COMMUNITY - FORUMS - GENERAL DISCUSSION
October 19th Live Chat Q & A - Ask Questions Here

Hey Folks!

Today is our weekly Live Chat on IRC. To join the chat, either download an IRC client if you're savvy enough or navigate your browser to QuakeNet and log in. You should use your CoE alias if you have one, and for "channels" enter #ChroniclesOfElyria. Yes. You need the pound-sign.

Please use this forum topic to post your questions for the Live Chat. We may not answer all of them, but we'll do the best we can.

RULES

  1. Please limit it to one post per community member
  2. Please provide no more than three questions in your post
  3. If you have more than one question, please number them and provide paragraphs in between so we can clearly identify them.
  4. Influence will no longer be awarded for attending the Live Chat, but instead for posting intelligent questions.

See you all at 10am PDT / 5pm GMT (6pm London)!


10/19/2015 4:13:10 PM #1

My most important question. This is the single thing I want from a MMO. Will I be able to lead a coven of necromancers with an open world territory?

EDIT: Caspian's answer from the IRC session

Caspian: Jakar asked: My most important question. This is the single thing I want from a MMO. Will I be able to lead a coven of necromancers with an open world territory?

Jakar: <3

Caspian: You're first. What can I say...

Souzou: Ambitious.

Caspian: To answer your question, Necromancy is only spoken of in legend. Nobody knows whether it exists or not, what its capabilities are, etc...

Caspian: If such a type of magic existed, it would certainly, serve to explain the fear people feel toward magic in general.

Caspian: Beyond that, you'll have to wait for the story to evolve to learn more.

Jakar: Thank you very much for your answer.


10/19/2015 4:14:17 PM #2

1) Can we create our own written languages in-game and have that naturally propagate by NPCs the more players that use that language?

Language is linked to culture and that you can't make your own language in-game.

2) How will food in cities be handled?

Food will most likely be dealt with in taverns/inns etc to stimulate those ventures, you can buy the crafted foods which have bonuses or have the automatic food which has no bonus just stops you from starving.

3) How will army organisation and unit tactics (AKA formation fighting) take place?


10/19/2015 4:16:48 PM #3

How will looting work, is there pickpocketing and such? Seems risky to carry things with the "offline character" thing going about hah.


10/19/2015 4:16:56 PM #4
  1. Can we dig things up? More specifically, can I dig a hole out in the wilderness, bury some shinies, then dig them up with a later incarnation?

Caspian> There was talk of this in an early easter egg. I really like the idea of hidden treasure, etc... So at present, we'd like to be able to add that as a feature. But it isn't on the task list yet.

  1. Things that are left on the ground outside, will they decay over time? In particular, will something like a wooden tool have rotted away after a few years of being left thrown down outside?

Caspian> This question came up in the last design journal as well.... after a sort. The plan right now is for items to experience wear and tear from combat... ie. durability loss. There's no plan currently for rust or things breaking down over time. However, I admit there's a difference between something stored safely in your house, and something just thrown randomly on the ground. However, for the sake of our closed economy and limited resources, the plan currently is for items to not break down over time. If you throw an item on the ground, it'll stay there until someone recovers it.

  1. (Edit) Will there be locks that are impossible to pick or will it always be possible, with a high enough skill level?

Caspian> It's always possible with the right skill - and tools.


Feel free to check out my YouTube channel Frithgar

10/19/2015 4:18:19 PM #5

Q1. Will we be able to inspect an item and see who made the item? Or will the crafter have to put a mark on them? And if the last is the case how easy to remove will be? (all questions related so sorry for multiple ones)

The crafter will have to leave a mark. It's possible to remove the mark, but it will be obvious a mark was removed.

Q2. How is the quality of an item measured? Will it be just a bonus on the proper skill to use that item? Or will there be more attributes bonus that will be applied depending on the item?

Q3. This one for TripNull: how's the client development go? Is Caspian feeding you properly? How's the boat?


10/19/2015 4:23:42 PM #6

1) How do u deal with people "trolling" camping and killing one specific person over and over again, everytime he spirit walks. And once he can't reach his dead body, he has to buy a new life.

1A) The amount of Spirit lost depends on several factors; did you die to a PC, an NPC, was it something relevant to the story, were there no witnesses, etc.. So in some cases, the amount of spirit loss from being killed can be very small. However, the spirit loss for killing someone if captured is always greater than, sometimes multiple times, the loss of spirit for the person who died. So let's say you killed someone, and they lost a few full week of play time. A full week, if captured, you could lose a month. And that's per-incident. So if you camped someone... if caught, you may very well find your character dead.

We want death in this game to be story-relevant. In other words, if you kill someone, it has to be for a good reason.

2) What re your plans on making crafting/farming enjoyable, I know there will be some mini-games but how many times can u play a mini-game until it annoys u?

2A) Anything you do repeatedly will eventually become boring. Anything you do repeatedly will eventually become boring. This is more a function of players choosing to do something repeatedly than our skill challenges. We plan to provide several different challenges which may require multiple of them to craft a single item. And of course they'll become more difficult and challenging as your attempt higher quality items. However, if players insist on sitting there running the same skill challenge over and over again, it'll be no less boring than watching a progress bar. But, our hope is that the crafting system favors quality rather than quantity when it comes to advancing. So, we expect there will be a lot less "crafting grind" than in other games, because people won't need to craft X items to advance their skill. They just craft an item when they need one.

3) There will be a playable DEMO on pax, will there be a way, for people like me, to get access to alpha/beta testing with IP/crowdfunding?

3A) We'd previously announced that we plan to have a playable demo available at PAX East. In preparation for that, because it's never a great idea to release something untested, we will be looking to the community to help us test it. People who have high influence, and/or have been active in the community, will get a chance to try it out and provide feedback before PAX.


10/19/2015 4:25:33 PM #7
  1. When will we see more lore information?

  2. What happen to the families if two players get married?

3.- Is there some "criminal judgement mechanic" or will be the players who handle directly?

10/19/2015 4:38:06 PM #8

Hi, my name is Sen, I'm Frithgar's rl wife. We were having a conversation about the developers wanting to make the game as real life as possible, so I asked him, can we take a bath. He found this quite an amusing concept so told me to ask you. In a lot of games you can lie down on a bed and sleep so why not in a bath, maybe with lots of bubbles for the sake of kiddies.


10/19/2015 4:51:55 PM #9
  1. Will their be a standard currency across Elyria, or will Kingdoms have their own unique currency and/or Mint it?

  2. Can a player, Alchemist, discover how to create Gunpowder, Elixirs to prolong life, or strengthen Spirit?

  3. Would a Magic user be able to create a portal to physically enter the Spirit realm and gather resources their?

    A: There are Talents that allow people to enter the Spirit realm, but no known rituals to do the same. However, if someone could enter the Astral Plane through ritual, who knows what they'd find... or what they could do while there.


10/19/2015 4:54:28 PM #10

Q1. The developer journal states that skill challenges are linked to non-combat skills, and gave quite a few examples but I notice none were gathering skills. So will all non-combat skills have a challenge or will there be other ways players interact with the game to mine, gather etc.?

A1. That's tougher than it sounds. Often the ratio of gathering to crafting is quite high. For example, it may require a couple kg of iron to make a sword. Having skill challenges for crafting seems reasonable, while for gathering it could definitely become repetitive. So, the plan at present was to challenge the player in other ways. Specifically, identification, and possibly proper handling. So the "skill" involved in gathering would be much more passive, and less active. For example... oh look, there's plant A.... wait, I misidentified plant A... it's actually plant B, which is poisonous...

The followup to that is, processing materials. Processing materials could still be skill challenges. The one I'm still interesting in figuring out, but am really excited about... is processing sand into glass, for example. So I guess the final thing to say on that is, there's still a lot we don't know about all the different professions, what the best way to challenge the player is for a particular skill, etc...


Q2. Do you think that the number of Skill Challenges available will lead to enough variety in game play for those players wanting to concentrate on a non-combat role? Especially producers who will be specialising on certain items.

A2. (This was actually answered by Beo's question, didn't notice the repeat, including the answer here fo completenes.)

Anything you do repeatedly will eventually become boring. This is more a function of players choosing to do something repeatedly than our skill challenges. We plan to provide several different challenges which may require multiple of them to craft a single item. And of course they'll become more difficult and challenging as your attempt higher quality items.

However, if players insist on sitting there running the same skill challenge over and over again, it'll be no less boring than watching a progress bar. But, our hope is that the crafting system favors quality rather than quantity when it comes to advancing. So, we expect there will be a lot less "crafting grind" than in other games, because people won't need to craft X items to advance their skill. They just craft an item when they need one.


Q3. Can you explain a little more about books that provide skills? Do these take a long time to read, can they be read online, are those that would get you to an apprentice level easy to find?

A3. Not answered.


Author of the Elyria Echo the first, and least up-to-date, CoE fan site.

10/19/2015 4:55:20 PM #11

Q:I was wondering if you could shed a little more light on alchemy in general? as in is it the potion making kinda, transmutation, ect

A:<@Caspian> Alchemy is really both. Alchemy is probably better described as chemistry. <@Caspian> So it will be the usual potion making, etc... as well as the age-old question... can you change the chemical makeup of existing materials

Q:as an alchemist can you make poison that can be slipped into drinks, or put on weapons

A:<@Caspian> Yep.

Q:will the ingredients for alchemy be the usual flowers and plants? or will we get to add eye of newt and wings of bats?

A:<@Caspian> We've expressed previously that sometimes when looting creatures you can take off guts, bones, and other stuff. <@Caspian> I'll let you extrapolate from that what you will.


10/19/2015 4:57:28 PM #12

Q1. If I tame animals are they persistent in the world like an NPC.

All animals are persistent in the world all the time. It's part of the eco system. But specifically, yes. If you tame an animal they'll remain where you asked them to... but they will need food and water if left outside a settlement

Q2. If I have domesticated animals that have been coraled can they be stolen or killed by a PC. Would NPC mobs be programed to attack

Yes, yes, and yes.

Q3. Contractually sold animals that have been domesticated or tamed from the wild will their personalities and disposition remain the same no matter the stat level of the purchaser?

The temperament of the animal is separate from the owner.


10/19/2015 5:00:29 PM #13

Q1. Will clothes be transfigurable or may be combined without losing their stats?

We don't have magical transmogrifying or anything like that. Clothes look like clothes, armor looks like armor, etc... However, as you'll learn in Design Journal 11 (next week) we have a unique inventory/equipment system that we hope still allows you to get the look you want. Also, as we talked about in last week's DJ, you can take clothing/armor and add to them. Skilled tailors who have scribe abilities can embroider on their clothes, for example.

Q2. When you craft clothes, you can choose the colors of it or be default?

*When creating clothing you do so much as we do. You pick a fabric/material, cut out the components and combine them to make the final outfit. The different pieces of your clothing can come from different fabrics, each of which have been previously dyed.

@Mediocore Who makes the fabrics?

Great question. That's a Gatherer skill. I believe it's a Weaver? Whoever gathers the cotton can create the bolts and also dye them.

Q3. Will there be land transport in the game?

Not Answered

10/19/2015 5:41:16 PM #14

Caspian> Senleya asked... "Can we take a bath?" ... uh.... hmm... Souzou> A highly pertinent gameplay mechanic Caspian> Um... Caspian> I don't know how to answer that... Souzou> Make or break the game right here, Caspian Caspian> I'm going to go with.... Not currently. TripNull> I would think yes or no would suffice Caspian> However, we did say you come back from the wilds looking all dirty and such... maybe a nice hot bath is precisely what you need in those cases... Caspian> I'm going to go with "No currently." How's that?


10/19/2015 5:43:30 PM #15
  1. Can guilds and/or organizations own land?

ANSWER: Yes

  1. Can contracts be between an organization and people? Organization and organization? Kingdom and organization? Etc.?

ANSWER: Yes

  1. Could a guild or organization have a king write a law that exempts them from certain laws? Or that gives then rights to do things regular citizens can't?

ANSWER: Not as of right now. There is not mechanic in the contract system to include/exclude specific groups.