Yeah it has and it's made pretty great progress in that time, they stuck with it even though it never had a HUGE fanbase just enough to play pretty much.
This game looks amazing, the only (big) thing that holds me back from playing it is that I suck at the mount & blade style combat system.
I must say that I've always wanted a real medi-evil esque mmorpg with mage, kind of like in the King Arthur/Kamolot era, if that makes sense. I guess that might be DAoC? I'm not all that familiar with the game and if it had magic or not.
Good for them! I know it's been there a while, but it's good to see that they're moving forward. I wish more games could do that. I was beginning to think that early access wasn't so much a transition state but just another level of 'finished, but we don't want to admit it. give us more money and don't criticize us too much.'
This game looks amazing, the only (big) thing that holds me back from playing it is that I suck at the mount & blade style combat system.
I must say that I've always wanted a real medi-evil esque mmorpg with mage, kind of like in the King Arthur/Kamolot era, if that makes sense. I guess that might be DAoC? I'm not all that familiar with the game and if it had magic or not.
No magery in Gloria victus.
DAoC is going to be quite dated. If you didn't play it when it was new, the whole game is probably going to feel pretty overwhelmingly clunky.
I think most of the "fantasy" genre will be medieval-themed.
I love GV. If I weren't so involved in MO2 right now, I'd be hitting up GV hard for this launch. Maybe I'll take a break from mortal and jump on the hype train for a bit
My buddy and I picked it up for free and made it about 15 minutes before logging out forever. Might be a fun game, but the opening didn't make us want to stick around and find out.
My buddy and I picked it up for free and made it about 15 minutes before logging out forever. Might be a fun game, but the opening didn't make us want to stick around and find out.
Why, what things turned you off?
I just remember that everything felt super clunky. Movement didn't feel smooth, combat was janky, interacting with objects and NPCS was laggy. There was also the knowledge that we were stepping into an MMO that probably had a total population of less than 2,000 people. We didn't see anyone else trying out their free copies of the game, of which I'm pretty sure they gave out quite a few on this site and several others.
So, yeah. Short answer, it felt clunky and dead. Though, that was back in 2020, it's probably gotten better.
Yeah, I tried it out a while ago and had a similar impression. I'll have to give it another go though since they said they sped up combat and made some other changes since I last played.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
I would put both games at about the same level of functionality at this point. I've been playing Gloria Victus the past few days and their is tons of jankiness throughout. Mobs and intractable items floating in air, NPCs pathing through objects and questionable combat responsiveness. I'm 40 currently and still interested to see where the game goes, but I certainly wouldn't hold this game up as an example of quality or superior decision-making making in game engine design and/or implementation.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
I would put both games at about the same level of functionality at this point. I've been playing Gloria Victus the past few days and their is tons of jankiness throughout. Mobs and intractable items floating in air, NPCs pathing through objects and questionable combat responsiveness. I'm 40 currently and still interested to see where the game goes, but I certainly wouldn't hold this game up as an example of quality or superior decision-making making in game engine design and/or implementation.
Your post is completely untrue. The two games are categorically not at "about the same level of functionality." CU does not even have a finished game loop. Even when I played GV a year ago it was a perfectly playable game.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
I would put both games at about the same level of functionality at this point. I've been playing Gloria Victus the past few days and their is tons of jankiness throughout. Mobs and intractable items floating in air, NPCs pathing through objects and questionable combat responsiveness. I'm 40 currently and still interested to see where the game goes, but I certainly wouldn't hold this game up as an example of quality or superior decision-making making in game engine design and/or implementation.
Your post is completely untrue. The two games are categorically not at "about the same level of functionality." CU does not even have a finished game loop. Even when I played GV a year ago it was a perfectly playable game.
You are speaking to completion and content. My response was in regards to the engine and its functionality, which was the point of the post I was quoting.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
I would put both games at about the same level of functionality at this point. I've been playing Gloria Victus the past few days and their is tons of jankiness throughout. Mobs and intractable items floating in air, NPCs pathing through objects and questionable combat responsiveness. I'm 40 currently and still interested to see where the game goes, but I certainly wouldn't hold this game up as an example of quality or superior decision-making making in game engine design and/or implementation.
Your post is completely untrue. The two games are categorically not at "about the same level of functionality." CU does not even have a finished game loop. Even when I played GV a year ago it was a perfectly playable game.
You are speaking to completion and content. My response was in regards to the engine and its functionality, which was the point of the post I was quoting.
This is a perfect example of why small indie developers should start with existing game engines instead of trying to develop their own. Gloria Victis, which uses Unity, already looks like almost finished and functional game, with about 400 active players according to Steam charts. Meanwhile "Camelot Unchained" still looks like a barely functional alpha tech demo after 9 years of development, with less than 6 active players during weekend tests.
I would put both games at about the same level of functionality at this point. I've been playing Gloria Victus the past few days and their is tons of jankiness throughout. Mobs and intractable items floating in air, NPCs pathing through objects and questionable combat responsiveness. I'm 40 currently and still interested to see where the game goes, but I certainly wouldn't hold this game up as an example of quality or superior decision-making making in game engine design and/or implementation.
Your post is completely untrue. The two games are categorically not at "about the same level of functionality." CU does not even have a finished game loop. Even when I played GV a year ago it was a perfectly playable game.
You are speaking to completion and content. My response was in regards to the engine and its functionality, which was the point of the post I was quoting.
Also the "point" of the post you were quoting was not about the "engine and its functionality". Unless you are a CU dev you could not make a judgement call on that anyway. Perhaps you are not a native English speaker so had difficulty understanding it? Let me rephase it for you:
Gloria Victis already looks like an almost finished and fully functional game. It uses the Unity Engine. Camelot Unchained still looks like a barely functional alpha tech demo after 9 years of development. Therefore, it appears that indie devs would probably have more luck using existing game engines rather than trying to reinvent the wheel.
I don't know if the conclusion of the original post is accurate, but I do know that GV is indeed a good looking and fully functional game that already has an active player base, while CU has been in development for 9 years and still looks and plays like a tech demo - when you are even allowed to play it.
Comments
Yeah it has and it's made pretty great progress in that time, they stuck with it even though it never had a HUGE fanbase just enough to play pretty much.
I must say that I've always wanted a real medi-evil esque mmorpg with mage, kind of like in the King Arthur/Kamolot era, if that makes sense. I guess that might be DAoC? I'm not all that familiar with the game and if it had magic or not.
Its on a steam sale for $7.99 til the 20th, you should give it a go, can always refund.
It was around before early access became a thing, I bought it from their website before it ever came to steam.
No magery in Gloria victus.
DAoC is going to be quite dated. If you didn't play it when it was new, the whole game is probably going to feel pretty overwhelmingly clunky.
I think most of the "fantasy" genre will be medieval-themed.
Tried it again a week or so ago and they've made huge improvements. I haven't had time to really dig in but it made me excited for when I can.
The combat felt good and easy to get started. Starter quests really help a lot. I'm curious how much there is to do now outside of pvp.
Your post is completely untrue. The two games are categorically not at "about the same level of functionality." CU does not even have a finished game loop. Even when I played GV a year ago it was a perfectly playable game.
Also the "point" of the post you were quoting was not about the "engine and its functionality". Unless you are a CU dev you could not make a judgement call on that anyway. Perhaps you are not a native English speaker so had difficulty understanding it? Let me rephase it for you:
Gloria Victis already looks like an almost finished and fully functional game. It uses the Unity Engine. Camelot Unchained still looks like a barely functional alpha tech demo after 9 years of development. Therefore, it appears that indie devs would probably have more luck using existing game engines rather than trying to reinvent the wheel.
I don't know if the conclusion of the original post is accurate, but I do know that GV is indeed a good looking and fully functional game that already has an active player base, while CU has been in development for 9 years and still looks and plays like a tech demo - when you are even allowed to play it.