does not want to hold your hand in Camelot Unchained
. Or spoon-feed you. In fact, he doesn't want to make the upcoming RvR-centric unduly easy -- he wants you to make mistakes. In his most recent dev diary, Jacobs ruminates on Camelot Unchained's third foundational principle
of no risk, no reward.
How will this philosophy be put into practice? The diary gives three examples. For one, there will be no magical glowing lines to lead players to quest areas or NPCs and maps will be very simplistic. Players will have to explore and learn the terrain on their own to be able to navigate the world. Next, the auction house is abolished; while a commodities market might be introduced for gathered resources, crafted good will be sold via player-controlled shops or in specific areas of town. The third example involves class respecs: To allow for flexibility in the class-based system but to help prevent flavor-of-the-month switches, limited respecs will be available to players, though difficult to acquire.