Camelot Unchained Devs Talk Combat, Progression, Factions, and Alpha

by on Jan 21, 2014

<p>The <em>Camelot Unchained</em> team serves up answers to more community questions on combat, factions, crafting, and early alpha testing scheduled for August.</p>

Camelot Unchained has a pair of new interviews available from this past week. The first of those is an interview with City State Entertainment founder Mark Jacobs over at Eurogamer, where he talks about the upcoming early alpha scheduled for this August, something Jacobs stresses strongly is an actual alpha test.

While it’s unclear as to how much will be available for the test, Jacobs did state that people will be able to stage “reasonably large-scale battles.” The team expects to have a number of the race and class options available but the progression leveling system will likely not be focused on during early testing. Of course, all of that is subject to change, so we’ll find out in August what does finally make the initial testing cut.

The second interview comes by way of the Keen and Graev’s Gaming Blog, where a number of questions received answers on the topics of the type of combat system from traditional RPG vs twitch-based, social features, how factions differ, the incentives for holding certain real estate, and a lot more.

K&G: What is the combat system like? Twitch based, Action-rpg or traditional mmo hotkey based?

CSE: 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. What I’m willing to say for now is that we don’t want a lot of bunny-hopping players dodging incoming attacks. There are enough games that already do this, some quite well, and we don’t need to add another to that list. Also, that style of gameplay doesn’t fit what our Founders have told us they are looking for in Camelot Unchained.

You can read the full interview at Keen and Graev's for all the juicy details.

Source: Eurogamer, Keen and Graev’s Interview


Last Updated: Mar 29, 2016