This afternoon’s Camelot Unchained update is a lengthy one, as head honcho Mark Jacobs has a lot to say about topics ranging from stretch goals to new builder tiers to alpha testing progress reports.
CityState is approaching the current stretch goal, which means that the firm is also preparing the next one. “It’s not a hiring stretch goal (yay!), and it’s one that I think will surprise and excite some people,” Jacobs hints. “It’s a clever one that keeps both the spirit of the Foundational Principles and to the statements I have made in the past about what we would like to do.”
On the alpha front, CU has had “a less-than-expected number of bugs,” and other than a troublesome player positioning bug that may affect this weekend’s test, things are going well. There’s a lot more to the update, so be sure and read the full post at the Camelot Unchained website.
[Source: Friday update
This week’s Massively Overthinking question comes to us from Kickstarter donor JakeDunnegan, who is worried about the future of MMORPG guilds.
When EverQuest came along, I was introduced to the concept of guilds, which was a bit different from league play in Tribes. Voice chat in EQ wasn’t really a thing unlike the need for Roger Wilco in Tribes. And guilds added so much to playing. Since grouping was so critical in EQ, being in a guild was a must for effective play for anyone but Necros and Druids, who were the only effective solo players at the time.
Requirements for getting in some guilds were extremely stringent, yet the real-world rewards were unlike much we see today. It wasn’t uncommon at all for people to be in the same physical area to get together or folks travelling to stop in and have dinner with fellow guildies. I did this on many occassions, even planning a small weekend stop-over at a guild leader’s house about a half a day’s drive away.
All this and I played EQ for only about two years. We eventually started our own guild, and it would ebb and flow as new MMOs came out, but the game that really, effectively, killed off the concept of guilding — for me, anyway — was the ironically named Guild Wars 2.
This week in MMO crowdfunding news, we said goodbye (apparently) to Greed Monger. We also said hello to Pathfinder’s early access head start and, of course, we heard from Crowfall, Star Citizen, and the rest of the usual suspects.
While Greed Monger isn’t officially dead in terms of an announcement from its developers, things don’t look good now that it’s lacking a lead programmer. Read the rest of this week’s MMO crowdfunding news after the cut.
Camelot Unchained just released its latest newsletter, and you’ll want to set aside some time and maybe a couple of beverages to read it. It’s looong, and it covers everything from lore to the requisite state of the build update to various tidbits from the art department, the design team, and the tech guys.
Oh, and there are some pretty slick screenshots of player creations from the internal alpha test, too!
; thanks Matthew!]
The first look at a new game is always exciting. You get to see a game as something other than concept art and development promises; what could be better? So Camelot Unchained fans should be happy that some of the first live footage of the game has been streamed by CohhCarnage, a fan given authorization by CSE to show off the game and reveal the game’s alpha presentation.
You’ll have to ignore the “do not stream or distribute footage” bit in the lower right-hand corner during parts of the video, of course, as this streamer was given explicit approval to stream and demo the new video. Check out the video just past the break, and let us know what you think of the current state of the game in the comments. The alpha video starts around 3 minutes in.
With PvP-encrusted MMORPGs like Camelot Unchained, Crowfall, and even Revival on the genre’s horizon, I have a glimmer of hope that the future of MMO PvP might not be a dreadful dichotomy of sterile MOBAs and psychopathic gankboxes after all. PvP might just have a chance at restoration to a place of honor in MMORPGs rather than be jammed into themeparks as an afterthought or unleashed into empty open worlds as the lazy dev’s idea of “hardcore content.” MMO PvP has been great before — wouldn’t it be fun if it were great again?
This is how I’d like to see it go down: Here are six things I expect from serious MMO PvP.
This week in MMO crowdfunding news, we learned about the Kickstarter for a “MOBA type of combat game” called Descent: Underground. Yes, it’s that Descent, and it even has Interplay’s blessing. It also boasts a few Star Citizen veterans on its dev team, and it earned an endorsement from Cloud Imperium’s Chris Roberts.
The rest of this week’s crowdfunding roundup is just past the cut.
Albion Online posted an infographic celebrating its winter alpha and dished on its upcoming summer alpha, which will include a major revision of the economy. What else is new in the land of MMO testing?
Our complete list of MMOs in testing is below.
Camelot Unchained’s February (yes, February) newsletter has arrived with apologies from the team; it was working on that whole alpha launch thing. While CSE touches on its new audio engineer, alpha, and C.U.B.E. building competition, it’s Jenesee Grey’s crafting clarification that caught my eye, especially in light of yesterday’s Crowfall crafting-and-decay discussion.
When we say nothing lasts forever, we mean just that! As you use weapons and armor their durability will wane, based on the frequency and the way you use them. Are you attacking with a weapon that has a high fracture rate, and are you hitting it against heavy metal armor? It will likely wear down faster than if you were using it against a light armor wearer. When that happens, you will want to do some basic repairs on your low level armor/weapon yourself with popcorn crafting. When things need a more practiced touch or you have a special piece, you will want to take it to a dedicated Crafter instead.
“Alpha was, quite frankly and with as little hype as possible, a huge success.”
Mark Jacobs used the above to lead into a debriefing of Camelot Unchained’s first technical alpha test. The test ran for a continuous 72 hours after a start delay. He reported that the game handled 1,100 players and bots without a problem and did not crash during the entire test.
Jacobs is pleased to see the creativity that fans are demonstrating with the new offline building program. He also said that the team is slated to get additional programming support and that future stretch goals will come with extra rewards for all backers.
[Source: Evening update
It’s been one doozy of a busy week here at Massively Overpowered, between our Kickstarter campaign conclusion, PAX East, studios closing, games celebrating anniversaries, and a certain alpha revving up. Can we sum it up in a single hour? The podcast fairies will sprinkle their magic dust and make it happen!
Camelot Unchained reached the $3,225,000 “Hug the World” stretch goal in its ongoing crowdfunding campaign last night, meaning that City State Entertainment will hire or contract more artists to hasten the game’s development.
But the next stretch goal is even juicier. CSE founder Mark Jacobs posted today that the next stretch goal — the $3,350,000 “Programmers, where art thou programmers?” goal — is CSE’s attempt to overcome the challenge of “attracting additional senior programmers” to the team.
We will use the proceeds from this Stretch Goal to coax two elusive senior-level programmers to join the team, by adding an appropriate amount to our current plan to pay them. FYI, these are the same two senior-level programmer positions that we have been trying to fill for well more than a year.
This week in MMO crowdfunding news, a couple of projects went bye-bye. First up was Trials of Ascension, which admitted to Kickstarter defeat and pulled its campaign after raising nearly $26,000 out of a $600,000 goal in two weeks. Also down for the count is The Wizarding World Online, a Harry Potter knockoff that kinda forgot to ask the IP owners for permission.
Finally, Massively Overpowered’s Kickstarter campaign came to a successful close, and we thank you all once again for allowing the site to live another day (or two!). Click past the cut for the rest of this week’s crowdfunding roundup.