Hello guys! I have made the leap and backed this very interesting game concept and would like to see how many members of the community have heard of Chronicles of Elyira. The amount I pledged guarantees a "Stronghold/Town" that will be under my control. Obviously that translates into XoO control if we are so inclined. https://chroniclesofelyria.com/ (here is my friend code if people are interested in joining the website/forums 1C580F.) [Here is the recruitment link https://chroniclesofelyria.com/forum/Guild-Recruitmet/7841-NA-Xen-of-Onslaught-will-be-here] I want to clarify that at this point the game is NOT supported and NOT on our radar for a new game. Obviously it will be some time before this game launches but when it does I want to know if we will be a part of it. Here is some info about the game: 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. 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. 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. • 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? • 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. • 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. 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. • 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 (opposite or same gender) and have kids, using a Child Contract, to build out your dynasty. 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: Soulbound Studios Announces Partnership with Improbable, Creators of SpatialOS This partnership answers the fundamental question, "How are you going to build a world this large, with a hundred thousands players, and all these never-before-seen features?!" The answer is SpatialOS. SpatialOS will act as the fabric that our game is built on. It's the server technology that will allow us to support millions of entities in the world. Built first and foremost as a scalable, distributed operating system for games, SpatialOS means we don't have to spend time developing the things that generally take the most time when building a new MMO. We don't have to worry about networking on the server, load balancing all the entities in the world, replication of entities across multiple server nodes, cross-process communication, collision detection of millions of entities, etc. In short, we don't have to worry about developing any of the technology that makes an MMO, an MMO. Instead, we get to focus all of our resources on developing the game mechanics that makes Chronicles of Elyria truly unique. MOUNTS Concept art of Ursaphant mount Concept art of War Trison mount PETS Concept art of 2 of 5 possible pets
Que - when backing the game on kickstarter the "estimated time of delivery" for all of the packages was Dec 2017. It's in early stages of dev, however they just announced partnership with SpatialOS that could ensure quick development of the world. I've been watching this game for a few months now and I'm extremely interested in it. I didn't back it though because what they want to achieve seems huge and will either be awesome, or flop real hard. Giving it a little time on development before putting money on it I think
While its a very interesting Idea. Don't know if I'm in to it over the death stuff as I actively attempt to avoid it in RL. So I don't know why I would deal with it in game. But if you are heading it up, and we have the members that want to play. Lets see what we can do. Lets just take our past mistakes over BDO and BnS, and try to improve on them and start off really strong with this game!
@SaintOfMirren I was scared of that as well. This game has so much potential to either be groundbreaking or extremely disappointing. But the premise of the game was just to exciting not to be involved @Que Saint is correct. The delivery of all packages is set to Dec 2017. They did have a "astronomer" pack that allowed access to Alpha 1. The pack i got allowed access to Alpha 2. They have a working demo that they launched at PAX east (and if pax prime tickets ever go on sale hopefully I can take a look at them there since they are a WA based company) Other then that they have not released any hard dates yet. They did say that within 6 months they will be launching stretch goals so I am sure the packages they offer will still be available for people who missed the opportunity to initially back. @I AM Darktide! I agree 100% which is why I want to start gauging the interest in the existing CoE community. It seems we have some name recognition as of now which is good. I do not know exactly how the open world system will work and whether or not we can be fully autonomous or if we will need to join an alliance. Since all I have at this point is a town that does mean we would fall under a county, then a duchy, then a kingdom. I have been approached by a few established kingdoms to join in with them but I do not want to be involved in anything that doesnt allow us to remain just XoO. (I am assuming there can be a workout where we will still be our own group and just have access to a kingdom voice coms etc.)
I also want to make clear that they are offering the ability to upgrade the package you initially bought during kickstarter and I have every intention of opgrading as much as I am able. Obviously the ideal goal would be to get the King/Queen package ($10,000) I think I will probably settle with the Duke package ($3,500) which should be easy to meet given the amount of time it will take for the game to launch
@Ani I agree, I would rather be involved early on in the game and be in the position to be a big part of a groundbreaking game like this instead of missing the opportunity and getting in late to the party. I figured stretch goals will start popping up new packages with some updates to where the game is and that's when I'll get involved. If it is a kickass as it sounds I'd chip in on something for the benefit of Xoo, or at least put stuff I get from my package towards XoO advancement.
@Que How did we handle star citizen as far as community funding? @SaintOfMirren Stretch funding is said to start 3 weeks after kickstarter ends
A Public Forum section has been created... tyvm @Samjizz. Ani will be posting about this, and he will be heading it. All YouTube videos, developer/design journals, and walkthroughs will be posted there. This is to gauge interest so obviously if this is very popular we will move to be a division. It plans on coming out relatively soon considering it's still technically in Alpha. This is a very interesting game that breaks the mold of MMOs and combines sandbox with MMORPG. Off the bat I will point out that this game only requires you to pay 30 dollars every 6 to 14 months, 6 months if you are completely reckless and die all the time and 10 to 14 months on average. So it is much cheaper than the normal sub game. I don't know if there will be a pay to win option, there will be a shop. However, I don't think they will have anything that actually advances the character forward. The shop will likely be for things like buying Sparks of Life or other items that don't actually progress the character at all.
As with any new game we want to track interest in feel free to join the usergroup if you are so inclined http://www.xoohq.com/account/join-user-groups
Yeah plus who doesnt want to ride a war rhino or a woolly mammoth? i think this takes crowfalls proposed world system to the next level. I think my wife will be down for this as well.
As I mentioned in the upcoming games; I am personally hesitant since I am a backer for CU and my focus would likely be on that game instead. Although there is nothing wrong with recruiting early so people get involved in the community early.
Agreed. Part of my fears are reduced since it is a PvP game only; there isn't any AI to script, mobs to program, and raid encounters to plan. If they can even nail half of what they set up to do (so we get an updated version of DAoC) then I'll be happy. My expectations of MMOs is pretty low these days...it seems that so many bad games get released or games that are wonderful fun getting horribly mismanaged by their companies with tons of lootboxes, lack of support, botting, and other issues.
Interesting concept. I'm watching. Like others have said, could be an innovator that makes a huge impact, or it could be a failure of incredible proportions, and it is way too early to tell which way it will go. I really like the permadeath thing as a principle though. Launch is always the most exciting time for a new title, so having a soft, quasi-relaunch every time you "die" will kind of recapture that. The ambitions are so big that I have my doubts about delivery by December of 17', but we'll see. Hopefully we can get some early alphas to do recon and figure out if it will be worth the effort before there is too much investment. Crowfall and CU both got a lot of early hype like this but are still a long way off from delivery even now.