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 Post subject: Chronicles of Elyria
 Post Posted: Sat May 14, 2016 3:02 am 
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Joined: Fri Feb 27, 2009 1:42 am
Posts: 34
Oh man, if this game becomes a reality, I think it could become a the home for the Fist.

It is pretty impressive.

Check out the page and video and let me know what you think!


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.

In CoE your body ages & dies, but Souls live forever.
In CoE your body ages & dies, but Souls live forever.
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.

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.
• 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.)

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.


• 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) are 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.

Weather has in-game effects on survival, speed of movement & more.
Weather has in-game effects on survival, speed of movement & more.
• 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.

Parents genetics plays a role in character creation.
Parents genetics plays a role in character creation.
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. Marry someone and have kids, using a Child Contract, to build out your dynasty.

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.

-------------------------------------

Want to read more? We have a bunch of Design Journals to describe the various game mechanics. Here are just a few:

Incapacitation, Spirit Walking, and Permadeath
The Weight & Measure of a Lifetime
Player-Created Dungeons
Maps, Cartography and Navigation
Identity, Disguises and Reputation
UPDATES:

MOUNTS

Concept art of Ursaphant mount
Concept art of Ursaphant mount
Concept art of War Trison mount
Concept art of War Trison mount
PETS

Concept art of 2 of 5 possible pets
Concept art of 2 of 5 possible pets

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.

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Eratimus Swiftarrow
Officer of the 1st Fist of Light


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 Post subject: Re: Chronicles of Elyria
 Post Posted: Sat May 14, 2016 4:38 am 
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Joined: Fri Feb 27, 2009 1:42 am
Posts: 34
You can also gain initial influence before launch, can contribute to the Kick Starter and begin as a Baron, Duke or King ruling lands where players can establish houses, hamlets, towns, etc.

If you register, please go to your profile and use my friend referer code Friend Code: E68115

If you end up making a contribution to the Kickstarter, I get influence.

You can spend influence on such things as acquiring merchant wagons, mounts, items and a number of different items before launch.

From what I know if you do not contribute to become Baron, duke, king etc you can progress to perhaps eventually progress up to one.

I can see us building Haven as a town. I would love to build a Fletcher shop there for all the towns folks to purchase from when I am not on patrols :)

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Eratimus Swiftarrow
Officer of the 1st Fist of Light


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 Post subject: Re: Chronicles of Elyria
 Post Posted: Sat May 14, 2016 4:40 am 
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Joined: Fri Feb 27, 2009 1:42 am
Posts: 34
I am though considering contributing to become a Merchant or Baron.

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Eratimus Swiftarrow
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