
Here is some good news for you Camelot Unchained fans who also like pet classes. CityState has found a way to work around the various technical issues that were preventing a proper pet handler from filling out the RvR title’s roster.
Spirit pets are better than their fleshy counterparts because they can float above the ground, move through objects, and otherwise sidestep a whole bunch of pathing problems with relative ease. “Treating some of them as spells also means that we can leverage our tech to add them to the game at a very low cost,” says the latest website update.
It’s worth noting that CityState is calling this stretch goal an Extender Pack, which means that it won’t be developed until after launch so as to avoid negatively affecting the release date. The post says that further discussion on the spirit pet mechanics will come later.
[Source: Spirit in the sky; thanks Dutchman!]
I am anxious to see where this goes. Â I love that CSE is giving a different take on otherwise standard MMO elements. Â Mark’s conceptual idea for Stealthers is pretty incredible.
Mark Jacobs Ethuiliel
Hmm I suspect your earnings potential would increase if a pet based game were on mobile devices?
It really helps to see the “why” in a games overall design. So many games release in a totally different state to what was promised in the beginning, and though there are often good reasons for the changes, the player never gets to see what those reasons are.
I went from “not really interested” to “holy poop look at those classes and races !!!” to “I’m not sure this type of game is for me but I’ll be watching closely…” Love the classes, lore and preliminary artwork … and I really appreciate seeing something of the games development.
Mark Jacobs Siphaed Tamanous
Thanks for clarification Mark. Great idea to detail precisely what an EPP is above and beyond the project as defined through KS. Legitimate point of concern or interest.
Ehra vinicitur Or possibly a Shaman or a Druid, though Animist could just be a sub-sect of Shamanism, really.
mysecretid Or feed, unless it simply needs the souls of your slain enemies, that is. :)
deeggale Thanks so much! And yes, that is an important part of this studio’s way of doing things, just like we did at “old” Mythic. :)
Veldan That’s the plan. We know we can’t have traditional pets because of the issues you mentioned above. Adding pets to a game doesn’t come free nor easy, not if you want to have large-scale battles. It isn’t just a rendering problem, it is also a networking issue, physics issue, etc. It would be easy for us to have said “Pets are confirmed!” during the KS and then have to scale back and/or eliminate them if things didn’t go well. We prefer this approach – think of a way that almost ensures that they can be added at a lower cost than an additional player. If we can do that, it becomes the win we needed it to be.
Plus, well, I think what we have in mind for these things is pretty darn cool. :)
Sorenthaz Thank you very much as always. And yes, I do think it is a clever solution, but I’m a bit biased. :)
Craw Xvim Works for me. :)