Camelot Unchained dev diary details crafting
Posted by Massively [HTML][XML][PERM][FULL] on 22 February 2013, 5:00 pm

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Artwork -- Camelot UnchainedCamelot Unchained's series of dev diaries on the game's "foundational principles" continues today with a post on principle number seven: "Crafting should be fun, useful and not induce Carpal Tunnel Syndrome." Well, that does sound like a reasonable principle, but how is the team going to go about implementing that principle in practice?

For starters, crafting will be "the only reliable way to get armor, weapons, and most items" within the game. The post emphasizes that there are no "rare drops" and that "the whole 'Oh look, I just killed a nightingale and it dropped a full suit of purple armor' is so last decade." Players will also be able to create a "'crafting-class' character with separate crafting-based... leveling tracks." The CU devs also hope to ensure that crafters are able to build a reputation on their servers through the "naming/signature (hopefully visual as well as textual) of items, rewards from their server's ruler, etc." The full piece goes into much more depth than we have the space for here, though, so if you want all the details on Camelot Unchained's crafting philosophy, head on over to the game's official site.

MassivelyCamelot Unchained dev diary details crafting originally appeared on Massively on Fri, 22 Feb 2013 17:00:00 EST. Please see our terms for use of feeds.

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