Camelot Unchained adds persistent items and destructible buildings

    
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As the Camelot Unchained team goes through its first — and hopefully only — crunch period in preparation for the title’s beta test, Mark Jacobs delivered an update about the efforts of the team as City State Entertainment nears this important milestone.

One of the projects that has been successfully completed was making items in the game persistent, allowing them to exist even when dropped in the world. The team’s also been working on more body animations, a crazy-looking dragon, and more armor sets.

Perhaps the most exciting development is the addition of destructible buildings on the test server, although it appears to be greatly exaggerated from the devs’ final vision for the feature. “Building destruction is massively OP, silly, and so much fun!” Jacobs wrote (and how can we of all sites disagree?). “What we are testing now is not how it will work in the live game.”

Finally, you can check out the art team creating a lion’s head in a time-lapse video after the jump!

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Francis courant
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Francis courant

TimothyTierless If someone said dragon, it was probably right before getting eaten by one.

DeadlyAccurate
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DeadlyAccurate

I loved the persistent item drops in Wurm Online. It made the world feel so much more real to come across a decaying shield left by the roadside by another player, or a stack of logs next to someone’s house.

TimothyTierless
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TimothyTierless

Did someone say dragon?!?!

deekay_zero
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deekay_zero

Francis courant deekay_zero it’s just the nature of the beast but people get ignorant about it sadly. all the 60fps memes make the issues worse.

Francis courant
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Francis courant

deekay_zero Francis courant lol xD yea recent MMOs may have improved in a lot of ways but the frame rate in mass pvp often remains the major weak point.

deekay_zero
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deekay_zero

Francis courant deekay_zero to be fair it was a different time in terms of internet and although l2 handled mass pvp alot better than alot of other games of the time and since …

and also we put up with alot of stuff back then we don’t now, like low fps in demanding scenes and stuff. was hilarious back in swtor ilum rage days seeing people post daoc slideshows claiming they were smooth fps while raging about similar performance in swtor. LOL

MrPoolaty
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MrPoolaty

Well for a developer to come on and chat it up with a few people on a gaming website forum to me gets crazy kudos! Although I’d like to think the MassOP community is a more grounded base than most wide open gaming communities…
That being said when I played final fantasy 11 the ranger class had the scavenge ability which would usually just randomly grab you random arrows or crossbow bolts or possibly a single gil. Nothing special really. But that did put the idea in my head of like why does stuff just disappear when dropped? I guess I can see everyone’s point on lag and server strain but it was there in the first place. It’s not someone is standing there spewing newly crafted items from nothing and littering the ground with it.

Francis courant
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Francis courant

deekay_zero Didn’t know about this strategy, hopefully we won’t have anything like that in CU. =P
From what I’ve seen, even with thousands of environment objects (trees, plants, grass, rocks) and blocks, players, gears, etc. it doesn’t seem to compromise performances much, so maybe a lot of items dropped on the ground wouldn’t create that much lag. Or maybe they could limit the amount of items that a player can drop at once.

CSE_Tyler
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CSE_Tyler

http://i.imgur.com/LFyvsg9.jpg
shared via imgapp for iOS

deekay_zero
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deekay_zero

CSE_Tyler lineage 2 lesson learned: watch for defending guilds to drop hundreds and thousands of low cost items on teh ground to lag out attackers (and themselves, but to their own benefit).
used to be a  thing in l2 about 10 years ago until ncsoft gave the straight dice on it saying if clans were caught doing it after a certain point they’d get rekt.