+ | !width=10%|Category |
||
+ | !width=75%|Q&A |
||
+ | |- |
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+ | |||
+ | |} |
||
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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[ | ]
A |
D |
I |
S |
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 |
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?
|
Classes |
Q: Can you talk a little about quivers? Specifically the Blackguard because his Death Curse uses them. How will ammo in general work?
|
Classes |
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?
|
Classes |
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?
|
Classes |
Q: How prominent is camouflage for the class overall? Is it a core focus, or something that's just added on?
|
Classes |
Q: What is planned to happen when an arrow projectile hits a spell projectile? Is there an interaction? Do they deflect each other?
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Archer Archetype |
Q: Will you be able to use bows while being hit from enemy melee?
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Classes |
Q: Will archers have access to melee weapons? Will the weapons available be different depending on realm?
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Classes |
Q: Will archer shots target body parts?
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Classes |
Q: Blackguard divine intervention indicates that it can target someone in camo. How do you prevent that from abuse by UI Mods?
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Classes |
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?
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Classes |
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.
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Classes |
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?
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Classes |
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.
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Archer Archetype |
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?
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Classes |
Q: Generally speaking how are archers going to be desirable? Will they overtake their Mage counterparts in group vs group situations?
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Gameplay |
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?
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Classes |
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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Classes |
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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Arms and Armor |
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.
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Fun |
Q: Will Archers be able to kill the baby wheel?
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Classes |
Q: Will archers be more useful in defence situation, and weak in the battlefield, say, 1v1?
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Classes |
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.
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Classes |
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?
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Devout Archetype Reveal Q&A[ | ]
10-02-2015 - The Devout Archetype Reveal |
Category | Q&A |
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Classes |
Q: The images show dual flails. Will this be valid option only for the Abbot, or will this be a choice for all classes?
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Classes |
Q: Will these guys be able to be specialized into a full tank with healing abilities?
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Classes |
Q: How long did it take to come up with the ability name "For blood to beer"?
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Classes |
Q: What's the role of hybrid healer in RvR? They need to find groups.
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Classes |
Q: What is the weapon called that the Blessed Crow uses?
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Classes |
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?
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Classes |
Q: Looking at the Abbot and the Blessed Crow, the Abbot got quarterstaff skills. Is the Blessed Crow more mage/healer or fighter/healer?
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Magic |
Q: Will there be spells that heal allies and damage enemies?
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Abilities |
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?
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Classes |
Q: Just to be clear, these are hybrid healer/mages, and not healer/melee, correct?
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Abilities |
Q: Can the hybrid healer have any form of CC like Mez or Stun from Dark Age of Camelot?
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Classes |
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?
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Classes |
Q: Will the hybrid healers get normal heal spells like pure healers, or only be able to heal with specialty abilities when damaging enemies?
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Gameplay |
Q: Are there going to be AoE healing spells, and if so will they have a target cap?
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Classes |
Q: Will the Blessed Crow need cooking-type ingredients to make different brews?
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Lore/Setting |
Q: When will you update the Lore Becoming stories for these classes?
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Scout Archetype Reveal Q&A[ | ]
10-30-2015 - The Scout Archetype Reveal |
Category | Q&A |
---|---|
Classes |
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?
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Classes |
Q: Talk about rewards and progression for scouting.
|
Classes |
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?
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Classes |
Q: Group vs Solo play. How do you see Scouts fitting into a group? Are they only for solo play?
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Character Mechanics |
Q: Before we mentioned some components that specifically target ‘living targets’; do Specters, Arisen, and Dullahan fall into the dead category?
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Classes |
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?
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Unveiled Newsletter Q&A[ | ]
Unveiled Newsletter #1 Q&A[ | ]
08-21-2014 - Unveiled Newsletter #1 |
Category | Q&A |
---|---|
Character Creation |
Q: How will every race/gender be different?
|
Races |
Q: Can every Race be every Class?
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Classes |
Q: Will there be the usual trinity of classes?
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Progression |
Q: I know you said no PvE progression, but will there be PvE?
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Balance/Gameplay |
Q: Will there be friendly fire?
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Unveiled Newsletter #2 Q&A[ | ]
09-25-2014 - Unveiled Newsletter #2 |
Category | Q&A |
---|---|
Transportation |
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?
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Transportation |
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?
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Game Development |
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.
|
Game Development |
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).
|
Game Development |
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?
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Unveiled Newsletter #3 Q&A[ | ]
10-30-2014 - Unveiled Newsletter #3 |
Category | Q&A |
---|---|
Abilities |
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.
|
Groups and Guilds |
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?
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Land and Map |
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?
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Game Development |
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?
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Unveiled Newsletter #4 Q&A[ | ]
11-26-2014 - Unveiled Newsletter #4 |
Category | Q&A |
---|---|
Equipment |
Q: Will Mark answer questions concerning weapons this time? If so, I´d like to know:
|
Races |
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)
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Technical |
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?
|
Technical |
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?
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Expansion/Funding |
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?
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Lore/Setting |
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?
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Lore/Setting |
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?
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Unveiled Newsletter #5 Q&A[ | ]
12-23-2014 - Unveiled Newsletter #5 |
Category | Q&A |
---|---|
Classes |
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?
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Communication |
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?
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Game Development |
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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Expansion/Funding |
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.
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Unveiled Newsletter #6 Q&A[ | ]
08-21-2014 - Unveiled Newsletter #1 |
Category | Q&A |
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Unveiled Newsletter #7 Q&A[ | ]
08-21-2014 - Unveiled Newsletter #1 |
Category | Q&A |
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Source Listing[ | ]
Reveals and Information
| |
Information | BSC Days • Foundational Principles • P.A.T. Checklists • Stretch Goals • User Stories |
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Media | Bring Out Your Devs • Concept Art • Screenshots • Videos • Unveiled Newsletters |