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vucar

Testers
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Everything posted by vucar

  1. Have fun trying to shot-call in any online pvp game where quick actions must be made while you debate and vote on moment to moment decisions...
  2. Updated launch date. timeline, schedule, feature list and increase in transparency, as requested Its a long post so i'll help with their new estimated timeline: V3 of the Website (Q3 2017) ElyriaMUD (Q4 2017) Alpha 1 (T1 2018) Server Selection (T1 2018) Settlement / Domain Selection (T2 2018) KoE (T2 2018) Design Experiences (T3 2018) Alpha 2 (T3 2018) Beta 1 (S1 2019) Prologue & CoE Adventure Toolkit (S1 2019) Exposition (S1 2019) Beta 2 (S1/S2 2019) Stress Test (Any paid account)(S2 2019) Laun
  3. Server selection went out for Counts, Dukes and Kings. Its expected land selection to follow in the next month or so. Caspian (head dev) leaked some early descriptions of the tribes to us recently and SBS has been posting more thorough deep dives on each tribe slowly, but not all of those are done. In the mean time, this was very informative regarding the 12 known tribes
  4. Yeah I was not super impressed (or super discouraged) by the combat scene in the Parkour Demo at pax east, but they said it wasn't meant to demonstrate combat so much and that they were currently iterating on it. Holding judgment until we get something more substantial on combat again. Meanwhile -- Tribes and biomes got announced: https://chroniclesofelyria.com/forum/topic/18362/the-game-garden-grows
  5. Lay-away option added today (or yesterday?) and $1.5M crowd-funding reached: https://chroniclesofelyria.com/forum/topic/13388/layaway-now-available
  6. New video to go with it. https://www.youtube.com/watch?v=sCa5MZ5oy0s Looks good, trying to stay cautiously optimistic...
  7. CoE website store opened today. If you haven't backed yet, theres 27 days left to back at the Kickstarter prices. https://chroniclesofelyria.com/shop
  8. Well, if they run out of early birds during the kickstarter, and people back at the the non-early bird level, then SS goes and adds more early birds after that on their website, it would be like spitting in the face of people who helped them during the kickstarter. I wouldn't count on it being available after the KS is what i'm getting at.
  9. Not all publicity is good in the indie mmo business. I think NDAs are smart. They've given developers a chance to breathe and ask for feedback without getting their heads bitten off by every Tom hooligan and Harry passing by. Only the people most invested (literally) in the game will be hearing and seeing bad ideas or broken game mechanics, and there will be time for them to be quietly fixed or discussed before the public catches wind. Not all publicity is good in the indie mmo business. edit; wow, it blocked a name... sigh....this forum....
  10. According to Gordon Walton himself, kickstarters that make 25% in their first day and 40% within their first 3 days have a good chance of succeeding. CoE is closing in on 40% within 25 hours of the campaign. That gives me a lot of confidence.
  11. Caspian spoke on this topic previously and the interpretation i got was that it works similar to how world map generators work in some other games; by chance and algorithms that go over my head, players are set up with a random assortment of connected events and triggers for events that may occur depending on what they do in the world. By triggering or not triggering these events, there are cascade effects later on. I don't understand it fully but i know he said a developer journal was planned for it. Hopefully it becomes more clear then!
  12. Backed $350. Originally i was committed to $250 but then i saw alpha was next up.
  13. Kickstarter in 27 hours yall!
  14. Personally i'm eager to see how ranged combat works and balances against melee combat. Given how squishy people seem to be in this game, I suspect ranged combat will dominate quickly. Without testing it myself, though, I'm taking everything with a grain of salt at this point.
  15. I like it too, but no. Caspian stated that, among other things, combat with shield-holding will be a thing in a recent PAX interview. You can see in the current battles how critical it is to have stamina, and holding a shield up will protect your front but drain your stamina. Fencing is a good showcase of what the combat system is capable of in terms of speed, reaction and tactics, but other fighting techniques are planned.
  16. 8-10 months between launch and first renewals? Not clear on what you mean -- like the average lifespan of a player's spark of life before they have to get another one? That will not be the same duration for everyone. Some longer, some shorter, and many of them starting in between. I understand the skepticism of the business model as its untried, but part of alpha / beta is testing how often do sparks of life really need to be replenished. This gives the devs times to adjust some knobs and balance it.
  17. The business model for CoE has nothing to do with trying to be more affordable. That is an inadvertent byproduct. This business model is the only pragmatic way you attach your game decisions to real, tangible consequences that you care about, and in doing so, prevents complete wanton chaos and mass murdering sprees (in theory). @Overdhose you are incorrect on your assessment of the soul system. When you permadie, you keep your soul and it goes into your heir by blood. If you don't have an heir, your soul goes into an orphan in the ward of the state. Either way, you keep your past life'
  18. I think the payment method was as much a business decision as it was a necessity of design due to the most core hallmark of the game - choices have consequences. Nothing says that louder than literally paying for your bad choices. I'm not sure whether or not the payment model will be enough by itself to sustain the game, but its a moot point because CoE wouldn't be able to combat griefers or impose the same gravity of your actions if you didn't permadie or didn't have to pay for a new spark of life. According to Caspian "a lot" more media and developer updates will be coming in the nex
  19. I guess that phrase isn't scary to me because I have an idea of what Caspian's version of "minimally viable" is, and its still something I would love to play and support. To me, minimally viable still includes features like permadeath, aging, full loot, open world skill-based pvp, etc. It doesn't even have to be a huge world for me to enjoy a game that has these features which he himself has stated are at the core of the games premise (consequences for actions, risk vs reward, player skill mattering more than character skill).
  20. SS did a meet the team video for some of their developers and managers today. Sound quality needs a little work: https://www.youtube.com/watch?v=n-q09eA-3vU&feature=em-uploademail
  21. Can't remember the exact number but i know the ballpark of the size of the team at Soulbound Studios is between 10-20 right now and hiring more.
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