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Chronicles of Elyria now on Kickstarter

Taoiseach de na Arach Glas
Foghladha
Taoiseach de na Arach Glas
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Posted On: 05/03/2016 at 01:53 PM
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Ambition Meets Innovation in Chronicles of Elyria - Gaiscioch Magazine

http://magazine.gaiscioch.com/features/ambition_meets_innovation_in_chronicles_of_elyria.html

Our cover story from issue 8 is now available on Kickstarter and is looking for investors. If you're interested in helping this ambitious new project please head over there and snag one of their many packages. 

https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging

 

  Chronicles of Elyria is the first MMORPG where your character ages and dies, encouraging you to think beyond your character to their role in a larger story. 

Fearless in its design, it embraces a character's ability to impact other characters. A closed economy, finite resources, non-repeatable quests, and a fully destructible environment means the world is experienced differently for every character. 

Fully destructible world means we'll see some epic sieges.
Fully destructible world means we'll see some epic sieges.

Each time you log in there is a dynamic world waiting for you. Local, regional, and national conflicts are continuously unfolding, giving birth to repeated opportunities for you to change the course of history. 

 • Aging, Dying, & Souls | An epic 10-year story line invites you to experience your character over multiple lifetimes. With each life you will develop your character and make your mark in the Chronicles. When your character eventually dies, their soul will be reincarnated stronger than before and their spirit and destiny will live on in another character of your making. 

After a coup de grace you'll walk the Astral Plane to return to your body.
After a coup de grace you'll walk the Astral Plane to return to your body.

Characters age in-game over the course of 10-14 real-world months. During that time your character will grow old and eventually die, leaving their mark on history. But while alive you must choose your actions carefully, as each in-game death reduces your overall lifespan (by approximately 2 days) and brings your character that much closer to permadeath. However, if you're an influential player (the king perhaps), each in-game death is more impactful, leading to permadeath in just 4 or 5 times.

 • Player Skill Matters | It's no longer about getting to level cap and pursuing the best gear. In CoE a player's skill - their timing, speed, and strategy - makes a difference. The combat system requires you to dodge, parry, and manage your stamina - not just spam buttons. Crafting also requires player skill, with mini-games designed to make crafting more than just clicking a button. 

 • Offline Player Characters | To maintain realism, your character remains in-game from the moment of creation until permadeath because you wouldn't want to be interacting with a merchant only to have them sign out and disappear from the world. We've solved this with AI scripts to support your character while offline. This allows you to train skills, run your shop, and defend yourself while you're AFK.

Non-Repeatable Quests | Tired of killing 20 bunnies destroying a farmer's crops, only to see 50 other characters complete the same quest? We're doing away with NPC quest hubs by enabling other players to give out tasks. That same OPC merchant may run out of reagents, leading them to ask you to bring 10 elixirs back from a far off city, utilizing the contract system to ensure delivery.

No World or Mini-Map | Map makers and cartographers have a place in CoE, helping players navigate their world. But watch out, because treasure maps can be faked and locations may be renamed, leading NPCs to refer to a town by the most used name.

Is that a treasure map or will you find bandits ready to attack?
Is that a treasure map or will you find bandits ready to attack?

Game-Enforced Player Contracts | Implicit and explicit contracts enable you to develop unique, never-before-seen meta content. Signing in-game contracts between players creates a binding agreement so you can safely operate your business. Sign trade contracts to create a shipping business. Employ other players to procure hard-to-find resources. Sell your services as an expert assassin and be confident you’ll receive payment. The possibilities are endless and only limited by your creativity!  

Sparks of Life | Chronicles of Elyria utilizes a new business model never before seen in MMOs. CoE hearkens back to the coin-op arcade model where, for $30, players buy a Spark of Life that grants a soul the opportunity to live for between 10 and 14 months, before establishing your Soul in a new character of your choosing. (Note: 1 Spark of Life comes with purchase of the game.)

The Spark of Life system also helps reduce griefing. If you kill another character in-game, your face goes up on a wanted poster and a bounty token is created for you. This not only keeps you out of cities, but also means you can be taken to 'jail' which significantly reduces your lifespan, adding real financial repercussions to your in-game decisions. 

Influence Points (IP) and Earn to Play (E2P) | In Chronicles of Elyria, the Story Points you earn (by completing in-game activities that help advance the story) can be traded in between lifetimes in order to buy Sparks of Life. This is what we call the “Earn-to-Play” model of funding.

Influence Points (Influence or IP) is our pre-launch currency, used to track the most influential community members who earn IP by recruiting other players, substantial contributions to the community, or Kickstarter funding. IP currency features heavily in the Kickstarter campaign, allowing people to earn IP which can be spent in the IP store prior to the official launch date. Influence provides benefits such as early access, special rewards, and currency to purchase in-game property, titles, and items.

• MMORPG Meets Survival Game | With limited inventory, hunger and thirst, drowning and fatigue, and dangerous landscapes containing both sweltering heat and frigid cold, a character must be truly heroic to become a hero. The riches are real and adventurers can become the wealthiest and most powerful in the world - if they can survive the harsh environments.

• Character Customization | Your character is created as a part of a family, and thus is bound by the laws of genetics for that family. Joining a group of squat, redheaded bakers? You likely won’t start out as a lithe, blond haired adventurer.

However, in CoE characters change dramatically even after character creation. Your character ages from 15 to ~100, and will look their age. Scars develop and fade over time. Hair grows while in the wilderness and may be re-styled while in town. 

Your character’s body adjusts to your play style, so you know when approaching a twig of a player who claims to be a blacksmith, that you probably shouldn’t trust his word. This also means you can grow out of your armor, so watch what you eat!

• Freedom of Movement | Chronicles of Elyria's combat mechanics do not rely on auto-attacks or hot-bar buttons. Instead, CoE uses Left & Right mouse buttons to chain combat techniques together into combos. 

These combos are configurable in the UI, allowing players to develop their own personal combat style using different techniques for each weapon they use.

Jump, dodge, flip, parry, climb, and more in CoE.
Jump, dodge, flip, parry, climb, and more in CoE.

Fully Skill-based Character Development | With dozens of skills across multiple categories including fighting, gathering, crafting, survival, bardic, and deviant, you can develop the character you’ve always wanted to. With a skill system that rewards failure instead of success, and mechanics requiring player skill in addition to character skill, you must take on ever-increasing challenges if you want to be the best.  

• Family, Land, & Housing System | Be a part of a player ran family, inheriting titles, riches, and character traits from your parents and ancestors.

Characters marry and have children in-game.
Characters marry and have children in-game.

Use your lands to grow crops and farm, or lease land to others to build player-ran towns. Set laws, acquire resources, and grow your domain from hamlet to kingdom. The fully destructible and buildable world means you can truly create your own village from the ground up. It also means you'll protect your loot, leading to player-created dungeons.

We've turned to Kickstarter to fund this project because traditional game publishers won't take this risk. They are incentivized to clone the latest success and merely re-skin it. But not all players want a WoW clone or to play the same game every time. Our innovative ideas come FROM gamers FOR gamers. WE want to play this game, so we turn to YOU to help make that happen.  

We also realize that to effectively complete all of these amazing ideas will require a lot of cash. That's why we've invested half a million dollars to self-fund pre-production thus far and have another $500K committed from investors. 

We also promised to only go to Kickstarter once we had a playable demo (combat demo released at PAX East) and substantial development to show. This is not just a concept that we're presenting. It's a game in the making that we need your help to bring to fruition.

Soulbound Studios was created to bring together experienced game developers without the constraints of previous companies. Our current team of 16 will grow dramatically after the Kickstarter, but we'll continue look for people who want to create something truly inspiring.

Sean Beeson, an Academy Award winning composer, is creating the soundtrack for Chronicles of Elyria. His epic music has already been heard on our videos thus far, and you can hear more in his CoE SoundCloud.

 

Last Edited on: 05/04/2016 at 09:58 PM
"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Tiarna de na Fhiaigh Corcra
Jairone
Tiarna de na Fhiaigh Corcra
Replied On: 05/03/2016 at 06:08 PM PDT
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So many good features... the one thing I am not happy about is that they are offering starting lordships (up to monarchy) via the high tier pledges.  It feels like a little bit of buying in game power.

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Ard Tiarna de na Ulchabhan Buí
Elth
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Replied On: 05/03/2016 at 09:21 PM PDT
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Looks promising, I'm a little wary of kickstarter these days.

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Draoi de na Fhiaigh Bán
Mika
Draoi de na Fhiaigh Bán
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Replied On: 05/04/2016 at 11:06 AM PDT
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Well sounds promising and many nice features. Only thing which looks omnious, is that new business model. Haven't watched presentation yet. But what I gathered from information on that Kickstarter page that if you are prone on dying, every time you lose couple days on your overall lifespan until you run out of lifespan. And that means you will have to get new life of spark. Anyway fun to see where game goes. not sure if I should pledge for it or not :/

Well I don't know....
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Curadh de na Capall Donn
Alex
Curadh de na Capall Donn
Replied On: 05/04/2016 at 11:28 AM PDT
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Average life is worth about 354 days of gameplay

 

Before death there is some sort of uncouncious phase that doesn't count from my understanding, and that's what most NPCs will do. A player has to knock you uncouncious then purposefully deal a killing blow.

 

Death costs you 2 days for your 'normal death' where you do a spirit walk

Outside of the battlefield they're looking at a 1 death per 2.5 hour time period cap.

Battlefield they're looking at one death per 10 hour period with it just having a x4 multiplier

 

If your character is a higher reputation, though, a death is going to cost you more which I can kinda understand since the difference between killing a nobody and a king will have different impacts on the game/story.

 

And to combat people trolling you costing you a ton of money, committing murder is a crime and will land the person on wanted posters. If they end up getting caught/jailed/killed it's going to take a lot bigger chunk off their lifespan.

 

https://chroniclesofelyria.com/blog/1772-DJ-16-The-Weight-and-Measure-of-a-Lifetime

 

Wouldn't get caught up on it at $29/Spark of Life(?) I'm getting to play a ton before I gotta toss in some cash to keep the servers running. But that's also subjective since I personally feel like even worst case scenario I can get at least a month out of a spark of life even if I'm being reckless and that's enough entertainment to warrant $30 for me.

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Taoiseach de na Arach Glas
Foghladha
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Replied On: 05/04/2016 at 12:48 PM PDT
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The trick for them is to balance cost vs pain threshold. It needs to be enough of a burden to discourage trolls but not so much that you're forking out 30 bucks a month for usual gameplay. As kings lives have such a short lifespan I don't think I'd even want that. I'd be afraid to go outside and play the game. Not the life I'd want.

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Bandraoi de na Ulchabhan
Nona
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Replied On: 05/04/2016 at 03:53 PM PDT

Honestly I am not too interested, with perma death, and their video saying you have to level again but will be faster and better.   Also would like better information on the pvp side, is this a solely pvp game if so I am definitely out.  Remember the great deal from Sony in SWG, where you would spend about a year and half getting jedi, only to have it wiped after 3 perma deaths.  I do not have that much time to spend so much time building a character to be griefed in a short time.



» Edited on: 2016-05-04 17:05:21

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Tiarna de na Fhiaigh Corcra
Jairone
Tiarna de na Fhiaigh Corcra
Replied On: 05/04/2016 at 06:00 PM PDT
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Yeah, the 'notable figure penalty' basically means you'd better always have guards.  However, they also get a crud-ton of benefits to allow for that with their nobility, which I think more than makes up for it.

The death thing is cool if done right, but I am a little wary in this case.  Especially since you can be ganked in game while you are offline on any and all characters.  Which is one thing I am very leery of, given the propensity of people to be jerks.

Yes, one death per 2.5 hours.  So if somebody is repeatedly killing people who are offline for say 8 hours a night, you will lose 6 days of character lifetime a night.  Which starts really building up when you lose 3/4 of your lifetime to it (assuming rampant jerks, which I know isn't really realistic.)  In short, it has the potential to be a problem (but realistically shouldn't be a major one so long as it doesn't get a lot of dedicated trolls.)  The problem is that if you are offline and farmed for longer (working plus sleep) and say are losing 12 days a day due to this... it starts adding up swiftly!  At that point it is one month, and you didn't really get to die while playing for it to add up!  *Again, I don't expect this to really be the case, but we all know that some people would try to make life miserable even at cost to their own pockets.*

As I said, I like a lot of the ideas... but I still feel that the nobility system and selling it is rather unworthy.  I do see some potential problems.  I still think it is a good game for the features, just that I really do not approve of the offline character death scenarios and the selling of in game positions like this!



» Edited on: 2016-05-04 18:04:03

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Taoiseach de na Arach Glas
Foghladha
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Replied On: 05/04/2016 at 06:06 PM PDT
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Jairone your forgetting about the pk punishment. Your murder sentance can take months off your lifespan if not be insta permadeath. Do you really think griefers are going to spend hundreds of dollars to be a jerk in this game when they can do it for free in others? The penalties for murder include death depending on how high a persons bounty gets.

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Tiarna de na Fhiaigh Corcra
Jairone
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Replied On: 05/04/2016 at 10:31 PM PDT
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Fog, that is why I don't think it will be a massive issue.  I still expect some people to go out and spend $60 or so being a jerk on occasion... because I've seen it all too often.  Which is why I noted that those numbers were not realistic to expect on a normal basis.

Sadly, many of the people who act that way go wherever they feel they can inflict the maximum grief.  I think it is a decent measure, I just don't expect it to stop all such activity (and contracting out certain hours on servers may be extremely difficult in terms of finding guards for oneself!)  I'm hoping they put in a little more to allow people some larger bits of protection while offline... but as I said I don't think it is gamebreaking.  I do expect it to be extremely annoying on occasion.

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