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Chronicles of Elyria pushes the envelope with an innovative technology system - one that lets players set the direction of research, leveraging guilds and existing crafting mechanics to add brand new technology to the world.
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I usually have little confidence in someone creating systems,after all i have seen nothing but junk from developers "Aside from Tanaka and FFXI systems",however i am getting a feeling i am going to like this stuff.
I should reiterate that i personally love systems within a game,more the merrier but combat is still going to be the most important aspect.Every aspect of game design has to flow together,the combat has to be related to the crafting and systems and again needs the same kind of depth.An example of what i am talking about is the mobs in game also need that depth,so your aiming for weapons and gear that is best suited versus your enemies.
Point being i hope all this technology and research can be used to add versatility to combat and your CHOICE of gear and weapons and that they have various properties and impact differently depending on what you are fighting.
Never forget 3 mile Island and never trust a government official or company spokesman.
You stay sassy!
Never forget 3 mile Island and never trust a government official or company spokesman.
- Albert Einstein
I'm not sure how you got that from the article. CoE is dynamic, as the technology changes over time. It's player-driven, because the players control what they want to research and when. It's not forced, because if nobody researches, there's no advancement. Did that not come through from the article?
Cheers!
Jeromy
Owner/CEO of Soulbound Studios
ChroniclesOfElyria.com
One example that was pointed out is losing all their mats or even total destruction of everything else.Here is the deal at least form where i am standing,unlike pvp where there is never perfect balance,in a game like this everyone is subject to the exact same ideals so it comes off as quite alright for me.
Now if looking at some far fetched flip side idea,say for example a game was offering cash shop allowances to save yourself from any damages then that would not be a FAIR system and would be scoffed at.As long as systems are fair across the board i am good with it.
Never forget 3 mile Island and never trust a government official or company spokesman.
Forced advancement??? say what?? as in the flip side being no advancement at all or the choice to never advance?Why would anyone play a game to never want advancement?Do you walk around in real life saying ....I hope i never earn a dollar and never have a job ,never have a wife and kids,heck i hope i never get any smarter or stronger ,i just want to live under a rock somewhere and read Archie magazines ::P
Seriously that statement made me laugh,i really don't understand it one bit and i am good at reading outside the box but this one is outside the planet lol.
To me that statement is basically like getting a new job then telling your boss...oh yeah great i am forced to work now !!.lmao.
Never forget 3 mile Island and never trust a government official or company spokesman.
* more info, screenshots and videos here
* more info, screenshots and videos here
Finite Resources, WYSIWYG looting to player created and maintained maps and a deep modular crafting system. So much more that hasn't been said, ask questions! Post your thoughts! Spread the word of COE!
If you haven't yet, register with my referrer code on the official website: B0E240
Sounds to me like it is all about joining BIG guilds. the small ones are going to be on the outside looking in. Once people realize this fact, there will a mass effort to join the bigger guilds. If you think you can solo in this game, good luck, expect a lot of obstacles in your way.
You want a good crafting system, look at how SWG did it and improve on that, this design seems to be full of gimmicks and designed to favor the big groups.
Nice that the developer responds on this thread, hope he finds enough people that like his design to fund the game.
(True story: when I started playing WoW, me & my friend thought guild would worked like a real world medieval guild, ie: it would teach us crafting skills etc. We were kinda disapointed to discover the truth ! ^^)
I've got a question: you're talking about research & knowledge, but can a discovery be lost ? For example if the guild is disbanded, or if the blacksmiths that know how to craft a very specific tech die... To be more specific, do you plan a game where the pool of knowledge is forever increasing or, on the opposite, a game where it cycle, like civilisations that rise and fall ?
Take your own advise and reread the article. They even admit to speeding or slowing advances in tech to their own whim.
And you dont even have to research to gain the benefit of new discoveries, industrial espionage will be a thing and if you work together with someone that focuses on research you can instead focus on mass producing new discoveries.
Also there is indeed a big point to choosing not to do research crafting, since it allows you to produce at a faster rate instead, which allows you to gain wealth faster. So its a choice, do you want to MAYBE be the first to make a discovery and make some extra money on the patent? or do you want to be able to turn out more products ( and while this isnt confirmed one could think that you would also get more experience if doing so )
So Guilds will have R&D and Production Departments, your point?