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Chronicles of Elyria | Crafting & Professions | MMORPG

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  • Deffcon_1Deffcon_1 Member UncommonPosts: 164
    Azoth said:
    Falendor said:
    Azoth said:
    Zultra said:
    Azoth said:
    You say that ressources will become more valuable with time, does it mean that once the mines are depleted, there is no more mining in the game ? How does that even work ? Animals will stop respawning once the maximum number of skins have been gathered ?
    Animals will reproduce via breeding so yes it is possible to make lets say rabbits extinct but it will be down right hard to do so, yes in theory all Iron could be mined but if it is in a density even close to earths then that will take a while.
    UO tried that, didn't work. Never underestimate the destructive power of gamers ...

    If what you say guys is true, ressources are limited but almost impossible to deplete. So from a player perspective, it's not limited at all. Miners will mines in the same holes for months ? 
    Stuff being limited in a reagon still maters. if the mine goes dry the town will bust and things will change. Thats the whole point, things will change as time passes and players take action.
    Is this all speculation on your part or is there any more details on this system ? It sound all good on paper, and I could only see it working if the game world is huge (like 500 times bigger than the biggest mmorpg we ever got). If not, the world will be tapped out in a month.
    The world size is pretty large. It was estimated by a dev that it would take 48 real life hours of walking to walk a straight line across the world. So, the world is quite large. There are also things under the ground. There will be ways to build under ground, possibly entire cities. So, the metal off the ground may be tapped quickly, but if you dig down you may find another ore deposit. The limited resources are probably going to be more regionally impacting and not necessarily world impacting. If you spawn into a region where iron is very limited it will be worth much more, and merchants and crafters will have to depend on imports and trading. On the flip side, a region that is rich with iron will probably see prices dip on the raw materials. Most of the info I have seen posted here isnt speculation, but information that has been given to us by the developers.
  • AzothAzoth Member UncommonPosts: 840
    Deffcon_1 said:
    Azoth said:
    Is this all speculation on your part or is there any more details on this system ? It sound all good on paper, and I could only see it working if the game world is huge (like 500 times bigger than the biggest mmorpg we ever got). If not, the world will be tapped out in a month.
    The world size is pretty large. It was estimated by a dev that it would take 48 real life hours of walking to walk a straight line across the world. So, the world is quite large. There are also things under the ground. There will be ways to build under ground, possibly entire cities. So, the metal off the ground may be tapped quickly, but if you dig down you may find another ore deposit. The limited resources are probably going to be more regionally impacting and not necessarily world impacting. If you spawn into a region where iron is very limited it will be worth much more, and merchants and crafters will have to depend on imports and trading. On the flip side, a region that is rich with iron will probably see prices dip on the raw materials. Most of the info I have seen posted here isnt speculation, but information that has been given to us by the developers.
    Like I said, it sounds all good, but I will need some hard evidence to show me how that will work. 48 hours of ''walking'' doesn't mean much, does it drop to 1 hour on horse back ?

    I really like most features of this game, but this one sounds really far fetched. What actually happens when all the mines are tapped out and how long can we expect it to take ?
  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    edited October 2015
    bryanette said:
    lol but it means that there's not even one pixel moving on this "gameplay" so its just empty scene with poor quality models and lighting. I smell GreedMonger.
    Hey Bryanette,

    Thanks for taking the time to raise interest in the game. Each time you bump the thread it sends more people to our community website! Much appreciated.

    As to your observation, they are in fact the same shot. We often find an angle we like and take multiple pictures - some with the character, some without, and even some with and without the UI that we've held onto until later.

    Since you haven't been a part of the community long, you likely haven't been in IRC when we shared the building of that particular alleyway with the community. Many people have seen it with multiple day/night cycles, different objects in the area, and even the camera at multiple angles. In fact, I just dug up the early concept and a few of the WIP screenshots from that area of the town.

    You'll notice it has different weather, different objects, etc... Give me a few more minutes and I can give you radically different angles. Point is, just because one shot has a character in it, and another doesn't, doesn't mean they're not in-game shots.



    @JeromyWalsh Polite, thorough, passionate and caring. This is how a product representative should be. 
    A whole new level of respect for you sir. 
    Gaming Rocks next gen. community for last gen. gamers launching soon. 
  • Deffcon_1Deffcon_1 Member UncommonPosts: 164
    Azoth said:
    Deffcon_1 said:
    Azoth said:
    Is this all speculation on your part or is there any more details on this system ? It sound all good on paper, and I could only see it working if the game world is huge (like 500 times bigger than the biggest mmorpg we ever got). If not, the world will be tapped out in a month.
    The world size is pretty large. It was estimated by a dev that it would take 48 real life hours of walking to walk a straight line across the world. So, the world is quite large. There are also things under the ground. There will be ways to build under ground, possibly entire cities. So, the metal off the ground may be tapped quickly, but if you dig down you may find another ore deposit. The limited resources are probably going to be more regionally impacting and not necessarily world impacting. If you spawn into a region where iron is very limited it will be worth much more, and merchants and crafters will have to depend on imports and trading. On the flip side, a region that is rich with iron will probably see prices dip on the raw materials. Most of the info I have seen posted here isnt speculation, but information that has been given to us by the developers.
    Like I said, it sounds all good, but I will need some hard evidence to show me how that will work. 48 hours of ''walking'' doesn't mean much, does it drop to 1 hour on horse back ?

    I really like most features of this game, but this one sounds really far fetched. What actually happens when all the mines are tapped out and how long can we expect it to take ?
    Well, the game plan is to have a 10 year story line. I would assume that the resources are designed based on that timeline. Once all the rare ore is gone, the price goes up on raw materials. Old items can be recycled, and this will be a big part of the game when the last ore is taken from the planet. If the world runs out of a certain material, then those that have a supply of that resource are all of a sudden in a position of power. Now, if somehow the world runs out of, lets say iron, and there are also not many iron things left to scrap, then the crafters will switch to another material. Out of all the features that start a controversy, I didnt think finite resources would be one of them.
  • jc234jc234 Member UncommonPosts: 91
    This one gives us hope and the hype train has already left! Now we just need to patiently wait another year for any hard material before we land proper.
  • KalSirian2KalSirian2 Member UncommonPosts: 42
    While this is quite exciting, if delivered, as far as the minigames go, I can guarantee that people will use macros to solve those easily and reliably. You'd need to throw in randomness and/or actual thinking to avoid that. My personal conviction is that if a task can be done by a macro, it deserves to be. Leave boring tasks to machines. Otherwise, I like the idea of recycling, but I do share concerns with the notion of finite resources. It can easily lead to some gathering professions becoming obsolete at some point, or too inaccessible to new players (which is a net loss of content for a large part of the player base). Things like miners having a blast on server start, finding all the cool stuff, mining it, and six months later, that whole experience is gone and now it's good luck exploring for a week and maybe you'll find a small deposit because all the large ones are mapped and walled off. It can be avoided but I feel like it's a legitimate concern. I remember games where you had to travel a looong time from spawn before you could begin to find uncut trees and live animals, and that was barely a week after release. It also means that the experience can be completely different depending on the number of players, from feast to famine.

    image

  • AzothAzoth Member UncommonPosts: 840
    Deffcon_1 said:
    Azoth said:
    Deffcon_1 said:
    Azoth said:
    Is this all speculation on your part or is there any more details on this system ? It sound all good on paper, and I could only see it working if the game world is huge (like 500 times bigger than the biggest mmorpg we ever got). If not, the world will be tapped out in a month.
    The world size is pretty large. It was estimated by a dev that it would take 48 real life hours of walking to walk a straight line across the world. So, the world is quite large. There are also things under the ground. There will be ways to build under ground, possibly entire cities. So, the metal off the ground may be tapped quickly, but if you dig down you may find another ore deposit. The limited resources are probably going to be more regionally impacting and not necessarily world impacting. If you spawn into a region where iron is very limited it will be worth much more, and merchants and crafters will have to depend on imports and trading. On the flip side, a region that is rich with iron will probably see prices dip on the raw materials. Most of the info I have seen posted here isnt speculation, but information that has been given to us by the developers.
    Like I said, it sounds all good, but I will need some hard evidence to show me how that will work. 48 hours of ''walking'' doesn't mean much, does it drop to 1 hour on horse back ?

    I really like most features of this game, but this one sounds really far fetched. What actually happens when all the mines are tapped out and how long can we expect it to take ?
    Well, the game plan is to have a 10 year story line. I would assume that the resources are designed based on that timeline. Once all the rare ore is gone, the price goes up on raw materials. Old items can be recycled, and this will be a big part of the game when the last ore is taken from the planet. If the world runs out of a certain material, then those that have a supply of that resource are all of a sudden in a position of power. Now, if somehow the world runs out of, lets say iron, and there are also not many iron things left to scrap, then the crafters will switch to another material. Out of all the features that start a controversy, I didnt think finite resources would be one of them.
    It's not a controversy, I just want to make sure it is implemented in a viable state and not just a buzz feature. I do troubleshooting at work, I am good at finding flaws in protocols and ideas, it is what I enjoy. So when I see something like this, I see a tons of red lights right away.

     Don't get me wrong, I would love for it to be true, I been waiting a long time for a good sandbox mmorpg, but at the same time, it have to make sense. If we say the ressources are finite, but they will take 10 years to mine out, then they really aren't finite in a practical sense. If we expect it to be closer to a year, then you will have a tons of hoarder holding on the maximum ressources they can to make max profit once they are gone.

    You can just compare it with earth ressources, iron is a finite ressources, but do you think we will ever mine it all out ? That's a scale that would make sense, harder and harder to get with years, but never completely depleted. That's why I said the game world would have to be huge, or seriously restrict the number of people on a server if you have an average game world.
  • mistmakermistmaker Member UncommonPosts: 321
    edited October 2015
    In german i would say "eierlegende wollmilchsau". That to-be game has it all. If it would be star wars too, wow, perfect. For those who didnt understand the german term, its something like a pig, which can make milk like a cow, wool like a sheep, and eggs like a chicken ;-)
  • mistmakermistmaker Member UncommonPosts: 321
    To the macroing topic: if the crafting window is randomly placed on the screen, it would be nearly impossible to macro only on client side.
  • VictoriaRachelVictoriaRachel Member UncommonPosts: 79
    The range of raw materials seems quite interesting. I am trying to work out what I might use sand for, will there be a way to make glass? Or are there other crafts that might use that, people can think of? I think the skill challenges are going to be one of those things that matter far more then they seem to. I think as long as their is variety, as long as there is a challenge, and as long as they are sooth to use then it should be okay. However, there is the risk currently they will be repetitive hopefully that has been considered and there is enough variety. There are a lot of skills I am still very interested in the system and this it could be more engaging then other systems. It is a bit of a balance and can't wait to try it for myself to see if that balance is right.
    Author of the Elyria Echo. Follow us here @ElyriaEcho.
  • Gobstopper3DGobstopper3D Member RarePosts: 966
    Love the crafting aspect of the game.

    I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.

  • aslan132aslan132 Member UncommonPosts: 620
    edited October 2015
    Thanks so much for this article. I love crafting systems in MMOs, and too many times all we get is the same old one-click production, and skill is only about earning skill points to level up, all arbitrary. Some of my favorite crafting systems have been EQ2, Vanguard, and believe it or not, FreeRealms (if you dont know what they did differently, you probably passed on the game because it was made for kids.) I look forward to finding more out as time goes on, and I hope I get as interested in the rest of the gameplay as I am in crafting. Also, Kudos for the way you handled the trolling in this thread, very professional. Keep it up :)
  • GreteldaGretelda Member UncommonPosts: 359
    i really like the ideas implemented in this game. it's what i always wanted and based on comments, it's something many have wanted. hope people don't back out when the time comes if the game is good.

    my top MMOs: UO,DAOC,WoW,GW2

    most of my posts are just my opinions they are not facts,it is the same for you too.

  • ArChWindArChWind Member UncommonPosts: 1,340
    Deffcon_1 said:
    Azoth said:
    Falendor said:
    Azoth said:
    Zultra said:
    Azoth said:
    You say that ressources will become more valuable with time, does it mean that once the mines are depleted, there is no more mining in the game ? How does that even work ? Animals will stop respawning once the maximum number of skins have been gathered ?
    Animals will reproduce via breeding so yes it is possible to make lets say rabbits extinct but it will be down right hard to do so, yes in theory all Iron could be mined but if it is in a density even close to earths then that will take a while.
    UO tried that, didn't work. Never underestimate the destructive power of gamers ...

    If what you say guys is true, ressources are limited but almost impossible to deplete. So from a player perspective, it's not limited at all. Miners will mines in the same holes for months ? 
    Stuff being limited in a reagon still maters. if the mine goes dry the town will bust and things will change. Thats the whole point, things will change as time passes and players take action.
    Is this all speculation on your part or is there any more details on this system ? It sound all good on paper, and I could only see it working if the game world is huge (like 500 times bigger than the biggest mmorpg we ever got). If not, the world will be tapped out in a month.
    The world size is pretty large. It was estimated by a dev that it would take 48 real life hours of walking to walk a straight line across the world. So, the world is quite large. There are also things under the ground. There will be ways to build under ground, possibly entire cities. So, the metal off the ground may be tapped quickly, but if you dig down you may find another ore deposit. The limited resources are probably going to be more regionally impacting and not necessarily world impacting. If you spawn into a region where iron is very limited it will be worth much more, and merchants and crafters will have to depend on imports and trading. On the flip side, a region that is rich with iron will probably see prices dip on the raw materials. Most of the info I have seen posted here isnt speculation, but information that has been given to us by the developers.
    WOW That is fricking amazing. About large worlds ask a few of the old MMORPGMAKER guys here. One of my specialties btw I have made 16 giga-pixel (131,072 pixel square) worlds in high detail (you know 1 meter per division) that will take you about 8 hours to cross. MAX. The size? 54 giga-byte before adding 48 levels of textures which pushed it beyond 120 GB! It took 4 months to generate also. Now take into account that it is very high detail map which shows extreme levels of erosion and all the pits and bumps of the terrain but to say 48 hours? It would be low quality map and then still not possible without a zone line due to floating point errors or world shifting which requires a bit of programming and is still in research by top engine makers. Unreal engine can only handle 16 giga_pixel maps BTW even with world shifting. Bigworlds max zone is 100 KM and can't take a 16 giga-pixel map. Of course now expanding that map to say 80 meters between points makes it highly unlikely to keep a animation stable because of the precision of floating point numbers and would require 1000s of models to make up for the lack of detail. Sorry I just fid that statement blown out of proportion.
    ArChWind — MMORPG.com Forums

    If you are interested in making a MMO maybe visit my page to get a free open source engine.
  • JeromyWalshJeromyWalsh Soulbound StudiosMember UncommonPosts: 134
    Gretelda said:
    i really like the ideas implemented in this game. it's what i always wanted and based on comments, it's something many have wanted. hope people don't back out when the time comes if the game is good.
    Thanks! Make sure you check out this week's design journal on Maps, Cartography, and Navigation. It's one of my personal favorites!
    Jeromy Walsh, 
    Owner/CEO of Soulbound Studios
    ChroniclesOfElyria.com
  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Glad to finally see an indie Project using a real engine. Good luck to you.
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    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

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