Camelot Unchained (yes, daoc revisioned)

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Markbnj

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Still subscription based == a big fuck no.

Not for me. If it was a worthy successor to DAoC I'd subscribe, at least for a few months or a year. I don't mind the f2p/p2w mechanic in games like Planetside 2, where my investment in the character is fairly low. I'd hate to see it in an rpg world just because I tend to invest much more in that sort of game. I'd prefer to just pay every month and have game play be the only determining factor in success.
 

Wreckem

Diamond Member
Sep 23, 2006
9,461
996
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Interesting you bring up making money. If Jacobs funded this idea the traditional way, which he has all the contacts and seed money of his own to accomplish, then he'd have to get it by people who are pretty good at judging whether it is a viable business and not just a neat game idea. By going to crowdsourcing he gets to avoid all that due dilligence and get his funds from people who for the most part will only see the neat game.

I hope it gets built, and doesn't turn out like Warhammer, and generates enough income to stick around for awhile. I'll buy it at release.

You call it getting around due diligence, but it also is a way to get around publishers calling the shots. Publishers have doomed many MMOs by trying to make WoW clones.
 

Ashenor

Golden Member
May 9, 2012
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Need to look more at the tiers when i get home from work but will probably do the 150ish tier.
 

Markbnj

Elite Member <br>Moderator Emeritus
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You call it getting around due diligence, but it also is a way to get around publishers calling the shots. Publishers have doomed many MMOs by trying to make WoW clones.

Agreed, but pontifex brought up making money, and I agree. It's not like this is a single-player game that can be delivered for cheap over Steam. It might be that it takes the deep pockets of a publisher to operate and support a MMO game. We haven't seen an indie MMO yet, that I'm aware of.
 

Wreckem

Diamond Member
Sep 23, 2006
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If you're going to waste that much money, you'd probably be better served going up to $250 for the included "lifetime" subscription.

I'd like internal testing and a lifetime subscription, but thats not possible unless you do the $250 and the $180. Or spend a shit ton...

This game is going to be PvP and Crafting centric. Its definately niche like they say. I am hopeful it will be commerically successful. I have no doubt the game will ship. The question is can a player base of only PvPers keep the game afloat. If the game is good I think they/we can.
 
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Wreckem

Diamond Member
Sep 23, 2006
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I haven't seen a "major MMO" release in the last year or so at least that I can name that successfully launched with a subscription. On the other hand, I can easily use up all my fingers on F2P launches. Granted the bar for "successful" reduces the number of fingers needed, but that's how the business in general works.

You want to look at how "successful" Premium AAA subscripton MMO's launches are these days, look no further than SWTOR and The Secret World.

Subscriptions weren't the problems with those games. If the games were good people would have stayed. The games were however shit and they had to go freemium to try stay afloat. SWTOR was an epic write off for EA.

Camelot Unchained is a niche game. They are probably shooting for a playerbase in the 250k-500k range. There are likely more than enough people willing to pay a subscription fee. Shit there are still a lot of people paying monthly fees for UO.

Honestly, there needs to be more games like this. MMOs that are aimed at smaller markets and not trying to be the next WoW. They need to stop trying to be everything/please everyone WoW knock off with a different skin.

I am much more interested in this game than Elder Scrolls Online.
 
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M0RPH

Diamond Member
Dec 7, 2003
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I don't know why people think there's something special about having 3 factions. I'd rather just see a good pvp game with two sides, good vs evil, like it was in Everquest. It's easy to get into the role playing with a good vs evil theme, rather than some made up factions.
 

Markbnj

Elite Member <br>Moderator Emeritus
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I don't know why people think there's something special about having 3 factions. I'd rather just see a good pvp game with two sides, good vs evil, like it was in Everquest. It's easy to get into the role playing with a good vs evil theme, rather than some made up factions.

On the one hand you could argue that it's a lot harder to balance three factions (or at least stop them from thinking they're unbalanced, as Mythic found out), but on the other it's probably more balanced than two factions in terms of population dynamics.
 

OSULugan

Senior member
Feb 22, 2003
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On the one hand you could argue that it's a lot harder to balance three factions (or at least stop them from thinking they're unbalanced, as Mythic found out), but on the other it's probably more balanced than two factions in terms of population dynamics.

Exactly. While DAOC never could achieve "perfect balance" between the 3 factions, each faction was unique in its own way, while maintaining all of the primary powers of the others. NF really cemented this by standardizing all but RR5 realm abilities across the realms. However, it added replayability by giving people the curiosity to try out the other realm's way of doing things (I tried Sorc, Bard and Healer for CC, and decided I liked Healer the most, for instance).

The other dimension it adds is that when a fight occurs in a contested area, you have the potential for a 3rd faction to show up and mix it up, rather than just reinforcements from one side or another. I can't count the number of times that a battle was being won/lost when the 3rd faction would butt in, and the fight would get a lot more interesting.

A key here is to not cave to demands for everything to be perfectly even, and keep uniqueness between the factions, and to have more than 2 factions to provide unpredictability in PvP situations. Another good key from DAOC was the lack of instanced PvP. Sure, BGs could segment you by level-range, but it didn't limit number of players per side, nor were the main PvP areas limited. The other factor is population size. I don't think DAOC PvP/RvR happens the same if the population is much larger than what they allowed. Too many people running around makes for problems as well.
 

pandemonium

Golden Member
Mar 17, 2011
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I don't know why people think there's something special about having 3 factions. I'd rather just see a good pvp game with two sides, good vs evil, like it was in Everquest. It's easy to get into the role playing with a good vs evil theme, rather than some made up factions.

Having a 3rd faction allows for a population balancing that would otherwise be more difficult to maintain with only 2 factions. It worked fairly well [in DAoC], but there was always the chance that the underdog was the primary target. The dynamics allowed for a better chance at balancing with three instead of two. The stomping grounds universally became Emain Macha (and people understood this was primarily due to the layout of the zone compared to the other primary portal zones from Albion or Midgard). Since Emain became the popular zone for zergs and group battles, Hibernia essentially had to constantly struggle being on the defensive. The way to remove that burden in Camelot Unchained would be to have a centralized RvR zone, not associated directly to a realm and essentially a go-between for all 3 factions. (Think Darkness Falls with keeps and such.)

In regards to "made up factions", there was a plethora of mythology that went into each of the factions in DAoC and it really was amazing how much lore they had in the game if you took the time to look at it. Pitting them against each other was the only fiction, but it worked to allow an interest in each realm, and a refreshing aspect to the game for replayability on a different faction with different classes and skillsets, different lore base, etcetera.
 
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Genx87

Lifer
Apr 8, 2002
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I don't know why people think there's something special about having 3 factions. I'd rather just see a good pvp game with two sides, good vs evil, like it was in Everquest. It's easy to get into the role playing with a good vs evil theme, rather than some made up factions.

Population balances in a pvp game is a big deal. It just doesnt work if one side has a huge advantage. It doesnt have to be three. But it needs to be more than 2 imo.
 

imaheadcase

Diamond Member
May 9, 2005
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THe best part of three sides is 2 equal out the others more often than not. Especially true in a RvR game. The great thing about daoc (and this game from what we know) is that each class will have different abilities, unlike lots of MMO that are just cut and paste pretty much with different names.
 

OSULugan

Senior member
Feb 22, 2003
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My biggest concern with this game is the complete removal of any PvE content, and all leveling being through PvP/RvR.

I just don't think that will be enough to sustain a game like this. Even though I loved RvR and the Battlegrounds in DAOC, I also enjoyed logging in and doing some PvE to better my characters at a more leisurely pace. It also provided a place for people to socialize/meet/play without the stress of PvP. I ended up meeting most of the players I RvRed with through PvE. The other problem is that it will attract only those that like to PvP solely. DAOC was successful partly because most people liked to only dabble in the RvR, and primarily PvE.
 

Ashenor

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May 9, 2012
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I did $180 so i can get the internal testing, which starts about 7 or 8 months before alpha, next price point with it is $750.

I have 3 friends that did $180 so far and one that did $1000 and a few on the fence for internal testing, so not bad out of 500 spots offered at the $180 tier, my guild Enlightened Dark will be repesenting from the start.
 

Ashenor

Golden Member
May 9, 2012
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My biggest concern with this game is the complete removal of any PvE content, and all leveling being through PvP/RvR.

I just don't think that will be enough to sustain a game like this. Even though I loved RvR and the Battlegrounds in DAOC, I also enjoyed logging in and doing some PvE to better my characters at a more leisurely pace. It also provided a place for people to socialize/meet/play without the stress of PvP. I ended up meeting most of the players I RvRed with through PvE. The other problem is that it will attract only those that like to PvP solely. DAOC was successful partly because most people liked to only dabble in the RvR, and primarily PvE.

I am concerned about zero PvE also, i am normally a PvE carebear but was around from the start of Daoc and on the first Relic raid with Conquest.
 

Wardawg1001

Senior member
Sep 4, 2008
653
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My biggest concern with this game is the complete removal of any PvE content, and all leveling being through PvP/RvR.

I just don't think that will be enough to sustain a game like this. Even though I loved RvR and the Battlegrounds in DAOC, I also enjoyed logging in and doing some PvE to better my characters at a more leisurely pace. It also provided a place for people to socialize/meet/play without the stress of PvP. I ended up meeting most of the players I RvRed with through PvE. The other problem is that it will attract only those that like to PvP solely. DAOC was successful partly because most people liked to only dabble in the RvR, and primarily PvE.

Agreed, that is my primary concern as well. Even my favorite PvP centric MMO (Shadowbane) had PvE elements and leveling/loot was primarily done through that. In fact a large portion of the PvP was literally based around control of the better leveling/farming spots and specific loot droppers. Even in its dying days with only a few hundred active players on at any given time, the most popular leveling spots were often attacked several times an hour, and guilds would bring their max level characters out just to help scout/defend. I feel like this is the best way to handle PvE elements, but I also know that not many PvE'ers are all that in to being able to be attacked while leveling.
 

Ashenor

Golden Member
May 9, 2012
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Agreed, that is my primary concern as well. Even my favorite PvP centric MMO (Shadowbane) had PvE elements and leveling/loot was primarily done through that. In fact a large portion of the PvP was literally based around control of the better leveling/farming spots and specific loot droppers. Even in its dying days with only a few hundred active players on at any given time, the most popular leveling spots were often attacked several times an hour, and guilds would bring their max level characters out just to help scout/defend. I feel like this is the best way to handle PvE elements, but I also know that not many PvE'ers are all that in to being able to be attacked while leveling.

I wish Shadowbane would have been better, friend was the head dev for it and played from pre alpha in it, just could not last after release.
 

Markbnj

Elite Member <br>Moderator Emeritus
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Sep 16, 2005
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My biggest concern with this game is the complete removal of any PvE content, and all leveling being through PvP/RvR.

I just don't think that will be enough to sustain a game like this. Even though I loved RvR and the Battlegrounds in DAOC, I also enjoyed logging in and doing some PvE to better my characters at a more leisurely pace. It also provided a place for people to socialize/meet/play without the stress of PvP. I ended up meeting most of the players I RvRed with through PvE. The other problem is that it will attract only those that like to PvP solely. DAOC was successful partly because most people liked to only dabble in the RvR, and primarily PvE.

Agreed, and I wonder how much the five years of "PVE sucks" whining from the hard core 8v8 crowd on VN Boards affected Jacobs' view of this. I think the game needs both.
 

Ashenor

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May 9, 2012
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Agreed, and I wonder how much the five years of "PVE sucks" whining from the hard core 8v8 crowd on VN Boards affected Jacobs' view of this. I think the game needs both.

One of the reason's i bought in for internal testing, hopefully can have some say and get some form if PvE if even very limited form.

And hoping for a skald/bard class for something different this time around, outside my norm, to play.
 

OSULugan

Senior member
Feb 22, 2003
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Agreed, and I wonder how much the five years of "PVE sucks" whining from the hard core 8v8 crowd on VN Boards affected Jacobs' view of this. I think the game needs both.

What's funny is that DAOC seemed to have significantly less power creep from PvE than other games. Having hard-caps on stat bonuses from items, and keeping itemization such that it was always difficult to max out every stat you wanted was pure genius, in my mind. TOA really was the outlier, there. No other expansion really forced you to go do a bunch of PvE to stay competitive in the RvR/PvP world.
 

Dulanic

Diamond Member
Oct 27, 2000
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Excited to see this proceeding. I just pledged for the TWINS LOVE TCHOTCHKES TOO.
 

Byddon

Junior Member
Apr 3, 2013
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I tossed in $250 today - I am very excited to support it. By cutting out PvE leveling and focusing on the good stuff, RvR, it should be quite amazing. Plus, I just like supporting a guy like Mark and his studio; you can love him or hate him, but at least he talks to fans and admits mistakes.
 

Phobic9

Golden Member
Apr 6, 2001
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I went ahead and did the $110 tier siince it seems to be the best bang for the buck IMO. Alpha testing would be fun but I don't think I'll have the time to commit enough to it. I'm a bit hesitant with how WAR turned out (recently threw away my CE box out of disgust), but at least Jacobs is admitting the faults that game had.
 
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