Earth Eternal

From Wikipedia, the free encyclopedia

Earth Eternal
no picture at this time
Developer(s) Spark Play Media
Publisher(s) Spark Play Media
Engine Ogre
Platform(s) Windows, ??
Release date 2008
Genre(s) MMORPG
Mode(s) User chooses between browser-based or download
System requirements Unknown


Earth Eternal is a graphical MMORPG by Spark Play Media, which is owned by Iron Realms Entertainment. It takes place on a fictional Earth in which animals are the main inhabitants and humans have long since gone extinct. The game is currently set to be released sometime late 2008 or early 2009 and seems to be following the mold of RuneScape and Achaea with the ability to play the game for free or pay-for-bonuses in addition to the roaming (though not with the world restrictions seen in Runescape), player-vs-environment quest-completing aspect although it will differ from RuneScape and Achaea, Dreams of Divine Lands in that it will be a 3D environment, with quality greater than that seen in RuneScape. It has also been stated by the developers that some Player-vs-Player combat system will be implemented, although its form has not been finalized yet. Lastly, it has been stated that the game will be able to be played in a Browser or via Download

Screenshot of Bremen town
Screenshot of Bremen town


Contents

[edit] Synopsis

It has been stated that the game will be playable from both a browser or a client download . At present, animal adventurers/players will be roaming the world, completing quests and engaging each other in an MMORPG environment. The players will interact with the environment based on what race they've chosen, what class they are and where they are in the world.

Since the gameworld is divided into nations, each home to a particular race, some inhabitants will be more or less inclined to talk to and interact with the player based upon their choice of race/class/location in the world.

[edit] Current status

Around 7/2007, Earth Eternal released two early map designs, neither of which is the final map of the game. It was stated that neither map is the one players will be playing on, as some history from the game has yet to be released which is expected to lead to a final map of the game world; as such, the first map[1] is from around chapter 3 of the history and the second map[2] is from around chapter 20 of the history with the subsequent map changes that take place in the history still not released

As of 9/2007, approximately 39 chapters of the history have been released, along with 32 anthropomorphic models of what players will look like (16 male, 16 female).

Feline Sneak at night
Feline Sneak at night

In addition, the classes have been tentatively released, with 4 possible classes: Warrior, Mage, Sneak and Druid. The players will choose one of the four as a primary class, followed later in the game by a secondary class and perhaps even a tertiary class at a later point in the players advancement.

It has also been stated that the game will be free-to-play, with the option of players to purchase things in-game with real money to advance faster; additionally, it has been stated by Matt Mihaly that most of the game will not have loading zones, but rather be contiguous for most of the map, the exception being some far-flung areas of the map and underground areas.

[edit] Tentative classes

What is presented here is the basic, conceptual models that the final game may or may not implement. There currently is no evidence that these classes are the final classes in the game, nor is there any evidence the implementation of these classes won't differ from what is presented here, but this is what has been talked about on the Earth Eternal forums by the game's designer, Matt Mihaly:

Warrior

  • The Warrior is the primary up-close damage giver for the duration of combat. Others can do more damage up-close in the short term but none can tank like he can and still deal out large amounts of damage.
  • The Warrior can help control an NPC's aggro (ie how likely an NPC is to attack a particular member in a group. Not that relevant if the Warrior is solo'ing.)
  • The Warrior gains an extra bar called Battlelust that is similar to Achaea's Kaido or WoW's Rage. As he takes damage in combat, he gains Battlelust.
  • Battlelust powers special abilities.
  • The Warrior can use multiple types of weapons and multiple grips (single handed, two-handed, dual-wielding) and can use one of three 'styles' with any type of weapon. Styles enhance all weapon abilities via passive buffs.

Mage

  • The Mage is a long-range damage doer, vulnerable up close to physical attacks. His spells generate lots of aggro.
  • The Mage gets 1 to 4 new bars, called Mana.
  • The mage chooses a specialty element first and later, a secondary element specialty and tertiary element specialty (but never a fourth). This decision is reversible but at a major xp cost. Each normal spell provides W, X, Y, and Z mana. So, for instance, a spell might give:

o 10 Fire mana o 0 Water mana o 5 Earth mana o 2 Air mana

  • If your specialty was Earth you'd gain 5 Earth mana. If you had a secondary Fire specialty you'd get 10/2 (since you get less for secondary) Fire Mana.
  • Mana powers Overspells which are special abilities that often work in concert with or at the same time as normal spells.
  • Overspells are often aligned to an element, and if you have that element as your primary the cost for using it will be reduced. The cost will also be reduced, but less, if that element is your secondary or tertiary.
  • Most Overspells require simply one mana type, but some require 2, and a few require 3.

Druid

  • Druid is a secondary damage giver, primary buff-giver, and healer.
  • As combat goes on, occasionally gets instant-use ability to heal itself.
  • The archetype most dependent on summoning other creatures.
  • Druids gain two bars: Life and Death, each of which must be 'focused on their melee weapon (staff, trident, or spear).
  • They fill Life by healing others or being healed.
  • They fill Death by doing damage to enemies.
  • Only one can be active in the staff at a time, and switching halves both bars.
  • There's an ability to convert death energy into life energy (for solo'ing).

Sneak

  • The most damaging class up-close for a short period of time. Can't keep it up.
  • The second-least able to absorb damage.
  • A little trickier to play as it depends on positioning as compared to the enemy.
  • Sneaks depend on being able to sneak up behind an enemy for maximum effectiveness. Continuing to be behind an enemy is also ideal.
  • Sneaks gain a 'Stalking' ability that comes with Stalking points as shown by a Stalking bar. If the monster detects the Sneak, the Sneak loses all Stalking points and begins battle without them. The Sneak wants to start the battle in order to keep his accumulated Stalking points, so it's kind of betting how long you can Stalk (Stalking is less likely to be detected when you're physically behind the target) without being detected.

1. An experienced Sneak starts by closing with the enemy and turning on the Stalking ability. This starts the Stalking bar filling. The longer you stalk without being detected (at which point combat starts), the more Stalking points you'll get to begin combat with. The Sneak doesn't want to push it too far, however, since he'd lose all his Stalking points.

2. The Sneak begins combat by using Backstab or another opening ability.

3. Once combat has started, the Sneak uses those Stalking points to power other special up-close abilities.

4. Once the Stalking points run out, the Sneak retreats and begins using throwing abilities or his bow.

5. Some of these abilities generate Stalking points, so eventually the Sneak moves back in close and uses up-close abilities, perhaps circling to the back of the creature to gain bonuses or use abilities that may only be activated from behind the target.

6. One of the Stalking abilities is an ability to greatly increase dodging, allowing a Sneak to go toe to toe, very temporarily, with something that hits very hard.

7. Most of the abilities that come from Stalking generate huge aggro.


[edit] Groves

Groves are player-specific areas, unique to each player in the world. Groves are expected to provide a respite from the game world, a place separate from any world map; a place where the player can either be alone and in complete safety or a place to invite friends to hang out with while online. While each player will be provided a basic Grove free of any charges, additions or amenities such as furniture, etc to the Groves will likely cost credits, which may be bought with game money or real money. As of 11/21/07, two images of what Groves are expected to look like have been released; one features a mountain retreat while the other features a treetop house.

The above two pictures are what a basic, free Grove may look like, before the Player has added or bought any additions to it.

[edit] Criticisms

Earth Eternal has been criticized for promoting Furry Fandom, which supposedly could lead to the more mature elements of yiff in that all its animal models are modeled after humans. By having solely animal models, it has been stated Earth Eternal is a second, larger version of Furcadia and runs the risk of being host to inappropriate content and a niche audience.

Additionally, the game has been criticized as having low-grade models that look poor in comparison to other MMORPG's such as World of Warcraft.

The response to this has been Earth Eternal is intended to rival Runescape, both in target audience and scope and the anthropomorphic models were chosen to appeal to such an audience which includes children. As such, Earth Eternal is expected to be monitored both by moderators and it's own players for inappropriate content that may or may not accompany the anthropomorphic models; Sparkplay Media has also stated in response on their blog that mature content in any form will not be allowed.

[edit] External links

Languages