| About Eriland |
| Tuesday, 09 September 2008 14:09 |
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Eriland's life began in 2006 with the idea that an MMORPG should put the focus on guiding its players to interact with each other. After much thinking on the subject, the conclusion was reached that Ultima Online had, at one time, been just like that. Interaction between characters within the context of the game world is where the RPG in MMORPG comes from. There were two major changes to Ultima Online that allowed each player to be completely self-sufficient and took the RPG out of MMORPG. The first one was the addition of Trammel. By definition, the word "trammel" means "to shackle" or "to impede the free play of". It's no coincidence that the name was chosen. The freedom to play whatever kind of character that you want to play was taken away and because it is natural to take the path of least resistance, the majority of players all moved to the Trammel facet. While there were some who still chose to roleplay murderers, it became almost pointless as 98% of the population, good or evil, were all playing on a facet where evil couldn't exist. The need to band together for protection or to cause havoc was no longer needed. The next change to Ultima Online that allowed players to be self-sufficient was the release of Age of Shadows. Once Diablo style item properties were added to UO's items, it allowed players to become much more powerful than before. Where it once took a team of players to defeat a balron, for instance, it now could be done by a single person. Eriland does not use the Trammel ruleset. You are free to play whatever sort of moral alignment you wish. Such is a requirement for roleplay to be self-sustaining. People grow tired of doing the same quests over and over again, go collect this, go kill this many monsters, over and over. The simple existance of good characters and evil characters creates an environment full of quests that are always changing. You will also find that, while not entirely removed, AOS item properties are few and far between. You can expect to be on a level just about equal to your fellow players when it comes to equipment. This also adds a new level of challenge in PvE which has been absent for a very long time. When you do find an item with a magic property applied to it, be proud, it's most likely a one of a kind. I won't drag this out any longer. Everything that has gone into making Eriland since early 2006 has been for the purpose of guiding players into relying on each other for more than just someone to play with. Eriland is a roleplaying shard because of that. Don't come thinking that you'll be kicked if you talk out of character. Also, don't come thinking that just because we use the Felucca ruleset that Eriland is some uber PvP shard. We're here for everyone so that you can join up and play as the kind of character that you want to be. The staff will do its best to help enhance the roleplaying experience. This is what Eriland is for. Features
Game Mechanics:
Focus on roleplaying:
Time System:
Gate System:
Cooking, Brewing, and Wine Systems:
Farming System:
Treasure Map System:
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