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All Posts by afoaa

All Posts by afoaa

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227 posts found

One of the reasons I like FE is their not only good but insanely excellent and effective customer service.

First the have gamemasters active in the general help channel at all times, you can /who to find GMs and contact them personally about issues and they are frank and open about possibilities and often come with advices on what you can do to help.

And if you have a problem they cannot help you with they give you instruction on how to contact the higher ups, what will happen and how long you can expect to wait before there is a reaction, which in my case was a way longer than it actually took to help me with my problem.

I have experienced good and bad customer service in many games, some were really bad like SWG, most were quite ok like in AoC, WaR and Lotro but never ever have I seen anything as good as in FE.

I think every new MMO company should take a look at how Icarus has organized their CS. Its lightyears ahead of any other game I have ever played and it all comes down to communication, communication and communication and it makes the player base forgive problems in the game which in the case of FE from time to time can be quite severe but people don't mind since they are treated like royalty by the GMs.

The PvP fights themselves works very well. Its actually easier to hit a moving player than it is to hit a moving mob for some reason. It feels like the engine has been optimized for PvP and not PvE.

The way you take a town in S2 otoh is a little bleh, you do PvE quests in a the PvP zone in order to flip over a towns faction and the point is to protect your own questers while you kill the enemy questers. Sounds good on paper but in reality its too grindy and there is little point to actually fight for a town since it all takes place in the wilds outside the town. We had a 24 man force taking a town and it took 5 hours of grinding to do so and honestly it was boring at the end.

I hear it gets better in S3. Lets hope so. I want to kill other players for town control, not some plants and NPCs.

It might not be houses, there are rumors about fortified positions and artillery fire in S4. So maybe construction is used by combat engineers.

That being said the one dont exclude the other, we might have it all. :)

What you need is a combination of a strong vision and the skill and wisdom to make it work.

One of the problems with many MMOs made in the past 3 years is that they don't really have a vision, they just follow an established recipe created by WoW and then add some variations on that theme. They don't really contain a core vision about what the game should be about.

I know I repeat myself but to answer your point about themeparks and sandboxes then I like Fallen Earth, that game is neither and both, it depends on how you decide to play it yourself as a player. Game is far from perfect but it does offer a deeper gameplay experience where you still have the old style sense of a huge open gameworld (there is no zoning anywhere what so ever) and yet have managed to take some of the good stuff from themeparks and used it to enhance the world instead of cheapen it like you see in game like AoC and WaR.

Icarus has convinced me that great games will come from the small indy companies. The big established companies are too locked up in marketing projections and conventional thinking for them to be able to deliver a fresh product that actually moves the genre forward. They can certainly polish and refine already existing ideas but they cannot create living worlds to experience anymore.

It just takes a team of people with the skill and will to make a strong idea possible. And that is a big thing because combining these and the money needed is a rare event that we wont see every year.

I was about to say that Fallen Earth might be a game you should try out since it really does answer many of the complaints you have about new games, but then again it does not help with the core issue of your post.

There is atm no MMO that can give you the sense of accomplishment that you have in a single player "RPG" (as a PnP RPG'er I never liked to see that word in computer games). And how do you design that kind of progress when it has to include the efforts of thousands of people at the same time?

One answer has been to have large faction based PvP that changes the control of parts of the world, you saw that in DaoC and WaR and now also in Fallen Earth but it still does not really contain story and progress.

Personally I think we should wait and see about Kotor online because bioware has designed it so it contains 8 different progressive story lines. Bioware know their stuff and how to tell a story in a computer game so there is hope for people that love that approach to games. But we don't know how well it will work in a MMO yet and many MMO players of other orientations will hate it because it will probably be very solo and instance oriented.

Its the gameguard that have found something it doesn't like and then shuts down the game without any notice.

1. read the game material on their homepage about how the game system works. Since you design your own character from scratch, understanding what each skill does and how you get it to do it is a good idea.

2. use the N key . . . 

3. Go to


Like many games money is a problem at low lvls, it changes around lvl 10-12 when the things you scavenge begin to give you 5 to 10 times as much money per drop.

I suggest you concentrate on only a few crafts in the beginning and vendor or sell on AH most of the rest of the stuff you scavenge.

Originally posted by DonnieBrasco 

The Fallen Earth ATV is more a pain than a plus imho. It has max stamina of 15k (max fuel capacity), and a fuel efficiency of 50. These mean that it virtually eats petrol/gasoline, and it's impossible for a new char to regularly refuel. People usually scrap it or use it for storage only, and buy a horse.

Just for comparison: my Cargo ATV can carry 24000 fuel, and has an efficiceny of 220 (!!). This means that I could cross S1 from south to north without having to refuel (probably).

It's true, that being higher level (21), and having lots of raw petrol/geological chemical in my inv assures I'll never run out gas :D


They changed a lot of the fuel stats for vehicles in patch 1.1.

The FE ATV now have 150 fuel efficiency and 20k fuel giving it 30 km range on a tank.

The basic motorcycle has 375 fuel efficiency and 10k fuel giving it 37.5 km range.

The basic Dune Buggy still only have 60 fuel efficiency and 38k fuel so its 22.8 km.

And the Convoy buggy has fuel efficiency 175 with 45k fuel or a staggering 78.75 km on a tank.

They also changed it so a gas tank fills up your tank and no longer have a cap of 24k fuel.

The Convoy buggy btw also is the answer to storage problems. It has 24 storage slots and can carry 160 kg of good. So make a few of those and use them for storage. :D

I think it was a very good review. He starts out with all the things there are wrong with the game and then continues to why he still thinks its a really good game. And he brings out the right reasons for both the positive and negative.

Nice to see a review where you can see that the reviewer really have played the game.

Originally posted by Horusra

I have 4 tires to sell can play with a few months I will give you the cool car to go with it, but by then the tires will probably be bald and boring or not played with anymore for new tires.

Heh I wonder what game you play and had your game experience diminished by the sudden popularity of FE. Got friends who left for FE?

Originally posted by mmaize 

You mean the same Fallen Earth that people loved so much that on IGN critics gave it a 6 and users gave it a 6.6??  Or perhaps the one on N4G where they gave it 6/10?


Heh show how little those reviews are worth, most reviews these days give their ratings after how much add money the game is worth to the review site anyway.

FE is the ugly duckling of 2009 MMOs, a true gem and by far the best MMO released in years.

so Sector 2
Fallen Earth « Fallen Earth
10/19/09 6:18:55 PM

And level your dodge skill up before you go back to S2!

You didn't need it much in S1 but in S2 you will get killed fast without a good dodge.

I think the problem is exactly quests and the endgame.

Games are being designed so the lvl'ing is _only_ quests until you get to an endgame which is probably boring and repetitive. This makes the gameworlds shallow and empty, they are like stages, going through the motion areas and there really isn't any point or goal to anything you do except to get to the "endgame".

Now if the gameworld itself were a living breathing space with many different activities possible and many small goals to reach on the way then the road itself, the lvl'ing game becomes interesting and fascinating. But it means the developers now have to actually think about their game and not just make a static background scene and then endless similar quests.

Games have slowly moved away from actually being interactive spaces and towards static places without any dept real content apart from quests and that is why once you have tried it enough the thing that actually make MMOs worth playing rather than single player rpgs is gone.

For example the Kotor games and Fallout offers far better gameworld experience than most MMOs these days. MMOs should drive for an interactive enviroment where interacting with other players too is the drive and they seemed to have forgotten that in many development houses.

Fortunately there are still good games being made, you just have to find them yourself.

Game offers an open world to play in and it rewards you for doing stuff, not just doing quests.

For example completing a quest typically give a reward similar to 3 to 5 kill or 2-3 good crafting nodes or 1 medium difficulty completed crafting (a large crafting project like a car will give you XP equaling up to 15 quests).

Compare that to CO where a 5-10 min quest equal 3-400 mobs killed, same numbers in AoC.

You can improve yourself simply by interaction with your enviroment in a fashion you like and that is the kind of freedom that attracts me to this game so much. Also you really have a choice in how you design your character, there are many different ways to make a char so many in fact that even a 1.5 month after release there is no cookie cutter builds appearing at all, not even suggestions.

  Remember that yes you only have 9 skills at start, but that wont last. From S2+ you begin to get access to all the mutation skills and then you never ever have enough APs.

Only thing that bugs me a little is levels themselves, the levels only changes caps on skills and stats so I can't really see why they were necessary, those caps could have been implemented differently.

The game also restrict players, but in a good way. The game create freedom but avoid chaos. There is FFA PvP in the PvP areas but if you don't want to PvP you can just avoid those areas (getting increasingly difficult at higher lvls though). This mean you avoid random ganking and only have PvP when people seek out PvP and that is a VERY VERY wise design decision, FFA PvP generally only attract the worst gamers out there. 

  The same about player looting, thank god its not there. This is a feature wanted by people who want to hurt others in PvP and not just have a good match. Its often the same players who love FFA PvP everywhere so they can annoy and gank people who can't defend themselves and then its an increased bonus for them to loot the people they have cowardly ganked. So no fun for those ****holes in this game and be thankful for that. As an old anti ganker in daoc I have a strong hate for people who like to gank "greys", they are scum and don't deserve to even play MMOs. FE denies them their petty fun and that is a big + for the game.

  Last housing, the world is an empty wasteland with ruined towns spread out. It would totally destroy the mood to have houses build at random points. Instead do like we plan to do in my guild. Select a PvP town and decide "that one is going to be ours permanently!"

All in all FE has found the great middle way. They have created a game with freedom of choice and a living open game world, with serious PvP goals and battle objectives, yet they have avoided the elements that make "pure" themeparks so unpopular like FFA ganking, player looting and to a lesser degree random houses spread over a pristine landscape.

Originally posted by Marcus- 

I feel the same way about PvE   :)


MMOs where have to PvE to level, get the best gear, and/or enjoy all end content of the game...bleh. They already start on the wrong foot, not that I won't try them, but...


Sound like APB would be the perfect game for you. All missions, all the gameplay is PvP, there is no pure PvE in the game.

Best PvP is when its both integrated into the overall game and yet kept separate.

First you need to set in a reason to PvP that don't reward random ganking but reward completing PvP goals like taking territory and have your entire side gain from that. That also mean you need to have real sides or factions. Guild vs. guild wont cut it and two sided warfare wont do either, you need at least 3 factions.

You physically separate PvP areas and PvE areas, people who enter into a PvP area knows the risk and know it was their own choice to do so. But the PvP goals should affect everyone in a side so you promote faction spirit, all in the boat together and all benefit or lose depending on your sides success. But DO NOT have PvE results affect PvP that will kill anything you have to do promote a faction warfare.

Then you need to make sure that you never lose anything seriously by loosing PvP, big pvp fights are too random to make player looting fair. You do implement a PvP reward system though and it should NOT be items! Special abilities is the key here.

Then you need to make sure that the melee and ranged mechanics don't favor one over the other. For example melee should always be instant  with cooldowns in order to make it viable against moving targets and ranged should always be build up time to effect to make up for the advantage range gives. This is for target lock on systems like WoW, daoc, Aion. In FPS systems you no longer need this because the direct aiming makes ranged much more challenging (still need instant melee though).

Avoid invisibility type stealth like the plague, it promotes a very bad way of playing. Do like they do in FE where your "stealth" skill only make it harder to spot you on the game radar but you still have to really hide from other players.

To the OP: What do you like in a MMO and what genres interest you? Once we know that we can maybe give you some qualified answers. :)

The PKs may need the carebears, but the carebears don't need the PKs.

The article is mostly about a PK'er who is understanding that there wont be easy bullying in mortals online because the carebears will never go there since there are like 200 other games they can go to. And the author don't like that thought.

The problem with PK'ers is that most of them don't really want to look for an exiting fight. They want to hurt other people who can't defend themselves. They are in fact just bullies, cowards that don't deserve any satisfaction.

And that is where the author is quite wrong. The anti PK'ers are not looking to bully someone else, they are looking for a real fight! That's what makes them better people than the reds.

Seriously I love the idea that "red" players will be bored to hell even in mortal online because there will be no easy targets to kill. They don't deserve that fun seriously. They deserve to sit down and be whupped by people who really know how to PvP.

I think you should take a look at two titles that have arrived this year, Darkfall and Fallen Earth. Both are games heavy into the sandbox way of playing.

The games that you apparantly seem to like are still being made, they are just a lot more "quiet" than the big themepark games but they are generally doing well. You just have to open your eyes and take a look at what is being made today instead of looking back to the past only.

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