Thank you for all of your support of BSC Days 07/14/14-07/17/14
The BSC (stands for Bat-Shit Crazy) Days were an event with a set of video and text presentations, updates, and reveals held by City State Entertainment on 7/14/-7/17/2014. For Camelot Unchained, BSC is often used by City State Entertainment to refer to the slightly off-the-wall, maybe a little "crazy" ideas of Mark Jacobs and the City State Entertainment team about our own game mechanics. The BSC Days event was a major early content and gameplay reveal for Camelot Unchained.
The Guiding Principles
- We must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time “pure” crafter class
- We MUST create a vibrant economy that ensures a key role for the crafter class in the game’s economy
- Economic support systems must be robust enough to replace an Auction House
- Crafting is magic! Embrace magic at the core of all crafting
- Use a consistent interface for all crafting, but customize it for each Realm
- Use of this interface cuts development time and resources overall, but allows us to “go to town” on the main interface
- System must be designed with a long-term view
- Crafters must be able to make a profit throughout their lifetime
- Need to prevent or at least slow down “MudFlation” through use of time and money sinks
What does “Crafting is Magic” really mean?
- All pure crafters use magic
- Crafters can be treated as combatants for progression purposes
- With downtime, recovery time, etc. they will not be able to craft 24 hours straight. This will slow progression, and prevent flood of items from well-funded crafters
- Players will use a “Vox magus” in a similar manner that mages use their spellbooks
- Crafting becomes more challenging, interesting, and visually enjoyable as crafting can become a “performance piece” that people can watch and enjoy
Popcorn Crafting
- Basic crafting system available to all players
- Based on simpler actions that require little magic and a small time commitment
- Can engage in low-level mining, harvesting, gathering, etc.
- Can repair their low-power weapons and most armor
- Can create basic arrows, repair kits, and other such items
- Can create potions (Stretch Goal)
- Allows a greater sense of self-sufficiency for the non-crafter, so that they don’t have to run back to town every 30 minutes to find a crafter
- Frees up pure crafters to focus on their own special skills
Popcorn Crafting – Repairing
- Minor damage to armor and weapons can be repaired, but heavy damage requires the help of a pure crafter
- Combatants can carry around whetstones, repair kits that allow them to do some basic work themselves
- Sitting down after a battle or two with your mates to sharpen your own weapon or repair armor adds to immersion
- Archers can fletch their own simple arrows if they have the components
Popcorn Crafting – Gathering/Harvesting
- Wandering around and picking up stuff scattered throughout the world is the perfect example of Popcorn Crafting
- Players can gather or harvest from any field or plot that is either:
- Unowned
- Owned by yourself
- Owned by an enemy Realm
- Owned by another person or entity which has granted you permission
- Combatants can have their own fields, but they are limited in size
Popcorn Crafting — Mining
- Unlike fields, many mines are owned by the Realm, which then allows all members of the Realm to mine there
- Realm-owned mines also come with a limit on what can be taken out per day
- Access to mines works in a similar manner to fields
- Combatants mine slower than crafters, due to crafters’ skills and access to higher-level equipment
- Combatants can mine most minerals, but lack higher-level equipment for some minerals
Crafting for Crafters—Design Goals
- Treat the “pure” crafter as a mage: A crafter has stats, crafting points, and downtime
- Crafters are split into three sub-classes, though each can access all three
- Takers (they take from the land), Shapers (they shape the raw materials) and Makers (they make the finished item)
- Ensure that the system does not require macro-ing to succeed!
- Crafters should not have to create 10,000 arrows to see their skill tick up one tiny bit
- Use downtime + crafting time to remove the need to make 10K arrows
- Reward the player for crafting without the penalty of inducing carpal tunnel!
- Crafters should have stat progression similar to combatants
- Open issue: Should there be special “crafting stats” or should we just reuse current stats?
- Crafting an item is not automatic; each item takes time and drains resources
- This helps to prevent rapid-fire crafting of items by guilds
- Helps slow down the supply of any crafted item
Crafting for Crafters – Continued
- The Vox Magus (crafting station) is a magic focus object with lots of customization and power options that the crafters use to make their items
- Allow the Crafter to control almost every aspect of the final item
- Integrate the blueprint system from building with crafting
- If crafters can be treated more like the architect than the laborer, crafting will be less drudgery and more fun
- Allow the Realm to buy items from players
- Sets a floor for the item, and guarantees that low-level crafters can still make money
- Encourages Realm pride, as crafters’ contributions are apparent and rewarded
The Vox Magus
- Based on our world’s pipe organ
- Pipe organ is a widely known and instantly recognizable item
- Replace keys, stops, etc. with gems, runes, and other fun stuff
- Players sit at the VM and use both sound and magic to interact with the materials that are placed within the VM
- You don’t have to read music or understand music theory to play as a crafter. Sounds come from the Vox based on your actions as the crafter
- Each Realm has its own version of the VM, but they work in an identical manner
- This reduces the amount of time and resources we have to spend on the interface and effects, leaving more time to work on the system’s items
- VMs scale in power and appearance. It is a fully customizable device, which will grow with the player over time
Vox Magus – Part II
- Crafting now becomes a very visual and visceral process, which can be shared with others
- Easy to learn, difficult to master, as the combinations are nearly limitless
- Ways to shape and make an item will vary both inter-realm but possibly intra-realm as well
- Guilds can have their own Vox that can be customized for multi-crafter use
- Money sinks (cost, upkeep) will prevent guilds from dominating the crafting system. Small VM’s are more cost-effective to use for small items, and require a cooldown time
- Lots of potential for Easter Egg moments when certain music is played
Souls and Crafters
- Crafters can use bits of their own (or captured) souls in crafting an item
- Like combatants’ soul shards that are captured in battle, soul shards are limited in duration and number
- Crafters can only use a certain number of shards at any one time
- This limits the amount of powerful items one crafter can create
- Souls can grant additional power to items, and can also make those items more resistant to wear, breaking, etc.
- Captured souls can act as a beacon to the soul’s owner in RvR
- Souls can be used to power spells that are engraved in very select items
- The cliché “Fireball Wand” would be considered a very powerful item, rare and expensive
Summary
- The crafting system of Camelot Unchained will cater to both hard-core and casual crafters
- The Vox Magus takes the familiar MMORPG concept of a forge to an entirely different level
- The use of souls in crafted items, while not a unique twist, is being done in an original manner that will allow master craftsmen to make very rare and powerful items
- This will allow crafters to charge premium prices for these items, and rarely will two of these items be the same