Camelot Unchained - Kickstarter (for the DAoC fans)

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There has been 1 or 2 other threads on Camelot Unchained but I'm starting this to condense things into one updated thread that I'll keep updated as new info is released.


Q: What is Camelot Unchained?
A: Camelot Unchained is the working title for an upcoming MMORPG being developed by Mark Jacobs and currently being funded on Kickstarter.
It will be set in a post-apocalyptic fantasy world and on Tri-Realm (TR) combat. The three pillars of the game will be Tri-Realm, Crafting, and Building (Housing).

CU Kickstarter Launch Trailer:

Q: Who is Mark Jacobs?
A: Mark is the co-founder of CSE, and its Lead Designer. He was a pioneer in online gaming having created one of the world’s earliest MUDs, Aradath.
He was also the founder of Mythic Entertainment, which creates two of the highest rated MMORPGs of all time, Dark Age of Camelot and Warhammer Online: Age of Reckoning and his credited with over two dozen titles overall.

Q: What is Kickstarter and how does it work?
A: Kickstarter is a crowd-funding program whereby projects are funded by the people who actually want to use/play them, as opposed to being funded by multi-million dollar corporations who only care about making more millions or appeasing their stock-holders.
Individuals or companies who want to start a project can set a monetary goal for that project. For example, Mark Jacobs and City State Entertainment (his company), set the goal for Camelot Unchained at $2,000,000.
Each Kickstarter project is active for 30 days, during which people can pledge to help the project succeed in exchange for items of value. If, at the end of the 30 days, the goal is met, then the project is “funded” and the actual pledges are collected. If the project doesn’t meet its goal, none of the pledges are collected.

Q: What is Tri-Realm?
A: Tri-Realm is CSE’s term for combat wherein three competing realms are fighting each other. Generally speaking it’s a PvP system where combat is between players, instead of players fighting against game-generated opponents (Player vs. Environment, or PvE).
The system is similar to Realm vs. Realm (RvR) which was pioneered by Mark Jacobs in Dark Age of Camelot. After EA acquired Mark’s original company, Mythic, they hold the trademark rights to the term RvR.
The strength of Tri-Realm is that if any one realm gets a bit too powerful, the other realms can unofficially form an alliance to ensure their mutual survival.
The entire game is centered on the Tri-Realm concept—everything in Camelot Unchained supports TR. The three realms in CU will be the Vikings, Arthurians, and Tuatha De Dannan.

Q: Will there be PvE in Camelot Unchained?
A: That depends on your definition of PvE. In the traditional sense, no. Players will not get XP for killing monsters. Nor will any monsters drop good useable items like swords or armor.
However, there will be some NPCs and monsters in the game both to fill out the world and to make things a bit more interesting. Also, NPCs may drop components for crafting as well as be harvestable.

Q: What are the classes I can play?
A: We don’t quite know yet. However the game is based on a rock, paper, scissors approach incorporating the “Trinity” of classes: Healing, DPS, and Tanking. Along with those three, there will also be a Hybrid class and a Crafter class.
So there will be five classes per realm. Note that the realms will each get unique classes. For example, the Healing class in one realm will not be the same as the healing classes in other realms. Each class will be unique (with the possible exception of the Crafter classes).

Q: Will the classes in each of the realms be mirrors of eachother?
A: No, each realm will be balanced against each other but each class will be unique within a realm and across the realms.

Q: What are the races I can play?
A: So far we have seen three races: a Viking, a Tuatha, and a St’rm. You’ll want to check the Kickstarter Updates to see them.
We don’t yet know what realm the St’rm will be in; likely this will be determined during actual game development.

Q: Will there be instances?
A: No.

Q: When will the game be released?
A: Currently the target for launch is December 2015

Q: How can I contribute to help this awesome game get made?
A: Just go on over to the Kickstarter page, take a look at the available reward tiers, and pledge to your heart’s content! We promise to /hug you in game!

The FAQ above was taken from the following unofficial wiki - loads of good early info here:
https://camelotunchained.wikispaces.com/+Overview+-+Start+Here


CU Kickstarter page
http://www.kickstarter.com/projects/13861848/camelot-unchained

Official site
http://camelotunchained.com/en/


More vids

Building in CU

Faction - Tuatha Dé Danann

Faction - Vikings

Kickstarter stretch goals - those who enjoyed Darkness Falls in Dark Age of Camelot will want to check this out


Additional info/streams/vids/updates

CU Kickstarter updates page
http://www.kickstarter.com/projects/13861848/camelot-unchained/posts

Official YouTube page
http://www.youtube.com/user/CityStateGames?feature=watch

Official Twitch page
http://www.twitch.tv/citystategames/videos?kind=past_broadcasts


If you really enjoyed the RVR aspect of DAoC and the whole realm pride aspect, then please consider backing it.
The 'building' plans they have alone (video linked above) are very ambitious and should help to create a very dynamic and fun RVR world.

As with most kickstarter projects, there's initially a big boost of backers, a lull in the middle and then another boost within the last few days.
Right now they're trying to get the numbers of backers up, so even if you can only want to pledge a minimum of $1-5 it all helps to show them there's a good deal of interest in getting this game made. :)
 
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They've got zero to show other than words so far and people aren't buying into hence it looking like it won't meet the Kickstarter goal. I'm all for crowd funding but the impression i get from CU is a bunch of people saying what they think people want to hear. If they had something more solid i might have considered it but as it is? No.
 
They've got zero to show other than words so far and people aren't buying into hence it looking like it won't meet the Kickstarter goal. I'm all for crowd funding but the impression i get from CU is a bunch of people saying what they think people want to hear. If they had something more solid i might have considered it but as it is? No.

Now there you go with those negative waves. ;)

They're on track, and as mentioned, this is typical kickstarter behavior in terms of peaks of funding at the beginning and end. You only have to look at the comments section on kickstarter to see there's plenty of interest.

More RVR info coming this week which should be cool; check back later, who knows you may see something that does peak your interest. :)
 
Latest update posted regarding building:

http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/460192


Building a world – Part One

The world of Camelot Unchained has gone through an extinction-level and it needs a lot more than a few new screen doors; in other words, it’s a real fixer-upper! With the piercing of the Veil and the Veilstorms that followed, essentially, this world was paved over. Thus, one of the goals of our building, crafting and mining systems is to give players that to create the structures that they need to build a new world out of the rubble of the old world.

To understand how this is going to work, we have to start with the concept of cells. Cells are the building blocks of the world, similar to the blocks in Minecraft™ or pieces in Lego™ and other games. Our cells are different though not only size from Minecraft (they will be at least ½ the size) but in other ways as well. These cells can be placed down in the world in the same manner that blocks are placed down in other games, individually or in groups (Prefabs). Cells are perfect for the builder that wants a free-form building method of improvisation. However, instead of having to build the entire world one cell at a time, builders can also choose to use prefabs to help speed up their building time.

Prefabs are constructs made up of a group of cells that the players can also place down in the world. Unlike cells, prefabs

  • Are not solid and/or filled.
  • Can be made by combining cells.
  • Prefabs can be added to other prefab to create a new prefab.
  • Simple Rotations – Major cardinal directions only.
Using both cells and prefabs players can build structures throughout most of the world (you can’t build in certain parts of the main cities and other locked locations). Crafters/builders can create the cells, prefabs, etc. are used by players. These come from mines and other resource producing areas. For the purposes of this document, let’s just focus on mines.

Mines are going to be one of the primary sources of materials for builders. They come in all shapes and sizes and they are filled with various raw materials. Players can enter these mines and gather the materials; they can also dig shafts looking for new veins. Unlike mines/nodes found in most MMORPGs, these mines are not meant to be mined out quickly by one or even a few players. Additionally, to help encourage realm pride, we will design these mines to be mined cooperatively by players. Think of the gold mining scene in the film “The Hobbit – An Unexpected Journey” for reference.

Since Camelot Unchained is an RvR game, we have to be careful with the amount of digging and tunneling we allow players to do. After all, if we allowed players to simply dig wherever they wanted, the game would quickly turn into “Tunneling Unchained” instead of Camelot Unchained Also, unlike some other games, digging through the ground is not instantaneous or easy, so like in “The Great Escape” don’t expect to easily tunnel out of trouble and into freedom. To prevent players from all doing their best imitation of the gopher in “Caddyshack” I introduced the concept of bubbles into the design.

Bubbles are areas that exist below the surface of the world. These bubbles can be of different sizes but are totally self-contained and while you can dig throughout them, you will eventually reach the wall of the bubble. Once you do that, you cannot dig any further with or without magical help unless, of course, we allow that to happen (open up a new bubble/mine). This helps prevent players from using the mines as a way to tunnel into enemy territory and simply pop up under the enemy’s structures. Now, I’m not saying this can’t happen because we may want to use this concept to have hidden paths that can be discovered by the players but players should expect this to happen very often. Also, Bubbles are contained within the “zone” structure of Camelot Unchained. They are not individual instances but simply zones that players move in and out of as they pass through the mine entrances.

Players can control mines through the territorial control system of Camelot Unchained. In order to help foster realm pride, owning most mines doesn’t give total control of the mine to a player or guild but rather it yields a “piece of the action” to he player or guild that controls it. This will reward the player or the guild for discovering and controlling the mine but not harm realm pride because it encourages, rather than discourages, cooperation between players and guilds. Some mines, because they are either too small or too large will allow for control by an individual or the realm itself but these are in the minority.

Mines, since they are persistent and non-instanced, can also be set up with traps and other devices to protect it from attack by the other realms. Additionally, like other structures in Camelot Unchained, in times of strife, the side that controls them can destroy these mines.

Overall, the key features of mining in Camelot Unchained are:

  • Mines are bubbles that are contained within separate world zones.
  • Long lasting, not simply “hit with a hammer a few times and watch them disappear” types of mines.
  • Mines are meant to support many players unlike traditional MMO mines.
  • More players/miners = more bonuses (more on this in the cooperative play section).
  • Overall design encourages realm-mates working together and helps build Realm Pride rather than discouraging it
  • Mines can be claimed.
  • Small mines can be claimed by individuals, groups and guilds.
  • Large mines can be claimed by the realm as well and shared with players.
  • Mines can be protected – i.e.: traps and defenses. Collapsible – Can heavily damage them to prevent easy reuse by the enemy.
COOPERATION

Another aspect of these systems that will set it apart from the crowd is the introduction of cooperative play into the building, housing and mining system. We will both encourage players to work together and at the same time, create mechanics to reduce the likelihood of elements of our systems harming Realm Pride. One of these elements is how we are going to use positive reinforcement through cooperative play.

First, while players can own and control plots of land, they can also give permission on these plots to other people to allow them to build on them at the same time. While this will certainly lead to some mischievous behavior at times, the time, energy and cost of carrying out this behavior will help discourage some potential griefing both by friends and other members of their realm.

Secondly, as I explained in the video, our mines are not going to be short duration, one-at-a-time affairs. Our mines are more realistic in that are designed to be used by lots of different miners over time. As a matter of fact, while multiple miners will indeed deplete the resources more quickly, the miners will also get a bonus for working together.

Thirdly, players will also gain building "speed bonuses" for working together on structures. While 50 crafters cannot put up a huge wall instantly, the work will go much faster if they work together. Cooperative play will also be encouraged through the use of caravans and other ways to get both crafters and materials to the front lines. We will also explore the concept of allowing players to act as foremen on projects to help speed things up, add some additional quality/durability/etc. High-level crafters and builders will also be able to speed things up by hiring NPC helpers for some tasks.

In summary, cooperative play in Camelot Unchained’s building system has the following planned core components:

  • Players work together to build structures, mine, etc.
  • The more crafters involved, the more benefits will scale till max.
  • All plots have permissions to allow other players to build/help build a structure on a plot. Plots
  • Plots can decay/degrade overtime if not kept up (Possible – time and/or monetary costs).
  • Players risk of losing plot ownership if player doesn’t maintain properly.
  • Bring in Prefabs and/or Material/Resources to help build a structure.
  • Possible use of foremen on projects, mines, etc.
  • Possible “Can I help” coordination, permissions, etc.
  • Possibly allow control of NPCs to speed up some activities for high-level crafters/builders/
  • Upgrades – any player can contribute to upgrading a structure (wood -> stone -> metal -?)
  • Constructs can evolve over time.
That’s all for Part One!
 
Update 24: Kickstarter update and Building a world - part 2
Link: http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/461225


Folks,

It’s time for Part Two of my “Building a world” update. Before we proceed however, a little housekeeping stuff. First, we’re getting close to that all-important final week for our Kickstarter. We should pass 1.3M later tonight and our numbers are continuing to grow, albeit a bit more slowly than we all would like. While I expect that we will get a last-minute surge, it would be nice if our surge wouldn’t have to be so large. From our end, we will be begin tomorrow talking more about the lore of Camelot Unchained, followed by the races, classes (including a description of the BSC idea I have for stealthers) and much more. I am hopeful that these updates will help convince some additional fence-sitters.

Secondly, our big reveal for the building, housing and mining systems in Camelot Unchained was extremely well received by our backers as well as people outside our group. We saw a nice bump on Sunday but as per above, we need to keep bringing in new backers.

Third, programming has been awfully busy with Andrew happily integrating SmackHammer's networking code into the Unchained Engine and Tim has been working on a demo of how the Building System could look in Camelot Unchained. I don't have an ETA at the present time for when they will be ready for demonstration but knowing them, it will be in the next day or two.

As always, we have the best backers in the brief history of Kickstarter. You folks are simply amazing!

-Mark



Building a world – Part Two

Blueprints

In Part One of this update, I detailed some of the keys elements of the game’s building, housing and mining systems. Now it’s time to address blueprints and then talk about how all of this will play into the core RvR aspects of Camelot Unchained.

One of the unique aspects about Camelot Unchained’s building system is the concept of blueprints. Building structures in an RvR game like Camelot Unchained will certainly be fun in the beginning. However, if you have to manually and slowly rebuild the structures every time the enemy realm destroyed them, it could quickly become a “quit point” for many gamers. That’s why we are using blueprints to both enshrine the hard work that our builders do and to also make rebuilding destroyed structures faster (not fast) and easier for them.

Blueprints do not allow a player to instantly rebuild a structure, especially a complicated one. However, they do allow the builder the ability to simply “build by the numbers” as opposed to having to rebuild every cell, prefab or construct manually. Blueprints also allow the builder to get help, from his realm mates or even an NPC, on his rebuilding process (which speeds up the time it takes to build/rebuild a structure). There are two different ways that players create blueprints in Camelot Unchained.

The first way is by successfully creating a structure, any kind of structure. Once that has been accomplished, a player can choose to have the structure magically translated into a blueprint himself (if he has chosen to also study basic architecture skill), ask another realm mate to do it for him or to pay for an NPC member of the Architecture Guild (working name) to do it for him. Once this is done the player will be able to keep the blueprint, trade it, sell it and/or rent it out to other players. These plans are not skills in the traditional sense so you don’t want to lose them. If that happens they are gone forever so you’ll want to keep them nice and safe.

The second way a player can make a blueprint is through an architect’s interface. Using the interface, an architect can build a prefab and/or structure on “magical paper” and then build it himself or have it built by another player. This interface should be easy to master for anyone who has played “city building” types of games.

In terms of their overall place in the game, think of blueprints as items. They can be bought, sold and traded by players. Players can also rent blueprints to other players for a single use. A house built with a blueprint cannot be blueprinted, even if it is changed, to protect the creator of the blueprint. Players can also submit certain types of blueprints to the realm for review and, if approved, possibly included in “Realm Approved Blueprints” for other players to buy and use themselves. Blueprints are also discoverable - found in the Depths and other places. Finally, blueprints have their own levels. If a high level architect makes a blueprint, it will have some additional bonuses to it such as increased durability, lower production cost, etc. While non-crafters can build certain structures (based on the rating of the structure) crafters will simply be much better at it than RvRers.

Blueprints are an exciting aspect of our building system and we believe that they are also a nice addition to the genre, no matter what game uses it. To summarize, blueprints in Camelot Unchained:

• Can be created from combined prefabs + cells.
• Sometimes allow players to hire NPC builders (builder/player is faster, better though) to complete them.
• Can be duplicated if permitted by creator.
• Allow construction to proceed faster if multiple players work off the same blueprint.
• Allow faster and easier reconstruct/repair.
• Can be rated with crafters’ blueprints having a higher rating and RvRers a lower rating.
• Can be sold/traded & discovered.
• Can be approved by the Realm.
• Can be used as a base and then decoration/decals can be applied.

RvR

Since I first described these systems, there have been a lot of questions about how all of this fits into the core RvR systems of Camelot Unchained. Hopefully, I can answer some of them with this update but if not, more updates are coming.

First, each plot of land will have permissions attached to it. Players and/or the realm are able to claim certain plots of land and these permissions determine who and what can be done to the plot. Certain plots cannot be built on, others will allow certain player(s) permissions to do so and others will be tightly limited as to the item(s) that can be built on it. For example, to help discourage intra-realm griefing, a mine might have excavation permissions but not building permissions or the building permission might be limited to builders of a certain skill level. These permissions are not binary so expect us to spend a lot of time getting this just right as they play an important role in these systems.

Once you have permission to build on a plot outside of a safe area, that the enemy can destroy structure. Now, unlike as suggested by the video, the destruction will take some time, depending on how the building is constructed, what it is made out of by the builders and how it is reinforced. You won’t be able to simply walk up to a stonewall, swing your might hammer and then like Jericho, the walls come a-tumbling down. Strong, well-built walls will require a lot of force to make a hole in them, let along knock them down. You might be able to climb over them with ladders but also don’t expect that you can simply run a builder up to the wall and he’ll instantly make a stone staircase, that’s not how building works in Camelot Unchained. Building is not a slow, laborious process but it isn’t as fast as it is in games such as Minecraft. Frankly, if the system worked like that, it would discourage people from protecting structures and add in the likelihood of keep trading. If you can destroy a structure though, your side will gain some items from the rubble. However, rather than destroying the structure, you builders can help you deconstruct it.

Deconstruction is simply construction in reverse. Builders go to the structure that has been targeted for deconstruction and they take it apart. Deconstruction is also a skill so players get better at deconstruction the more that they use it. The higher the skill level of the builder(s), the more of the structure the builder will be able to recover. Accidents can happen during reconstruction so it’s not an automatic “I-Win” button for the victorious side. Players can also capture a plot, not destroy the structure and then decide to occupy and use it.

While builders are better at building and salvaging, RvRers can still participate in this aspect of the game; just don’t expect them to be very good at it! They can get better over time, before they reach the soft-cap, and cannot get any additional skills after that. RvRers can also repair certain items (“field repairs”) but their skill level will also limit them to what they can do in this regard as well.

An item that is left unattended will degrade over time whether it is part of the action or simply left in an open field. Areas that are also more unstable will have higher degradation rates as the Veilstorms will have a greater effect on them. This will help cut down on possible “builder spam” that could result as the game matures and builders have more resources to “play” around with. Additionally, the storms will also be a mechanic that we would employ in the event of heavily unbalanced server populations.

While mining in one’s home areas is a necessary part of the game, most of the really good stuff is found in the more dangerous parts of the world, including the Depths. Holding on to these mines and getting the supplies out, even if your time of control is short, is an important aspect of the game. While I know this will, at some level, encourage zerging - mining is not a fast snatch and grab operation, so the zerg will want to protect the miners and try to hold on to the mine for a while and that means stopping or leaving a squad or two to protect it.

Supply lines are also an important part of RvR. While we don’t want RvRers spending all their time escorting caravans of crafters and/or materials, the ability to weaken an enemy’s supply lines can play an important role in siege warfare. Besides the obvious advantages of slowing down the enemy’s building efforts you also get a new set of luggage for your trouble!

Finally, while we will have some ruined structures outside of the limited safe zones, players will build most of the important structures. Through utilizing a combination of crafters, builders and RvRers, certain magical items will need to be built. For now, let’s call one of these types of items, stabilizers (working name). With the Piercing of the Veil and the Veilstorms, the world has become a very dangerous place. These items help keep the world as it should be, fighting off the influence of the storms and lessening the destructive power of the storms. Realms will want to repair/build these items as quickly as possible to both strengthen their hold on captured territory but also to gain other benefits from them. These items can be housed in any type of structure but, of course, the more secure the better. Stabilizers are only one of many types of items that players will both build and protect in RvR; others will be powerful relics of another age or legendary items that were created by the storms.

Here’s a summary of how RvR and these systems are intertwined:

• Al plot have permission levels.
• Players who capture a plot have to weigh the benefit of Salvage vs. Destroy vs. Capture.
• Crafters are better at salvaging, and they gain bonuses for deconstructing.
• Destroying a structure means less resources gained.
• RvRers can build simple constructs to help in RvR. They can also repair, but not as good as crafters but better than NPCs but not as close to skill of a crafter.
• All structures/prefabs have limited durability especially in RvR intensive areas.
• Supply Lines are an important part of RvR as well. Players need to keep the supply lines open as long as possible to allow materials to flow.
• The deeper players push into contested area, the better the rewards.
• Structures (such as keeps) can be built free form or from approved plans. Plans can be submitted to the realm for approval.
• Player can sacrifice structures to prevent them from falling into the hands of the enemy.

So ends Part Two.
 
Lack of any PVE has stopped me backing this, I do like PvP but the unique thing about DAOC and in some ways Ultima Online was that it did a reasonably good job at balancing the two so you had the option.

I really can't see this being fun after a few weeks, I don't play many FPS anymore as they're dull once you've done the map a few dozen times, being able to build houses - yes cool, but the people playing this will be about PvP not crafters, not people wanting to admire the atmosphere or chill out with mates having a laugh. They'll be there to fight, not make a new rug for the kitchen.

Good luck to it but personally I'll be waiting a good 6 months after release to see how it goes.
 
They've got zero to show other than words so far and people aren't buying into hence it looking like it won't meet the Kickstarter goal. I'm all for crowd funding but the impression i get from CU is a bunch of people saying what they think people want to hear. If they had something more solid i might have considered it but as it is? No.

Trouble is, if they go full on production mode, then it costs money. Until they have the promise of money & level of interest there's no real justification for spending a load of cash up front.

I think they're doing ok, could be better on the publicity front, but every ex-daoc friend I still have contact with has pledged. For $30 or whatever it is (for the game base-level) it's worth a gamble. This could be the rvr/pvp game to keep me going for another 5 years as daoc did. For that chance, I've pledged $50, and I know some who've pledged a LOT more :)


/edit: Oh, and great opening post Raoh :)
 
Lack of any PVE has stopped me backing this, I do like PvP but the unique thing about DAOC and in some ways Ultima Online was that it did a reasonably good job at balancing the two so you had the option.

I really can't see this being fun after a few weeks, I don't play many FPS anymore as they're dull once you've done the map a few dozen times, being able to build houses - yes cool, but the people playing this will be about PvP not crafters, not people wanting to admire the atmosphere or chill out with mates having a laugh. They'll be there to fight, not make a new rug for the kitchen.

Good luck to it but personally I'll be waiting a good 6 months after release to see how it goes.

Fair point about the lack of pve, that's no doubt putting some off, personally speaking I never thought the pve was that great in Daoc, more a means to an end to get to the battleground/rvr end game, for me at least. :)

I'm not sure if you watched the housing update vid and read both building posts, but the building system is far more than pretty houses for players to build and store their stuff in and chat.

The reason many get so bored of other games and the maps in it is because, for the most part, they rarely change; the players will be building houses, yes, but they'll also be building keeps, towers, walls, camps, towns, defences etc etc - this can radically change the entire map - that's the difference and it's absolutely huge when you grasp just how much of an impact it will have on the game and keeping it fresh. I think this is a key point some are missing at the moment when they just glance at the building details and just see it as a regular housing add-on, it's much, much more than that. :)

Hopefully when Mark releases more details on the RVR side this week and how that all fits in this'll start to make more sense to many as to what the bigger picture is here and how these systems all fit together. :)
 
I backed them for $110, if the places were there I'd have gone for the $180 for the Internal testing pack.

I really hope this succeeds.
 
Camelot Unchained tech update: First networking in actual client

Description:
Andrew (lead programmer/engine guy - Raoh) connects the graphics demo we've shown peviously to the server tech we've shown in CSE SmackHammer. We show players running around each other within our office, and zoom in up close on the Tuatha and Viking modle.s More to come!
(vid gets going at 0:26 secs in)
Link:

P.S. I asked in chat for him to wear the Fez, lol. :)
 
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Good work with the fez :) They seem to be moving on pretty quickly with the engine, which is nice.

Fingers crossed to fund!
 
Mark Jacobs is all talk. Until I see any proper development, I will not back any project being led by him.
 
Mark Jacobs is all talk. Until I see any proper development, I will not back any project being led by him.

yea he had the gift of the gab when bigging up warhammer online... had millions of us fooled....

they would probably have had a better chance at being funded if his name wasn't mentioned until after LOL
 
Are you guys thinking of Paul Barnett? Mark has always been a straight talking guy.

Already backed this project. I feel like it's a bit of a risk, but no more so than any other MMO purchase. Reviews never give a good impression of an MMO's gameplay, it's something you have to play for a certain amount of time to experience the end game before you know if it's for you, so I don't see CU as being any more or less risky than buying other MMOs.

On the positive side, it's cheap, much less than what I paid for GW2, and they have a team that are definitely capable of pulling this off. On the negative side, there's a bit of a wait.
 
Well CU is basically a semi sandbox RvR which is lacking these days out there. I noticed a few games dev's are turning to more player generated/driven content which is a better thing IMO....... way too many themepark games out there.

Like someone else said I'd put down $180 for internal testing but looks like no more slots!
 
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