COMMUNITY - FORUMS - GENERAL DISCUSSION
Sorted Feature List from State of Elyria

Greetings fellow Elyrians! I've decided to sort and categorize the feature list Caspian posted in the recent "State of Elyria" for easier reference. Hopefully someone finds this helpful - I know I found searching through the original list to be a headache. NOTE: This is NOT a complete feature list. As stated in the SoE, this is a trimmed-down list with many of the features planned for Chronicles of Elyria but it is by no means exhaustive.

What features stand out to you as interesting or surprising? I’m curious about what “bloodlust” could refer to and excited to see “revolution” in action!

You will find the list below, organized into arbitrary categories I came up with. The categories are in alphabetical order but the features within them are mostly listed in the order they appeared in Caspian's post with some randomness from me copying and pasting them around.


Character & Player

Achievements

  • Achievements
  • Achievement Tracking
  • Achievement Rewards
  • Past-Life Achievements

Attributes & Traits

  • Character Attributes
  • Character Traits
  • Improving Attributes
  • Body Dynamics
  • Genetic Predispositions

Characters & Souls

  • Character Creation
  • Wards of the State
  • NTCs
  • OPCs
  • Sensing Death
  • Soulmates
  • Soul Affinity
  • Soul Binding
  • Story Points

Family

  • Family Names
  • Family Crests
  • Heirs & Inheritance
  • Bolstering
  • Dynasties
  • Marriage
  • Spouse & Child Locking
  • Procreation Requirements
  • Child Contracts
  • Progeny Options

Identity

  • Names & Introductions
  • Name Changes
  • Anonymity
  • Disguises
  • Gossip

Skills

  • Skill Types
  • Skill Checks
  • Skill Progression
  • Skill Atrophy
  • Teaching

Interactions:

Actions

  • Stand Movement
  • Advanced Movement
  • Contextual Movement
  • Impaired Movement
  • Examining
  • Pickup / Put-down
  • Toss
  • Drop
  • Activate
  • Moving & Dragging
  • Sitting Put-down

Combat

  • Weapon Sets
  • Combat Stances
  • Combat Techniques
  • Melee Combat Mechanics
  • Ranged Combat
  • Thrown / Improvised Weapons
  • Armor Damage Reduction
  • Status Effects
  • Incapacitation
  • Grievous Wounds / Spirit Walking
  • Bloodlust

Communication

  • Languages
  • Gestures / Emotes
  • Paired Emotes
  • Proximity Text Chat
  • Friends List
  • Tells
  • Family Chat
  • Chat Channels
  • Party Chat

Exploration

  • Footprints & Tracking
  • Traps
  • Maps & Cartography
  • Navigation & Triangulation
  • Caverns & Caves
  • Physics

Survival

  • Consumables
  • Vitality & Energy
  • Metabolic Rates
  • Homeostasis
  • Hunger / Thirst
  • Auto-food consumption
  • Fatigue
  • Wounds / Breaks
  • Poisons
  • Venoms
  • Diseases

Money & Trade

  • Minting
  • Trade
  • Live Auctions
  • Shops & Consignment

Warfare & Siege

  • Border Disputes
  • Claims & Casus Belli
  • Death Tolls
  • Sieging & Building Damage
  • Destruction & Structural Collapse
  • Fire
  • Siege Weapons

Order:

Access & Permissions

  • Locks & Keys
  • Object Keys
  • Permissions
  • Item/Container Permissions
  • Access Restrictions
  • Space Permissions / Taboo Areas

Contracts

  • Implicit Contracts
  • Explicit Contracts
  • Object / Item Contracts
  • Map & Region Contracts
  • Contract Clauses, Conjunctions, Remuneration, Rights, Responsibilities and Signatures
  • Contract Plurality
  • Contract Creation
  • Contract Progress Tracking
  • Party Contracts & Looting

Government & Status

  • Domain Management
  • Revolution
  • Line of Succession
  • Titles
  • Vassals / Fealty
  • Approval Rates
  • Services
  • Taxes
  • Knighthood

Law & Order

  • Crimes
  • Bounties & Bounty Tokens
  • Criminal Escorts
  • Tribunals & Judges
  • Prison / Spirit-Loss
  • Laws
  • Forgery
  • Witnesses & Evidence
  • Criminal Status
  • Bylaws

Organizations

  • Organization Member Management
  • Organization Ranks & Titles
  • Organization Bonuses
  • Exclusive Knowledge
  • Dissolution
  • Guilds
  • Schools
  • Associations / Non-Profits
  • Organization Perks

Production & Resources

Animals

  • Animal Pathfinding
  • Animal Combat
  • Pack Behaviors
  • Individual Animal Behaviors
  • Animal Needs
  • Animal Reproduction
  • Animal Aggression
  • Animal Aging & Dying
  • Growth / Reproduction Rates

Animal Husbandry

  • Herding
  • Breeding
  • Domestication
  • Taming / Breaking
  • Animal Controlling / Commanding
  • Pet Survival
  • Mounts

Crafting

  • Resources & Materials
  • Gathering
  • Crafting of small objects
  • Recipes & Patterns
  • Recycling
  • Blueprints
  • Crafting Stations
  • Crafting Tools
  • Research & Technology

Crops

  • Harvesting
  • Seed Collection
  • Pollination
  • Germination
  • Growing / Maintenance
  • Growth / Reproduction Rates

Equipment & Clothing

  • Alterations and Adornments
  • Equipment Customization
  • Wearable Equipment
  • Equipment Durability

Inventory & Items

  • Shared Married Inventory Access
  • Wieldable Items
  • Bags & Containers
  • Stackable Items
  • Searching & Looting
  • Item-World Interaction
  • Item-Item Interaction

Item Degradation

  • Equipment Wear & Tear
  • Decomposition
  • Spoiling / Expiration
  • Fermentation
  • Rust

World:

Buildings & Infrastructure

  • Paths & Roads
  • Orphanages
  • Inns
  • Taverns / Pubs
  • Building Bonuses
  • Vehicles
  • Tunneling

Land & Settlements

  • Parcels of Land
  • Zoning
  • Land Purchase
  • Leasing
  • Property Taxes
  • Adverse Possession
  • Squatting
  • Settlement Types & Requirements
  • Settlement Leadership
  • Settlement Dissolution
  • Mobile Settlements

NPC

  • NPC Pathfinding
  • NPC Combat
  • NPC Needs
  • NPC Personalities
  • NPC Memory
  • Opinion Indicators

Story & World

  • Player Destiny
  • Natural Disasters
  • Artifacts
  • Religion
  • Magick & Rituals
  • Dynamic Story Engine
  • Dramatic Situations
  • Storyfinding
  • Talents
  • Relics
  • Artifact Identification
  • Relic Identification

Water

  • Water Tables
  • Watersheds
  • Lakes
  • Rivers
  • Puddles

Weather

  • Day / Night Cycle
  • Weather Patterns
  • Temperature
  • Humidity
  • Seasons
  • Weather Effects
  • Rain
  • Snow
  • Hail
  • Sandstorms
  • Lightning
  • Fog
  • Caustic / Acid Rain

I hope you found this helpful! Please let me know if you have any suggestions for improving this post.


8/15/2017 9:54:12 AM #1

Siege*


KS Backer 750 Friend Code: 8FF2A7

8/15/2017 9:55:40 AM #2

Posted By Count_Emiya at 05:54 AM - Tue Aug 15 2017

Siege*

Thanks, fixed!


8/15/2017 3:17:45 PM #3

The word "exhaustive" comes to mind lol.

Great work getting everything organized.

Also helps put in perspective why this seems to be taking so long. It is only a studio of a dozen people. Lots of work still to be done.

Reminding myself to keep patient lol.

Rome wasn't built in a day.


We Are The Many... We Are The One... We Are THE WAERD !!!

8/15/2017 3:37:54 PM #4

Personally I have not had this much hype for a game in a very long time. I am especially interested in how combat and survival will work in this game. They have said they want a realistic simulation in their MMO and I would love to be in the fight where two warriors face off and as the battle drags on and on they find they are matched in skill. Slowly as the struggle between the two rage their armor gives way and shields splinter and break. Cuirasses once protecting, now hang limply by the few unsevered straps remaining.

This is overly dramatic of course but this kind of attention to the details that SBS strives for makes me giddy. Keep it up Soulbound!


8/15/2017 4:46:28 PM #5

"Bloodlust" refers to the death penalty that applies to players who are within close proximity to nobility. For the purpose of discussion, "close" means within unit range on a battlefield, or within typical "adventuring range" when not.

When a player is within proximity of nobility and are CDG'd, they suffer a higher initial death penalty than the normal 2-day penalty. However, after the initial DP, there is no DPs for repeated deaths for an increasing amount of time, depending on the rank of nobility.

For Counts it's 4x, for Duke's it's 6x, and for Kings it's 8x. So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.

But as I said, after the initial death penalty, they can go a longer period of time without suffering the death penalty. This creates an effect where players within proximity of nobility try "extra hard" not to die, as the initial penalty is stiff. However after dying once, they become fearless and enraged, as repeated deaths come with no additional penalty.

The end result is that battlefield engagements will typically start slow and careful, as people attempt to avoid the initial penalty, however, as deaths begin to occur and people return from their spirit walk, they're more prone to throw themselves into the heat of battle in sort of an enraged way. Hence - Bloodlust.

It should be noted that an increasing re-spawn timer and other balancing Astral Plane mechanics are still in play, to prevent perpetual battles.


8/15/2017 6:26:34 PM #6

Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever

Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.

Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.


House BloodBeard - Kill the boy, let the man be born

~~All Hail the Lord of Fire~~

8/15/2017 8:14:29 PM #7

Posted By CptBloodBeard at 1:26 PM - Tue Aug 15 2017

Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever

Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.

Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.

You mentioned a word from his post, but ignored everything else it seems from your response? Or are agreeing with Caspian sarcastically with the "hopefully."


KS Backer 750 Friend Code: 8FF2A7

8/16/2017 12:56:29 AM #8

Thats a daunting list...


8/16/2017 4:44:27 AM #9

Imagine if you were killed during a battle you had to fight the Enemy also in the astral plane to escape and get back to the battle quicker. Something to do during those increasing spawntimes.


8/16/2017 6:53:34 AM #10

Posted By Count_Emiya at 10:14 PM - Tue Aug 15 2017

Posted By CptBloodBeard at 1:26 PM - Tue Aug 15 2017

Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever

Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.

Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.

You mentioned a word from his post, but ignored everything else it seems from your response? Or are agreeing with Caspian sarcastically with the "hopefully."

Seems to me, that he is just approving of the concept that even though there are no more spirit penalties after the first death (for a while) spirit walks/respawn time will still be longer, so eventually the battlefield will thin out, and the battle be over.

And then also acknowledging that it is something that (like everything else) will have to be tweaked and balanced during alpha and beta.


8/16/2017 11:57:30 AM #11

Posted By Caspian at 6:46 PM - Tue Aug 15 2017

(...)So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.(...)

Does this replace the originally planned four times multiplier for the staged battles? (Quote: 'However, battlefields are dangerous places and we don't want people to take up arms frivolously. As a result, the first death on a battle field will likely come with a 4x multiplier anyways.')


Sage willing to help with Purity (if you spot me on Discord and have some Plague on your account that could be nullified with a trade, drop me a message on Discord)

8/16/2017 12:55:21 PM #12

Yeah my initial questioning on this Bloodlust explanation is pretty close to what Logain is asking.

Does this Bloodlust run concurrent with any mechanical changes brought on by a Battleground? Is Bloodlust the Battleground mechanic now?


8/16/2017 4:49:05 PM #13

Great post! Thank you!

Double entry of stackable items below.

Posted By MReal at

Inventory & Items

  • Shared Married Inventory Access
  • Wieldable Items
  • Bags & Containers
  • Stackable Items
  • Searching & Looting
  • Stackable Items
  • Item-World Interaction
  • Item-Item Interaction

8/17/2017 10:01:03 AM #14

Posted By Vigorish at 12:49 PM - Wed Aug 16 2017

Great post! Thank you!

Double entry of stackable items below.

Posted By MReal at

Inventory & Items

  • Shared Married Inventory Access
  • Wieldable Items
  • Bags & Containers
  • Stackable Items
  • Searching & Looting
  • Stackable Items
  • Item-World Interaction
  • Item-Item Interaction

Another fix, thanks!


12/1/2017 5:26:04 PM #15

Posted By Caspian at 09:46 AM - Tue Aug 15 2017

"Bloodlust" refers to the death penalty that applies to players who are within close proximity to nobility. For the purpose of discussion, "close" means within unit range on a battlefield, or within typical "adventuring range" when not.

When a player is within proximity of nobility and are CDG'd, they suffer a higher initial death penalty than the normal 2-day penalty. However, after the initial DP, there is no DPs for repeated deaths for an increasing amount of time, depending on the rank of nobility.

For Counts it's 4x, for Duke's it's 6x, and for Kings it's 8x. So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.

But as I said, after the initial death penalty, they can go a longer period of time without suffering the death penalty. This creates an effect where players within proximity of nobility try "extra hard" not to die, as the initial penalty is stiff. However after dying once, they become fearless and enraged, as repeated deaths come with no additional penalty.

The end result is that battlefield engagements will typically start slow and careful, as people attempt to avoid the initial penalty, however, as deaths begin to occur and people return from their spirit walk, they're more prone to throw themselves into the heat of battle in sort of an enraged way. Hence - Bloodlust.

It should be noted that an increasing re-spawn timer and other balancing Astral Plane mechanics are still in play, to prevent perpetual battles.

Caspian, Legendary people (a king) normally have a 32x penalty. So being around another king (8x penalty) would the penalty be multiplicative, for a total of 256x penalty?

If you are a soldier with two people next to you: a Count (4x penalty) and a Duke (6x penalty), do you get 10x penalty (additive) or just the highest aura (Duke for 6x penalty)?

You said a soldier dying around a king on the battlefield would only lose 16 days. What about the 4x penalty that comes from being on the battlefield. Does that not factor in?

What do you mean by "unit range" and "adventuring range"? Approximately how far are those in meters?