The most dynamic and immersive MMO to date, 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.
Each time you log in there is something for you to participate in. Local, regional, and national conflicts are continuously unfolding, giving birth to repeated opportunities for you to change the course of history.
Enter the world as a member of a player-run family, then work your way up from a humble adventurer to a landed vassal, develop your dynasty, and work your way to King. Not interested in running a kingdom? The fully skill-based system and lack of classes means you're rewarded with the ability to create the exact character you want to.
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Features
• Aging, Dying, & Souls
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.
• 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!
• 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.
• Family, Land, & Housing System
Be a part of a player ran family, inheriting titles, riches, and character traits from your parents and ancestors. Marry someone (opposite or same gender) and have kids, using a Child Contract, to build out your dynasty.
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.
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New Business Model
• 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.)
In CoE, bodies age and die, but Souls live forever. In your new body, whether that be your heir or someone else entirely, your Skill Ramp will get you back up to power quickly & allow you to advance further than in your previous life.
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.
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Kickstarter for this ended on 3th June with $1,361,435 pledged of $900,000 goal.
At least in theory the game sounds fucking awesome.
The early gameplay videos also look rather promising. They still need much work to do.
Let's see if they can deliver till their planned December 2017 release date.
So..aging and death..huh....what about...fucking ,men!??
Ah!
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Marry someone (opposite or same gender) and have kids, using a Child Contract, to build out your dynasty.
No fucking then... oh well..
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To maintain realism, your character remains in-game from the moment of creation until permadeath....and defend yourself while you're AFK.
Oh boy.. this doesn't sound good..
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finite resources, non-repeatable quests, and a fully destructible environment
How are they going to balance all this? I'm not even sure that such large studios\corporations as Bethesda\Sony\Blizzard or whatever could pull it off...
PS The game sounds too ambitious for a mere $900K..No way they are gonna do it imho..or the game will stay in a permanent early-access with most of these features either not working or working poorly
They should have started developing a single player RPG instead of MMORPG
@h0rnyfavn
I'm really doubting they can pull all this off too. Will still keep my hope- and hype-level rather till they say they are mostly done with all features.
I would prefer a nice SP RPG with those features too - as many others would, looking at their video comments.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
No MMORPG is ever going to get a penny from me at least via Kickstarter. IF you need to use KS to start a MMO, you've already failed. MMO's demand a lot of initial capital and investment to even get the backend running to a satisfactory degree, let alone developing and running the game itself.
Nope nope nope. Burns hurt the first time, and I've yet to see a successful KS project that I'm playing now.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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hahahahaha this sounds so bad in the real world twat MMO enviroment
I imagine the rage when ppl start bringing up alts just to gank someone to permadeath while they're afk
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