Auf Buffed.de zu lesen:
Den entsprechenden Bezugspost auf Kickstarter gibt es hier:
Screenshots guckt ihr euch dann besser im verlinkten Post an, ebenso das backer Feedback
Ich freu mich auf das Spiel.
Auf youtube:
Und die Webseite:
Camelot Unchained: Pre-Alpha erfolgreich gestartet
18.10.2014 15:13 Uhr
Auf Kickstarter äußerte sich Mark Jacobs zur kürzlich gestarteten Pre-Alpha des Indie-RvR-MMORPGs Camelot Unchained.
Dort haben sich glückliche Auserwählte auf dem virtuellen Schlachtfeld gegenseitig die Köpfe eingeschlagen.
Die Entwickler sind sehr zufrieden mit den Ergebnissen der ersten Tests.
18.10.2014 15:13 Uhr
Auf Kickstarter äußerte sich Mark Jacobs zur kürzlich gestarteten Pre-Alpha des Indie-RvR-MMORPGs Camelot Unchained.
Dort haben sich glückliche Auserwählte auf dem virtuellen Schlachtfeld gegenseitig die Köpfe eingeschlagen.
Die Entwickler sind sehr zufrieden mit den Ergebnissen der ersten Tests.
Afternoon Update - October 16th, 2014
Folks,
Today’s Kickstarter update is a rather special one for Camelot Unchained™ and for City State Entertainment.
Yesterday, we entered the Pre-Alpha Testing period, and I wanted to share some thoughts, screenshots, and feedback that we received from Backers
First, the servers ran from 3PM Eastern Time through Midnight Eastern Time without a single crash.
As a matter of fact, the only time the servers were down yesterday was when we took them down so we could increase the server capacity and then reopen them.
Other than that, nothing went wrong with the servers yesterday. We peaked over 500 simultaneous players without a hitch.
Secondly, even though the battles took place on a very small battleground (400x400), it held more than 150 people without any system-wide slowdowns during the day.
We then upped the limit to 200 people, but we didn’t get enough folks joining those instances to hit server cap at that point.
Hopefully, we can test that on Friday or Sunday!
What was especially cool, given the size of the battleground and all the magic flying around the space, players fought happily in a generally lag and latency-free war,
even when people were connecting to our AWS servers from all over the world.
Most of our European players were extremely pleased with what they saw in terms of the game engine’s performance during yesterday’s 3PM test.
Thirdly, the game’s server-based physics (not client-based like the vast majority of games), performed beautifully.
Projectiles tracked across the world nicely, and players quickly learned that rocks and other hiding places are not just there for looks.
It was a lot of fun to see the reactions of players when they discovered that our BSC talks about Nvidia’s PhysX system and our A.I.R. system were much more than hot air.
Steam clouds were created, projectiles arced, darts tracked and followed players as they tried to escape, while the server happily kept track of these and updated the world state accordingly.
Fourth, the character creation system was also a big hit with our RPG fans.
While the current Banes and Boons system is nowhere near final, the vast majority of players loved the idea and the amount of customization that they will have to work with at launch.
Fifth, major problems were non-existent, and while there were a number of issues with older video cards/CPUs and OS versions, these were in a tiny minority rather than the majority.
We are actively working with the players to update our F.A.Q. with the known cards/OS version with issues, just as we did with the previous AMD card problems.
However, we’re going to fix those issues sooner rather than later (as soon as we get some build machines up with the older cards).
Now, this doesn’t mean you will be able to play Camelot Unchained with a 7-year old machine with Windows XP, but we are addressing any known issues with cards as a priority item
(even if we have to say that we can’t currently support a card that doesn’t support DX11).
Sixth, the biggest objections from the players were things like: slower movement speed than they expected, longer cast times, liberal use of cooldowns, no cast bar,
and some other things that they thought were final game-design choices.
As we stated in the F.A.Q., this Pre-Alpha Test is for testing the engine, not for testing the game design of Camelot Unchained since this build is an engine-test build, not a game design build.
For example, movement speed was slowed down in the battleground because it is meant to mirror movement speed while within combat and not a “sprint” or “travel mode” or road-based travel.
However, we are upping the speed just a bit now, to make it faster for people to get into combat. Longer cast/ability use times were put there to make testing the interrupt system easier.
After all, if abilities are firing off so quickly that interrupts are almost impossible to get off, how can we test the interrupt system?
As for cooldowns, we’ve been very clear that Camelot Unchained will not have a GCD, but that cooldowns on individual abilities are an option for us.
In the current build, all of the fighter abilities have cooldowns because they don’t have a “stamina” or other use-based mechanic to prevent them from simply spamming abilities.
Once that is in place, the use of cooldowns on all fighter abilities won’t be as necessary.
...
I could go on and on, but the forum thread is already 5 pages long. If you are a Backer, please head over to our Forums and check it out yourself.
I think you’ll be very pleased at what you see there! Well, that’s about it for walls of text, now it’s show and tell time.
I will end this update with some nice screenshots we took yesterday.
...
-Mark
P.S. Now that we have a nice, stable build up for our Pre-Alpha folks, our team will go back to building and breaking new stuff. Internal Testers, you have been warned!!!!
As to the screenshots (these are at a lower quality for this email, our website will have them in their full glory)-
Folks,
Today’s Kickstarter update is a rather special one for Camelot Unchained™ and for City State Entertainment.
Yesterday, we entered the Pre-Alpha Testing period, and I wanted to share some thoughts, screenshots, and feedback that we received from Backers
First, the servers ran from 3PM Eastern Time through Midnight Eastern Time without a single crash.
As a matter of fact, the only time the servers were down yesterday was when we took them down so we could increase the server capacity and then reopen them.
Other than that, nothing went wrong with the servers yesterday. We peaked over 500 simultaneous players without a hitch.
Secondly, even though the battles took place on a very small battleground (400x400), it held more than 150 people without any system-wide slowdowns during the day.
We then upped the limit to 200 people, but we didn’t get enough folks joining those instances to hit server cap at that point.
Hopefully, we can test that on Friday or Sunday!
What was especially cool, given the size of the battleground and all the magic flying around the space, players fought happily in a generally lag and latency-free war,
even when people were connecting to our AWS servers from all over the world.
Most of our European players were extremely pleased with what they saw in terms of the game engine’s performance during yesterday’s 3PM test.
Thirdly, the game’s server-based physics (not client-based like the vast majority of games), performed beautifully.
Projectiles tracked across the world nicely, and players quickly learned that rocks and other hiding places are not just there for looks.
It was a lot of fun to see the reactions of players when they discovered that our BSC talks about Nvidia’s PhysX system and our A.I.R. system were much more than hot air.
Steam clouds were created, projectiles arced, darts tracked and followed players as they tried to escape, while the server happily kept track of these and updated the world state accordingly.
Fourth, the character creation system was also a big hit with our RPG fans.
While the current Banes and Boons system is nowhere near final, the vast majority of players loved the idea and the amount of customization that they will have to work with at launch.
Fifth, major problems were non-existent, and while there were a number of issues with older video cards/CPUs and OS versions, these were in a tiny minority rather than the majority.
We are actively working with the players to update our F.A.Q. with the known cards/OS version with issues, just as we did with the previous AMD card problems.
However, we’re going to fix those issues sooner rather than later (as soon as we get some build machines up with the older cards).
Now, this doesn’t mean you will be able to play Camelot Unchained with a 7-year old machine with Windows XP, but we are addressing any known issues with cards as a priority item
(even if we have to say that we can’t currently support a card that doesn’t support DX11).
Sixth, the biggest objections from the players were things like: slower movement speed than they expected, longer cast times, liberal use of cooldowns, no cast bar,
and some other things that they thought were final game-design choices.
As we stated in the F.A.Q., this Pre-Alpha Test is for testing the engine, not for testing the game design of Camelot Unchained since this build is an engine-test build, not a game design build.
For example, movement speed was slowed down in the battleground because it is meant to mirror movement speed while within combat and not a “sprint” or “travel mode” or road-based travel.
However, we are upping the speed just a bit now, to make it faster for people to get into combat. Longer cast/ability use times were put there to make testing the interrupt system easier.
After all, if abilities are firing off so quickly that interrupts are almost impossible to get off, how can we test the interrupt system?
As for cooldowns, we’ve been very clear that Camelot Unchained will not have a GCD, but that cooldowns on individual abilities are an option for us.
In the current build, all of the fighter abilities have cooldowns because they don’t have a “stamina” or other use-based mechanic to prevent them from simply spamming abilities.
Once that is in place, the use of cooldowns on all fighter abilities won’t be as necessary.
...
I could go on and on, but the forum thread is already 5 pages long. If you are a Backer, please head over to our Forums and check it out yourself.
I think you’ll be very pleased at what you see there! Well, that’s about it for walls of text, now it’s show and tell time.
I will end this update with some nice screenshots we took yesterday.
...
-Mark
P.S. Now that we have a nice, stable build up for our Pre-Alpha folks, our team will go back to building and breaking new stuff. Internal Testers, you have been warned!!!!
As to the screenshots (these are at a lower quality for this email, our website will have them in their full glory)-
Ich freu mich auf das Spiel.
Kickstarter Projekt
14,873
Backers
$2,232,933
pledged of $2,000,000 goal
14,873
Backers
$2,232,933
pledged of $2,000,000 goal
Und die Webseite:
Kommentar