Camelot Unchained builds out deathmatch gameplay for Saturday Night Sieges

Last week, Camelot Unchained posted up its big plans for test hoopla, including its Saturday Night Sieges. In CSE’s latest newsletter, it outlines its testing of the first version of deathmatch gameplay for those events.

“Most recently, we’ve been focusing on tracking down a performance issue preventing us from opening up Hatchery to our IT Backers, but we’ve got some good leads,” writes the studio. “If we can get those resolved, we’re hoping to reopen the server to IT next week!”

The team has also been working on NPCs, the scenario system, performance improvements, siege engines and ammo, the emote system, new UI icons, clothing, concept art, and character animations, chiefly for emotes and new weapons. My favorite, however, is the latest round of concept clothing, this batch for the Tuatha de Danann. You can check that out along with the team’s weekly wrap-up down below!

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30 Comments on "Camelot Unchained builds out deathmatch gameplay for Saturday Night Sieges"

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Alex Malone

It had been a while since I read the beta 1 doc so reread it today. Some amazing features that they are putting in! This reinforces my belief that this is the only game, both in development and already released, that is truly being designed to make use of the genre’s unique selling point: massively multiplayer.

They’ve started outlining the additional tools that will not only make this possible (an engine that actually supports a massive amount of people), but hopefully really fun!

I’m talking about things like in-game voice chat (so that grouping with randoms actually works and is productive), bulletin boards / calendars (so that you can organise large scale events in game, rather than on private forums), battlegroups (like raid groups, just with unlimited sizes) and campaigns (user generated missions to help organise the realm).

I was also quite pleased with their idea of permanent warbands – essentially, just a group that you can name and set a roster for. That way I can login and instantly see if my warband is active, and if so who is in it, and if there is a space I can join without an invite. A very useful feature for organising small groups of friends, but also very useful for highly organised guilds.

Solaris
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Solaris

Best clothes in the genre!

gelfred
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gelfred

Backed just after this was announced. Been following the game since it was kickstarted, seems to be coming along well and they said testing would cater to time zones in Europe which was something I was uncertain on.

Not sure ill ever decide what faction and class I want to play the most but ill have fun testing them!

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Koshelkin

Yeah, there are too many interesting classes per faction. It’s gonna be such a tough call and probably a decision I’ll never be 100% satisfied with. I hope the game doesn’t make it too hard to have alts.

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Mark Jacobs

We’re making it easy to have alts, plenty of slots per server. We’re an old-school sub-based game, so you won’t have to worry about not having enough slots for all the classes and a crafter as well.

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yoh_sl

What about class changing?
I do love alts (because I get bored quickly), but I think some people would like to be able to make a name for themselves as a single character, and not be locked into a single class. And I think this would in turn make them more attached to their faction.

It shouldn’t be willy nilly, but I feel it should at least be possible.

gelfred
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gelfred

Glad to hear, doesnt help me with deciding a faction though! Not picking the bad guys was much easier in Warhammer, and living in north England the folklore of all factions touches upon local history and makes me interested in them all.

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Mark Jacobs

Hehe, yep, I hope people have to make a lot of difficult choices, that was part of my evil plan, just like Dark Age. Lots of interesting races + lots of interesting classes = fun, longevity, and I hope, some very satisfied Backers and players.

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Koshelkin

It’s more about the time I have to invest in character progression and gear. If it takes too long to get a character to a decent state I probably can’t manage having multiple characters.

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Mark Jacobs

Horizontal progression FTW then right? That’s one of the reasons we’re doing things that way. It helps both new people (they don’t have to grind to the top to be effective) and alt-o-holics like me. :)

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Koshelkin

Well, yes and no. There’s advantages to both types of progression but I don’t really want to turn this into a discussion, lol.

It’s probably good for CU, though, PvP accessibility is one point, and, as stated of above, a wealth of interesting choices at character creation. In a PvP game new people should be able to participate in “the war” asap, I guess.

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Mark Jacobs

K. I think it is good for CU in the long-term though some folks will be disappointed that as veterans they can’t easily kill a horde of newbies. OTOH, newbies can join the game and be useful in the war which should help us over the long-term since the “barrier to fun” is quite minimal.

If I ever get to make a PvE game though, I’d go with a vertical system.

shadanwolf
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shadanwolf

Sieges should be extremely popular. Attacking and defending is one of my favorite things to do.

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Mark Jacobs

Exactly, that’s why we’re focusing on them for Beta 1. If we can’t get them working the way we want to early in the dev cycle, we’ll still have plenty of time to get them right for launch. Nobody, especially me, wants a repeat of what happened with Warhammer tier 4 content, sieges, etc.

Plus, yeah, sieges are fun, lots of fun.

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yoh_sl

What happened in tier 4 content in Warhammer?
I knew the game had a bunch of issues, but I’m not familiar with this one in particular.

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Mark Jacobs

Multiple problems. First, we had a problem with the grindiness of tiers 3 and 4 compared to 1 and 2. They were supposed to be harder than 1 and 2, but they were a lot harder than I had approved. The only reason we knew this was a group of my “trusted testers” pointed this out to me. I pointed that out to Rob Denton (co-founder,COO, tech lead, etc.), he checked with our metrics system and said my guys were wrong. I asked my guys to check it out again and I checked it myself and their numbers were right and our metrics were wrong. I then insisted that we look at the metrics code and there was a bug.

The other big problem was with the game’s stability in some tier 4 content. Keep sieges, in particular, were particularly buggy. I thought that there might be that problem but I was assured that it would be fixed before anybody reached tier 4. Well, as folks who played it then know, it wasn’t ready for launch.

There were some other issues but the grind of tiers 3 and 4 and the quantity and severity of bugs at launch hurt us when folks’ subs came up for renewal. Now, none of this would have been a problem if we had gotten the extra time I thought we needed but that’s a whole other issue.

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yoh_sl

Ah I see, so this time it’s “take your time and do it right the first time” approach. Because in your experience, buggy siege is bad siege. Good.
A delayed game is eventually good, a rushed game if forever bad.

I’m happy to wait and support you as long as it takes.

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drgreenhoe

Great update. Can not wait to start testing. And yes the clothing looks awesome.

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Mark Jacobs

Us too, like to the nth degree.

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Toy Clown

I love those clothes, all of them!

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Mark Jacobs

Yeah, considering how little time Michelle gets to work on individual/group pieces of concept art, she always does a great job. One of these days we’ll find the time to really let her and Sandra just focus on a piece or two so they can show off their talents. That’s one of the things that’s great about them, they can deliver a lot of really good concept art quickly while doing other things as well.

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Schlag Sweetleaf

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Loyal Patron
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thickenergy

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Steely Bob
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Steely Bob

i love that every time I read CU news it’s mostly about them testing/working on/developing the parts of a MMO that I actually care about.

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Mark Jacobs

Really looking forward to the opening of the SNS, should be a lot of fun.

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Francis Baud

“As soon as we had the first iteration of “Deathmatch” gameplay in Saturday Night Sieges, we started testing regularly in the office.”

It’s already getting tested internally, nice. Can’t wait to see it in action! Hopefully they’ll livestream some of it. =)

Some gifs of the new VFX Mike is working on (WIP):

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Full video: https://www.youtube.com/watch?v=Gl0zGc8XJCE

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yoh_sl

Thanks for the gifs.
That is starting to look reasonably decent. We still have a long way to go, but the pieces are coming together, little by little.

I just hope they use email notifications for when the tests are, because time zones are a bitch.

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Francis Baud

Yea, there’s room for improvement of course, and I’m really excited to see how far they can push their new VFX system. Already the effects look way more like how I imagine “magic” to look like in a fantasy MMO like CU: vibrant, that contrasts with the environment but clean and well-defined so it doesn’t fill the screen to avoid that players get lost with superfluous particles.

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Mark Jacobs

Yep! As you folks know, we’ve been building out a custom VFX system that is designed to allow Mike to make lots of nice sparklies but also is performant. We have another iteration planned for after Beta 1 that we hope will allow us to do even more things than we currently can do without it being a major hit on performance.

Onwards and upwards!

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yoh_sl

To infinity and beyond!

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