camelot unchained

Official Site: Camelot Unchained
Studio: City State Entertainment
Launch Date: N/A
Genre: Fantasy RvR Sandbox
Business Model: Subscription
Platform: PC

Make My MMO: Everybody poops in Star Citizen (September 9, 2017)

Remember a few weeks ago when Star Citizen confirmed survival mechanics like eating and sleeping? Welp, add pooping to the list. This week in MMO crowdfunding, Star Citizen’s Around the Verse focused on the game’s stamina system, which touches on the character’s needs and risks and notifications about them, including “getting drunk, needing to go to the toilet, all the little things that can affect the player temporarily, and then we can expand this to go even to stuff like long-term diseases, depressurization sickness, radiation sickness – all these things that won’t be something the player can get rid of instantly.”

Meanwhile, the three City of Heroes spiritual successors teamed up for a panel at PAX, Shroud of the Avatar honored a player’s father, Dual Universe hit 10K backers, Dogma: Eternal Night implemented combat, and Chronicles of Elyria demoed jousting, plus so many goodies from PAX! Read on for more on what’s up with MMO crowdfunding over the last couple of weeks and the regular roundup of all the crowdfunded MMOs we’re following.

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Camelot Unchained wows DragonCon attendees with thousands of battling bots

Camelot Unchained wasn’t in attendance at PAX West last week, but it had a good reason: The team was at DragonCon instead for a presentation of its large-scale battles. So how did it turn out?

“One of our biggest hurdles going into this project was always going to be 500-player battles,” the CSE reports. “From the beginning, some said it couldn’t be done, and perhaps still do so now. The presentation of not 500, but over 2,000 ARCs (Autonomous Remote Clients is now the official name) running around and using abilities with VFX was met with applause, and understandably, disbelief.”

Meanwhile, work on the RvR MMO continues apace. The devs completed their first pass of the game’s progression loop, laying the foundation for emotes, and sketching out some clothing ideas for female characters. Camelot Unchained’s artists have also been kicking around character creation screen concepts, some of which you can see after the jump.

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Massively Overthinking: The best and worst MMOs of 2017’s PAX West

PAX West 2017 has come and gone, and though MJ is still feverishly working on her last few articles, we wanted to pause a moment to reflect on everything we’ve seen and read and recapped so far. So for today’s Massively Overthinking, I asked our writers to tackle three topics from an MMO player’s perspective: the biggest surprise of the show, the most disappointing bit, and the games that grabbed them and won’t let go.

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Make My MMO: MMOTCG HEX is coming to PS4 (September 2, 2017)

This week in MMO crowdfunding, HEX announced it is officially coming to PS4 on September 9th under a hybrid HEX: Card Clash moniker, which “marries the PC version you know and love with an all-new and improved PS4tm client” and allows gamers to “play seamlessly with players from both clients, and compete for weekly cash prizes.” Says the studio,

“Ever since our Kickstarter, we knew there was the desire to curl up on the couch with a nice game of HEX. We originally envisioned this as tablet support, but as HEX evolved it became clear that there were still some significant hurdles to making that a reality. From both a coding and a UI perspective, HEX requires some significant magic to faithfully reproduce the PC experience you know and love in a different medium. While we are absolutely still planning to come to tablet, we began to wonder if we couldn’t get you couch conquerors HEX just a little bit sooner.”

Meanwhile, Shroud of the Avatar launched R45, Crowfall players put together a crafting calculator, Valiance Online streamed its alpha, Grim Dawn released gameplay of its upcoming Necro class, Ashes of Creation pegged December for its “alpha zero,” and Camelot Unchained said it’s overdelivering on tech. (Thanks, Zophie!) Read on for more on what’s up with MMO crowdfunding over the last couple of weeks and the regular roundup of all the crowdfunded MMOs we’re following.

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Camelot Unchained designs beta siege battles

It’s not hard to imagine the Camelot Unchained fan as a curious and excitable prairie dog popping up whenever the word “beta” is mentioned. The wait has been long, the promises many, and the development of this RvR MMO seemingly never fast enough for both the fans and the devs.

But could the Beta 1 test actually be nearer than we think? There are certainly a lot of mentions of the test itself in this week’s newsletter, including a revised Beta 1 document on the official site. The team also discussed how it’s drafting up designs for siege battles to take place during the test and provide an important stepping stone to the future: “These battles are being designed primarily to be fun, and importantly, to test our work in Beta 1 and beyond.”

It saddens us to report that Camelot Unchained has killed Superman. Well, the “Superman” bug, that is. Apparently there was a glitch that kept player characters stuck in a falling/flying pose while moving around, but now that’s a funny memory rather than an awesome reality.

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Camelot Unchained on the perks of RvR PvP and overdelivering on tech promises

Were you worried that Camelot Unchained would slack off on its newsletters whilst in the pre-beta crunch? You needn’t have — this month’s missive clocks in at over 10,000 words. Among them, Mark Jacobs revisits the game’s Thirty Day doc, writing, “I’m confident in saying that I believe this information dump is one of the largest ever done for a game that was still in a true Alpha.

Moreover, the extra year of tech development for the game is genuinely paying off in a way that should please people tired of ambitionless MMOs and knockoffs. As Jacobs puts it,

“When we launched the Kickstarter, we said that we believed we could deliver on something not seen in any MMORPG to date: large-scale battles (1K or more), where players could maintain a playable FPS without having the best rig from Alienware. While we achieved this last year using the old ability system, the new system is a lot more flexible and complex. Over the last three weeks, we have overdelivered on a stated goal and delivered a powerful message to the Backers that attended: ‘The future is now!'”

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Camelot Unchained’s player progression will be a ‘long-term investment’

Is that… is that Camelot Unchained’s Beta 1 peeking over the horizon? From the tone of this week’s newsletter, it certainly sounds as if the long-fabled test is growing nearer every day. In fact, there’s even a section on the website that exhaustively deals with the philosophy and plans behind the beta.

The team had a whole mess of projects to report on this week, including the beginnings of a character information screen, model diversity in the mass bots battles, and dummy NPCs that run around the place.

Possibly one of the most interesting sections of the newsletter dealt with the team’s plans for player progression, which sounds somewhat different than your typical PvE MMO: “We want player’s actions to factor into the global scope of events taking place across the entire world. Player progression is intended to be a long-term investment, and to allow players to focus on what they like best: playing the game how they want to play. For Beta, we’ll be laying out the key progression elements, but will tweak the time it takes to progress during Beta 1.”

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Betawatch: Camelot Unchained is rapidly approaching beta (August 18, 2017)

The wait for the Camelot Unchained beta has been long and arduous in the way that only “just sit around and wait” can possibly be, but it’s almost here. It’s going to happen! We don’t know quite when, but we do know that we’ve got a new guiding principles document for beta. So it’s coming very soon.

Meanwhile, we also bid farewell to both Tree of Life and Fragmented, as both have launched this week.

More beta news? We’ve got to be honest, it’s been a quiet week… but this stuff might all tickle you along the way just the same.

But is there a list? Yes, of course there’s a list. It’s right down below, and while it may be trimming down slightly it still has no shortage of entries. Perhaps you’d like to let us know about things we may have missed in the comments? Either phase changes or new titles, we’re flexible.

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Camelot Unchained teases beta with a new ‘guiding principles’ doc

If it feels like we’ve been waiting for Camelot Unchained’s beta forever, well, it hasn’t – it’s only been half of forever. And the wait is almost over, if the first part of City State’s brand-new beta 1 doc is any guide.

“It’s been a longer road to Beta 1 than we expected it would be last year,” CSE’s Mark Jacobs begins. “For that, you have our most sincere and humble apologies.” After admitting he’s “committed more money to the studio than” planned, he says the result has been worth it, such that “by the time you read this, [CSE] will have moved achingly close to the first of the SNS trials, will be back up to 2.1K ARCs/Bots, the new ability, animation, and VFX systems will be performing as expected, and the programmers’ focus will have turned more heavily than ever to gameplay and not tech.”

The doc itself outlines the beta’s “guiding principles” for a “minimum viable vision” — namely, that it should be solid, intermittent, accessible, and more about fun than the tech-oriented alpha. While this is just the first part of the larger doc we’re told is incoming, it does tick off a number of specific features on immediate order, including improved UI, help files and links for newbies, updated patcher and player count, daily issues, class/race combos, attribute clarity, unique player names, and starting gear.

Plus? A peek at the login screen, which is slick!

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Make My MMO: Star Citizen scrubs release windows from 3.0 schedule, Fig investors turn a profit (August 12, 2017)

This week in MMO crowdfunding, Star Citizen surprised backers by removing all “aim dates” from its weekly production schedule, which is intended to provide a roadmap toward the (very delayed) 3.0 alpha release. CIG instead provided two graphs it says will give a “more accurate look at where [it is] trending” – check those out down below. (Cheers, Cotic!)

In more meta news, Fig announced that a game promoted through its equity crowdfunding platform actually generated profit for investors, a first for the company. That game would be Kingdoms and Castles, which according to Polygon netted $1M in sales and consequently provided a 100% return to investors through Fig (double their money). It’s not an MMO, of course, but several MMORPGs have turned to this type of equity crowdfunding since it became legal last autumn, including Crowfall and Shroud of the Avatar.

Meanwhile, Albion Online continued suffering from extortionists’ DDOS attacks, we kicked off a month-long deep-dive into Shroud of the AvatarDual Universe scored a huge chunk o’ change in its run up to alpha, Pantheon published its monthly newsletter, and we got the details on the superhero MMO panel at PAX, which we’ll be attending in person (thanks, cyanpill!).

Read on for more on what’s up with MMO crowdfunding over the last week and the regular roundup of all the crowdfunded MMOs we’re following.

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Camelot Unchained lays the groundwork for NPCs

Bot battles is the phrase on everyone’s lips over at Camelot Unchained as of late. The team said in this week’s newsletter that it has begun to test the new build of the game with loads of bots and players at the same time, creating epic fights for all to experience.

Playtesting aside, the team has plenty of pots on its project stove, such as player-to-player trading, a giant lighthouse, and healer effects. And even though Camelot Unchained is a primarily PvP (or RvR) game, there is work being done on including NPCs to flesh out the game world.

“Colin started the planning process for building our NPCs, both to support our needs for Beta 1 and also farther down the line,” the letter writes. “At the basic level, NPCs can act as signposts, offering information to players as they approach. Therefore, we need to be able to manage the text strings for each NPC and allow them to trigger actions when a player approaches.”

The team also displayed some of the work being done on mace attacks, which you may view after the break.

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Make My MMO: Star Citizen 3.0 progress report, Albion Online DDOSed after RMT crackdown (August 5, 2017)

This week in MMO crowdfunding, Star Citizen posted its monthly studio report along with its updated 3.0 production report as it works on the “User Experience Polish Pass.” Players tracked only two delays in this report: the UI and the mission system AI. Cross your fingers that the Evocati test access begins next week as planned (it’s actually looking pretty good).

Elsewhere, Albion Online was slammed with a DDOS attack yesterday, which the devs say was “most likely in response to [SI’s] recent actions against gold sellers to coerce [SI] to not interfere with their illegal business.”

Meanwhile, Camelot Unchained teased testing for beta 1 backers, Path of Exile launched its latest expansion, Crowfall profiled a dev, Dogma Eternal Night tinkered with its mission system, Descent Underground released a demo on BrightLocker, City of Titans returned to Twitch, and Global Adventures successfully funded on Kickstarter.

Read on for more on what’s up with MMO crowdfunding over the last week and the regular roundup of all the crowdfunded MMOs we’re following.

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Camelot Unchained will invite beta 1 backers to big bot battle testing next week

In the future, alpha testers (and everyone else) will all be fully replaced by robots, no doubt. But right now, Camelot Unchained is putting bots to work alongside their human compatriots in the form of big bot battles. This week, City State says, it ran two tests with the bots in prep for beta 1.

“We brought in 250 Bots and went up to over 1200 Bots, which ran around LIVE with our Alpha and IT Backers. The majority of these headless clients were ‘melee’ and the rest were ‘archery’ Bots. In some tests, we were able to handle about 2K Bots total (most of the Bots were fighters, the rest were archers), which is twice the number we set out as a goal during the Kickstarter. While we have hit 2K before, these were the first LIVE tests with our Backers using the new animation system and the heavily modified VFX system.”

Even better? Beta 1 backers will be invited to these tests next week.

The studio has likewise been working on client stability, siege engine tech, item damage, and enviroment and item art and effects. Check out the new images and recap vid below!

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