↑ we recently tested our new chat server tech, which will allow players to log in and communicate with their friends and guildmates regardless of whether they are using the game’s client or programs such as Trillian.Also, NPCs may drop components for crafting as well as be harvestable." 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. Nor will any monsters drop good useable items like swords or armor. Players will not get XP for killing monsters. ↑ "That depends on your definition of PvE.Also, that style of gameplay doesn’t fit what our Founders have told us they are looking for in Camelot Unchained. There are enough games that already do this, some quite well, and we don’t need to add another to that list. What I’m willing to say for now is that we don’t want a lot of bunny-hopping players dodging incoming attacks. ↑ To date, we have said that we are going for an old-school approach to certain aspects of our game, and this would certainly be one of them. Built in-house, the Unchained Engine delivers large-scale, real-time battles between players (1000 of them up close and personal so far, more coming during Beta 1), server-based physics using Nvidia's PhysX system, and huge draw distances, all while procedurally generating the terrain on the fly.Each class will be unique (with the possible exception of the Crafter classes). For example, the Healing class in one realm will not be the same as the healing classes in other realms. Note that the realms will each get unique classes. Along with those three, there will also be a Hybrid class and a Crafter class. Guild Halls: Non-instanced player-createdĪbility to chat outside of the game client. Classes: 15 total, 5 unique classes per realm įactions: Arthurians, Tuatha de Denann, VikingsĬrafting: Yes, almost all gear is crafted.
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