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Which Foundational Principle excites you most?

OldskooOldskoo Member UncommonPosts: 189

As the title asks, I want to know which Foundational Principle do you like the most?

(Here's a link if you forgot! http://camelotunchained.com/en/category/foundationalprinciple/?orderby=date&order=asc)

 

There's so many good ones. I really loved Foundational Principles #1: Be Willing to Take Risks... - how couldn't you love this if you are a gamer in this niche? It was the beginning of this roller coaster ride for many and gave some of us reason to hope again that MMO's weren't past us. I also really liked Foundational Principle # 7: Crafting should be fun, not induce carpal tunnel and for the first time find myself wanting to log some serious time on a crafter character. 

 

Still, out of all of them, the one I find myself coming back to Principle #4: Choice Matters. Here's Mark's opening words on this matter:

 

 

"RPGs have traditionally offered players a plethora of choices for building out their characters.  From the earliest P&PGs to MMORPGs, players have been able to select everything from the most basic choices (race, sex, etc.) to complicated backgrounds for their character. 

Unfortunately, over the years many MMORPGs have scaled back player options as developers/publishers chose to chase non-core gamers.  While there are more avatar customization options, are having things like “boob sliders” really more important to RPGers than being able to create characters who have meaningful statistical differences and abilities tied to the players’ selection of race, gender, etc.?  

Well, at least to me they are not and from the moment that a player creates his character in CU, the choices that the player makes will have significant impact on that character’s development.  However, that is not enough; we also want players to know that as they play through the game, their ongoing choices of weapons, crafting, play-style, etc. will also have a real bearing on not only their skills/abilities but also on their bodies." 

 

This is the sort of stuff I'm looking for in an MMO. I enjoy games where my choices matter and makes my character different from other players . Sure, there will be others like me and that's ok - I don't need to be my own special snow flake, just allow me to play a role or a style that is a viable option.  Perhaps I play that big dumb ogre who isn't easily pushed from his spot and hits extra hard. Of course, he is somewhat dim-witted and  vulnerable to those magic user's mind spells and somewhat slow when trying to figure out how to use this new weapon he picked up very effectively. Yes, this example is a stereo type that has been duplicated many times but it rarely gets applied in an impactful way and consistenly through all power levels in the MMO's I've personally played. Often it seems, by the time you are max level, those racial differences mean little and the only difference between you and counterparts in your class are cosmetic.

 

So, to me, this sounds really exciting when you look at how choices, such as what race you are, could have a big impact on what you're capable of doing and what your character becomes. And race is just one area where choice will matter based on Mark's vision. Here's hoping he can pull it off.  

There's my pick for favorite Foundation Principle, what say you?

 

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Comments

  • NegativeXNegativeX Member Posts: 100

    All of them?  Haha...

     

    #10 for sure, about realm/server/guild pride.

    Not a single MMO since DAoC has ever given me or my guild that true sense of pride that DAoC did so well. Without a sense of pride & genuine contribution & accomplishment... what's the point?

     

    I think Mark & CO really nailed this concept perfectly.

     

     

    Camelot Unchained Fanpage

    https://simply-gaming.com/camelot/

  • OdamanOdaman Member UncommonPosts: 195
    The only that has made me think on is 13, the rest are great.
  • RealLifeGobboRealLifeGobbo Member Posts: 218


    Originally posted by NegativeX
    All of them?  Haha...

    LOL, no kidding! The one that I personally love a lot is "Foundational Principle #8 – This should be a chaotic game with epic surprises at every turn."

    I love how random events unfold in tabletop games such as Rolemaster or Warhammer [the miniature & RPG system]. The stories I remember the most from these game are the ones that are extremely epic in winning or failing. For a game, not to mention an MMO, these events will be rare, but you should see at least one during each session.

    I just hope that there is going to be at least 200 random ways to critically fail, from things like "The caster turns into a bunny", "Opens a portal and drags everyone into it dealing damage", "Randomly teleported 1000 meters to the southeast", "The Healing spell damages instead of healing", etc, etc.

    So many ideas!

    Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs

  • meddyckmeddyck Member UncommonPosts: 1,282

    #2 - RvR isn't the end game, it's the only game

    We've seen in several other MMOs how RvR suffers from being an add on system with the main focus being PvE:

    • Devs throw more and more end game PvE content at players to keep them subscribing. The result is a never-ending treadmill of gear grind even for players who don't like raiding. You don't require high end PvP gear to raid but somehow it always ends up being the case that you need the best PvE gear to RvR.
    • Class abilities get nerfed because they are OP in PvE even if they were perfectly fine in RvR.
    • RvR progression is non-existent or mostly flat so that carebear PvErs don't get upset at dying in RvR to somebody who RvRs more and therefore not only has a higher skill level but has earned RvR abilities that make his character stronger.
    • The graphics engine isn't chosen or optimized to support the large battles that happen in RvR because development is focused on small and medium PvE raids. Then after release everybody is shocked, shocked to discover the game can't handle the RvR fights it advertised without framerate dropping to single digits or the server crashing.

    With FP #2, Mark made me hopeful that CU would go in a different direction than these other MMOs and would be the kind of RvR focused game DAOC was at release with a strong progression system that takes many months or years to reach cap (if any) and with gear playing only a minor role. This FP is the reason I'm not waiting until I get in a beta event close to release to decide whether to buy or only donating just enough to get a digital copy of the game. For just about any other game, that's what I'd do. But because of FP #2 I'll be donating more than that.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • FoggyeFoggye Member UncommonPosts: 96
    Originally posted by kylegreen

    Community.

    I'm tired of MMOs that are essentially just single player games with other people running around in the same world as you.

     

    I'm with you Kyle.  Out of everything I've missed community the most.  Most MMOs the other players seem nothing more then a bunnyhopping backdrop huddled around the auction house and battleground portal points.

  • OgreRaperOgreRaper Member Posts: 376
    I like them all, but probably Principle #4: Choice Matters is my favorite. More recent MMO's seem to homogenize and sterilize character choice.
  • binskkibinskki Member CommonPosts: 153
    Originally posted by Foggye
    Originally posted by kylegreen

    Community.

    I'm tired of MMOs that are essentially just single player games with other people running around in the same world as you.

     

    I'm with you Kyle.  Out of everything I've missed community the most.  Most MMOs the other players seem nothing more then a bunnyhopping backdrop huddled around the auction house and battleground portal points.

    Hear, hear!  'S one of the biggest reasons I haven't really been playing anything for a while.  And I like to solo...but not in a zone full of deafening silence, where the most meaningful social encounter is someone rushing past me to tap my mob before I get to it.  :P

    Now, on the FPs...I find myself deeply happy in reading #6: Rock, paper, scissors?  'Natch!

    "...since I’m aiming this game right at core RvR-fans, I can choose the mechanic based on how much fun it is to have different races/classes for each realm. Thus, each realm can now be populated by race/class combinations that the players have to deal with in battle knowing that certain combinations will be more of a nightmare matchup while others will not be; in other words, the purity of RPS mechanic. This lends an element of unpredictability and it gives us so much more freedom to explore different classes/abilities without worrying about having everything equally balanced 100% all the time. We can experiment, take some chances and yes, every so often I will once again be a target of tar and feathers because we tried something that didn’t work out so well but that’s okay and frankly, how it should be because the core RvR-players would not want us to pursue the safer path..."

    I loved the complexity of the different combinations of characters in DAoC.  I loved that you couldn't get your brain around everything all at once.  Made it more fun - and a lot more random, meeting up with people RvR.  (See FP # 8, hehe)

  • naezgulnaezgul Member Posts: 374
    Originally posted by OgreRaper
    I like them all, but probably Principle #4: Choice Matters is my favorite. More recent MMO's seem to homogenize and sterilize character choice.

    YES!!

  • TheConsequentTheConsequent Member Posts: 51
    Like your hands when you drive.

    image

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