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Fallen Earth

Fallen Earth 

Fallen Earth  » One simple question

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24 posts found
  FASmurf

Novice Member

Joined: 11/14/06
Posts: 3

 
11/15/06 7:20:35 PM#1
In this game like MxO or aka The Gaytrix, do items break? Because if they do i wouldnt waist my time and money trying to get somthing that would break in a week or so, but my guess is ,no, just checkin up.
  PERFEKTMIND

Novice Member

Joined: 11/21/06
Posts: 1

11/21/06 9:47:09 AM#2

No word on this yet, but depending on the item I hope they do break.  The more realism the better, so long as it doesn't get out of hand...

  Rabiator

Novice Member

Joined: 10/22/05
Posts: 348

11/23/06 10:13:01 AM#3
if you want an economy with trade and crafting, there should be some wear and tear on items. Otherwise crafting will be a rather unattractive business, because once everyone is nicely equipped the crafters are out of work.

Personally, I hope for a decent crafting system with a moderate level of breakage.
Moderate = causes repair and replacement costs that are fraction of what you gain in loot by using the items.

  SnaKey

Novice Member

Joined: 3/26/04
Posts: 3351

easthastings.
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11/26/06 6:37:20 PM#4

I'm hoping for item drops actually.

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  green13

Novice Member

Joined: 8/02/06
Posts: 1302

12/05/06 2:16:37 AM#5

Since we're talking about an mmos with guns and therefore ammunition, I think the economy could chug along without item breakage. Bullets, bullets and more bullets - oh and I'll have a side order of grenades with that...

Given the choice I'd opt for a middle ground rather than complete item breakage. Any machine needs regular maintenance to ensure optimal performance. So eg. if a gun normally did 15-20 damage, it could have a maintenance stat (whether hidden or visible) such that continued use without checkups by a suitably qualified crafter leads to an appreciable but not devestating degredation - maybe a 15% drop in damage output.

It'd be enough to keep crafting alive and well. Especially where pvp is concerned everyone wants every edge they can get. But it wouldn't be so devestating as to potentially make the game not fun.

As for item drops, one of the few things the FE devs have confirmed is that most items will be craftable - 95+%. And most of the components for crafting items will come from salvaging, not mob drops.

  SnaKey

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Joined: 3/26/04
Posts: 3351

easthastings.
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12/05/06 2:57:57 AM#6


Originally posted by green13

As for item drops, one of the few things the FE devs have confirmed is that most items will be craftable - 95+%. And most of the components for crafting items will come from salvaging, not mob drops.

I was talking about other players. :-P

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  User Deleted
12/05/06 3:53:59 PM#7
wear on eqipment when you die. the only way to develop player driven economy is the need for repair/replacement. too many loot heavy games out there. besides icarus has called this a "simulation" and by gar it's been a while...
  green13

Novice Member

Joined: 8/02/06
Posts: 1302

12/05/06 9:41:52 PM#8

Wear on equipment is one but not the only way to develop a player driven economy. All you need is demand for consumables. Ammunition and conceivably eventually fuel and energy, are consumables.

  maxanto

Novice Member

Joined: 1/21/06
Posts: 777

12/21/06 1:46:57 PM#9

Originally posted by FASmurf
In this game like MxO or aka The Gaytrix, do items break? Because if they do i wouldnt waist my time and money trying to get somthing that would break in a week or so, but my guess is ,no, just checkin up.
Oh? Gaytrix? Nice vocabulary. Especially coming from a person that uses a name like Smurf and then decides that something isnt worth playing if it adds some realism?

Go back to wanking with smurfette boy... this is a game for adults.
  wolfmann

Novice Member

Joined: 11/20/05
Posts: 1129

12/21/06 2:05:55 PM#10

Hey now! Dont'cha diss Smurfs! I was a smurf in the army, and we pawned the aluminium foil drivers, the hangar sweepers, the mudcrawlers and even the duckies.

 

Besides, Matrix Online could easily be called Gaytrix...I noticed alot of the "uberduper roflocopter" guys I played with like to dress like..uh..ultragays

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  SnaKey

Novice Member

Joined: 3/26/04
Posts: 3351

easthastings.
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12/22/06 9:33:10 AM#11


Originally posted by green13
Wear on equipment is one but not the only way to develop a player driven economy. All you need is demand for consumables. Ammunition and conceivably eventually fuel and energy, are consumables.

What a horrible economy. That's no economy, that's abunch of ammo smiths.

I would hate to play a game made by you.::::07::

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  green13

Novice Member

Joined: 8/02/06
Posts: 1302

12/23/06 3:51:53 AM#12

As opposed to abunch of repair smiths??

The point is that the claim that degradable items is the ONLY way to develop a player driven economy is terribly unimaginative. All you need is production of consumables.

Ammunition, drugs, bandages, fuel, bombs etc. etc. And that's also not taking into account FE's rediscovery of old technology - so unlike most other MMOs crafters won't reach a certain point and then never be able to make anything better. New technologies will be discovered --> players will want those new items --> those items will be superceded by new technologies etc. etc.

I don't mind that someone wants degradable items. I'm not saying that's a bad idea. But it's just plain to claim it's the ONLY way to allow a player driven economy.

  SnaKey

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Joined: 3/26/04
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12/23/06 5:32:43 AM#13

No, but if an item breaks you need a new one right?

Personally, I like EVE's system. You die and lose everything. If you die to NPCs you can go back and get some of your stuff back, most of it blew up though.

Same could be done in a game like Fallen Earth. You die and everything drops, but XX got destroyed in the battle or you could have a system that was like 33% of the time something drops, 33% of the time something gets destroyed, 34% of the time nothing happens.

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  green13

Novice Member

Joined: 8/02/06
Posts: 1302

12/23/06 4:21:01 PM#14

I had made this point earlier but looks like it got ripped in the rollback.

FE doesn't look like it will allow dedicated crafters. What we know of the crafting system is that crafting skills improve through practice, unlike the combat-related skills which players spend APs on to improve. Crafting takes real-time. Unlike most mmos you can't in 5 seconds assemble a bazooka-of-ultimate-doom. Crafting items will take hours - though players can continue doing other things or even log off and crafting continues. From memory in the mogarmy video he said crafting a car would take weeks.

I think that's the mechanism the devs are using to control the economy. Players won't be able to mass-produce armour and weapons so there's no need for them to degrade - but the original price will be accordingly steeper.

Considering there's something like 20 seperate armour slots and players can max several skillsets (so would probably carry at least two sets of weapons) so it might take 24-48 hours to craft a full set of average gear for a single character.

I don't mind the idea of NPCs running off with your stuff - I played a MUD once which had some innovative AI, where some mobs would loot your corpse and equip your gear after killing you. Your only option was to track them down and kill them to get the gear back. That added a fun and realistic twist to the game.

  green13

Novice Member

Joined: 8/02/06
Posts: 1302

2/24/07 6:49:45 PM#15

Jonric: Are items and crafting particularly important in Fallen Earth? Will there be many different types of weapons, armor and equipment in general? Is there some form of currency?

Lee Hammock:
Crafting and items are both important components of Fallen Earth. Players will be able to select from a wide variety of equipment, including weapons like nail bats, golf clubs, tire irons, assault rifles and crossbows. Weapons will break over time, but can be repaired using repair kits created via tradeskills. We have 11 different tradeskills involved in making items that cover everything from weapons and armor, poisons, food, medical goods and genetic enhancers.

Currency in Fallen Earth is found in the form of poker chips, commonly just called chips, that were brought into the region by the last refugees from Las Vegas.

http://rpgvault.ign.com/articles/767/767078p2.html

  User Deleted
2/26/07 5:30:08 PM#16
i like more real the better takes some mind power then to play not like some u just hit a thne u done
  DrWolf

Apprentice Member

Joined: 5/06/05
Posts: 9

The only thing new in the world is the history we don''t know yet.

3/09/07 11:31:30 AM#17
Originally posted by suske
wear on eqipment when you die. the only way to develop player driven economy is the need for repair/replacement. too many loot heavy games out there. besides icarus has called this a "simulation" and by gar it's been a while...


I like the way this game sounds with no lvl's and an AP system, likw SWG was and the player driven economy that it had. I like the idea that i can choose what i do by selecting what skills I want to develop, like the old SWG, AND AS FOR THE CRAFTERS BEING ABLE TO BE DEDICATED, i THINK THAT IS ABSOLUTLY ESSENTIAL. (sry caps.)items need to have  hit points so after a while you need to buy a repair tool and after a few repairs the item needs to be replaced as it loses hit points with each repair. the item may also break after being repaired a few times. this also goes fro clothes and anything your wearing when you die they degrade. this game is the first ive seen that actually sounds interesting, I've been in a constant stae of mourning since the loss of my jedi and have been hoping for something similar to come around. this one sounds like a winner at least at first glance.

  Rollotamasi

Apprentice Member

Joined: 12/20/06
Posts: 910

3/09/07 11:35:01 AM#18
Originally posted by DrWolf
Originally posted by suske
wear on eqipment when you die. the only way to develop player driven economy is the need for repair/replacement. too many loot heavy games out there. besides icarus has called this a "simulation" and by gar it's been a while...


I like the way this game sounds with no lvl's and an AP system, likw SWG was and the player driven economy that it had. I like the idea that i can choose what i do by selecting what skills I want to develop, like the old SWG, AND AS FOR THE CRAFTERS BEING ABLE TO BE DEDICATED, i THINK THAT IS ABSOLUTLY ESSENTIAL. (sry caps.)items need to have  hit points so after a while you need to buy a repair tool and after a few repairs the item needs to be replaced as it loses hit points with each repair. the item may also break after being repaired a few times. this also goes fro clothes and anything your wearing when you die they degrade. this game is the first ive seen that actually sounds interesting, I've been in a constant stae of mourning since the loss of my jedi and have been hoping for something similar to come around. this one sounds like a winner at least at first glance.

Agreed.  Even though this game has been flying under the radar its one of only 2 on my  "watch list" atm.  I'm getting a bit sick of the fantasy genre and would really love something sci-fi.  Been hoping for something Post apoc ALA Mad max for a long time now.  Anyone know what stage this game is in?  Alpha, Beta?

-Currently looking forward to FFXIV

-Currently playing EvE and Global Agenda

  Caab

Apprentice Member

Joined: 1/15/07
Posts: 19

3/09/07 6:55:04 PM#19

Really the only down side to this game currently is that everyone is going to try and name their character Madmax.

I like the idea that you can't solely be a crafter, that you are going to have to see the world and are probably going to need a few combat skills.  The best part of this is going to be that you will still be able to max out the crafting side of your character while still being able to hold your own in a fight.  Sure you won't be able to hang with someone who ahs spent all of their points in combat but you probably won't be sending your crfater into the pvp areas all that often.

As for items being destroyed or looted off your corpse, I am completely against the idea.  I agree with item being worn out and requiring repair but completely losing your items would just plain suck.  i think it would be cool if you needed to get your weapons repaired by another player in game and the higher their crafting skill then the better job they can do repairing and in some cases maybe even leaving your weapons in better condition then when they were brand new.

game looks awesomeand I hope to see a beta announcement in the near future.

  NeuroXl

Novice Member

Joined: 5/19/06
Posts: 298

3/10/07 2:28:17 AM#20
Originally posted by PERFEKTMIND

No word on this yet, but depending on the item I hope they do break.  The more realism the better, so long as it doesn't get out of hand...


ya i agree, item decay is a good thing, keeps crafting and the economy fresh.
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