I didn't know Chronicles of Elyrium was canceled. Some of the guys in my gaming community were wanting to play this and dropped on some of the higher options. Makes me think of Star Citizen.
Posts made by Farlander
-
RE: Games that didn't make it
-
RE: Any ideas for easing the search for specific items/mobs?
I don't see why spawn locations can't "migrate". Ore spawns in UO were made random toward the end when I played. I don't see why they can't make creature spawns happen tied to terrain type and randomize the actual location. Randomize the spawn timers as well.
On players wiping out spawns, if the player pop is large spawns on animals and resources will be taxed just like in the real world. Other games I played the world looked like scorched earth because spawn rates were too low. It was a way to limit resources but what it really does is limit player fun and activity. If you constantly have to fight hardcore players who have all the spawn timers written down, as a casual player you will give up on the game. Casual players are very necessary to a game's health because they usually make up the bulk of the player base.
-
RE: Any ideas for easing the search for specific items/mobs?
@Gothix In UO there were spawn locations but the spawns would move the longer they were out. I'm not sure if they were tethered to the spawn location with a limit of travel but you could often find the spawn 2-3 screens from where it came in.
-
RE: Any ideas for easing the search for specific items/mobs?
If you have already explored an area then you know where spawns are at. Even if you want realism hunters know where animals reside that's why there are hunting guides. Hunters in our area know where all the deer, duck and fish are. I don't see a problem with your personal map having tools to turn on spawn locations once you have visited those places.
-
RE: Travelling is "complicated" to be mild
You're enjoying it right now because it is all new. Once you have explored everything (and yes you will eventually when the game goes live) moving from your home or town to the location you wish to work a spawn it will get old getting to the destination. Now if travel times are low say 15 mins or less to get to places then no problem. But if a location takes an hour to get there and you are the type of player that doesn't have 3 hours to play then you will never get to play in that location unless there is a way to log out safely in the wilderness say with a bedroll. If there is then you can continue to travel there at a later time. However, you can't plan to do things in locations that far away with a group unless you set it up in advance and tell everyone to meet there and log back in at a certain time.
I also saw someone mention gold sinks. Why exactly do we need gold sinks when at this time the game is not producing coins for players. It is my understanding there are no loot drops. At this point in time I have seen no reference to putting coins into the system.
-
RE: Any ideas for easing the search for specific items/mobs?
Tracking has traditionally given you information on animals in the area with a pointer toward them. The level of your skill gave you a longer distance.
I would also like to have good map tools so that when I explore a location on the map I can then tag it with notes.
-
RE: Empty World
@Whisper That's good to know. I hated the feel of LIF with alot of players on the server. It gave the feeling of scorched Earth anywhere you went. There was also nowhere to hide lol. Since there was no target reticle no one highlighted. So you could actually hide behind trees and rocks. Made it hard when they were all removed. This was an advantage removing the resources around castle walls so it did have pros and cons.
-
RE: Housing Limits?
@Shivashanti Oh good. Makes it easy to trade goods between your characters.
-
RE: Empty World
So when you cut a tree down or mine a rock the graphics disappear from view? It's not like UO where the resource is just not obtainable and the tree or rock is still there for aesthetic purposes? If so then I will expect as the servers grow when the game goes live the landscape will be barren lands much like LIF was when our group played there. It has it's advantages and disadvantages. It's nice to be able to clear a land for building purposes when you have the ability to sprawl all over with walls and such. But if all we have are max 5x5 plots then the whole map will look like urban sprawl if the respawn timers are long.
-
RE: Housing Limits?
Do all the characters on your account have access to all the houses?
How are the accesses setup for allowing others to have access? Does it mirror UO where you have a friends list that you can set levels of accessibility?
-
RE: Allow the crafting menu to choose quantity to craft
Is there a possibility of failure or different results from each crafting? If everything is produced as the same result I'd much rather mass produce myself.
-
RE: [FRAC-1804] Killing a rabbit with a bow
I'm pretty sure I saw others saying last test they couldn't loot kills on occasion.
-
RE: Q for the devs: Housing?
I can understand the footprint limit. That was one of UO's mistakes allowing castles. The lag loading in those when you walked by on dial up would drop your connection lol. I used housing for storage. Thing was the bigger the house the more storage you got. I did see alot of people going all out on decorating. If you could get them to load in they were cool.
-
RE: Ideas you thought your were great but turned out not to be?
LIF had several new points when it came out that alot of us in our gaming community thought were interesting. However upon playing with them we found them to be tedious and not much fun.
Player run economy: Not much fun trying to find the parts you needed to build things. You would end up ion chat spending several minutes if not hours trying to find hard to come by resources needed to finish off parts for completed group projects. Castle walls were very resource heavy.
No loot drops: Several of us worked hard worked our combat skills and got our gear only to find the combat boring. There was the occasional idiot who came into our village trying to play whack a miner that added a little excitement. Hunting though was just a waste of time. There were no npcs in the game when we played so the only thing to hunt were animals and they didn't drop anything but hides and meat. Granted at the time the server pops were very small. It was hard to find other players other than your own group.
No fast travel: One thing I loved about UO was the ability to recall and gate. As the world of UO grew it would have been very time consuming to travel around by foot/mount just to get where you wanted to go. There have been a few mmos that we played where you had to traverse the map to get to your location. By the time the majority got there they would run out of time to play and have to log. Then the small group left wouldn't be strong enough to explore it so the whole trip was a bust.
-
RE: Q for the devs: Housing?
Oh wow no castles or towers like UO? I figured more housing options would come after launch. Land maps are still going to expand to accommodate more housing as space on planets are used up for placing?
-
RE: New skills
Yes game guide! I don't like having to try to figure out what things do especially when you go do a character build. You end up taking stuff that is not what you expected.
-
RE: Alpha 2 - Test 2 Launch Day Revealed
Dang I'm having to work double shifts at my job right now. Plus my wife is working at home now. I usually get to game more when she's at work lol.
-
RE: Beta and Alpha Tests - Confused here
I've never been patient enough to be an alpha tester. I much prefer the playable version of beta lol.
-
RE: Tapestry Rewards
I know from every mmo I've played with housing everyone seems to like to decorate. I fully expect the devs to put out these kinds of things for players to spend real cash on.