Make My MMO: Camelot Unchained’s crash rate is coming down (July 7, 2018)

This week in MMO crowdfunding, the Kickstarter MMO crowd held its breath to find out whether or not Camelot Unchained would indeed make its July 4th beta test date as planned. Thanks to an annoying crash bug, it didn’t, but the studio is crunching to sort it out and isn’t anticipating more than a few weeks of delay, which isn’t going to seem like much to people who have already been waiting years.

“Still going through the logs. We’ve eliminated a lot of the crashes. Andrew’s working on another fix that should help things as well,” CSE’s Mark Jacobs told backers last night. “Hopefully, we’ll be able to talk about [the date] on Monday. […] Still no long-term change, no short-term change, no change whatsoever in what our original estimate was. We’re getting really close.” He reiterates that the crash rate has gone down, but they really need human testers testing, so get in there if you can.

Meanwhile, Richard Garriott rebutted claims that Shroud of the Avatar is a flop, some troll faked a former Star Citizen developer’s Glassdoor review of the studio, Temtem fully funded, and Fractured has passed 500 backers and half of its Kickstarter goal.

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

Fractured’s Kickstarter

Recent MMO crowdfunding news

Saga of Lucimia

Dual Universe… so pretty

Campaigns and crowdfunded MMOs we’re watching

3001SQ (Société des Mondes Virtuels) – Kickstarter unsuccessful. Work continues.
AdventureQuest 3D (Artix Entertainment) – Raised 368k; beta began Oct 2016.
Albion Online (Sandbox) – Launched July 2017, hit Steam May 2018.
Antraxx (Team Antraxx) – Kickstarter canceled.
Ascent: The Space Game (Fluffy Kitten Studios) – Successful KS. Fully launched 2016.
Ashes of Creation (Intrepid Studios) – Successful KS. Alpha zero.
Broke Protocol (Cylinder) – Unsuccessful KS. In free early access.
Camelot Unchained
(City State) – Kickstarter successful; open donations/packages.
Caribbean Conquest (Invenio) – First KS canceled, second ended unsuccessfully.
Contested Space (Zon)
Crowfall (ArtCraft) – Kickstarter win, open packages, Indiegogo crowdfunding ongoing.
Chronicles of Elyria (Soulbound) – Kickstarter successful, open packages.
Citadel of Sorcery (MMO Magic, Inc.) – Open donations.
City of Titans (Missing Worlds Media) – Successful KS; launching fall 2018.
Descent Underground (Descendent Studios) – Successful KS.
Divergence Online (Stained Glass Llama) – Three campaigns; now in KS early access.
Dogma: Eternal Night
(Prelude Games Factory): Kickstarter overdonor preorder packs.
Dragon of Legends (Thrive Games) – Successful Kickstarter.
Dual Universe (Novaquark) – Kickstarter funded, donor platform. Pre-alpha.
Eco (Strange Loop Games) – Funded, now in alpha.
Edengrad (Huckleberry Games) – Kickstarter funded; in early access.
Elite: Dangerous (Frontier Developments) – Funded and launched.
Empyrion Online (Eleon) – Kickstarter canceled; launched on Steam early access.
Epic Space (EpicSpace.net)
Ever, Jane (3 Turn Productions) – Now in open beta.
Fractured (Dynamight) – Kickstarter ends July 25.
Global Adventures (SubaGames) – Kickstarter funded.
Gloria Victis (Black Eye Games) – Open donations, no end date; in early access.
Greed Monger (Greed Monger) – Abandoned, now allegedly in refund process.
Grim Dawn (Crate Entertainment) – Funded and launched.
Guardians of Ember (Runewaker) – Funded and launched.
Guns of Icarus (Muse) – Funded and launched.
Hero’s Song (Pixelmage) – KS canceled; Indiegogo. Canceled w/ refunds.
Infinity: Battlescape (I-Novae Studios)
HEX (HEX Entertainment) – Funded and launched.
Legends of Aria (Citadel Studios) – Kickstarted as Shards Online. Alpha ended.
Life is Feudal (Bitbox): Indiegogo ended. Currently in beta.
LUX (Chimera) – Kickstarter canceled.
Maestros of the Anthymn (String Theory) – Kickstarter canceled.
Maguss (Maguss) – Indiegogo successful; open beta.
Mekria (Infinity Online Studios) – Kickstarter canceled.
Midair (Archetype Studios) – Kickstarter successful.
Nebula Online (Mizar Games) Kickstarter canceled; launched in November.
Neo’s Land (NeoJac Entertainment) – Open donations, no end date.
Novus AEterno (Taitale Studios)
OrbusVR (Ad Alternum) – KS funded March 2017. In early access.
Overpower (Hydrant Games) – Kickstarter unfunded; heading to early access.
Pantheon: Rise of the Fallen (Visionary Realms) – Open donations. Pre-alpha.
Pantropy (Brain Stone GmbH): First Kickstarter canceled, second funded.
Pathfinder Online (GoblinWorks) – Doom, mostly.
Planet Nomads (Craneballs) – Kickstarted, early access launched sans multiplayer.
Pixel Starships (SavySoda)
Project Gorgon (Elder Game) – Kickstarted in three tries + Indiegogo. Early access.
Pumpkin Online (Monique) – Downgrading from MMORPG.
Temtem (Crema) – Kickstarter fully funded.
The Exiled (Fairytale Distillery) – fka Das Tal; 2015 KS unsuccessful. Early access.
The Flower of KnighthoodKickstarter canceled.
The Realm: Reawakened (Stephen Nichols) – Ongoing GoFundMe.
The Repopulation (Idea Fabrik) – Kickstarted twice by A&B. Back in alpha.
ROKH (Darewise) – Kickstarter canceled; now in early access.
RUiN (Tarhead Studio) – Kickstarter successful.
The Stomping Land (Alex Fundora) – Abandoned.
Sacrament (Ferocity Unbound) – Kickstarter failed; Patreon ongoing.
Shadow’s Kiss (Clockwork Throne) – Ongoing Patreon, Kickstarter funded.
Shroud of the Avatar (Portalarium) – Successful KS. Soft launch July 2016. Launch March 2018.
Star Citizen (Cloud Imperium) – Ongoing donations/packages.
TUG (Nerd Kingdom) – In middle of year-long revamp after funding surge.
Vigor Roads (NeuronHaze) – Kickstarter unsuccessful; early access planned for 2017.
War of Rights (Campfire Games) – Successful Kickstarter; in alpha.

Camelot Unchained Q&A

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58 Comments on "Make My MMO: Camelot Unchained’s crash rate is coming down (July 7, 2018)"

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angrakhan

Honestly I wish Star Citizen had gone the road of Camelot Unchained in that they proved out the back-end technology before adding all the front-end eye candy. Granted then they wouldn’t have amassed $200 million from ship sales, but I think they would have realized what a colossal undertaking CR’s vision was and maybe backed it down a bit. Personally if they had delivered a game more along the lines of The Division in space I would have been more than happy. No multi-crew, no massive scale capital ships that are player controlled. Just play solo or in a small squad. Trade, mine, bounty hunt, be a merc, explore planets, etc… just in an instanced environment with a limited number of players. Sure it wouldn’t be so epic as CR’s vision, but I think the game would be out by now and they could be working on adding in the questionably feasible pipedream tech while they supported an active player base of satisfied customers.

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Oleg Chebeneev

Its why SC was delayed in the first place. Creating right technology and backbone for whole game is what they did for years. They made tech that allows to create whole realistic looking planets with 1 click of a button. They made tech that allows to generate enormous cities with realistic looking and VARIED interiors with 1 click of a button. And those are just few technologies they’ve been working on, there are many more. This technology will allow them to add new systems, planets and stations much faster in the future.

“Sure it wouldn’t be so epic as CR’s vision, but I think the game would be out by now”

Fans dont want small scaled bad looking featureless game. There is enough crap like that. Scale, fidelity and ambition is why people are excited for SC and people are willing to wait extra time for that.

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angrakhan

Well, before you dismiss me as not a fan of SC, I’m a concierge level backer, so I am definitely a fan. That being said the big elephant in the room is SC has a major concurrency issue. They can’t get more than 30 or so players into the same instance without the game bogging down or crashing. Problem: the Javelin has a max crew of 80. They can’t even get a fully-manned Javelin into an instance without the game crashing, never mind 2 of them so they can have a battle. Add on to that the armada worth of support and escort ships you would want to have around a Javelin and now to have the game of CR’s vision, you need concurrency in the neighborhood of 2-300 players per instance. Really it needs to be higher if you want processor and bandwidth overhead left over. Until CIG cracks the concurrency nut on the game, CR’s vision is just a pipe dream. If it were easy CIG would have done it… years ago at this point. CU on the other hand has already figured that part out. I think adding pretty graphics on top of a solid technological foundation is easier than shoe-horning a solid technological foundation under pretty graphics.

And trust me, I hope I’m wrong. I do not want to see CIG fail. This, however, is my primary concern with SC.

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Oleg Chebeneev

Why you think they would make this priority years ago? Optimization is always done in late stages. They were busy creating tech like i said in previous post. Instead of optimization crew support for a ship that isnt even available to players.
They already brought some optimization in 2.1 and 2.2 and 2.3 will be a big patch for optimization due to addition container streaming.

Im pretty sure with tech wizards they have on the team, supporting 50 players in one area wont be a big problem. As for bigger number, Chris stated from the very beginning that SC wont be about big fleet battles.

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angrakhan

I will add that nothing would shut Derek Smart and his cronies (and some journo’s on this site) up faster than if they could take the current game and do nothing but increase concurrency to 200 per instance and have it running at 30+ fps. At that point no one could deny that the vision was possible and it was only a matter of adding features and content, fixing bugs, and balance to finish the game. Until that point, however, the naysayers have a valid argument.

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angrakhan

Why make it a priority years ago? Simple. Make sure it’s possible. 50 players in an instance isn’t a quarter of enough if a single ship can hold 80. Just two of those and you need 160. Add two corvette class ships and 5 escort fighters on each side (still under 10 ships per side) and you’re nearly at 200 players per instance. It won’t take big fleets to hit pretty massive concurrency numbers.

If it’s so easy for the tech wizards why haven’t they done it? Surely low hanging fruit like that would be a priority since it directly affects player satisfaction. My fear is its hasn’t been done because they can’t do it.

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Oleg Chebeneev

Because optimization starts after you built game’s core, not before.

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chriskovo .

No you are wrong it is not optimization its the base technology of the game itself. You need to have a general idea of what the back-end can handle before you start doing grandiose things. They did it ass backwards and showed how pretty it would be instead of how it would actually function. Then they started selling hundred or thousand dollar ships of large crews that they didn’t even run a proof of function for. Its shaping up to be a complete cluster fuck like Eternal Crusade turned out to be.

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Roger Melly

I think the difference between Mark Jacobs vision compared to Chris Roberts vision is that Mark’s is deliverable .

Its the difference between having your feet on the ground and your head in the clouds ( or in space )

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Cosmic Cleric

I think the difference between Mark Jacobs vision compared to Chris Roberts vision is that Mark’s is deliverable .

To be fair, its done, WHEN, its done, and not before. They’re not racing against each other to see who can complete first.

Let us give Chris enough time to do the work, it’ll only benefit us gamers, in multiple ways, in the long run, if he’s successful.

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Joe Blobers

I do not know Mark Jacobs and not currently especially interested by CU but wish him the best.

Game development is tough and opposing two devs or two community is totally useless… precisely because no one have full insight visibility to pretend one won’t be deliverable after the required time of maturation and development.

They have vision and ambition. Kudo to those who support them. There is one sure reality: both are trying hard to get their project as close as possible of what their shared vision.

Mark’s said: “…. I, as you know, have never done so (personally attack SC and Chris) … or any other developer”

It is no surprise that some are respected and some exist only through social media rather than a memorable (understand good to excellent) contribution to game industry…

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Oleg Chebeneev

Thats your fantasy. In reality Chris already delivered playable alpha with dozens of ships, several stations, moons and working mechanics. I didnt see anything from CU so far besides short clips of what looked like prototypes.

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Reht

That’s your fantasy too. In reality, Mark has already delivered a playable alpha with hundreds of players participating in castle sieges, etc. Just because you haven’t seen it doesn’t mean it doesn’t exist. I have seen both (CU backer and former SC backer) and can say they both exist and i believe CU will launch first due to its more modest goals/lack of feature creep.

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Yoshi Senpai

I like the Mark I am seeing in the comments today.

I am holding off on my pledge personally until there is enough stuff in the beta/game to entertain me, but I can wait. Just don’t take too long! WvW in GW2 is getting stale and AvA in ESO is so broken it’s a crime.

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Mark Jacobs

Thanks for considering us.

Definitely take your time deciding whether to jump in or not. As per below, our Beta 1 is definitely old school and not for everybody. While it’ll be quite fun at times, it won’t be easy nor consistently fun because of things that go boom or don’t go boom. :)

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Yoshi Senpai

I have been pretty much sold on the game since I heard about it on Massively way back when.

I am just not one to preorder a game until I have something I can play or the game is a week from release.

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Mark Jacobs

Nothing wrong with that Yoshi, not one little bit.

Hopefully you’ll like what you see from us enough to join us in the fun and frolic. :)

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Cosmic Cleric

He reiterates that the crash rate has gone down, but they really need human testers testing, so get in there if you can.

I’d be glad to help testing, if I didn’t have to pay for the privledge to do so. Like how they used to do beta testing cycles. /shrug

Pepperzine
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Pepperzine

So true. There once was a time where they paid for people to test games instead of people paying to test games. It’s not fictional, I swear, and the testers actually did their job of providing constructive feedback instead of complaining about the quality of the game!

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Cosmic Cleric

So true. There once was a time where they paid for people to test games instead of people paying to test games. It’s not fictional, I swear,

Amazing how things are 180 now from then, truly.

and the testers actually did their job of providing constructive feedback instead of complaining about the quality of the game!

I didn’t mention it explicitly in my post you replied to, but by “testing” i meant real honest to goodness testing with feedback, and not just game playing to get a knowledge advantage over others when the game gets released, or because I’m too bored/impatient to wait for the game to release, and I quickly end up not enjoying the game, because I’m playing a partially feature completed, half-working, version of the game.

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Sally Bowls

crowd held its breath to find out whether or not Camelot Unchained would indeed make its July 4th beta test date as planned.

I might allow myself some snide if we hit Labor Day, but for me, YMMV, I don’t see a significant issue if Beta is more Bastille day than 4th of July. I just don’t see a few extra days is going to make my top 50 list of factors affecting my enjoyment of the game.

Reader
Mark Jacobs

If we hit Labor Day, something has gone horribly wrong especially based on what we saw on Friday.

Reader
Kickstarter Donor
Vexia

As per my WRUP post, I’ve been getting back into the Camelot Unchained loop, something I haven’t really done since I went to study abroad more than a year ago. While I hate that the university grindstone has kept me away so long, I feel like I’m coming back at a really exciting time!

I went back and watched the livestream where like 300 people got in on the battle, and IMO it was looking quite solid. It’s even making me want to up my pledge to the next tier so I can get in there and participate, TBH. I’m just kind of trying to get a feel for the actual testing schedule to make sure I’d be available to log in when the testing is live.

One other little question: I notice that the $60 tier comes with a digital soundtrack. I remember some music being posted around the time that a composer was hired. Has there been any more music shared for our listening enjoyment? Previewing that would probably be a great incentive for me to go to a higher tier for the soundtrack alone. :P

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Mark Jacobs

Vexia,

The current testing schedule is herehttps://docs.google.com/spreadsheets/d/1iCj6j28YfjN55VaoiwoVJ6_h7njW9Z5yvVUlN1mcHzE/edit#gid=1368496937

In terms of the music, just what’s in the game now.

In terms of upping your pledge, wait till we’re in Beta 1 some things will be changing and you’ll be glad you waited. It’s all good for Backers but that’s one of the reasons I haven’t been hyping the game or encouraging people to pledge. :)

I do appreciate the support, as always.

Reader
Kickstarter Donor
Vexia

Thanks for the info! I am more than happy to wait for good things when it comes to spending. Then I’ll surely enjoy the sights and sounds and bug hunts of CU Beta! :)

Reader
achilleslastand

This is good news, i have almost backed the game on more than one occasion but have been hesitant and truth be told am gunshy after backing a couple of other titles and feeling disappointed. I am however very close to getting out the wallet.

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Mark Jacobs

My advice is, if you are hesitant, you should wait till we livestream more so you can make up your mind. Or, you can take a chance before we go into Beta 1 and if you don’t like what you see, you’ll be able to get a full refund during Beta 1.

But please, only pledge if you want to be part of an old school Beta 1. We are not a modern Beta 1. It can be a fun experience as we make changes, put up new versions during a day’s testing, but it is not for everybody. Some things work great, some things don’t work so well, and some things aren’t in yet (lots of them). So, if you aren’t up for that kind of challenge, wait till we get into Beta 2. At that point the game will be much further along.

Being in our Beta 1 does have perks but it’s not for everybody, that’s for sure. And I wouldn’t want it any other way.

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Kickstarter Donor
Jadefox

How I miss the days when we had only 5-7 true MMOs.

All these MMOs do is fracture the player base ands make it impossible for any game to have a health population.

If any of these games expect to have more than 3000 players. They are aiming to high.

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achilleslastand

You need to blame the Asian style MMOs and their developers then. The vast majority of them aren’t worth a warm cup of you know what.

Pingly
Reader
Kickstarter Donor
Pingly

That picture gave me chills.

I have never experienced anything in gaming as thrilling as Relic Raids in Dark Age of Camelot.

Seeing a crowd of players in combat thrills me. Not 6, not 20, not 50, hundreds.

If they have to run in 8-bit graphics to do it I’m still in.

I’m not sure I’m up for their idea of overall gameplay but if they can keep their numbers up it will always be tempting me in for those battles.

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Mark Jacobs

Low hundreds we are doing already, we’re still shooting for 800+.

In terms of graphics, we’ll continue to improve them as we move through Beta 1. Our biggest change will be going from a 32bit client to a 64bit client which will allow us to really up our game in terms of graphic appeal. We’ll have plenty of CPU/GPU horsepower/memory to play with then. That’s one of the reasons we were having those crashes in the larger tests, we were running out of memory because of a bug in our particle system. Fortunately, that bug was fixed on Friday.

We’ll be reopening testing on Monday and continue every day during the week until we hit Beta 1. Unlike most other games, we’re not hiding the warts from our Backers, we’re inviting almost all of them (75%+) to join us in these tests. I sent an email out late Friday asking them to come help us break the build. Love those kind of tests. :)

The battles will be epic during Beta 1 and beyond.

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Oleg Chebeneev

comment image

hamblepants
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hamblepants

People usually like Schlag memes.

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Mark Jacobs

Actually, it’s now down to every 90 minutes per backer while engaging in non-instanced battles of 200-350 people around a tiny keep. And almost none of those crashes happen during the battle, they happen at the end of the match when we are doing memory cleanup. In that kind of match, my FPS never dips below 60 FPS on a single GTX1070 on a 3 year old machine. Not bad for a game building out its own tech that has been made with only $5M of individual Backers’ money. I expect that by the end of the week the crashes will be down even further.

How many ships can SC, with its 180M+ in donations, using CryEngine/Lumberyard support in an instance, let alone a battle, these days? Remind me…

Oh, and before you cite your usual defense about how detailed/amazing the ships are (they are real purty hoss!) and how that affects performance, that has nothing to do with the ability of an engine to effectively network all the ships, projectiles, etc. We can handle a lot more than 300 players and objects in an instance, I’m just focusing on a small battle right now. And in terms of graphics, well, when we go to a 64bit client, things will improve even more than they have from pre-alpha, to now, end of alpha.

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Oleg Chebeneev

Lol. That was a fast switch from “I respect Chris Roberts, he is very talented, I really hope SC succeeds” to “our tech is better then theirs with all their 180m funds”.

Okey, Mark, I wont take this achievement from you, having several hundreds of people fighting without lag or crashes is impressive. But zerg vs zerg battles wont hold attention for long if there isnt real motivation behind them and if combat feel and class mechanics are meh. Not saying they are in CU, Im saying those should be major focus for your team. As a die hard PvPer I wouldnt notice big difference between 100v100 and 300v300 battles. But I will surely notice how good or bad combat is. How fitting and realistic particle effects are. How smooth animation is. How I can feel every hit at me. How combat digits are pleasing to look at. And ofc how fun and indepth classes are for skilled players to have advantage.

I dont have much footage to judge upon but that short twitch video with archer didnt give me the feeling that the class had enough skill cap to make me different from average Bob.

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Mark Jacobs

And I forgot to say thank you for acknowledging here what you said about our technical achievement to date. My apologies for that, it should have been in the long response.

And I do mean both the thank you and the apology, no snark intended.

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Mark Jacobs

No, I want Chris to succeed, big time. But you have compared us to them in other posts, so I’m pointing out that we can do something that is important to us, whereas you are always talking about the things that are important to you. Fair is fair after all right?

Chris is making a hugely ambitious game and you have championed and supported his right to do that while at the same time saying that comes with risks/delays. Yet, you are not willing to cut us the same slack. We are, in our own way, doing something that is quite difficult yet you always give that short shrift. And the fact that we are doing so without the kind of backing that SC has doesn’t factor into what you post. Plus, this meme of yours was incredibly misleading and, even for you, was a bit more trollish than usual. Hence, my response.

Now, you are 100% correct when you say that zerg vs. zerg will get boring as hell and I couldn’t agree more. Your points about 100v100 vs. 300vs300 I don’t agree with fully but one of the reasons we are pushing numbers right now is simple. If we can support a 900x900x900 battle, that means that if we want to up the poly count (like SC), the quality of the animations (SC), and the particle effects (as per above), we will have both the GPU/CPU horsepower to do that for a smaller battle as it’s always a trade-off right? So, by pushing the envelope on the tech it allows designers like Ben and I, now and in the future, to do things that the tech can support.

In terms of skill cap, LOL, I know you don’t follow our game that closely but the skills in the Beta 1 game were made by us (not the players) to test the tech and the new ability system. As we move through Beta 1, we’ll be turning on the skill creation system again which allows you to customize your character’s abilities to a degree which is rare in most PC RPGs.

Let’s just keep it nice and friendly between us as it has been. I really do want SC to succeed (I even offered to help when I was asked about our expertise by a member of the team but nothing came from that) very badly. But, if you are going to fire a shot or two across our bow, I’ll stand up for my team by quoting facts. The use of “” by you was incorrect, those weren’t my exact words. Our tech is what it is, so if you are going to troll it, I’ll defend it while always telling the truth about it both publicly and privately. We’ve posted on our Forums, updates, here, about what has gone right/wrong in our tests. We can do something that nobody else can do right now and we should be proud of that. I know it sucks that SC and Chris and others get personally attacked all the time but when you hit us with a shot that is quite wrong, and a bit below the belt, you are acting in the same way that some of SC’s haters do also. I, as you know, have never done so with either SC or Chris or any other developer.

Does all this sound fair to you?

Reader
Oleg Chebeneev

I remember you said you like Shlag memes. Well, enjoy being on the other side of one.

Also not sure what shots Ive been wrong/misinforming about. My quote while doesnt have your exact words, reflects pretty much exactly what you said. All my views on CU are based on public footage you released. I didnt even compare SC and CU much, mostly compared community’s reaction or delays. Games are too different to compare.

Tbh what I compare it to is Lost Ark, particularly to its combat system which looks amazing to me. I want to live to see the same quality in any western MMO. Since 2004 when WoW launched I never saw western MMO that impressed me with its combat.

“If we can support a 900x900x900 battle, that means that if we want to up the poly count (like SC), the quality of the animations (SC), and the particle effects (as per above), we will have both the GPU/CPU horsepower to do that for a smaller battle as it’s always a trade-off right?”

Are we talking about pre launch “upping” or post launch?

Reader
Mark Jacobs

Oh, I love Schlag memes, especially when he does one about us but I’ve never thumbed-up/posted when he has made of any SC, that would be rude. Plus, I think that what you said today was the first really nice thing you’ve said so that colored my response. If you were really just trying to be funny, cool.

In terms of your question, pre-launch of course. Just like SC did, one of the things we need to do is update our engine to be 64 bit. We’ll be doing that after we get into Beta 1. It wasn’t worth delaying B1 to get this done now because it could delay B1 even more. So, once that is in, we’ll be able to do more, just like SC and other game devs are able to do, with their games.

I think our combat system is going to end up being a lot of fun once we have all the core abilities/support systems in for them and for our A.I.R. system. It was fun in pre-alpha when it was in, it’ll be a lot more fun in the future.

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Shiro Madoushi

Hey Mark, 2003 called and they want their MMORPG back. I have seriously not seen a game this graphically disappointing since Darkfall. I can’t even call it generic looking. It’s just bad. Even the characters look bad. The concept art isn’t much better either.

You really need to put in a call to South Korea about outsourcing your graphics/art/animations/ui/anything visual. I’m sure they could make something better looking in a few days. Do it before it’s too late.

Reader
Mark Jacobs

Shiro! Welcome back. I’ve missed you posting in our threads, saying the exact same thing.

I get it, thanks! We’re not trying to make a Asian-style MMO. Our Backers and investors want us to focus on building a game/tech that matter more than the art style. Sort of like when Dark Age of Camelot was competing with Anarchy Online for top MMORPG of 2001 at E3. AO got a lot more praise than we did because Funcon spent a lot more money on art than we did. I chose the path of tech/gameplay first, art second. How did that work out at launch time, max subscriber count, and longevity for each of the those two games? Let me know if I need to fill in any of the details, I know it’s been a long time. :)