I don’t see that as a trap at all, just part of the game. There will definitely be some bad combinations as well as combinations that are both bad and good at the same time as that overall, they are worth using despite the negative effects that come along with the positive. How exactly is CU avoiding that trap?ĬSE’s Mark Jacobs: I’m not as familiar with AC1 as other MMORPGs, but AC1 was a recipe-based system, correct? In our system you can have recipes for items, but it is not the core of the system. Of course, that created a scenario where people figured out the good formulas almost immediately and then shared them online, which meant there wasn’t much point to having it. MassivelyOP: I can definitely see the Elder Scrolls influences here, but my first thought was, “Oh, Asheron’s Call!” For those not familiar, AC1 had a huge array of ingredients for spells, and players were meant to combine them and try to figure out the formulas on their own. It’s a consumables craft that requires experimentation and tinkering and allows players to come up with their own favorite recipes.Īhead of today’s stream, we got a sneak peek of the alchemy system, including a tour through the spreadsheet tool simulating the combination system, and we spoke to City State’s Mark Jacobs about the craft’s influences, innovations, and impacts. During City State’s afternoon stream, the studio explained that the alchemy craft will essentially allow players to mix “an almost unlimited number of combinations” using ingredients with an ever-increasing number of effects. One of the major slices of content being worked on in this current 90-day quadrant of Camelot Unchained development is its crafting system, specifically and initially the design of alchemy.
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