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Massively: I just wrote about a game with excessive recovery time for crafters, likewise implemented for economic reasons, and wow, players hate those restrictions. Doesn't introducing (I'm going to say it) "designed downtime" for crafters encourage crafter mules and arbitrarily interfere with the natural economy? Aren't there more organic ways to slow down crafting? Why allow combatants to fight 24/7 but not allow crafters to craft equivalently?
CSE's Mark Jacobs: It's a really good question and a definite concern for us. My feeling was that I wanted to create a system where crafters don't have to sit around, crafting 24/7 in a manner that could lead to carpal tunnel. Other games, including Dark Age of Camelot, were more like that. Crafters shouldn't have to sit around and simply click-click-click, etc. The comparison isn't totally correct though, because combatants have downtime to recover their health or power, during travel, etc. (especially in an RvR MMORPG), while crafters can sit in a shop and use the Vox Magus to craft.
The UI is powered by Chromium, and City State has already made the code available on GitHub and is inviting the community to contribute to it (pending developer approval, of course).
You can still apply for an alpha slot, and you can also read the full press drop after the break.
[Source: Fairytale Distillery press release]
Massively: Can you explain why the component combat system and player design of combat abilities doesn't render the concept of classes moot?
CSE's Mark Jacobs: Absolutely! Think of the combat system in the same way you would magic. As a member of a certain Realm, you might not have access to particular components, whether for magic or melee combat. Further, your class might have further restrictions in terms of combinations of components. For example, the HelBound will be able to use some healing components that pure fighter classes can't, but they won't have access to the vast majority of magical components.
The storage default is one 80-slot bay, with additional unlocks available for purchase with in-game credits or cash shop currency.
Players can get a sense of the game's style just past the break in the game's first announcement trailer and sign up for alpha testing on the official site. The game will be at PAX Prime, as well, which should be something for fans to keep a close watch on. It might just be big, you know.
Formal PvP takes place in a separate zone called Broken Peninsula, where players are divided into corporate teams to beat the crap out of each other over resources, territorial bases, and a series of outposts and watchtowers that grant their holders special bonuses. NPCs called the Chosen do their best to interfere with players along the way.
How soon can a newcomer participate? "Firefall's open world PvP is primarily intended to be end-game content," says the studio, but skilled lowbies can "make an impact" at their own peril. Check out the video after the cut.
[Source: Red 5 press release]
Massively: When developers use the word "spellbook," visions of meditating into an EverQuest-style spellbook and repeatedly switching commonly used spells come to mind. Far from creating welcome immersion, that spellbook created headaches for casters [enough that SOE changed it]. But CU's spellbook seems more like a cross between an achievement panel and a spell design tool. How else will CU's spellbook improve on the concept?
CSE's Mark Jacobs: First, I think the characterization of the EQ spellbook as a headache for casters is a very personal one. Let's keep in mind that EQ was the most successful MMORPG prior to the coming of WoW [We presume he means in the West -ed], so not everybody could have hated it. In our game, being a caster will come with some disadvantages, and having to deal with a spellbook is one of them. However, it will also come with advantages. Like so many other things in Camelot Unchained, we're not afraid to say players won't love everything. Indeed, as I've said all along, I know that certain things we are going to do will piss off some people.
Click past the cut to have a look!
Sci-Fi, Business Models, Game Mechanics, New Titles, PvP, News Items, Mobile, MMOFPS, Miscellaneous, Not So Massively, MOBA, Diablo III, Crowdfunding, Destiny, Star Citizen, Elite: Dangerous, Infinite Crisis, Path of Exile, Buy-to-Play, Hearthstone
- Dota 2's The International tournament is underway.
- Hearthstone's Curse of Naxxramas expansion will cost $24.99 to unlock fully.
- The folks behind Elite: Dangerous explained its price structure, console ideas, and beta build.
- Real-world mobile MMO Ingress formally launched on iOS.
- We took a look at two dino-survival pseudo-MMOs: Beasts of Prey and The Stomping Lands.
- League of Legends is developing new ways to appeal to newbies.
- Path of Exile is getting a comic book and a new expansion.
- Square-Enix is revising the Nosgoth founders program.
- Diablo III is headed to China.
- Star Citizen's crowfund broke the $48 million mark.
- Infinite Crisis is revamping its new player system.
- Gearbox has a new first-person MOBA en route; it's called Battleborn.
- Marvel Heroes introduced new playable hero Mr. Fantastic.
- MechWarrior Online plotted its own multi-part revamp.
- Heroes of Newerth announced a $10,000 map-making contest,
- CliffyB is making a new F2P shooter with MMO giant Nexon.
- Finally, Destiny is getting a mobile app. Check out a video walkthrough below.
Serqet is based on the Egyptian goddess responsible for curing poisons, but this version of Serqet also dishes out venom with her nasty scorpion tail and then consumes those poison DoTs for additional damage and debuffs via her Catalyst passive.
The new character joins the game tomorrow. Enjoy the lengthy character introduction video below!
Massively: Can you explain the thinking behind allowing players to fall into "gotcha" builds, unwittingly creating characters that simply will not perform well in the game? By the same token, does the studio not anticipate the preset classes to result in attendant cookie cutter stat builds?
CSE's Mark Jacobs: We've been very clear from the beginning of the Kickstarter that we are going to allow players to create builds that aren't 'ideal' for their class or even race selection. Now, having said this, we've also been clear we will present plenty of information so they can make informed choices. I want to give players the freedom to play a race/class/stat combination that is not ideal, but to also warn them and give them the ability to read lots of information at the same time. We are also considering giving out a limited respec after creation just in case, for example, you quickly realize trying to play a Luchorpan tank that you made as small and weak as possible wasn't a great idea.
While none of this is a surprise to players, what did come as a surprise was some changes mentioned in executive producer Aaron "Rowan" Campbell's letter in the forums. First off, there will be no more level cap increases for this year to allow players to take their time and explore the new content. In addition, a new advancement system is being added to legendary items allowing them to grow with you without deconstruction for a new item at level cap. And lastly, the upcoming Beorning class will start at level 1 and include its own starting experience through Eriador.
Be sure to check out the complete Update 14 patch notes as well as Rowan's Producer's Letter in the official forums.
But, hey, WildStar's first patch came out, and now I've had a couple of weeks to explore it a bit. Am I happy with it? Sufficiently, yes, although I haven't yet digested it in full. For one month out from launch, I can't complain much.
Of course, that's not the first thing that I want to talk about today. I want to talk about builds. Rather than giving you the absolute best-of-the-best builds for tanking and DPS and so forth, which I can't quite do, I want to help you figure out how to make a build that works. It's a satisfyingly interactive, and there are lots of very functional options however you choose to build your character.
Posted on Jul 22nd 2014 4:00PM
Posted on Jul 22nd 2014 9:30AM
Posted on Jul 22nd 2014 9:00AM