We are just saying that not all classes will have to have 4/5 Paths. As per (4) but also because we can add smaller classes, with fewer paths, because we think that the new classes can add to the game even though these new classes don’t have 4/5 Paths.Ħ) We aren’t removing the concept of classes with lots of options for gameplay. Additionally, because we are willing for the Realms to take a less symmetrical approach, it also means that if we decide to add a Path to a Realm, we don’t necessarily have to add two more to the other Realms.ĥ) Adding new classes over time will be easier. If each class doesn’t have 5 Paths, it will be easier to add new Paths. While we still believe we could have done that, we believe we’re going with a better approach for both the short and the long term.Ĥ) Adding new mechanics/Paths over time will be easier. This would have led to a lot of balancing/rebalancing, because of the combinations that were possible per class. One of our real concerns with classes that had 4/5 Paths was that all of the Paths had to be equally great. After all, this is an RPG, and role is quite important.ģ) Balancing is going to be a lot easier, in every sense. This will result in players having an easier time identifying with the class, as well as understanding the role that they play in the game. Now, each class will have a very strong theme. There will not be a need for a more generic class. Thus, as per our stealth reveal, we want to make the scouts more limited in terms of the number of Paths they could have, and focus that class on some very unique gameplay mechanics.Ģ) Stronger thematic classes. OTOH, we believe that going with a modification to the current Path System has a lot of advantages:ġ) We can add unique gameplay/classes without worrying about making sure that all the classes have the exact same number of Paths. In other words, it was going to be increasingly difficult to add interesting gameplay mechanics if we always had to add the same number of interesting mechanics to the other Realms.ģ) We believe that while a symmetrical Path System was a cool idea, we would have lost some immersion/RP/fun stuff, as the main classes were going to be a bit too generic, in favor of the Paths themselves being more interesting.Ĥ) That balancing all of the Paths was going to be a more-than-major PITA, and we would end up sacrificing quality even more to make it happen, by making less-challenging Paths.ĥ) That the symmetrical Path System was going to make it more difficult to add new classes post-launch. In terms of some of the other reasons for this slight change, I’ll summarize some of them here:ġ) The more we thought about the Path System, the more apparent it became that we would have to make some sacrifices in overall quality of the classes, to make them fit together fairly across all the Realms.Ģ) We were concerned that as cool as the Paths themselves would be, we would be sacrificing some interesting gameplay because of the more symmetrical approach. What that means in non-game designer lingo, is that not all of our classes will have the same number of paths/ability lines/trees/insert your fave word here, when we launch the game. The TL DR version is that we are going to be making our class system a bit less symmetrical than it was before. How and why we are going down this path is in the video (and it really is worth listening to, even if I was a bit under the weather at the time). In terms of big news this week, we had an update on our class system:Īnd we’re off! The Fall Season of Class Presentations has begun! As revealed on our Twitch Channel (), and now on our YouTube Channel ( ), Camelot Unchained™ is going to have a wee bit more classes than we originally planned to have at launch. For now, keep an eye on the forums for further updates. When and if we get to a testing point (which we all want!), we’ll let you know. As of right now, we are holding off on announcing a playtest this weekend, until we can make some improvements on the current build. ☺ But fortunately for us, they are not the only programmers on the team, and the entire team has been very productive since the last update. They have definitely hit the ground running, in a good way. They are making a positive impression on us, as well as making a positive impact on our code base. Our new engineers are already diving into the code. It’s been yet another great week at City State Entertainment. Afternoon Update – Friday, September 25th, 2015
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