Dark Age of Camelot Developer Post Compilation

By Order of the Storm Seekers

    This site is no longer being updated, but will be kept online as a reference to the development cycle of Camelot. Please keep in mind that a lot of the data herein has changed significantly.
Last updated: 02/12/2001

Update 09/20/2001
I have created a map of Midgaard, with some help from Kharon. Due to the lifting of the NDA, you can now find the current version here. I may post new versions there from time to time.

This is not a FAQ. This is a compilation of (parts of) developer posts for reference purposes. Before posting, you can do a quick search through this and see if your topic has been commented upon already, and go to the thread in question and read up. It's also useful in answering questions that aren't in the FAQ because they aren't really decided yet, but have none the less been discussed. Posts which have obvious answer like "Yes, that would be cool, but we don't know if we have the time to implement it" or "That will require a lot of balancing, which will take place in a later beta stage" have not been added, most of the time.

NOTE: Some of these posts are pretty old, and may not contain up-to-date information. As a matter of fact, all information contained herein is subject to (massive) change. Also, this compilation may not be complete. I could very well have missed some posts or skipped some that will turn out to be useful.

Other sources of information:

1) The official site: Open
2) The FAQ at the official site: Open
3) The unofficial FAQ at the Mists of Avalon: Open
4) Developer Chat #1 (8/25/2000) at the Camelot Vault: Open
5) Developer Chat #2 (9/6/2000) at Coyote's Den: Open
6) Developer Chat #3 (10/24/2000) at the Crossroads of Camelot: Open
7) Developer Chat #4 (12/6/2000) at Camelot Stractics: Open
8) Economy discussion at Lum's: Open

Interface

* Regis( Open)

"The way things are developing, when DAOC comes out, you won't remember the graphics in either one of those games [EQ and AC]."

* rdenton( Open)

"You'll have the opportunity to position the camera behind (or aside) your character for third person viewing or right at your eyeballs for a first person experience. "

* MahrinSkel( Open)

"[The windows] are draggable, and some (specifically the chat window) can be resized. "

* MattF( Open)

"We're not going to put in "over head" chat. "

* rdenton( Open)

"we [...] put the player's names above their heads for Camelot. Health is shown in a special targetted window that shows information about the thing you have selected (player, monster or object). You can turn the names off if you like (configurable option) [...]"

"Our figures are pretty dynamic and can show lots of different pieces of armor: Helmet, Body, Arms, Gauntlets, Legs, Boots and Cloak. Each of these can have a separate graphic or "skin" as well as a color or "tint". In general, we use the skin for the armor type (padded, leather, studded, chain, plate, etc) and the tint for material (bronze, iron, steel, magical, etc). You can also have one piece of clothing that covers several areas like a robe that covers arms, torso and legs."

"In addition, the weapons and readied items you choose for your character are shown on your figure and in your hands. When you walk you actually sheathe your sword - big ones like two handers go on the character's back. Character's who have a bow as a secondary weapon keep it on their back as well. The weapons, shields and readied items also have different skins and tints and thus are very indicative of what the player is wielding. So, at a glance, everyone will know whether your broadsword is dulled bronze or sharpened steel."

* Regis ( Open)

"Whenever possible, I want to make the characters, the settings and the creatures look as real as possible while remembering that ULTRA-realism is just impossible. This game will definitely NOT look "cartoony." "

* MattF( Open)

"[...], we're going to be using the hit animations to graphically show the amount of damage that you are dealing out/taking, with little or no gore. "

* Magic ( Open)

"We have indeed discussed putting little numbers showing your damage which float up briefly and fade away. The numbers would only appear for damage YOU are inflicting, or damage TO you so that the screen wouldn't become cluttered in a group situation. "

* MattF( Open)

"About darkness: we will have dark nights and bright days. However, you guys will be VERY happy with our lighting model which will actually make carried light sources (lanterns, torches) useful. "

* SideshowRahim( Open)

"IDing an enemy will just give you a rough estimation of their power vs yours, never a precise level. "

* Booboo( Open)

"There is a key to target the nearest NPC. If you press the key again(within a certain time period of the first press) it will start cycling through other NPCs in order of closest to farthest within some range. If you have no target and a monster attacks you, you will automatically target that monster. There is also a key which has similar behavior for PCs."

* Magic( Open)

"I did some experimentation with ways of doing volumetric grass several months ago. [...] Believe me, I'd really, really like to put such extra graphic touches in the game, and I've done a lot of thinking about how (technically) to do them. Whether they go in or not will depend on how much they impact performance and whether or not gameplay is adversely affected.

* Magic( Open)

"Some worn items just change a texture map, while others change the actual geometry and map. Managing characters with many changeable parts gets complicated quickly, so there are a limited number of different costume shapes. "

* Magic( Open)

"The "mist" is the regular outdoor distance fog, which is defined on a zone-by-zone basis. For wide open areas like the Cotswold Hills, this fog is very far away, though--16000 units (444 yards)--so you can see very wide expanses.
Volumetric fog is supported by the NetImmerse engine and will be reserved for other special effects, no doubt.
CLOD (Continuous Level of Detail) is used on the figures, and our own LOD scheme is used for the terrain mesh. CLOD will be very important when the larger battles happen, no doubt.
The default resolution for the game is 800x600x16 bit color, and the screenshots are taken on a machine with a TNT2. "

* Regis( Open)

"Oh , yeah.We 're planning to have plenty of taunts and emotes at your command, so you'll be able to show your enemy exactly what you think of him or her, as well as express to your party just how badly your butt needs saving at any moment. "

* Regis( Open)

"[...] we looked at all of the races in the game, it was agreed that you guys are right, the heads in the game are too big.
We 'll be bringing the head sizes down in an upcoming version. The newer model sheets make the figures look much more impressive, so I think it will add a lot to the game. "
 

World

* MarkJacobs( Open)

"The variety of theories, stories, legends built around the basic story of Arthur is simply mind-boggling. Which version of the legends should we use for the basis of our game? For every interpretation that someone believes is valid I can point to other people who think another interpretation is more valid. We are simply taking some of the basic themes, places, stories from the legends as well as other sources and putting them together into our own game. DAoC is not an historically accurate version of the Arthurian legends because, at least for now, no such thing is possible because of the lack of strong historical information to base it on."

* MattF( Open)

"You'll see an entrance to a cave/stairs leading down in a building/etc, that'll lead to a zone point, at which point you'll zone into the dungeon zone."

* MattF( Open)

"[we will] have huge zones (as in, 2 per Realm) -- so to adventure anywhere in your realm would require potentially only one zone crossing. This would give us the near-seamless feel of AC, but with the artistic diversity of EQ.
Of course all entrances into dungeons or major cities would have to have zone boundaries. "

* MahrinSkel( Open)

"If you guys want an idea of the scale involved, imagine being able to roam all of pre-Kunark EQ without ever having to load a zone (outside of dungeons). Then zoning into Kunark and never having to load another one. And that's just *one* realm. Also, the zone transitions are *very* short [...]"

* MahrinSkel( Open)

"Okay, size *does* matter, IMHO, but bigger is not neccessarily better. You get AC sized or larger, and most of your space is randomly generated, and boring. AC's portals keep that from being too obvious, but if you get off the beaten track it becomes like a summer vacation in a station wagon: Miles and miles, of miles and miles. "Are we there yet?"
Large spaces with nothing of interest in them aren't an improvement. Camelot's world is looking to be larger than EQ's, by quite a margin, but not so big that it's desolate."

* MahrinSkel( Open)

"It doesn't increase load time, nor does it decrease variety in landscapes. There's been *no* substantial change in how we build the zones, they still have unique terrain and appearances, they've actually *gained* usable area since we don't have to burn space on the zone transitions. Black Mountains doesn't look like Cotswold Hills doesn't look like Cornwall in either terrain or texture. "

* MattF( Open)

"We're going to base the world on real-life geography, but [...] we'll use our imagination in places to expand/contract distance where necessary. But, we'll keep it as realistic as possible; i.e. no deserts or jungle.
Boats will indeed provide the ferrying services between the Realms, but not exactly like the EQ boats -- we'll have many different twists on the ferrying system. For example, a Briton will not be able to jump onto a Norse longboat without seriously jeopardizing his life."

* LoriSilva( Open)

"Some of the quests may take place far away from the war zones while others may require that you go into the other realms to accomplish your objective. One of our own goals will be to provide everyone with as many options for quest types as possible at all levels of play."
"We desire to implement a quest system that doesn't detract from game play and having a good time. There will probably be some quests that are quite simple, something someone may want to do just to kill time or take a break from "thinking." Other quests may be somewhat involved and in-depth, with a full story to go along with it. While the finer details still need to be worked out, we do want the reward at the end of the quests to be worth the person's effort in solving/completing it. "

* MattF( Open)

"That being said, there will be many quests, some of which are quite involved and will involve extensive back story for explanation. Those will be on a quest-by-quest basis, though. "

* MattF( Open)

"Some highlights: There will be random quest steps, so no one will perform the same quest exactly the same. The quest item won't be on a slain monster after you kill it if you haven't perfomed all the steps in the quest. "

* SideshowRahim( Open)

"Under our system, rather than a long spawn time there would just be a long quest associated with the item which must be completed before being able to use the item. If you had completed all of the quest up to that point, the sword would be there and you could take it, otherwise it would not appear. In some cases, the quest would be closed to you after that. In others, it would restart and allow you to go from the beginning (possibly with new steps). "

* MahrinSkel( Open)

"People want storage, and they'll go to just about any lengths to get it, may as well give it to them. There's nothing inherently inflationary about storage, it just provides a "sponge" to absorb the first-order effects of inflation. "

* MattF( Open)

"Having Celtic and Norse religion in the game is not a real problem, as there are so few that worship pagan gods around.
As far as Christianity and Islam go, we're not really going to "go there". The Saracens in the game are the descendents of Sir Palomides and his retainers, who were all Christian, so there will be no Islamic clerics. As for Christians, Clerics and Knights will be similar to the EverQuest cleric and paladin, in that they have spells that refer to "Holy Might", etc. -- but with no religion-specific information about them. "

* MattF( Open)

"We'll definitely have Clerics (they are a PC class too), monastaries, Chuches, and maybe a Cathedral if we get really ambitious. These will be the centers of the Cleric and Paladin classes -- trainers, healers, etc. will be located there. "

* MahrinSkel( Open)

"Housing isn't "out". It also isn't "in". It isn't "on the list". It also isn't in File 13. In other words, Housing is still in an indefinite state, we're looking at it both from a technical viewpoint and a game dynamics viewpoint and trying to evaluate what we can/should do about it. "
 

Combat

* rdenton( Open)

"Monsters and NPC's in Camelot have a "viewing angle" - about 120 degrees left to right. They only recognize things in that viewing angle to determine new targets, agro'ing and ability to attack. This allows the skillful Rogue or Scout to sneak up behind an individual monster to deliver a crippling blow. However, players who do not have the Move Silent skill will likely make noise on approach to which the monster will hear and react.
you 'll never see a guard (or an aiding monster) pop-in with a flash like in UO. However, monsters and NPC's do "call for help". This allows friendly creatures in a larger radius to come to the aid of the calling monster. Only friendly creatures already in the calling radius will "

* MattF( Open)

"We [...] are going to make NPC characters that you can "hire" out to fill out an otherwise player character group. The NPC will follow you around, fight, heal you (if he's a healer-type), and generally act as a player would -- even run away if the battle doesn't go well for him. You'll be able to find these mercenery NPCs in towns.
Of course you could extend this concept to guarding Shrines -- NPCs could fill in when there's no PCs around to defend against raiding enemies. "

* SideshowRahim( Open)

"Actually the straight OB/DB numbers from rolemaster are something we've modified and added to. We've changed the system so that the various classes have roughly the same chance of hitting an opponent (based on many factors), but the damages vary widely depending on skill, weapons, etc. We've modified the system to allow for hit areas and different defensive calculations based on the armor worn in a particular area and that opponent's ability in maneuvering in that armor. Weapon/Armor modifiers are in, Weapon/Weapon modifiers are going to influence the to hit roll soon... and we've still got a LONG list of factors to add in. Anyway, I can assure you that the parts we've changed from straight rolemaster have been changed for the better. Oh yeah, we're still using critical tables. "

* SideshowRahim( Open)

"right now the weapon classifications we're using are:

1h Slash
1h Crush
1h Thrust
Two-Handed (Basically two handed swords/Crushing weapons)
Polearms (Includes two handed thrusting such as lances and Pikes)
Staves (Mostly just for magic types)
Fired (Bows)
Thrown
"

* SideshowRahim( Open)

"We are planning on two weapon combat right now. Most likely your skill in your off hand will be the lower of your two weapon skill (probably called double), and your skill in that particular weapon type. So if you have a 100% double skill, but only 10% 1h slashing skill and are using a sword your skill would be 10% with that attack. "

* SideshowRahim( Open)

"We are using a version of the rolemaster critical system more suited for our system. [...] this is a system that allows for things such as exceptional strikes from lower level characters against higher ones. "

* SideshowRahim( Open)

"Siege weapons are one of our biggest goals. They will add fun and realism to the game, and also help balance out the economy - A realm with a lot of cash will be able to put a lot of money into a battle to have a greater chance at winning. "

* MahrinSkel( Open)

"A lot will depend on how Siege weaponry gets implemented. I'm leaning towards a system where you buy pieces that can be assembled into a full-fledged siege engine by someone with the right skill, but the pieces are so heavy you can't carry more than one or two and still move at more than a walk, and can't carry all of them and move at all. So a war party would have to divide up the pieces between them, then coordinate handing them to the Engineer at the other end, then protect him while he was overloaded and immobile putting them together.

* SideshowRahim( Open)

"[...] we're discussing ways of setting up war parties that consist of something like 6 groups of 6-8 people linked together through the group leaders"

* SideshowRahim( Open)

"We always want teamwork, organization, and smart planning to have a much greater impact than a few guys with big swords. "

* SideshowRahim( Open)

"Yes, many of the more powerful [fighting] styles will be learned through quests. "

* SideshowRahim()

"We're going to do everything we can to create fighting styles for the player to choose from based on what weapons he's using and what style his opponent is using. What style you use will influence not just the look of the fight, but the outcome as well. [...] many of these styles will involve shield use. "

* SideshowRahim( Open)

"We're planning on a combat system that allows for a lot more decisions and variety as the player and character become more experienced. The more melee oriented classes will be able to learn different combat styles which they can choose from based on what weapons they're using and what style their opponent is choosing. The various styles will not just look different in combat, but have different offensive and defensive advantages against each other. "

* SideshowRahim( Open)

"What we're trying to get at though is not giving someone with a better connection or better hand eye coordination an advantage, but giving the player who makes better decisions before and during combat an advantage. "

* SideshowRahim( Open)

"Combat styles will allow for many different swing types with many different weapons as well as unique moves and blocking animations. "

* SideshowRahim( Open)

"Switching armors will take some amount of time, but the thing to remember is that among the different base classes of armor plate will almost always be better than equal level chain, which will be better than equal level studded armor, etc. "

* SideshowRahim( Open)

"There are currently about 15 different damage "types" in the game. More will probably be added. These include the three types of weapon damage (Blunt, Slashing, Piercing), Elemental damage types, and various other forms of magical damage. Every race and creature in the game has bonuses and penalties to these various damage types. (Learning who hates what will be part of becoming better at combat). Also, the different armor types in the game have additional modifiers that will work on top of the player or NPC's natural modifiers. "

* MahrinSkel( Open)

"We've also seperated damage type from skill used. For example, the Polearms currently do all three kinds of melee damage (2 percing, 2 slashing, and a blunt), depending on the weapon, while all using the same skill. "

* Magic( Open)

"[...] we are very aware of the potential problems concerning bows. To counter this, bows will probably be more of a specialty weapon, meaning that only certain classes will even use them at all. Also, bows take several seconds to set up for each use, and your shot can be spoiled by an interruption. Not only this, but target distance, size, and movement will greatly affect your chances of hitting"

* Magic( Open)

"There will probably be many different types of arrows with the features you've come to expect from fantasy games: increased damage, greater range, more accurate, special effects... (and the list goes on). Arrows are not reusable, and expect any which do particularly nifty things to be hideously expensive and available only from player craftsmen."

* SideshowRahim( Open)

"Yes, we certainly can make elevation a factor in ranged combat, and may include a slight modifier for it in melee combat as well"

* SideshowRahim( Open)

"[...] it looks like yes, we will have to hit rolls on ranged attacks take cover into account so the archer up on the battlements will have a distinct advantage. "

* SideshowRahim( Open)

"Players (and NPCs) gain a bonus in their chance to hit when their opponent is being attacked by more attackers than they are able to handle at once. For most NPCs, this number is 1. Some larger creatures can deal with many opponents at once before taking any penalties. Some combat styles will most likely be designed for taking on multiple opponents, and there will also most likely be high level warrior abilities that can be learned that raise this base amount. "

* MahrinSkel ( Open )

"1) The more attackers on the same target, the higher the chance of each hitting, right off the top.
2) Shields may only be used against a certain number of attackers.
3) Parrying (a hidden roll the players never actually see) is less effective when facing multiple attackers.
4) Evasion (not hidden) is also more difficult with multiple attackers.
5) Attacks from behind cannot be parried, blocked by shields, or evaded. All of the "virtual armor" conferred by those goes away, and if facing multiple opponents you'll either have to turn your back on some of them, or stay in constant motion (which negatively affects both your offensive and defensive rolls, circle-strafing is not the end-all, be-all of PvP tactics)."

* SideshowRahim( Open)

"[...] stealing from your own realm won't be possible, stealing from enemy PCs will need to be difficult and limited in several way. For enemy NPCs we can probably work out a system where the reward will always be relative to the risk and the NPCs loot drop after death won't be affected."

* SideshowRahim( Open)

"[...] on the issue of monsters grouping together to attack and take over outposts and other structures, yes this is something we very much want and plan on doing as well. There have been a few RPGS where I saw this happen a few times, and it was always much more fun to actually feel like you were fighting over something with the NPCs than just running into them standing there randomly in the woods and slaughtering them. "

* MattF( Open)

"[...] the combat hit/damage calculations will take into account when a hit occurs on a partiucular body part, and it will definitely matter what kind of armor you are wearing on that part.
However, that doesn't mean that you'll be able to aim your blow to that specific region [...]. The game will determine where the blow landed, and dispense appropriate damage from there. "

* MahrinSkel( Open)

"[...] NPC's are using pretty much the same combat stats as players. They have similar hitpoints, do similar damage, and in a fight against an equivalent level player with good equipment it's a dead heat who wins.
They will chase you as long as they think they have a chance of catching you, but if they fall too far behind they give up and head home. No "Meat Seeking Missles". They'll call for help if they're losing, but they don't instantly alert all NPC's in X radius as soon as they're attacked.
More attackers is more dangerous, the chances of getting hit rise with how many are trying to hit you [...] "

* Magic( Open)

"Monsters move at varying speeds, and there are some which you won't be able to outrun if they decide to chase you. "

* MahrinSkel( Open)

"We're taking a variety of measures to prevent camping. One is that NPC's that will carry "phat lewt" won't generally have one specific spawning point, but several possible ones. Also, they won't be the only possible source of those items, generally lower-level NPC's of the same type in the same area will have a low chance of having it as well. And last, those NPC's that have "Guards" will spawn *with* their guards, so you won't be able to set up a rotating spawn where you can just fight one at a time.
Randomness in both time and place is a built-in part of the system, camping was generally a result of being able to predict both. "

Items


* SideshowRahim( Open)

"While most items will have a level or skill requirement of some sort, we were also thinking of having items that had a realm rank requirement to them. "

* MahrinSkel( Open)

"[...] rather than have restrictions of strictly "Your class/race cannot equip that item", we'll work more in the direction of "Selective Enhancements", an Armsman could use a "Holy Sword", but for him it would be just a sword, no special powers or attributes. Only if a Knight was wielding it would its powers express themselves.
Level restrictions, pretty much the same thing, you can give a 1st level newbie a Mithril Sword of Buttkicking, but he'll get zero benefit over what he could get from a more mundane weapon, he'll just be wearing out a very expensive sword. "

* MahrinSkel( Open)

"The core anti-twinking method we're using is to let people do it all they want.
Okay, before your blood pressure gives you a stroke, people can hand out weapons and equipment that is considerably above the level of the receiver, but it will not perform any better than level-appropriate equipment. If the user gains a level, then he'll get better performance, but still not higher than his actual level.
[...]
Similar rules apply for armor, and we'll integrate any proc'ing or bonus effects by a similar "grow in" system. What winds up happening when this is combined with wear-and-tear is that drastic twinking is a very bad idea, as your costs per point of damage dealt go through the roof. Carrot and stick, rather than "Thou shalt not". Although there will probably be a break point below which you cannot wield magical equipment, and specific items may have requirements of a certain Guild (NPC Guild) or Realm rank, the general rule will be "Twinking is stupid, but not forbidden"."

* MattF( Open)

"Weapons will have sharpness ratings, and players will be able to train in craft-type skills to sharpen them when they get dull (of course you can pay an NPC to do this for you as well). The same goes for armor -- you'll have to polish it up every so often or it will start to decay."

* MahrinSkel( Open)

"We're trying hard to encourage diversity in weapon choice, but it gets complicated very quickly.
In general, weapons of the same intended level will do the same amount of damage over time, as we've set things up at this point. However, slower weapons have an inherent weakness: each miss represents more of your potential damage. "

* Regis( Open)

"Right now, being able to wear enemy armor is out. The reasons are varied, but mainly changes in the way we're making the different human races distinctive from one another made it necessary. "

* MattF( Open)

"About armor and weapons: we're going to make it so when two different people put on the same armor, it will look the same; it won't be like EQ where every model has a different looking armor. So, if the armor is silvery and polished, with an emblem on the front, it will look that way no matter what PC race is wearing it.
We 're going to try to individualize most weapons as well, and have as many different models to display them as possible. "

* Regis( Open)

"You WILL be able to color certain items of your wardrobe."

* MattF ( Open )

"[...] the different towns will sell armor that looks different from those sold by merchants in other areas, as well as have different stats and costs. "

* MattF( Open)

"Every Realm is going to have basic cash: copper, bronze, silver, gold, and one better. They will probably have different names in the different realms (i.e. crowns for the Norse, farthings for the Britons, etc.). However, if you loot money off of a enemy-realm NPC or Player, the money you get cannot be directly spent at your Realm's stores, since the merchants won't know the currency.
You will need to go to a merchant specializing in precious metals, who will determine the monetary worth of the cash, in your Realm's money, and then exchange it for you (for a small fee, of course). "

* MahrinSkel( Open)

"Mithril will not be realm-specific. There may be alternate materials that are specific to certain Realms, but they'll differ in appearance mostly, not in overall effectiveness. "

* Regis( Open)

"Weapons and armor will wear down as a part of gameplay [...]"

* MahrinSkel( Open)

"Everything short of "Artifact" grade equipment will have a limited lifespan. [...] the timescale will be measured in 10's of hardcore adventuring hours. This will be done by giving every combat-related item a "Durability" rating, each time you repair/sharpen that item, you'll take away some of that durability (how much will usually turn on your skill at sharpening/repairing). The lower the durability rating, the sooner it will need to be repaired/resharpened again. Eventually, of course, you'll have an item that although still useful, is more work to keep up than it is worth. But you won't find yourself armorless in mid-battle, pummeling that dragon with your bare hands because all your equipment went 'Poof'. "
"food is going to have various degrees of nutritional value."
"There will be no NPC market for player-created items"

MahrinSkel( Open)

"[...] after a certain point essentially everything you need will come from players, or Quests."

* MahrinSkel( Open)

"
    There are 5 grades of Weapons/Armor:

    Artifact: These never wear out. They are the creme de la creme of desirable objects, and every one of them will have a story to go along
    with it (and will generate more involving its owner). The total count of artifacts of all kinds will be measured in dozens per server. These
    are objects the like of which it takes a Merlin to turn out. You are no Merlin.

    Quest: you 'll perform a quest to get them. They are more effective in combat, last longer (but not forever), have stronger magical
    effects, and look cooler than ordinary player-crafted items.

    "Boss Mob": You'll kill a "Zone Boss" type critter to get them. However, this critter will not spawn in the same place every time, and may
    have guards that spawn along with him (no setting up a rotating spawn so you can fight him and his guards separately). They don't
    perform quite as well as Quest items (but a little better than player-crafted), and they last only a little longer than player-crafted. They
    may have moderate magical effects associated with them, as well as special appearances.

    Player Crafted: Mundane, everyday items, you'll make them, sell them, buy them, and use them up. It will be possible to apply magical
    effects to them, but there will be unavoidable failure rates, and the better you make them, the more they will cost.

    Found: What the vast majority of mobs will use. Poor in durability, so-so in combat performance, absolutely no special properties at all.
    Their biggest function will be to give the NPC's something to fight with, and provide a source of raw material for player crafted items.

    There will be a variety of materials, basicly following the Rolemaster system. Metals, for example, will run from Bronze through Iron, Steel,
    Alloy (a mixture of steel and mithril), and Mithril. Material *may* be reflected in appearance, you'd be able to tell at a glance if Sir Studly
    is wimping around with a Bronze weapon. There will be higher-level materials that are simply too much for player smiths to handle (you're
    no Merlin) and will be found only in Artifacts and high level Quest items. There *may* also be rare Mithril-equivalent materials with special
    properties such as Illinar (True Ice) and Dyr Wood that players can work. "

* MahrinSkel( Open)

"If anything, it will be the *opposite* of DFC, you'll use "beater" crafted equipment for the day-to-day leveling process, and haul out your best and prettiest "Quested" equipment for invasions. At this time, we're not planning on having items (other than Relics) be lootable in PvP. "

* lrobertson( Open)

"The hoods will cause the faces to be shadowed somewhat, but there are currently no plans to build special cases into the models where the face is completely hidden. As it stands now that would have to be implemented as a special effect for a skill or spell (which could certainly be done, but is not necessarily in the works).
As for the question of "flow" animation - yes they will. The cloaks flap around as part of the current character animation. "
 

Experience

* Booboo( Open)

"Experience points are the standard experience points you get for killing monsters and stuff. These allow you to go up in level. When you go up in level, you get a certain amount of skill points. You then use these skill points to train in your skills. Different skills have different costs for different classes. So, if you are a magic user your magic skills may cost one or two points to train in while weapons may cost 8 or 10. You can train until you run out of skill points."

* MattF( Open)

"In any event, we have decided to have a level-based system. It will have skills, which you will be able to modify by training when you advance in level, but there WILL be levels. "

* LoriSilva( Open)

"Based on our own design experience, we have found that it is better off to avoid permanent death."

* MarkJacobs( Open)

"When I play RPGs I am almost always a solo artist. I don't like playing in groups at all. With a good scripting system, I expect we'll have some more flexibility to accomodate both types of players, at least that is my goal. "

* Copper( Open)

"It will certainly be more beneficial for players to group with those around their level. We can "allow" a level 50 to group with a 25 and a level 1, but I doubt that there would be any benefit for them to group. "

* SideshowRahim( Open)

"Under our current plan, the more melee oriented classes will have an easier time soloing than the more pure caster classes. This is not to say that casters can't solo, just that they won't be quite as effective. A caster and a melee fighter working together would earn more experience and loot each together than they would alone in the same time though [...]"

* SideshowRahim( Open)

"We'd like grouping to be more beneficial in terms of both EXP and treasure for everyone to make up for the extra hassle it often involves, but we do still want players to be able to accomplish something when they are just on for a short time. "

* MahrinSkel( Open)

"Right now, the best way to make XP is to group, and the best way to make cash is to solo (and money *counts*). We're happy with that tradeoff, and will probably stick with it. As you get higher in level, it gets somewhat more difficult to solo, but not because the NPC's are powered up beyond all reason, just because they get "smarter" and start grouping up themselves (not occupying static camps in mutual call-for-help range, but *grouping*).

We never want to have the scenario where you can't kill anything alone that will give you XP, and the way things are set up, it doesn't happen. Tougher, group-only encounters are created by creating smarter, grouping and patrolling NPC encounters, not by making NPC's no one could kill alone. Solo opportunities are created by spreading NPC's out enough that a group wouldn't be interested in them (because groups want a steady diet of targets at a pace these areas can't supply). "

* SideshowRahim ( Open )
"One of the ideas to help with the exp camping issue is that the monsters which are hunted less often will start increasing in exp value. [...] This system will regulate itself in that if a group of players works out an easy way to kill these creatures and do it often, they won't offer the extra experience any longer.  The most efficent way to take advantage of this will then be to keep moving around in the less hunted areas.  "

* MahrinSkel ( Open )

"It's quite feasible to solo basicly any class at any level. That doesn't mean you'll progress quite as quickly as those that are grouped (you won't, simply because of how the XP rewards are set up groups that tackle "big game" will tend to earn more XP over time), or that it's equally easy with every class, but our intent is for any character at any level, that finds themselves unable or unwilling to find a group to be able to go out and have an enjoyable playing session. And so far (through the low 20's), that seems to be working out fine.
There will be higher level challenges that are simply out of reach for individuals, but we're not intending to create PvE encounters that require 30 people to win, but only reward 2-4 of them."

* SideshowRahim( Open)

"No item loss and little experience loss doesn't translate into no fear of death. Buying constitution back is not cheap - this helps balance out the economy. Death is expensive, just more for your character's wallet than power or experience. If you don't buy your constitution back before it gets too low, your stats begin suffering as well. "

* SideshowRahim( Open)

"You buy back your lost constitution points at NPC healers for a price based on your level and how many points have been lost. Constitution loss as we are planning it can't lead to permanent death, but if you do allow it to fall below a certain point without having it restored, you will start experiencing significant penalties to your skills. "

* SideshowRahim( Open)

"You'll most likely respawn with your gear. "

* SideshowRahim( Open)

"One of our current ideas for the "Ghost" state is that you will have a set period of time as a ghost in which you can be resurrected by a healer of an appropriate level for little to no penalty. If this time runs out, however, your ghost releases and you take the full death penalty. This is the current scheme in DFC - it's a good reason not to piss off your entire realm as you'd quickly find yourself with no one willing to resurrect you. "
 

Realms

* Booboo( Open)

"Although inter-realm communications make for interesting RP opportunities, the abuses are just too disruptive. By eliminating it, it becomes much easier to find cheaters. When we see a Celt leave the game, and 5 minutes later a Norse gets on and starts talking about a Celtic invasion, it's not too much of a leap to say that there was some sort of communication between the realms. Obviously the detection system would be somewhat more in depth than this since more than one Celt could have left in the time frame we are talking about.

That is not to say that you can't spy on other realms. It just means that you have to use your own operatives. That is, you won't have a Celtic spymaster running a spy-ring of 4 Norse. You will have individual Celtic spies running around. You can still detect invasions through legitimate in-game methods: 'Oh look, a large group of Norse just got on a boat, better tell my friends about it.'"

* MattF( Open)

"The language system is going to be based on Darkness Falls: the Crusade, where you cannot speak, tell, shout, or in any way communicate with players of opposite Realms.

Whenever you are near an enemy player and he says something, you see, "<playername>says something in a language you do not understand."

There 's no opportunity to learn enemy languages, since this opens up a too many cheating possibilities. "

* MattF( Open)

"[...] you almost positively won't be able to have characters of different Realms on the same server. If you want to have characters of different realms, you'll need to spread them out across the different servers. This will take care of the "cross-charactering" problem where you can switch sides to check up on enemy Realm invasion plans. "

* MahrinSkel( Open)

"[...] you won't be able to switch from the Britons to the Norse and stay on Server A. Any additional characters from the same account on the same server will have to be of the same Realm as the original. "

* MahrinSkel ( Open )

"Spying:  It's going to happen, and we don't kid ourselves that we can stop it completely.  We've got some ideas for keeping it under control, the simplest of which is the "Same Account, Same Server, Same Realm" rule, and extending on to some community support tools we're not ready to talk about yet.  Our hope is to keep it at a low enough level that Realm communities aren't completely fragmented by paranoia. 
Ultimately, this is in the player's hands, they're going to have to develop their own methodologies for OpSec, how to arrange a raid without leaking the information to the enemy (it can be done).  We'll try to give them the tools they need for that, and if it comes to that we have already stated our willingness to ban people for it (and demonstrated it in DFC)"

* Booboo( Open)

"Realm points are totally separate from experience points. Therefore, it is possible for a lower level character to have a higher realm rank than a higher level character. Realm points will come primarily from recovering Relics and killing players from other realms. If you choose not to participate in these activities, you will probably have fewer realm points than someone who does."

* SideshowRahim( Open)

"PvP will be the main source of Realm Points, though we can probably reward people for taking outposts, being part of a successful relic raid, and questing. "

* SideshowRahim( Open)

"The amount of realm points an enemy is worth is based on your level compared to theirs, but also things such as their realm level and guild rank. "

* SideshowRahim( Open)

"PvP deaths probably won't cost any Realm Points. "

* SideshowRahim( Open)

"Realm points is not at all directly affected by level. It is very possible that a 17th leveler who has been fighting for and defending his realm as long as he could would have a much higher rank in the realm than a 35th leveler who fled from all realm conflicts. If this 17th leveler were to catch up in real level to that 35th leveler, he would be noticably more powerful as well. "

* SideshowRahim( Open)

"In Camelot, RPs will be tracked much in the same way as EXP, where many different players who took part in the kill can all gain points based on how much of the work they or their group did. This includes everyone in the group btw, healers and all. "

* LoriSilva( Open)

"The reward possibilities [of realm points] may include (but are not limited to) extra skills, combat styles, spell lists, extra training points, special titles, or abilities. "

* lrobertson( Open)

"As for uniqueness across realms, that will certainly be the number one goal. We will be going for the maximum amount of variety that's possible given engine limitations, texture memory concerns, etc. Kind of vague, but yes, we'll be looking to have "scraggly haired folk" and some different beard types."

* Booboo( Open)

"The Relic system will be based largely on the Idol system in our previous game Darkness Falls: The Crusade. Obviously, some adjustments will be made. [...] When someone picks up an Idol and leaves the Idol room the indicator for that Idol becomes blank. No text message is transmitted to players. [...] Keep in mind though, that it is quite difficult (although NOT impossible) for a raiding party to get all the way to an idol without being detected. [...] Once you have escaped enemy lands, returned to your Idol shrine room and dropped the Idol indicators change to reflect the new ownership of the idols and the bonuses take effect. [...] The Idol weighs a lot."

* MattF( Open)

"Relics work like massive "buffing" items -- they buff everyone in their Realm when they are in their Shrine. And yes, Realms will probably get buffs from Enemy Relics when they are looted and taken to a Shrine. "

* SideshowRahim( Open)

"there are many ways that you will automatically drop relics. Among them are death, teleporting, and being removed/exiting from the game."

* SideshowRahim( Open)

"Relic effects do stack. Controlling all 3 strength relics for example would mean a 30% bonus to all strength related skills. [...] Relics must be placed in special shrines inside of large forts in order to give a realm their bonus. If after a relic is removed it doesn't reach another shrine within a certain time, it will vanish and return to it's previous shrine. "

* SideshowRahim( Open)

"Under the current plan, each relic will represent either strength, power, or knowledge. Strength relics will give a 10% bonus to all strength related skills to the realm they are in, Power to the magic skills, and knowledge will give a 10% bonus to all experience earned. [...] we may have to change the numbers around a bit. "

* SideshowRahim( Open)

"A realm which has spent weeks trying to gather and protect all of the relics through fair competition should be able to enjoy benefits of them as long as they can hold back the other two realms. "

* SideshowRahim( Open)

"It's far more worthwhile to take a shot at going after those relics and kill who you can than it would be to go attack a realm with no relics. A realm with all of the relics would have to guard all of their keeps from both other realms. Facing these kinds of odds someone will eventually get through and things will rebalance."

* LoriSilva( Open)

"There may also be aids that allow players to track the movement of the relics (such as scrying spells). [...] In addition, as a measure of preventing someone from the "home" realm from ruining the fun, once a relic is placed in its designated area, a person from that home realm cannot move it."

* SideshowRahim( Open)

"1 - You can think of each realm as having two major sections. One is the actual home section - this is pretty much where all of the major cities/spawn points are, as well as all of the hunting grounds a character would go in for the first 15-20 levels of their life or so. This area is very well protected by NPC guards, both at various outposts throughout the area as well as a strong contingent at the dividing point between the two areas. The outer area, sometimes referred to as the midlands, is where you would find higher level hunting grounds, quests, docks/beaches where boats would arrive and leave, and the keeps that house the relics (though these would be further back towards the choke point between the two parts. An enemy force invading the lands would find it all but impossible (And mostly pointless because the relics are in the outer area) to make it all the way to a home city. These areas are meant to be relatively safe places for lower level characters to grow up, and for everyone to respawn.
2 - This is something we all wanted to get into the game, and recently came up with a system that would work. This isn't definite, but here's our current idea. The outlands would have outposts in various places on or near main roads mostly, just not nearly as common as they would be in the inner lands. NPC guards would spawn here to help protect the area. The difference would be, these outposts would be destroyable, and the plots they were placed on could be used by enemy invaders to build their own outpost where their own guards would spawn. So an enemy force could mount such an offensive that they take over 50% of an enemy realm's land and would then become very difficult to force out with their own outposts to defend themselves in. Other ideas we had along with this were that the NPC guards and the flags/banners on the outpost would bear the symbol of the guild that constructed it, and that NPCs would naturally come try to attack and rebuild outposts that had been taken or destroyed. "

* MahrinSkel( Open)

"[...] enemies can appear only at their "Port Towns" at the fringes of your Frontier region, they should be able to slip out of the immediate area without too much difficulty, and certainly won't be vulnerable to attack as soon as they pop through. "

* MahrinSkel( Open)

"We're not going to do anything to protect solo players from getting their heads handed to them by enemy players. The Frontier is dangerous, don't go there alone. "

* SideshowRahim( Open)

"[we will have] A rogue sneaking into the keep and opening up the gate [... and... ] the ability to destroy the gate from the outside with siege equipment[...]. The rogue could always try to make it back up onto the wall with the relic and climb down the way he came in as well. "

* MahrinSkel( Open)

"It's not working yet, but our system will be closer to AC's than EQ's, there will be places where you can bind that are predetermined. Home Region cities, obviously, maybe a few other places in the Home Region, at or near the Home-Frontier chokepoint, the possibly port-towns on your side of the frontier, and probably the port towns in the enemy frontiers.
Binding in outposts in the frontier, probably not, just because the tide of battle in this situation turns on killing the enemy faster than he can reinforce. If he's bound right there, that will be a huge defensive advantage."
 

Races and Classes

*MarkJacobs ( Open)

"[...] all races and classes will be separate but equal. This is indeed my mantra as well. "

* rdenton ( Open)

"So, while a Wizard CAN theoretically wear plate armor, he'll suffer from high casting failures, high power consumption, and severe skill penalties. Thus, you'll find that most Wizards in Camelot will choose not to wear armor at all."

* LoriSilva( Open)

"One of the things that will be limited by the race you choose is the availability of classes. For example, a Highlander can be an armsman but not a paladin, though eventually both armsmen and paladins may have the option of becoming knights. "

* MattF( Open )

" - Each class has a "default" path it will follow if no guild is chosen. If you don't actively choose a guild at 5th level, the game will take you down the default path. We'll document what the default paths are soon.

- We picked level 5 because when you join a guild, you also get a guild item (weapon, armor, magic-enhancer -- depends on your class/guild). The way the econonmy is set up, you'll need to start acquiring new items around level 5 anyway, and giving the player a guild item is a good way to jumpstart that.

- We'll post more specifics about the Theurgist in a while, but they have the ability to "build" creatures called Constructs and imbue them with magical life. These are essentially medieval robots, but they work as any mage's magically-controlled creature will work, with a few extra twists that we'll save for a later announcement."

* MahrinSkel( Open)

"If classes are balanced, you don't need XP penalties, and if they aren't, the solution is to make them so they are."

* SideshowRahim(  )

"[we] are now using all of the [Rolemaster] stats [...].

Agility
Constitution
Memory
Reasoning
Self Discipline
Empathy
Intuition
Presence
Quickness
Strength ""

* MattF( Open)

"Norse and Briton "rogue" classes will be able to fight better than their Hibernian counterpart. This is a balance issue -- we'll have to determine how much better when the time comes, but since Nightblades get spells and the other 2 don't, the other 2 will compensate with better fighting ability. "

* MattF( Open)

"We had a long discussion here at Mythic about whether to call it an Elf or a Sidhe, and finally decided to base it on the legends of the Sidhe, but call it an Elf, since more people are comfortable with/been exposed to the name "elf" than "sidhe" "

* Magic( Open)

"Races in Camelot all have visual distinctions so you can tell who's who at a glance. Highlanders always have kilts, the default Saracen headgear is a shortened burnouse, and Avalonians have pauldrons. These distinctions usually integrate into whatever that person is wearing. For instance, a Highlander in full plate still has a kilt over the top. Saracens are actually never bareheaded--you always see the burnouse if one is not wearing some other sort of headcover. "

Skills

* Booboo( Open)

"Basically, if Garflunk wants to learn to use magic, he had best be willing to not be very good at his stock in trade warrior skills. And he's not going to be very good at mage skills either."

"It is not really the same as in AC. You only get skill points when you raise a level. You then go to a training hall for your class and train in them. You do not accumulate skill points as you hunt and then apply them towards skills and stats like you do in AC."

* MattF( Open)

"True, we have posted that mages will be able to stretch a character by training in skills (such as plate/chain armor), and they will. However, Rolemaster makes it exeeedingly difficult to do so, through their level raising/training system. So, Briton Clerics will be ABLE to wear higher armors, but only at the -- potentially crippling -- expense of their spell casting ability. "

* rdenton( Open)

"Swimming and climbing are both supported in Camelot. You can pretty much swim in any body of water you run across - some are more dangerous than others. Everyone has a Swimming skill - the higher the skill, the better you can swim and the longer you can hold your breath without panicking. The more weight you are carrying (armor and loot), the harder it is to swim. Of course, a real person in plate armor would sink like a stone and likely perish - realistic, but not too fun when you accidentally step into the water.

Climbing is a little different. Certain surfaces (walls of keeps and houses for instance) are designated climbable - these are determined by the world designers. Characters can train in the Climbing skill (rogues get it cheaply) to allow them to scale surfaces of various difficulty.

Leaping is the final dextrous skill of the Rogues repertoire. Actually, anyone can train in it, Rogues just get it faster and more easily. It allows the player to jump a larger gap, grab the opposite edge or land and roll if they fall to take less damage."

* MattF( Open)

"We're picking and choosing the Rolemaster skills that make the most sense to us that can be used in a computer-based RPG. The most obvious skills that we are using are the weapon type-related ones. Skill like "Ambush" work great in the tabletop environment, but don't translate so well to computer game. The same Ambush skill can be accomplished by simply hiding (by using the hiding skill or spell), and then attacking.
The offensive and defensive bonus schemes are still being worked on, but they are essentially the same as the ones in Rolemaster, or as close as we can get them. "

* MattF( Open)

"Guilds are entities that your character can join that will give them additional skills and abilities. For example, if you are a Briton Armsman, you'll have many guilds to choose from. If you join the Forester's guild, then you will get archery and tracking skills. If you join the Mercenary's Guild, then you'll get the chance to become proficient with many different types of weapons. If you join the Smith's Guild, then you'll learn how to repair armor and sharpen weapons. You can only join one Guild, so this choice will change the nature of your character, making him different from an Armsman that joins a different Guild.

So, Guilds are a way to sub-class, and further differentiate your character from others. "

* MahrinSkel( Open)

"In game balance terms, "practicing" was always a way of balancing out the number of working smiths by applying a disincentive (boredom and expense). I'm applying that elsewhere, rather than achieving balance at the expense of Repetitive Stress Injury. "Balance Through Boredom" is just something we've come to accept, that doesn't mean it's a Good Thing, or even neccessary. "

* MahrinSkel( Open)

"I'm getting even more radical than that, if he has to make 100 million worthless pieces of junk to advance his skill, something is wrong. In game balance terms, "practicing" was always a way of balancing out the number of working smiths by applying a disincentive (boredom and expense ). I'm applying that elsewhere, rather than achieving balance at the expense of Repetitive Stress Injury. "Balance Through Boredom" is just something we've come to accept, that doesn't mean it's a Good Thing, or even neccessary."

* SideshowRahim( Open)

"A low-level smith is not going to be able to make high-level items, he doesn't know how to work the material. A high-level smith can't make low-level material into awesome weapons, they just can't be that good.
That last is a rationalization, yes, but its purpose is to ensure that low and mid-level smiths can still compete. If the high-level smiths could make mid and low level weapons that were better than those made by lower-level characters, then the first 10-15 master smiths on the server would be the only smiths there ever were"

* MahrinSkel( Open)

"[...] Trade Skills [...] that affect combat (weaponsmith, armorer, fletcher, etc.) will be outright "skills", requiring development points to advance in, and having in-game "Guilds" centered around them. This means that someone choosing to pursue these areas is giving up a certain amount of potential combat ability they could have gained by joining a more directly "martial" Guild. On the other hand, they will gain potential income, supplying other players with equipment. After a certain level (roughly 30-40% of maximum) store-bought equipment will become increasingly inferior to player-crafted, to ensure a market for player-created items. "

"'Trade Skills' that do not affect combat (Baking, cooking, etc.) [...] will be termed 'Crafting Activities', and anyone will be able to do them by combining the proper ingredients in the proper ways. There will be no skill checks as such, because there will be no skills, however some "recipes" will be obscure, and some may require rare ingredients. There may be titles associated with these ("Master Baker", "Chef", etc.), based on how many of the recipes you have used."

* MahrinSkel( Open)

"You won't kill a mob and find iron ore. You'd kill a mob, and find an iron weapon. A smith could take that iron weapon and render it for scrap, and use the resulting metal to make another (better) weapon. Most "found" items will be inferior to player crafted (some items will be slightly superior, but very uncommon). "

* MahrinSkel( Open)

"You can be a Warrior-Smith, a Mage-Smith, a Thief-Smith, but you're stuck with the hyphen, and you're going to have to do some monster-bashing. "

* MahrinSkel( Open)

"[...] we just changed our approach to skills, and Trades are going to have to be redone along with the rest. We've moved to an "assumed competence" system, where you are assumed to have basic ability for your level in the skills available to you, and you have a pool of points to "specialize" with, gain extra ability in those skills you choose. "

* MahrinSkel( Open)

"Trade Skills will not be on the base lists, they'll be Guild lists"

* MahrinSkel( Open)

"[...] trade skills will be integrated into the overall economy. Most players should use player-crafted equipment most of the time. "

* SideshowRahim( Open)

"The idea we're using currently is to have different running speeds available to all characters at different fatigue rates. This way, even a group of just two characters will be able to catch up to a fleeing enemy if one sprints and one keeps a steady pace. Also, when seriously wounded characters will probably tire more quickly when running. We want the chance of escape to be possible, but we don't want running away to always force a stalemate. "

* SideshowRahim ( Open )

"It is a sliding scale, where above a certain point [number of hitpoints] your movement won't  be affected, whereas below it you will have to move slower the more injured  you are.  And yes firing your bow at a fleeing enemy will probably also  be an effective way of killing him."

* SideshowRahim( Open)

"You won't have to roll for stats in Camelot."

* SideshowRahim( Open)

"Yes, the Disguise skill will be a very important part of the abilities a rogue or scout has to help infiltrate enemy lands. We're going to have to work out rules for who can disguise themselves as who still, but yes this skill is one of many currently in development. A rogue/scout type will be a much better choice to find out what lies ahead in a dungeon or enemy lands than a caster. "

* MahrinSkel( Open)

"I'm leaning against "player vendor" NPC's, because although they *do* reduce the barriers between buyer and seller, they also remove the interaction, and encourage "muling", powerleveling a smith that exists only to stock a vendor and make money for your primary character, who is not a smith."
 

Spells

* SideshowRahim( Open)

"[...] a smart mage or cleric wouldn't even cast any damage spells in PvP - they'd use area spells to enhance their entire group offensively or defensively. The total bonus to all of their group members or realm members within range would far outweigh any single damage spell - even area effect spells since they generally wouldn't be able to reach as many as a group buff. "

* SideshowRahim( Open)

"Speed spells aren't so bad in theory [...] it should be for travelling purposes only. "

"We can all agree though that freezing a player so he can be pounded on with no movement ability at all is a bad thing. "

"Teleporting will probably exist in some form somewhere in the game, however it will almost certainly only work in your own realm. It will never be allowed while holding relics, and probably be focused on moving you back closer to your home town, not out further. "

"Mana regeneration spells might exist, but we're not going to design the system so that not having them means sitting on your ass for half an hour. "

* LoriSilva( Open)

"There will probably be some form of teleportation in the game, but there is no information yet as to what form it may take.
While you may feel that it is out of genre to have teleportation, don't forget that we are dealing with more than one set of mythologies. [...] Despite all this, if we do put teleportation into the game, we will make every effort to ensure that it is properly balanced towards the overall playability of the game. "

* Magic( Open)

"[...] group spells are [neither] in or out. I'm pretty sure we can do them, but they probably wouldn't show up at low levels.
For the most part, Rolemaster spells are very straightforward in how they work. Spells are set up to have a specific function, and doing any sort of on-the-fly combos isn't really what you'll find in Spell Law or the companion books. Now, there ARE some spell lists of meta-spells (spells which affect spells), in Arcane magic, which allow for things like taking one spell and converting it to another form--such as making a heal into a storm. However, these spells are regarded by ICE (creators of Rolemaster) as the most unbalancing lists in the books, so even they don't recommend using them.
If cooperative spells are implemented in Camelot I would imagine them working like this: A caster of the minimum required level initiates the spell, then other nearby mages who can also contribute join in within an alloted time. The overall chance of success and effectiveness would be determined by the skills and levels of the contributing mages. The resulting effect of the spell will be predetermined (i.e. "summons a hero from ages past"), but how powerful that hero is and how long he stays around would be based on the factors I mentioned above.
A completely flexible system of improvised cooperative magic would be nice, but also very complex to implement fairly. The description I gave above is probably about as fancy as it would get, at least for now. "

* Magic( Open)

"[...] the Eldrich will be able to call upon the Arcane forces of Void and Mana, so his spells will be the most potentially damaging. The Hibernians, being magical creatures, will have the greatest affinity for using magic.
The Sorcerer will have a bit of a necromantic feel, since his spells deal with destruction. A caster who will technically be even more like a necromancer will be the Priest of Hel (Norse god of death). "

* SideshowRahim( Open)

"Casting times will certainly exist, particularly on powerful spells relative to your level. These times may decrease for spells which are significantly lower in level than you are, but for a powerful wizard to be able to whip out his most powerful spell at the press of a button would be extremely unbalancing. "
 

PvP issues

* Booboo( Open)

"You do not [gain] experience for killing other players. You get realm points for that."

* MattF( Open)

"We are definitely planning on having a full-featured game outside of the PVP aspects, including quests, advanced monster AI, GM events, etc.
The general way to look at it is that you will have to raise your character up to a relatively high level through non-PVP means, and then, when most other RPGs are petering out of stuff to do, that's when you get involved in PvP and invasions."

* MattF( Open)

"What we're trying to do is make a PvP system that makes sense. We're going to make it as easy as possible to avoid -- if you don't want to PK (or more importantly, BE PK'd), then stay in your Realm's home areas and adventure. Venturing out to the Middle Lands will be probably quite safe, so long as you don't wander too far off towards another Realm. "

* MattF( Open)

"It will be impossible to PvP against players in your own realm. This is a TEAM PvP game, not a chaotic every-player-for-him/herself game. "

* SideshowRahim( Open)

"One idea I kind of like is simply getting your slain enemies' heads which can then be returned to someone back in your home town for a cash reward based on that character's realm status and/or level (or kept as trophies)."

* Magic( Open)

"I agree that the sort of PvP you are talking about is what most people don't care for--that is, Total Chaos. In this sort of game, once you step out of the confines of your local town, city, village or outpost, you essentially become Dead Meat on a Stick. You never really know who to trust, and it's mostly stressful rather than fun. Think of the PvP system in Camelot as a "game within a game." The *core* game is comprised of you, going out alone or with friends, to kill beasts, go on quests, and explore new areas. The "overgame" is the conflict between the three realms, which you can *choose* to participate in at higher levels. The player vs. player combat is really more a by-product of your attempt to retrieve the relics of the enemy realms (which bestow benefits upon the members of your own realm). You will be able to happily play Camelot without ever actively engaging in any of the PvP portion of the game. "

* MahrinSkel( Open )
"[Newbie rushing] was a concern of ours from the very beginning, the whole geography of the world has been laid out to allow newbies, and everyone else, to say "I don't feel like being player-killed today" and have a reasonable expectation of making it *stick*.  You've got the sheer distance that has to be covered through the frontiers, plus the chokepoints, plus guard presence in the newbie zones, plus a "reserve" of mid to high level characters in the Home region who *will* turn out for attempted Home region invasions if they don't happen too often, and if necessary we can start cheating *really* blatantly and set things up to spawn seek-and-destroy guards at any arbitrarily high rate we choose to attack such invaders. 
Yes, just like the Dark races had to crash the gates of Felwithe in EQ just to prove it could be done, someday somebody is going to put together a mob of a few hundred people, rush the border keeps, break though into newbie-land, and make a mess.  But the difficulty will be so high, and the reward so low, we don't think it will be a pattern."

* SideshowRahim( Open)

"The PvP system in Camelot is designed around small to large groups working together. No single class in Camelot will be a one man PKing machine ala EQ. "

* MahrinSkel( Open)

"No matter how badly a Realm messes things up, they need to still be capable of leveling all the way up to maximum without getting killed by another player every time they turn around. [...]
Theoretically, a really *huge* force could punch through to the newbie areas, or a really sneaky Rogue-type could get there, but they can't set up camp and "own" it and ruin the play experience for the losers. "
 

Associations

* Copper()

"
    Guild wish list and ideas from thread on Camelot Forum:

Communication:

    1. Various guild chat channels – General guild chat, officers chat, “Allied guilds”
    2. “Guild Leader” Chat channel – where leaders of guilds of one realm can meet and communicate.
    3. Also chat channels that are set as “Leader talk only – everyone else listen.”
    4. No unrealistic chat (distance/zone/realm) limits (Potential for garbling of chat with distance)
    5. Guild “Messages of the day” which appears at each member’s screen upon login
    6. /who guild all commands
    7. Guild message boards, in-game (Copper notes: There are so many good message board options available free on the web, why try to
    compete with this in-game? – “Swimming is not putting your feet in the water.”)

    guild Governments
    1. In-game guild “voting booths”
    2. Multiple types of guild government – other than straight dictatorship.

    guild benefits:

    1. Pre-built or Post-build Guild Houses that would have the following features:
    1.1. Cost Start up money (Massive expense)
    1.2. Cost Rent (Potentially going to highest bidder each month)
    1.3. Hire Guards
    1.4. Have trade skills or training or some other bonus associated with a guild house
    1.5. Focus of enemy’s assaults . . .
    2. Guild Taxes or tribute – defined in total cost and pay period by guild leader.
    2.1. Option for players not to pay and be demoted/removed from the guild.
    3. Guild specific items or emblems – distributed to every member and visible to others.
    4. Special items for guild leader
    5. Guild leader/officer logs of:
    5.1. Guild chat
    5.2. Guild member use of guild bank (bank balance)
    5.3. Guild members stats (Level; days played; last time played; etc.)
    6. Guild Standard to be carried into battle – carries with it a bonus for members of guild in group and can be captured.
    7. Guild powerlevelling of members – Exp. Bonus for guildmates (Copper notes: “Ain’t gonna happen – powerlevelling/twinking is BAD”)
    8. Guild XP added to a “bank” for leader distribution (Copper notes: “Ain’t gonna happen – powerlevelling/twinking is BAD”)
    9. Guild Quest creator . . . support of player created guild quests by some game means other than direct GM input/control

    Other guild features/comments/errata:

    10. Other names for player guilds – Fellowships, Clans, Guilds, Orders, Alliances, Company
    11. Option to turn off guild tags and turn off player tags.
    12. Arena battles for guilds . . . (Which is another topic . . . if a working arena is set up – then it works for guilds just as well)
    13. Options to assign ranks to players within the guild . . . . i.e. Guild leader “/guildpromote Bubba title=’Captain’ ”
    13.1. Different and varied guild member types –set by leader . . .
    13.2. Predefined member titles – to prevent vulgarity and policing by GM’s . . .
    14. Guild level limits
    15. Support for massive groups – in Exp and communication (not necessarily a guild function)
    16. Player history of guild membership . . .
    17. External log (webbased) of PvP kills by killer and killee – with guild listings – Parser tools for fansites to sort/organize this information
    and post it in a recognizable fashion.
    17.1. Also can note items such as “Connor McClaud of the Clan McClaud completed the “There can be only one” Quest for 10 realm points
    – 5/22/00 – 6:00 p.m.”
"

* Copper( Open)

"So, what I envision is giving the ability for smaller guilds to form alliances, and giving alliances some of the same guild tools (chat options) that will allow for coordination of these events."

* Copper( Open)

Combat large guilds? [...] Absolutely NOT! [...] I can see the potential in DAoC for players to want to join "Invasion guilds or "Relic capturing" guilds. But I don't want them to "HAVE" to join an uber guild to conduc an invasion or attempt to capture a relic. "

* Copper( Open)

"I intend to support the guild you want to make. Couple friends, couple hundred friends, no matching skirt, no guild bank, single chat channel. No cost, no commitment, some benefits . . . works great for some.
I also intend to support the guilds where the leadership wants designated dues to pay for tradeskills, invasions, bank locker rentals, guild standards and matching cloaks for members.
Costs and benefits . . . works great for others. "

* MattF( Open)

"We will have rooms/buildings that can be rented out by guilds. You won't be able to build these yourself, but you will be able to rent one and thus have a "home" for your guild in the game. There will be different sized rooms/buildings and they will be prices commensurately. "


Out of Game

* LoriSilva( Open)

"I believe the World of Camelot has a much larger future than anyone can currently imagine, and as such, I think we'll be with it for a long time."

* LoriSilva( Open)

"The plans have not yet been fully fleshed out, but the standards we expect from our staff will be extremely high. One of our goals is to develop one of the best player/staff/developer relationships yet. It's a tall order (particularly when the players begin to significantly out number the staff and developers), but not impossible. "

* MarkJacobs( Open)

"Once again, we haven't decided yet as there is a long way to go. I can assure you though that we are looking between $10 and $20 dollars per month with a free month as well reduced rates if you buy in bulk."

* MarkJacobs( Open)

"Mythic is producing the title in conjunction with Abandon Entertainment (NYC Film/Television house). We are in the process of lining up foreign distributors for hosting/publication overseas. For the US market we will probably begin looking for a distributor in another few months. Since the partnership with Abandon takes care of our funding requirements, we can be patient. "

* MarkJacobs( Open)

"One of the things that we are doing very differently from the "Unholy Trinity" is to work with overseas partners from the beginning to host localized (where it makes sense) versions of DAoC. "

* MarkJacobs( Open)

"Our games have always had multiple slots and we have never charged for them. "

* SideshowRahim( Open)

"If we get anywhere near the amount of depth we plan on having in this game you're going to need a good manual, trust me. "

* SideshowRahim( Open)

"We don't intend on having characters sit still on the other side of a zone for 10 seconds before the player gains control of them [...]"

* SideshowRahim( Open)

"We have a number of different timers to determine how long your character must camp for before he can log out based on what you've been doing lately. For example, if you've just been standing around town, you may only have to camp for 10 seconds or so. Fighting NPC monsters may mean 30 seconds, enemy PCs in your home land could be about a minute. Fighting in enemy lands could mean up to two minutes [...] Disconnecting will essentially be like automatically having your character attempt to camp. They will remain in that spot trying to log out as you would. "

* SideshowRahim( Open)

"The basic premise of DAoC is not rooted in warfare or roleplaying exclusively. Our goal is to give the player many options of how he'd like to spend his day. In the mood to just work up your character's level? Do the monster slaying thing for awhile. We're doing our best to make this occasionally tedious task fun! Want to do something that requires a little more thought and exploration? Work on that quest you got a few days ago - you'll never know where it will lead you. Just want to find some excitement? Join up with the army your realm is forming to go try to bring back one of your relics or defending your realm against an invading force you heard just landed. Help your realm out by scouting the coastline looking for invaders or helping your realm's craftsmen build defenses. Or just spend the day talking to other characters and playing out the role of your character. This is a role playing game, it's just going to offer much, much more than the standard MMORPG formula you've seen. "

* rdenton( Open)

"We are not currently planning on programming a Mac version of Camelot."

* MahrinSkel( Open)

"We're using the NetImmerse engine from Numeric Data Ltd [...]
Minimum and recommended specs haven't been decided yet, but it's probably going to be somewhere in the top end P2 to lower P3 range"