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News Discussion  » Fallen Earth: First Impressions

4 Pages « 1 2 3 4 Search
79 posts found
Mrbloodworth

Hard Core Member

Joined: 3/20/05
Posts: 4910

"pleasantly paralyzed"

10/06/09 12:53:00 PM#76
Originally posted by skydragonren
Originally posted by docminus

I am happy to see that you choose to do a first impression and not already a review.

This game certainly isn't for everyone who wants to jump and casually play without thinking. I can agree that I feel a bit uncertain about the skill distribution, but there are some helpful hints ingame describing possible templates for possible "classes".

And yes, as you wrote, crafting has a mayor impact on the game, since you basically loot very little weapons/armor. So you either buy them from others or make them. And that which NPCs offer, is useful and not just a fasade for a shop as in some MMOs for dumping junk loot. I find it very satisfying to have crafting my own armor and wearing it afterwards. Also the fact that you can queue your crafting items and they will continue to be made when offline and give you (small) XP!

Closest I ever felt to SWG preCU/NGE. People complain about cookie cutter MMOs, well, here is one that isn't (all the way at least). Not saying it is perfect, but it certainly is different.

 

 

This is one of the things I never figured out about MMO's and the communities that play them.

WHY let me repeat WHY do MMO players feel it is a must to horseshoe themselves into a "template" of what is "good" or "acceptable".

Reading this in the first impression peice is actually the only thing I read that made me WANT to play it. The ability to go down my own path, without being told or lead into a set path.

I forsee this going like FFXI soon where people are like "nah you dont have such and such skill combined with this and that so you aren't coming, you template is jacked up!".

This ruins games, I am sure the dev made the skill training this way for a reason. To try and prevent the above scenario. Which sadly enough, is exactly what it will lead to.

 

Because video games are played as a form of entertainment.

 

Also, the guides are there as, guides, not a must.

----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

"No, your wrong.." - Random user #123

"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

How are you?" -Me

Suraknar

Hard Core Member

Joined: 12/26/07
Posts: 104

*Everyone dies, not everyone really fights*

10/06/09 4:27:42 PM#77

Nice Article.

 

I am not really in to the "post Apocalyptic" setting, however I was delignted to learn about Fallen Earth's character progression system.

I think it is great when the Industry revisits this initial approach of a Skill based System, like UO, (and I am not referring to the Twitch part) rather than a class based system, like EQ.

We have had some many games with Class based systems that culminated to WoW perfecting the EQ formula to its fullest i really do not think anyone can outdo it without changing the approach, and using an even older than EQ paradigm is maybe the solution, UO is still going after 12 years lets not forget.

- Duke Suraknar -
Order of the Silver Star, OSS


ESKA, Playing MMORPG's since Ultima Online 1997 - OSS, Atlantic Shard

tapeworm00

Advanced Member

Joined: 3/14/07
Posts: 485

10/16/09 6:32:58 PM#78
Originally posted by Mrbloodworth
Originally posted by skydragonren
Originally posted by docminus

I am happy to see that you choose to do a first impression and not already a review.

This game certainly isn't for everyone who wants to jump and casually play without thinking. I can agree that I feel a bit uncertain about the skill distribution, but there are some helpful hints ingame describing possible templates for possible "classes".

And yes, as you wrote, crafting has a mayor impact on the game, since you basically loot very little weapons/armor. So you either buy them from others or make them. And that which NPCs offer, is useful and not just a fasade for a shop as in some MMOs for dumping junk loot. I find it very satisfying to have crafting my own armor and wearing it afterwards. Also the fact that you can queue your crafting items and they will continue to be made when offline and give you (small) XP!

Closest I ever felt to SWG preCU/NGE. People complain about cookie cutter MMOs, well, here is one that isn't (all the way at least). Not saying it is perfect, but it certainly is different.

 

 

This is one of the things I never figured out about MMO's and the communities that play them.

WHY let me repeat WHY do MMO players feel it is a must to horseshoe themselves into a "template" of what is "good" or "acceptable".

Reading this in the first impression peice is actually the only thing I read that made me WANT to play it. The ability to go down my own path, without being told or lead into a set path.

I forsee this going like FFXI soon where people are like "nah you dont have such and such skill combined with this and that so you aren't coming, you template is jacked up!".

This ruins games, I am sure the dev made the skill training this way for a reason. To try and prevent the above scenario. Which sadly enough, is exactly what it will lead to.

 

Because video games are played as a form of entertainment.

 

Also, the guides are there as, guides, not a must.

 

Yeah, but I believe it's a bit more fulfilling when you are actually engaged with your entertainment, instead of being mindlessly connected to the 'fireball' hotkey. If you want to completely turn your brain off while being entertained, well, there's stuff like action movies or pop music or whatever. Which isn't bad at all - I just think that videogames, due to their interactive medium, should be quite engaging. 

But you're right about guides being just that. I guess I just wanted to post. Sorry :P

JonnyD73

Apprentice Member

Joined: 10/17/09
Posts: 2

There is no one philosophy that applies to everything, except this one.

10/23/09 11:44:49 AM#79

I have been playing FE since about the beginning of October.  I bought my copy directly from the FE website so I could start with the LE ATV.  I have to say that this is the first game I have ever played that sucked me into it so completely that I actually took a week off from work just to explore the game.  I keep finding new little surprises that I never would have thought about with the FPS combat system.  I finally got my character to a level where I could use a rifle.  I will say that while it is great to be able to snipe a mob from a long distance.  Be sure that your target is not near any other potential targets.  Unlike other MMOs, a missed shot in this one can hit other mobs and if you start to panic you could end up with 3, 4, or even 5 mobs all chasing you down, and some of those mobs also carry ranged weapons.  You also need to be ready to switch weapons during combat.  I didn't realize at first that while you are using a ranged weapon, you have a reduced melee defense.  When mobs reach melee range, if they have a significant amount of life left, be ready to switch to a melee weapon.  Even if you suck at melee, it is better than getting trashed in 2 to 3 hits. 

Well, my impression on the crafting is that I like it.  I like that if you find items and don't have a use for them, you can "salvage" them and recover some of the components that are used to craft the item.  While you can and sometimes must find a workshop for your crafting, most of it can be done in the field with the proper kit.  You also do not have to stand around and wait for the completion of your crafting in most cases.  You can also que up to 20 items to craft that will continue after you have logged off.

IMO This game is a breath of fresh air that I have been waiting a long time for.  I would recommend this game to any and all my friends.

JonnyD73

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