[Exclusive] Camelot Unchained Q/A

Camelot Unchained

I can’t believe we’re coming up on nine months since Camelot Unchained was funded via Kickstarter.  The CSE team has been hard at work pushing out lots of background information in the form of lore and stories to really set the premise for what’s going on in the world.  So it’s only natural that I would bug Mark Jacobs to subject himself to our barrage of question.

We decided it was time to really start getting to the nitty-gritty details of Camelot Unchained, and we wanted you (our readers) to begin the discussion.  We asked you to come up with the questions you want answered most, and then we just threw them at CSE in a nice big unorganized pile. I think you’ll enjoy what they sent back.

K&G: What is the combat system like? Twitch based, Action-rpg or traditional mmo hotkey based?

CSE: To date, we have said that we are going for an old-school approach to certain aspects of our game, and this would certainly be one of them. What I’m willing to say for now is that we don’t want a lot of bunny-hopping players dodging incoming attacks. There are enough games that already do this, some quite well, and we don’t need to add another to that list. Also, that style of gameplay doesn’t fit what our Founders have told us they are looking for in Camelot Unchained.

camelot-unchained-depthsK&G: Are there levels in Camelot Unchained? If so, how do you handle/balance low and high level people fighting each other?

CSE: Yes, there will be levels for individual skills and abilities. Not character levels in the traditional sense (Ding Gratz! Now add +x to HP, etc.) but skill levels. As a game with horizontal progression, Camelot Unchained will focus on having a lot of different skills for the players, but also on trying to lower the power gap in individual skills between new players and veterans.

K&G: Are there any plans for social features? Things like in-game clubs/pubs and a large variety of social gear/activity’s (thinking Anarchy Online’s nightlife or SWG entertainer, some form of mini-game card game or anything outside the main focus of the gameplay).

CSE: We will have some social features (such as player-run inns), and there will certainly be something to do besides crafting and killing other players. How much farther we go with the social aspects will be determined by our stretch goals. FYI, we recently tested our new chat server tech, which will allow players to log in and communicate with their friends and guildmates regardless of whether they are using the game’s client or programs such as Trillian. Allowing our players to stay connected at all times, to each other and to what is going on in the game, is something we look forward to doing.

K&G: Can you give us examples of how the factions are different other than looks and names?

CSE: As might be expected, our Arthurians will have access to heavier armor than the other races, while the bows of the Tuatha De Danann will be more effective than those of the other realms. The Dvergr of the Viking realm will probably be the best crafters in the world. Each race will also have individual banes and boons that will offer further differentiation among the races. In Camelot Unchained, your choice of faction, race, etc. will matter a lot, as we are not going with mirrored races and classes.

K&G: What incentives are there for players to hold on to Keeps/Towers/PoIs/etc., that discourage people from simply wanting to trade/swap objectives all the time?

CSE: The carrot and the stick. Losing your special places must be painful, especially if your realm is in the majority. We must also make losing hurt enough so that players can’t min/max the keep trading. If we can’t do that, the RvR portion of our game will fail.

Camelot Unchained Zerg
Reminds me of Albion

K&G: What are your thoughts on players Zerging?

CSE: As per our Kickstarter, while I personally don’t enjoy Zerging, we recognize that many players do, and that we must not only be able to support it, but also to build in player counters.

K&G: What are CSE’s plans to address the negatives associated with players Zerging?

CSE: We can’t stop Zerging (nor are we looking to do so), but if we can give players effective counters and, even more importantly, keep it from being or seeming the best way to succeed in Camelot Unchained, that will go a long way in this direction.

K&G: In the Luchorpán becoming story the ability called “Pop goes the Luchorpán” mentions distance increasing with practice and age. Two questions: (1) Will abilities improve the more we use them, and (2) Will our characters actually age?

CSE: 1) Yes; 2) Yes

K&G: How in-depth is the crafting system? Feel free to elaborate as much as possible and use previous MMOs as examples of what the crafting will be, and what it won’t be.

CSE: All I will say now is that it is my intention to have a very limited number of crafting skill trees, but with each one being very deep. Per the KS, it will be possible to work with them all; you will not be locked into choosing only a couple of them.

K&G: Is crafting a big focus, and if so how will you balance crafted items vs. non-crafted?

CSE: Umm, because there won’t be NPCs, raid bosses, etc. dropping loot everywhere, the vast majority of items will be player-created. It won’t be 100 percent since new players need weapons, and because if one realm is heavily outnumbered, I reserve the right for its leader to help the war effort by donating useful items such as armor, weapons and crafting materials to its players.

K&G: Will there be harvesters or factories similar to what players could use in Star Wars Galaxies?

CSE: Maybe.

K&G: Will the selling/purchasing of crafting materials be centralized, decentralized, or a mix of both?

CSE: I’m considering a commodities market for raw materials, but there won’t be an auction house for finished goods.

K&G: Will we be able to dye our gear and/or wear guild insignia on our shields and equipment?

CSE: Absolutely.

K&G: Will there be player cities and playing housing? If so, will it be non-instanced?

CSE: Absolutely. Having player-built structures is one of the core features of our game.

We would like to thank Mark Jacobs and City State Entertainment for answering the questions our readers and community have about Camelot Unchained.  If you would like to learn more about Camelot Unchained, head over to the official site.

As always, our goal is to bring you the best gaming commentary on the web.  Stay tuned for plenty of Camelot Unchained coverage.

  • […] Fans of WAR might remember the coverage that these two brothers gave to our game as well as a piece of my departure from EA. I’ve always been a fan of their site and their articles (even if I don’t agree with every one). They are great guys and when they expressed interest in Camelot Unchained, well, I’m more than happy to oblige. Keen sent me over a HUGE list of insightful questions and once my fingers stopped hurting from all the typing, out when the interview. Please check out their site, keenandgraev.com and this interview can be found here. […]

  • Great Q&A!

    I have a combination of high hopes and low expectations for CU…in a good way! Just make the combat fun and meaningful 🙂

  • I’m glad this has been so well received! Looks like a lot of information here wasn’t clear or even well-known around the CU community and this interview helped spark up a few discussions.

    We hope to continue providing you lots of great information and commentary about Camelot Unchained. 🙂

  • What are examples of zerging counters? Are they more combat driven (plentiful use of AoE perhaps) or more objective based?

  • Sounds like it’s a long ways off. Probably 2017 or further out. But still exciting. I never played DAOC but from all I’ve heard about it’s glory days, I really wish I had.

  • “We must also make losing hurt enough so that players can’t min/max the keep trading. If we can’t do that, the RvR portion of our game will fail.”

    RVR portion? I though RVR was the entire game?

  • Expected the combat reply to be that, as long as its not 10 hotbars and having to use your toes to activate ability on secondary keyboards.. should be alright

  • Did they ever talk about the PvE or lack there of? Is there is PvE in that there are no monsters or will be like shadowbane where monsters were basically walking around for farming purposes?

  • @Green Armadillo: There’s crafting, building, and a very light PvE element as well.

    @Evalissa: Agreed. I think for me 1 hotbar full of abilities is enough, and I sort of like it when I have to choose which ones I want to use rather than filling 5 bars and knowing I have to use all of them at once to be effective.

    @Wufiavelli: There is a small element of PvE but you won’t level up or get loot from them. You may get crafting resources. This is an area I think needs further clarification from Mark.

  • First, thanks to K&G for the interview request as well as the questions that were submitted by the folks here. As to some of the things mentioned in this thread:
    @Green Armadillo: Besides what Keen mentioned, there will also be some social stuff and other things you can do when you are not out storming the castle.

    @Evalissa & @Keen: Well, we are going to have lots of hotbars (fortunately or unfortunately). I’m not a fan of the one hotbar approach, especially given CU’s stated horizontal versus vertical progression system.

    @Wufiavelli: Some crafting resources will be harvested from creatures and some creatures may be guarding resources.

    @Gankatron – Some forms of CC have already been discussed and one of my stated goals is to make zerging the less attractive way to succeed. Many players love to min/max their playing time by finding the shortest route to success. If zerging isn’t that, many players will go a different route. I know we can’t eliminate zerging entirely but if we make it less attractive we should have enough of a balance between play styles that things will work out fine.

    @Proximo – No worries. Hopefully you’ll be able to join us at a later date! Thanks for your interest.

    As always, thanks to the folks here who have backed/supported us and thanks again to all of you for the interesting and lengthy question list. 🙂

    -Mark

  • “Many players love to min/max their playing time by finding the shortest route to success. If zerging isn’t that, many players will go a different route. I know we can’t eliminate zerging entirely but if we make it less attractive we should have enough of a balance between play styles that things will work out fine.”

    You’ll have to decrypt that theoretical description using actual gameplay examples for this to have meaning for me. 😉

  • I’m really interested in this game, it sounds really fantastic on paper. But I’m always skeptical of games, especially MMOs, that are still in such early stages. It’s why I hesitated with the Kickstarter, though I sort of regret missing out on that now – I do really hate Kickstarter-exclusive rewards, curse my low gaming-budget!

    The game doesn’t sound a little intimidating to me as well. I got into MMOs with World of Warcraft and other MMOs that were very much “themepark” or “WoW clones”. I enjoyed them all, but I’ve never really experienced these other non-WoW style MMOs like DAoC or Everquest that so many people really loved. I feel like that makes some of these gameplay ideas a bit more intimidating to a more “casual” player like myself.

    Still, I really love the ideas behind the game and really hope it all turns out well. I’ll definitely be keeping my on the game as it develops.

  • I’m Excited! I know DAOC was my first MMO so my nostalgic opinion of it might be skewed, but if they can recapture that RvR feeling. I’m Soo game for this!

  • Interesting. I haven’t really been paying too much attention to this game, and perhaps it’s PvP focus (or am I misinterpreting?) won’t be for me, but I shall keep an eye on it.

  • Well, i’ve tied up a fair chunk of change in this endeavor so I’m hoping for the best 🙂 I like just about everything said in this interview and I’m hoping they can do something about the zerg. That’s one dynamic I’ve come to just strongly dislike. Perhaps what they can do is add a debuff to the zerg, say once X number of players from a faction are within X radius of one another… a zerg debuff is applied that reduces movement speed by 10-20% or something?

  • […] Fans of WAR might remember the coverage that these two brothers gave to our game as well as a piece of my departure from EA. I’ve always been a fan of their site and their articles (even if I don’t agree with every one). They are great guys and when they expressed interest in Camelot Unchained, well, I’m more than happy to oblige. Keen sent me over a HUGE list of insightful questions and once my fingers stopped hurting from all the typing, out when the interview. Please check out their site, keenandgraev.com and this interview can be found here. […]

  • YAY!!! Donations/Backing is up again!!!
    http://camelotunchained.com/en/builders-tiers/

    I emailed them the other day asking if it was still possible, got an answer saying “soon”, I didn’t expect this soon to be this soon, I expected the normal soon(tm) which means sometime between in a good while and never 😛
    Anyways, I went straight there and threw some cash at them, spend them wise and well Mark! You have my fullest trust to make CU the best game it can be! Much love!

    //Proximo