Camelot Unchained talks up its first iteration of gathering gameplay


It is written on a stone monument somewhere that sandbox MMORPGs will require players who gather resources and use those resources to make Stuff™. Recently, Camelot Unchained is making its first steps toward following this age-old law, as the devs of City State Entertainment are introducing harvesting features.

The newest Top Ten-ish list outlines work related to harvesting gameplay, which starts with four major categories: mining, woodcutting, gathering, and hunting. All character classes have access to harvesting (obviously) while the system has an ability network broken up into three component categories that affect resource type, efficiency, and yield. What players get from a resource node is a result of a combination of player stats, harvest tools stats, stats on the resource node, and the components that make up the harvest ability.

The game’s regular newsletter took a closer look at this first pass of harvesting, detailing how resource nodes spawn with the game’s terrain generator, how tools change harvesting time as well as the promise of more tools being offered down the road, and a breakdown of how players can get to hacking at rocks, trees, and plants.

The rest of both the monthly update post and newsletter discuss continued combat reworking involving fortitude use and the penalties for exhausting it, fixing bugs, cleaning up game code, and more peeks at relic props for the Tuatha faction.

MMORPG veterans will know that Camelot Unchained, which was originally Kickstarted in 2013, has taken flak over the years thanks to delays, the founding of a second studio, the announcement of a second game using CU’s custom-built engine, and delayed refunds. The game entered its “beta one” phase back in 2018, with tests capable of putting 3000 humans and bots on the battlefield simultaneously. As of 2021, the studio says it is still paying refunds and is still working on both games, though it did not follow through on interviews with press.
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