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
- Bring back stat systems of early PnP games
- MMORPGs have been simplified over the years, limiting player customization
- Complex statistic-based systems require players to make choices. In our game, players can “gimp” their character, either accidentally or on purpose
- Bring back “usage-based” systems. If you want to increase your strength, do things that require strength. Remove “experience-based” systems and leveling, since we are an RvR game with few, if any, quests
- Adds immersion to the game and the character
- Given the lifespan of successful MMORPGs, the stat system must allow continual growth, but not in a way that breaks the core concept of horizontal progression
Implementation
- Three major types of stats
- Primary – Stats that can be raised or lowered during character creation and that can also increase with use (and may at times decrease during the character’s lifespan)
- Secondary – Stats that can’t usually change over the life of a character, and do not increase with use such as a character’s vision
- Derived – Stats that are based on Primary and Secondary stats
- Stat CapsUnlike most games, stats do not give overarching bonuses (+damage for example), but serve as a “gating mechanic” to abilities, weapons, etc.
- All stats have multiple caps
- Mundane – Stat progression is reasonably quick at this level
- Heroic – Stat progression slows down now
- Soft Cap – Stat progression is very slow at this point
- All stats have multiple caps
Stat List – Primary
All stats on this list are currently planned for the game, but this may change during the course of development
- Strength – Increases carrying capacity, and allows use of heavy weapons and armor
- Dexterity – Reduces Encumbrance penalty, and allows use of medium weapons and light armor
- Agility – Increases movement speed, and allows use of light weapons
- Vitality – Increases maximum Health
- Endurance – Increases maximum Stamina
- Attunement – Increases capacity for summoning the power of magic through the Veil, and allows use of magic ability components
- Will – Improves control of magic, and reduces the chance of the Veil reacting in a negative way to magic spells drawn from it
- Faith – Allows use of magic granted by Greater Powers
- Resonance – Allows use of voice- and instrument-based abilities
- Eyesight – Increases Vision range and allows use of targeting abilities
Stat List – Secondary
All stats on this list are currently planned for the game but this may change during the course of development
- Presence – Affects how NPCs react to the player-character, as well as the effectiveness of certain abilities
- Clarity – Reduces the effects of Panic on the player-character
- Hearing – Increases the player-character’s Detection rating
- Mass – Increases the difficulty of pushing the player-character, and grants increased pushing power
Stat List – Derived
All stats on this list are currently planned for the game, but this may change
- Health – Increases the threshold for wounds and fatal damage to the different parts of the player-character’s body
- Stamina – Increases the maximum value and regeneration rate of Stamina, when used by movement abilities
- Movement Speed – Increases the maximum movement speed of the player-character
- Vision – Increases the distance at which other players normally become visible
- Detection – Increases the distance at which concealed characters may start to be detected
- Encumbrance – The burden of the equipment a player-character is carrying and wearing, reducing the player’s movement speed, casting speed, and attack speed
- Carrying Capacity – Increases the amount of weight the player may carry, including all armor and weapons. Players that are heavily encumbered will suffer penalties
- Panic Rating – The degree to which Panic events affect the player character, causing increased ability failure chance and reduced Stamina regeneration rate
Classes and Stats
- This game is geared toward players who want significant differences between classes
- Some stats are very important to only one or two classes, while other stats impact many classes
- During character creation, our players will have lots of points to spread across these stats while they search for their ideal build
- Players will be able to min-max to their heart’s content during the character creation process
- CSE will work with the Backers to create the next level of documents, geared to aid new players in creating a character without hiding formulas or info, in regards to the inner workings of stats and other aspects of the game
- Players will be able to min-max to their heart’s content during the character creation process
Stat Bonuses
- Stats will not provide bonuses to the use of items and gear. As per above, they will be used as a “gating mechanic,” allowing you to rank up and use better weapons
- There are multiple levels of proficiency at which a weapon can be used, such as “low, required, ideal, or extraordinary”
- A very strong player might be able use a particular weapon better than a weaker player, but will not get a bonus across all weapons
- This allows our crafters and players to have a lot more fun with their weapon creation and stat allocation in Camelot Unchained
- A very strong player might be able use a particular weapon better than a weaker player, but will not get a bonus across all weapons
- Camelot Unchained also won’t put stat bonuses on items
- Goes against current MMORPG “standard,” which is a good thing
- Balancing item stats has always been a big issue for developers in the long term
- Overuse of stat bonuses is a major reason behind gear grinding
Summary
- The stat system for Camelot Unchained is a nod in the direction of old school PnP games as well as to some early MMORPGs
- Player’s actions are directly tied to gains in their stats. Swinging a heavy sword will increase your strength
- The large number of statistics allows players great control over their character
- Players who like to min/max will enjoy this system
- During character creation, players will be given points to allocate to their stats
- Players will have meaningful choices to make, as some stats are “locked” at creation and can’t be changed afterward
- No stat bonuses to items is a major divergence from current generation of MMORPGs, where this is the “accepted” way of doing things
- Instead, crafters will be given greater control over almost every aspect of item creation
- Balancing stat bonuses on items has been a long-term issue for any successful MMORPG