![]() ![]() ![]() How possible will it be for a small guild or even an individual to build cells? Is there a limited number within each "zone"? Must groups formally agree to attach their cells together, or can a loner unilaterally place his cell near someone else's land? Right now, the plan is to make it a minigame and fun, but that too can change over time. It may be a combination of harvesting through an intermediary (NPC or device) and some solo mining until one becomes wealthy and skilled. How, precisely, will the mining mechanic work - what will players do, and how will you stop it from being boring? Will it be a minigame or public quest or something done while players are offline (like SWG harvesters)? I believe the system's concept is solid, but the details will need to be worked out, of course. It can't be as short as in a game like Minecraft, but it shouldn't take hours either. Yes to the first, and as for the second, we truly have no idea yet. Will players be able to see the structures in each cell going up as they are being constructed? How long will an average cell take to build out? I think the combination of the two will make it more interesting for all the realms when it comes to building traps, strange layouts, etc. Prefabs allow the players to create structures more easily, and we will also have certain ones that will allow them to do more with a structure than they could using the cells. Is there any benefit to using prefabs cells versus custom cells? Is the key difference simply that one is easy to whip up while the other allows you the freedom to build a pony princess palace and/or the chance to create a surprise layout to trick your enemies? We're not trying to get core RvR-players to embrace crafting we're trying to give core crafters a system that will excite them. Mark Jacobs: We'll find out over the next few weeks, that's for sure! We considered doing a fairly standard building system, but since we have a crafter class, I thought we should embrace the concept to the fullest. Massively: Do you think your hardcore old-school playerbase will embrace the Minecraftian resource-management building game as opposed to the more standard "build siege weapons and smash them into keeps" scenario common to other RvR games? And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay.Īhead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. ![]()
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