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Chronicles of Elyria | Design Journal #3 – Incapacitation, Spirit Walking, and Permadeath | MMORPG

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  • ScotScot Member LegendaryPosts: 24,273
    No way of guessing how it will turn out as yet. But it is good to see some future MMOs are thinking of new ideas or old ones done anew.
  • YalexyYalexy Member UncommonPosts: 1,058
    The ideas sound good, but reading through the official FAQ discovering that you need to buy every life of a character at an estimated price of $30 and having the option to buy gold makes it not very appealing.

    The whole skill-system, not having to level up, etc makes this game interesting and I would've expected a game with such a system to be Pay2Play. Also it's unclear if my character still ages in server-time or time played. If my character grows old while I'm offline then the whole "having to buy new characters each time you finally die" can get very frustrating.

    Last but not least, first person action gameplay is not what I'm looking for in a RPG.
  • FvonSFvonS Member UncommonPosts: 10
    Yalexy said:
    The ideas sound good, but reading through the official FAQ discovering that you need to buy every life of a character at an estimated price of $30 and having the option to buy gold makes it not very appealing.

    The whole skill-system, not having to level up, etc makes this game interesting and I would've expected a game with such a system to be Pay2Play. Also it's unclear if my character still ages in server-time or time played. If my character grows old while I'm offline then the whole "having to buy new characters each time you finally die" can get very frustrating.

    Last but not least, first person action gameplay is not what I'm looking for in a RPG.
    While we don't know the exact price point for a life (most on the COE forum assume about 15$ but that is guessing) we do know that you should get roughly a year's worth of possible gaming out of it. If that is worth it we'll probably only know much, much further down the road. We also know that your character ages and is active even if you as a player are logged out. Just like most NPCs will also age and die at roughly the same pace. It is a persistent world, your character dosen't just disappear when you log off - but you can tell it what to do (roughly), like maybe working as a bodyguard for a guild-mate.
  • OzmodanOzmodan Member EpicPosts: 9,726
    The problem with a design like this, it really discourages risk taking.  And the charging for a new soul, do you really think that will work well?  I have no problem spending money in a game I like, but I can see a lot of people getting discouraged with the death and just leaving the game.  There goes any chance of ever getting money from them again.

    While your design might seem to work well on paper, I think you will find it will have immense problems in practice due to the way people approach games.
  • SweetPaladinSweetPaladin Member CommonPosts: 2
    It seems with this game death will just become part of life, one that everyone will have to take at some point. Also interested with the Medium's job. It will be fun during the right time but aside from that, you will most likely just be another adventurer until you are in the right place at the right time. Going to keep an eye on the game as it heads closer and closer to release.
  • FvonSFvonS Member UncommonPosts: 10
    edited August 2015
    Ozmodan said:
    The problem with a design like this, it really discourages risk taking.  And the charging for a new soul, do you really think that will work well?  I have no problem spending money in a game I like, but I can see a lot of people getting discouraged with the death and just leaving the game.  There goes any chance of ever getting money from them again.

    While your design might seem to work well on paper, I think you will find it will have immense problems in practice due to the way people approach games.
    Some parts really do discourage risk-taking. You can't just wander off when all maps are hand-drawn and passed around, when water and food might suddenly become scarce. But this is where heroes come in and mean something. The possible rewards, the fame and profit from returning with a new map or oasis discovered, are great too. (On the other hand if taking risks in games isn't your cup of tea not everyone has to be an adventurer and hero, though most players will try. Being a good researcher or smith requires skill in this game as well.)

    The thing in paying for a life, not a soul, means that death is also a positive (if you used your life to do or learn something): Some of the experiences and skills a character acquires in life become imprinted on the soul, enriching the potential of the next character born with it. Also the power of your soul is stronger with every reincarnation. (Which is why players who join a few years late will get souls with a random, limited number of previous reincarnations.)

    So perma-dying does cost you money and means you have to start a new chapter in the story of Elyria - but it also makes you stronger. Because age and your level of fame heavily influence soul-walking you'll also probably die with a few good accomplishments under your belt.

    While I understand that some people might get discouraged by the thought of perma-death I myself enjoy the idea of having chapters of play - and limited time to shape my character as a temporary generation of an ongoing family. I also look forward to a little bit of added tension when that character enters an unknown cave. That said the game has a long way to go before release and right now we are all only talking - as you said - about concepts on paper. The proof of the game will be in the playing.
  • FdzzaiglFdzzaigl Member UncommonPosts: 2,433
    edited August 2015
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!

  • FdzzaiglFdzzaigl Member UncommonPosts: 2,433
    edited August 2015
    Just because they will always abuse, that doesn't mean you have to play into their hands. Eternity in jail or not, people will still do it. They'll even get themselves permakilled by friendly guild alt accounts and then pay for a new life, as long as they can screw over their rivals. I called it now.

    I'm fine with and even welcome that competition btw. I just don't think it should be linked to a real life bank account. Some people who would otherwise be competitive might simply not have the funds required. While it might not be P2W in the strictest sense, "pay to recover after losing" isn't exactly awesome either.

    When people start realising this, it ain't gonna be good for their business. Remember what happened to Allods online when they asked people money to recover after dying? Payment models should offer added value if  you pay, they shouldn't be there to piss you off if you don't pay.
    Post edited by Fdzzaigl on

    Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!

  • demodardemodar Member UncommonPosts: 63
    You should write a rollplaying game , because if you make this it will either be super superficial or will be made in 2025 .
  • ROFLcopter13ROFLcopter13 Member UncommonPosts: 44
    edited August 2015
    I had high hopes for this game and was getting really excited but after reading this I think I will just wait and see how it plays out. I feel really sad, because I think this game could be great and what this genre needs but with the permadeath and looting (even if it looks like it would work on paper), I think in practice it will just be another gankfest/grief-fest like a few other games out there. Those games are what I call niche games, because it caters to a specific audience, and thats the way it will always be. THIS game could be so much more, but it feels like permadeath and looting will destroy it. I may be negative and jumping the gun on this, or pessimistic but its just a feeling I have. I think before this game goes live this whole permadeath system and corpse looting/pvp system needs to be really looked at, thought out, and the hard questions asked. Questions like: "will this go over well with the majority of the playerbase/customer base?", "what mechanics and systems can we implement griefers and players wanting to cause trouble like in other games to prevent this kind of behavior?", "What would it take to deter someone from being a griefer/troublemaker?". And lastly, "What kind of audience/playerbase are we aiming at with this product?". I do realize this is a small part of the game iteself but death, dying, PVP, and looting permissions therein are such integral parts to a larger whole that if they arent done right (no one has done it right in my book and ive been playing MMO's since 1999), it could ruin the whole project.
  • jgn77jgn77 Member UncommonPosts: 18
    You guys are looking at this from a MMO perspective which is normal. But when I read this I think about it from a table top RPG perspective. Dying isnt a common thing in tabletop games and you have to make decisions based on real world cost/benefit. It seems as though if you go around killing people, your life will be spent mostly in jail and then your likelyhood of permadeath is that much higher and therefore you have to keep spending money to be reborn. Its the same reason there arent serial killers around every corner in our real world. The costs are too high. I like the idea of a more realistic RPG scenario. We'll see how it plays out.
  • AngryElfAngryElf Member UncommonPosts: 194
    jgn77 said:
    You guys are looking at this from a MMO perspective which is normal. But when I read this I think about it from a table top RPG perspective. Dying isnt a common thing in tabletop games and you have to make decisions based on real world cost/benefit. It seems as though if you go around killing people, your life will be spent mostly in jail and then your likelyhood of permadeath is that much higher and therefore you have to keep spending money to be reborn. Its the same reason there arent serial killers around every corner in our real world. The costs are too high. I like the idea of a more realistic RPG scenario. We'll see how it plays out.
    I would say the reason there aren't serial killers all over is because it's immoral.  Behind a keyboard, morality falls apart.  Anyone who has ever played MMOs has experienced an asshat.

    For someone with 3-4 accounts, they can use one to profit and the others to remove their competitors.  I wouldn't be surprised to see guilds of dozens of bandits that just lay waste to villages and gank travellers.

    Unless there is a powerful force opposed to this behavior that actively hunts the bandits and creates instant permadeath if their bounty is high enough (summary execution), it will turn sour really quick.  Archeage tried the justice system, and it was a joke.  Hopefully this will learn from that mistake.  
  • WizardryWizardry Member LegendaryPosts: 19,332
    edited August 2015
    This game truly has the feel that i would put into a game design,i really love the effort. It still comes down to implementation how does the game play,what do player's do in non combat time,crafting and how good is combat.

    However i feel there is one underlying factor and luckily for this team it won't come about too soon so it gives them time.I am talking about the transition from perma death to a new player.

    I feel what has been lacking in these mmorpg's has been purpose in a game world and reason for actually playing outside of attaining levels.I am talking about REAL progression so how are players going to take it when all that effort and work progressing their player is gone?That is of course if there is a solid progression chart laid out by this team.

    I will say this it has been a VERY long time since i had any confidence that a dev team might actually know what they are doing and building a game with passion....a VERY long time.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • OzmodanOzmodan Member EpicPosts: 9,726
    Rhoklaw said:
    Fdzzaigl said:
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    People with money to burn will always abuse, exploit and cheat their way to the top. Doesn't matter how you design a game, they'll do whatever they can because they just don't care. That being said, killing someone over and over will most likely make the killer's character worthless. With the amount of bounty they are racking up, if ever caught, they'll spend eternity in jail, gaining ZERO skills.

    Again, this isn't a lone wolf friendly type game. Maybe for once, people should learn to group up instead of expecting game developers to constantly create games that revolve around solo players. This is a game of risk versus reward. The fact you have to pay to have your soul reincarnated just means you should pay attention to what you are doing, instead of what most people do in every other MMO they play, such as eat and watch movies while they mash buttons during a raid.
    You must not pvp much.  People with money usually have multiple characters, who cares if one of them gets a really bad rep, they just dump the bad one and buy another one.  This happens all the time.  I can see how this will be abused badly with permadeath and making people buy new souls.  Just a really naive design for any game with pvp.  I don't have much hope for this game.
  • RhaegysRhaegys Member UncommonPosts: 29
    Ozmodan said:
    Rhoklaw said:
    Fdzzaigl said:
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    People with money to burn will always abuse, exploit and cheat their way to the top. Doesn't matter how you design a game, they'll do whatever they can because they just don't care. That being said, killing someone over and over will most likely make the killer's character worthless. With the amount of bounty they are racking up, if ever caught, they'll spend eternity in jail, gaining ZERO skills.

    Again, this isn't a lone wolf friendly type game. Maybe for once, people should learn to group up instead of expecting game developers to constantly create games that revolve around solo players. This is a game of risk versus reward. The fact you have to pay to have your soul reincarnated just means you should pay attention to what you are doing, instead of what most people do in every other MMO they play, such as eat and watch movies while they mash buttons during a raid.
    You must not pvp much.  People with money usually have multiple characters, who cares if one of them gets a really bad rep, they just dump the bad one and buy another one.  This happens all the time.  I can see how this will be abused badly with permadeath and making people buy new souls.  Just a really naive design for any game with pvp.  I don't have much hope for this game.
    You are not understanding much of the mechanics of this game. First you have to understand that training of a character takes some time, if you spend your time griefing you won't be getting a character with a lot of skills so you won't be griefing much. You have to keep in mind that CoE is a totally different game of what we are used to, so thinking on the terms of what we typical expect from MMO will take you to wrong ideas. One of the things this game aims for is to think beyond a single character, thinking about the linage of your character, to develop your character(s) (or should I say soul) over serveral lifespans. Also griefing and killing are two different things. Have a character that is a killer, it is possible and valid but needs to know there going to be consequences. Also I expect that griefing will be dealt in same way, I don't know the specifics but the developers had said they have implementing some game mechanics to make life painful for them.
  • Deffcon_1Deffcon_1 Member UncommonPosts: 164
    Ozmodan said:
    Rhoklaw said:
    Fdzzaigl said:
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    People with money to burn will always abuse, exploit and cheat their way to the top. Doesn't matter how you design a game, they'll do whatever they can because they just don't care. That being said, killing someone over and over will most likely make the killer's character worthless. With the amount of bounty they are racking up, if ever caught, they'll spend eternity in jail, gaining ZERO skills.

    Again, this isn't a lone wolf friendly type game. Maybe for once, people should learn to group up instead of expecting game developers to constantly create games that revolve around solo players. This is a game of risk versus reward. The fact you have to pay to have your soul reincarnated just means you should pay attention to what you are doing, instead of what most people do in every other MMO they play, such as eat and watch movies while they mash buttons during a raid.
    You must not pvp much.  People with money usually have multiple characters, who cares if one of them gets a really bad rep, they just dump the bad one and buy another one.  This happens all the time.  I can see how this will be abused badly with permadeath and making people buy new souls.  Just a really naive design for any game with pvp.  I don't have much hope for this game.
    The griefing style game play will only be a problem in the beginning, if at all. Souls gain more power the longer they live and the more skills they learn. If a griefer plays a soul and ends up permadead in a couple months when he is reborn he will be weaker than those who have not been reborn yet. This makes griefing even harder. It will get harder and harder as the game goes on. You also have to look at the basic mechanic of it. If I get griefed and spirit walk, I am not permadead just because one guy killed me one time. Now, that griefer gets 'jail time' which reduces his lifespan. Unless that griefer focuses on one person this will stack. Say he kills 10 people and loses 10 months off his life, those 10 people he killed may lose a few days or a week off their life span, where his will be shortened to almost nothing. I wasnt a fan of hearing that we would need to purchase lives, but think of what most people playing MMO's spend. If its a sub game they are paying $100+ a year to play. Plus, they pay $40-60 for an expansion, and most big MMO's have at least one a year. If I have to buy a new life every year, or even 2 lives, and they cost the same as the average expansion I might spend $40-80 a year. How is that any different than a sub based MMO? Im also not sure if you guys realize that you dont permadie every single time you die.
  • LacedOpiumLacedOpium Member EpicPosts: 2,327
    edited August 2015
    Rhaegys said:
    Ozmodan said:
    Rhoklaw said:
    Fdzzaigl said:
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    People with money to burn will always abuse, exploit and cheat their way to the top. Doesn't matter how you design a game, they'll do whatever they can because they just don't care. That being said, killing someone over and over will most likely make the killer's character worthless. With the amount of bounty they are racking up, if ever caught, they'll spend eternity in jail, gaining ZERO skills.

    Again, this isn't a lone wolf friendly type game. Maybe for once, people should learn to group up instead of expecting game developers to constantly create games that revolve around solo players. This is a game of risk versus reward. The fact you have to pay to have your soul reincarnated just means you should pay attention to what you are doing, instead of what most people do in every other MMO they play, such as eat and watch movies while they mash buttons during a raid.
    You must not pvp much.  People with money usually have multiple characters, who cares if one of them gets a really bad rep, they just dump the bad one and buy another one.  This happens all the time.  I can see how this will be abused badly with permadeath and making people buy new souls.  Just a really naive design for any game with pvp.  I don't have much hope for this game.
    You are not understanding much of the mechanics of this game. First you have to understand that training of a character takes some time, if you spend your time griefing you won't be getting a character with a lot of skills so you won't be griefing much. You have to keep in mind that CoE is a totally different game of what we are used to, so thinking on the terms of what we typical expect from MMO will take you to wrong ideas. One of the things this game aims for is to think beyond a single character, thinking about the linage of your character, to develop your character(s) (or should I say soul) over serveral lifespans. Also griefing and killing are two different things. Have a character that is a killer, it is possible and valid but needs to know there going to be consequences. Also I expect that griefing will be dealt in same way, I don't know the specifics but the developers had said they have implementing some game mechanics to make life painful for them.

    That would be a lot easier to accept if there wasn't a price tag attached to each and every succeeding new life.
  • RhaegysRhaegys Member UncommonPosts: 29
    edited August 2015

    That would be a lot easier to accept if there wasn't a price tag attached to each and every succeeding new life.
    One life last between 10 and 18 months of real life time. So I don't think paying for a life once per year could be a problem. So if you are going to be a griefer and end up in prision a lot then your character will die sooner than normal and be forced to buy a new life. So what you think as a bad thing it's probably the contrary, it will go against such players.
  • FvonSFvonS Member UncommonPosts: 10
    sketocafe said:
    So... I get KO'd, then as I enter the Astral Plane, my internet drops out. I die for reals. This would be fine, where they not charging for extra lives. They do intend to charge for extra lives. This is not fine.
    I'm just quoting the main guy behind the game (Caspian) from the forum:
    Q: You're a spirit. What happens when you lose server connection...
    A: Time stops. You remain in a coma for some long duration on the order of several days. There's no OPC for spirits, so we won't punish people for DC'ing while spirit walking.
  • RhaegysRhaegys Member UncommonPosts: 29
    Fdzzaigl said:
    I don't get discouraged with perma-death. That said, I find paying for a life unacceptable.

    Your game mechanics will get abused in the end. People will seek to permakill their rivals and will even be encouraged to do so if that rival has to pay irl money to get back in.
    I know that all too well after playing Age of Wulin. To remove critical enemy players (not permakilling them but either chain-killing or getting them jailed for extended periods) from sieges or positions we'd often risk putting our character in jail for days or getting executed, which means your character is worthless for days.

    Putting an irl money pricetag on that will mean that those with ample funds available will have a huge advantage in getting back to the game. Especially amongst players who make it to the more competitive levels of the game.

    There are plenty of other ways to monetize a project, don't do it that way.

    Paying for a life in unacceptable by paying per month is? One life last between 10-18 months real life. So it is not easy to get someone perma-killed. Prision doesn't lock your character away. It just reduce your Spirit. For example, if you are condemned to 10 years of prision it means that your Spirit will be reduced in 10 years, in other words your character will die 10 years (game years that is) earlier that it should've. 1 game year = 4 RL days.
  • ROFLcopter13ROFLcopter13 Member UncommonPosts: 44
    LOL! I just had a hilarious thought. Imagine the following scenario: You and a griefer start the game at the same time. Hence, you are both the same age. Griefer comes and murders you unprovoked while you are out harvesting or tradeskilling, because to him LOLREZONSLOL. He gets captured and goes to jail for 40 in game years. When he gets out, his character is now age 60. Being ticked off he comes and hunts you down and tries "feebly on many levels" to exact his version of "revenge?" onto you for HIS actions... You easily kill him with 1 hit cause hes an idiotic old man, and his spirit is so low for being old that when you Coup De Gras him he gets lost in the ether and cant get back to his body. His corpse starts rotting and becomes uninhabitable and now just for him to play again he will have to buy another life. I say this is a win-win. Soulbound studios gets more money from idiots who grief and us law abiding citizens get to see true karma play out in a video game. I EFFIN LOVE IT!!! (The image of an old man grifer coming back for "revenge" for something he put himself into in the first place had me laughing straight for about five minutes!!)
  • RhaegysRhaegys Member UncommonPosts: 29
    LOL! I just had a hilarious thought. Imagine the following scenario: You and a griefer start the game at the same time. Hence, you are both the same age. Griefer comes and murders you unprovoked while you are out harvesting or tradeskilling, because to him LOLREZONSLOL. He gets captured and goes to jail for 40 in game years. When he gets out, his character is now age 60. Being ticked off he comes and hunts you down and tries "feebly on many levels" to exact his version of "revenge?" onto you for HIS actions... You easily kill him with 1 hit cause hes an idiotic old man, and his spirit is so low for being old that when you Coup De Gras him he gets lost in the ether and cant get back to his body. His corpse starts rotting and becomes uninhabitable and now just for him to play again he will have to buy another life. I say this is a win-win. Soulbound studios gets more money from idiots who grief and us law abiding citizens get to see true karma play out in a video game. I EFFIN LOVE IT!!! (The image of an old man grifer coming back for "revenge" for something he put himself into in the first place had me laughing straight for about five minutes!!)
    Hahaha! Something like that... except that prison reduce your spirit not age you. Spirit is basically the amount of years the character is going to live. Let's say, this griefer's life is set to 100 (Spirit = 100) he get caught, and is sentenced to 40 years. Now his spirit is 60, but the character will be still let say 18 y.o. Now he keeps griefing, get caught another 40 years. Now his Spirit is 20! his character now only has 2 y.o. In the end, it's basically the same idea you just mentioned, in 2 weeks his character is dead. And he would have to buy another life.
  • NordicApacheNordicApache Member UncommonPosts: 134
    I just hope I can become a spirit that torments other spirits! HA!
  • XiaokiXiaoki Member EpicPosts: 4,036
    edited September 2015
    Do you really think that the griefers won't ever think to group up themselves?

    What happens when a large zerg guild roams the country side looking for anything to kill with a 100 people?

    Do you think bounties on their heads are going to discourage them then?

    Who could stop them? Your little band of friends?

    Can't enter towns because of NPC guards? Guild members or alts that don't have bounties.

    Ive seen this happen in other MMOs and it could happen with this one as well.
  • v4nnz444v4nnz444 Member UncommonPosts: 23
    ever heard about mortal online? i think this game would not be the very first time that implement such astral world thingys.
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