However, that all being said, we have to have crafters in this game, unlike almost all other MMOs, so I'll do whatever is necessary to make sure that they are viable as a full-time class. However, I can't commit to them until I'm sure that the mechanic has a good chance of succeeding. We need to find a way to make stealthers, archers and maybe some other classes viable in an RvR environment if we are going to be really successful. I'm not saying no pet classes but there are behind archers and stealthers in the classes I want to work on after the core 5. Too many pets = slower framerate and that is unacceptable to me. As to pet classes, they are also low on my priority list (as much as I love playing them) because of FPS concerns. It would be relatively easy to do that with what Andrew is working on but it would be a low priority for us. Even when/if we put them in, they will not move as fast as the speed class will but they will be very useful for carrying stuff around. Mounts are not a no but they aren't a priority because we will have a speed class. #PLAY CAMELOT UNCHAINED CODE#Plus, they are the biggest PITAs to code because of the pathing issues. I agree but pet classes need to take a back seat to performance. For more on how the RPS theory applies, please refer to Foundational Principle #6 We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes (healer, tank, dps, hybrid, crafter). Never again for this type of game.Ĭamelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. Will each class have a mirror in one of the other realms or will they be fairly unique like in DAOC? The only reason it is not 100% is, well, I'm trying to not repeat mistakes of the past. Speed class is 99% confirmed as the 4th of 5 classes per realm at launch. Anything else is pointless.Īlso will there be a speed class like the Mincer,bard,skald? Without a speed class the game will just be a 100vs100vs100 zerg standoff like Guild wars 2 is. We need to make sure that each is special, fun and with a very well-defined role. That's also one of the reasons I've been cautious in the number of classes that I'm saying will be in at launch. As to the Guard mechanic or anything else, that's something that we will work out over the course of the Kickstarter. We need to give the tank class plenty of loving in an RvR-focused game for obvious reasons. How do you envision the tank role in RvR? Would be nice to see a return of the original Guard mechanic from DAoC.
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