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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Fallen Earth: Improvements (Now in beta) 0 Members and 1 Guest are viewing this topic.
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Author Topic: Fallen Earth: Improvements (Now in beta)  (Read 125438 times)
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Reply #70 on: November 08, 2008, 10:51:46 PM

I feel like I'm playing this game, except it doesn't have a monthly fee and is called Fallout  Ohhhhh, I see.

I really can't drum up the interest to read the usual blathering overly wordy overpromises. Can someone please summarize what this game is trying to do and why we should care?

On one hand, it is meant to be a sandbox-y post-apoc MMO with a skill based gameplay, FPS-style combat and interesting stuff like crafting and customising your own vehicles.

On the other hand, it has been in development for 6 or 7 years and is a test project (not that they admit it) for Icarus Studio's MMO development tools. Lots of promises made about how the world will be.

Could go either way.

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Reply #71 on: November 09, 2008, 06:52:02 AM

Ah ok perfect, thanks UnSub. Sounds like Citizen Zero or anything with the word "Perpetual" attached to it.

Given the amount of third-party total-MMO Suites used by successful MMOs, you'd think maybe all these companies making them would realize the limited market for them and instead shift their resources to making money the old fashioned way (good game play that compels people to, like, pay for it).
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Reply #72 on: November 09, 2008, 07:33:01 AM

FE could be the one who breaks the mould and is a good title.

However, lots of good things they do - not releasing a lot on the world until it was finalised, alpha was started once their internal version was content and feature complete - is overshadowed by some amateur hour admin - Gamespot hosting their alpha sign-up process, Google Ads all over the official forums.

Bloodsworth thinks I am too hard on FE though.

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Reply #73 on: November 10, 2008, 07:34:25 AM

Bloodsworth thinks I am too hard on FE though.

Not at all. Don't take my fondness of the title, and love of indie projects as blind faith.  I'm still "Ill believe it when i see it". I just hope for the best, and take some confidence in the things you listed above, as well as some "WTF?" (gamespot ETC..).

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Reply #74 on: November 17, 2008, 09:28:37 AM

Quote
A copy of the transcript is attached.

[Brannoc]Welcome to today's House of Commons chat with the developers of Fallen Earth!
[Brannoc]Questions may be submitted to directly to me by typing /msg Brannoc my question here!
[Brannoc] We'll begin with a brief introduction from our guests and then jump straight into the questions. The full logs will be available at http://www.stratics.com shortly afterward.
<Tiggs>Hiyas!! Tiggs here, Community Director for FE =)
<FELee>Hi guys, I'm Lee Hammock, the Lead Game designer on Fallen Earth.
<FEJames> I'm James, content writer and designer... One of Lee's minions.
<[FE]Wes>I'm Wes, one of the game designers working on Fallen Earth. Longtime support of the Landshark. Down with the Captain! Also: Pie over cake.
[Brannoc]> *Olly-* whats the game about ?
<FELee>Fallen Earth is a post apocalyptic MMORPG with an FPS based combat system and rpg style mechanics. It is set in the Grand Canyon and uses a classless advancement system.

[Brannoc] *bM`Noun* The FAQ states that there is no PvP at the beginning of the game, will PvP ever be a core part of Fallen Earth?
<FEJames>PvP will be supported in PvP zones in Sector 1, but really ramps up when the players join factions in Sector 2. In conflict towns, players will be able to fight alongside their faction for control of towns, giving them access to more missions and resources.

[Brannoc]*Avinalaff* Will a Workshop (if it exists), allow you to run more than one project at a time? As in could one person build wheels at the same time as another person builds a chassis, etc...
<[FE]Wes>Multiple people can work on projects in a single workshop. So, if you want to build a chassis, your friend can build wheels at the same time. However, players can't work on more than one thing at a time individually, with or without a workshop.

[Brannoc]*Zebranky* How much will players be able to affect the setting or the future development of FE through their actions in the game?
<FELee>We have a number of storylines that involve player decisions in the overall story of the game, such as players influencing the decisions of those who control the technology behind the player clones. Plus players can help decide the development and territory of different factions through PvP conflicts.

[Brannoc]*{DeM}wintergate* What will leveling be like in fallen earth?
<[FE]Wes>Leveling in Fallen Earth is rather unique, as you can do it by completing missions, scavenging, and even crafting. These avenues make leveling feel a lot less like a grind.

[Brannoc] *Quavis* If tradeskills/harvesting doesn't require you to spend any AP to learn, whats is the point of the tech faction in general? Won't absolutely everyone be harvesting anything they come upon anyways? This is very quickly going to make material and resources, and eventually finished products absolutely worthless?
<FELee>Tradeskills don't require AP to learn directly, but do require AP to master since you have to raise your attributes to master tradeskills. Also each faction only has access to certain skills, so Techs will be able to learn Science while the CHOTA are out of luck in that regard. Also the Techs are the only faction in the game that teaches Geology, allowing them to harvest more metals and refine metals than other factions. Lastly charac
<FELee>Lastly characters can reasearch new knowledges to unlock recipes that can only be gained by research and are never available from vendors, so crafters have a definite advantage in teh game. All the best stuff comes from crafters.

[Brannoc]*flora* For crafting, when gathering materials, if you take the time to gather while doing quests/doing PvP, will the generally be enough to sustain a moderate progression of crafting. Or will we have to go out of our way to collect materials?
<FEJames>Harvest nodes and materials are found through quests and are often scattered near points of interest and mission locations. You'll often find that your path toward your goal in a mission will bring you near materials you need for crafting. It's like finding little presents along the way.
<FEJames>In PvP, if players take some conflict towns, they may have access to even more resources.

[Brannoc]*Timothy* Will Fallen Earth use a hitbox to calculate damage or will it be rock, paper, scissors based like Planetside?
<FELee>Fallen Earth uses hit boxes, skills, weapons, and armor to calculate damage. Base damage is determined by weapon and is modified by hit location and Rifle/Pistol/Melee vs. Dodge/Melee Defense and is then modified by armor. So it's toally FPS in hit determination and a mixture of FPS and RPG in damage determination.

[Brannoc]*AllenJB* How frequently do you see big ingame storyline events happening? Will player characters be able to affect the storyline? To what extent?
<[FE]Wes>One of the cool new features we've been working with are town events in Fallen Earth. Players complete missions, which escalates the situation around the town until players have to save the day.
<[FE]Wes>We've also got storylines that focus on the history of GlobalTech and where the clones come from. Between the town events and the big storylines, players get to make their mark in the world.

[Brannoc]*matrex0* so is the game set across the whole world or just america?
<FEJames>The game is set in the Grand Canyon region of Arizona, known at the time of the Fall as the Grand Canyon Province, which is under control of the GlobalTech corporation. It is one of the few remaining truly habitable zones left.

[Brannoc]*Olly-* what was the high concept for the game?
<FELee>Really we wanted to do something very Mad Max-esque. We wanted to do a very stereotypical 80s post apocalyptic sort of thing. Desert, mohawks, cars, sawn off shotguns, etc. There is a deep cultural identitification with that imagery among computer gamers and the scarcity of post apocalyptic setting works wonderfully with a gear oriented MMO.

[Brannoc]*[WSX]ZtyX* Is there a maximum level for tradeskills/crafting in Fallen Earth?
<FELee>Yes, sort of. Players can advance to 45th level until the first content upgrade and we have a extremely aggressive expansion schedule. Crafting will continue to advance with every expansion. Plkayers can craft up to 55th level gear in the release content if they concentrate on it.

[Brannoc] *Hapless* What are going to be the penalties for pvping in FE? Item drop, exp loss, temp stat loss, ect.
<FELee> PvP results in temp stat loss, item degradation (and eventual destruction). LifeNet pods are not in PvP zones, but are nearby, so if you don't have a buddy with a trauma pack it can be a walk back to the fight.

[Brannoc]*[WSX]ZtyX* And here is one more question: What would be the most important thing for someone new to know about crafting?
<[FE]Wes>To my way of the thinking, the most important thing to know about crafting is: You're going to need to conserve pack and vault space for materials. And scavenge and harvest as much as you can to get the raw materials you need!
* Tiggswould like to congratulate the following people who now have won an alpha key....
<Tiggs>noun, evoke, jekai, kitro, monto, oozy, squatch, yami, briped and ghost
<Tiggs>Please message me with a valid email address to send your key too and congrats!

[Brannoc]*[WSX]Rivers* How is stealth a factor in Fallen Earth?
<FEJames>We have stealth skill that grants abilities such as a reduction in aggro and even disguising oneself as a member of opposing factions.
<FEJames>Right now, we have a stealth system in the works that includes generation and detection of noise, but exactly how it will work is still to be determined.

[Brannoc]*Arkon* How focused on roleplay is the game intended to be? Will it be an enforced roleplay, no roleplay, or roleplay if you want system?
<[FE]Wes> I think we can expect a roleplay-if-you-want approach, although we're certainly going to police names for appropriateness. I'm a fan of immersive roleplay, but we also recognize that casual gamers aren't always the same way.

[Brannoc] *flora* Hypothetical scenario, yey! I log in to Fallen Earth, my character is at the level cap. What can I look forward to doing that play session.
<FELee>You can look forward to gather components and crafting, working with your faction, PvP, following storylines, and pursuing content you missed previously. Most players will only see 1/4-1/3 of the content on a single play through. It's a huge environment to explore. We hope to have additional content out quickly after release as well.

[Brannoc]*[WSX]Rivers* What was your desire, as a development team, to show the MMO gaming community with Fallen Earth?
<FELee>Show that just because a game has some complexity to it that doesn't mean its not fun. Our crafting is very indepth, our advancement system allows vast customization, we have 6 factions players can switch between, etc.
<FELee>Also we wanted to do something without elves. Stupid elves.

[Brannoc]*[WSX]ZtyX* And one more question: Is there going to be weapon and armour customization? More specifically: Damage/Armour/resistance bonuses?
[Brannoc](woo stupid elves!)

<FELee> First of all there is a vast variety of items available, so players will have multiple choices at any given point for what to wear or use. Some of these have multiple versions based on color, designs, etc. Each of these has its own resistances, so you can have switch out your heavy helmet for a gas mask as the situation arises. Players more customize their gear by switching or making new items as opposed to modifying the stats on their
<FELee>Players more customize their gear by switching or making new items as opposed to modifying the stats on their items.

[Brannoc] *[WSX]Carnifex* Question for Fallen Earth: How does taking over Towns work ? Is it "Hold a certain point for a certain amount of time", or "Annihalate the enemy", or maybe a different system ?
<FEJames>Our conflict towns have a few different ways of going about it, but the central mechanic is that the players must assist, through NPC missions, the takeover of towns.
<FEJames>In some conflict towns, you may be fighting to remove a villain faction from taking over a town (and thus gaining that town for your buddies) through NPC missions. Others demand that you gather resources and craft to support the economies of the town, making the locals more friendly. Either way, once your faction hits a certain threshold over competing factions, your team gains control, giving you access to additional content, resou
<FEJames> All of these conflict towns have one thing in common, however. Other players will be able to shoot you. That always complicates things.
<FEJames> Either way, once your faction hits a certain threshold over competing factions, your team gains control, giving you access to additional content, resources, and merchants.

[Brannoc]*[SF]Rein* How many hitbox locations are there?
<[FE]Wes>We've got six hitbox locations: Both arms, both legs, torso, head.

[Brannoc]*[WSX]ZtyX* One more question Brannoc: The Scavenging/Harvesting system sounds really cool. I can see some people complaining about it though.. Could it happen that you revamp it?
<[FE]Wes> Scavenging and harvesting might be tweaked - nodes might take longer to respawn, they might be fewer in number. But I don't expect we'd revamp the fundamentals of how they work and the purpose they serve in the game.

[Brannoc]*[SF]Rein* Will there be a FFA pvp server?
<FELee> We currently are not sure how many servers there will be. Due to our immense world we're hoping to be able to have a lot of people on each server, thus having few servers overall. That said, if we do have multiple servers we are looking at doing different rule sets on them.

[Brannoc] *[LoD]Sabbath* At what level can a player PvP?
<FEJames>Fort Forgotten and Slaughterville are PvP areas that you can run to immediately upon entering your starter town.

[Brannoc]Here's a question from the forums...
[Brannoc]1. How reliant will crafters be on other crafter? For instance, if I'm doing ballistics and want to make Gangster Gun X, will I never/rarely/sometimes/often need crafted components from somebody who has a comparable science skill?

<FELee>All characters can learn any tradeskill, so ultimately you can cover all the bases if you want to work on it. That said, most people will end up concentrating on a few skill due to limited resources and time. Tradeskills do have crossover needs: for example for making bullets you actually make the bullets with Ballistics, but you make the gunpowder used in the bullets using Science.
<FELee>Also you may put the parts for a Steel Auto Action together using Ballistics, but you may need to refine the some scrap gears to salvaged gears using Science or refine some salvaged steel to common steel to do so. These last two examples are common components that can be found through salvaging or harvesting as well.

[Brannoc]*Quavis* One of the recipes thats been released, the dune buggy, seems to require and extrodinary amount of resouces to construct. Will there be enough room in players banks to store all of this material. This is also likely to be a group/guild project. Will there be some sort of clan/guild bank to store materials for a large project like this?
<FELee>Yes it will fit in your bank, you can but you won't be carrying it all around at once. The parts you're not working on direclty will probably be in your vault, or with your buddies. Clans do have access to clan vaults.

[Brannoc]2. You've stated before that characters will be able to queue and create their crafted items over night but at a slower rate than when they are online. You've also stated that crafting while online can be expedited faster by doing so in a "workshop." If you log off in a workshop, will your items queue faster than if you log off anywhere else on the map? Also, has anything changed with this mechanic and can you guys give us a more numeric
<FELee> Quick correction: we had to change the system so offling and online crafting speeds are the same.
<FELee> If you log off in a workshop you get the speed bonus for the entire time you are logged off. Generally the bonus is a 25% reduction in crafting time. Some particularly items will require workshops, but generally the workshop is only required for a small percentage of the total time spent building the item.

[Brannoc]*[WSX]ZtyX* One more question Brannoc, I'm asking for a whole community lol: What sort of amounts of resources will we see regular crafters go through to level fairly high up? 100s, 1000s 10.000s?
<[FE]Wes>In order to reach the more advanced recipes, players are going to go through a pretty astonishing amount of resources. It'll take time, patience, and perseverance. And lots of vault space. Maybe even the trunk of your car.

[Brannoc]3. As to the teaching skill, will players be able to teach one another recipes/schematics?
<FELee>The Teaching skill has actually been removed from the game, but all the functionality remains, just under each individual skill. Players can teach what we call basic crafting knowledges to each other. They cannot reach researched knowledges that players have to research themselves, but can share other crafting knowledges.
<FELee> So crafters have to learn how to make the best stuff on their own, but can learn to cover the basics from their friends.

[Brannoc]*AllenJB* Are we going to see some more videos soon?
* Tiggs sneaks in and says the first 10 people that havent won a key to message me with their email address will get a key to the alpha test.
* Brannoc lol's as tiggs is flooded
<FELee>Yes. We're shooting to have some very soon, including a preview of our post-tutorial cut scene

[Brannoc] Will items wear down with use at a rate comparable to fallout 3?
<Tiggs> i have 10 people!
<Tiggs> oops i need one more hurry!!
<FELee>Weapons won't wear down as quickly, but the concept is similar. I'd say the wear down rate is about half as fast. You use repair kits instead of other weapons.

[Brannoc]*Hapless* Are there going to be any significant pve encounters in the game or will it be mainly based around Pvp and crafting?
<Tiggs> sorry we have 10 now
<FEJames>There's a LOT of PvE content. You'll have faction storylines, backgrounds into villain factions in the game, and just guys who want you to help them get revenge. Each town has many hours of PvE content, and we'll launch with at least 70 different, fully-fleshed out towns.

[Brannoc] > Will players be able to repair items (fallout 3), or be forced to buy new ones (star wars galaxies) once the durability is gone.
<FELee> Players will be able to repair items using repair kits, but if they don't repair items regularly the items will become unuseable, unrepairable, and good only for salvaging.

[Brannoc] *[LoD]Sabbath* Will there be player cities and asset destruction?
<FELee>Players will be able to take control of conflict towns through PvP conflict, but they will not be able to build towns of their own yet. As such, there is no concept of destroying such player assets at this time.

[Brannoc]*flora* When you die in PvP your goal is to make the trip back costly. Do you feel like this may be an issue and cause PvP to be too sporadic ie: people abandon it quickly upon dying? Thoughts?
<[FE]Wes>PvP won't be that huge a hassle if you're in a party and someone in that party has an item that can rez you on the spot. If anything, it stresses the importance of PvP with a team rather than going solo.

[Brannoc]Will players get to experiment during crafting and create custom parts to weapons/items, or create new weapons altogether?
<FELee>There are literally thousands of recipes so players have lots to discover, but all the crafting is done through preset systems so there is currently no experimentation portion. There's still plenty to do for crafters and lots for them to research and pursue.

[Brannoc]Is there a crafting system out there that you could compare FE's to?
<[FE]Wes>Actually, there's not a crafting system out there that reminds me of what has been developed for FE. We've gone out of our way to develop something that stands apart.

[Brannoc] *Avinalaff* Will females have as many customizable options as the male characters? They often get overlooked!
* Tiggs waits on this one
<FEJames> They use the same types of clothing and armor, so there everything is equal. As for the visual customization,
<FEJames>Instead of beards, female characters get some makeup options.
<FEJames> Instead of body hair as seen on the male, female characters get belly piercings. The same number of options, but different things.
<FEJames>The hairstyles are different, also, but they have an equal number of options.

[Brannoc]*Goune* will your NPC's use a blasted wastes version of english 'Fracking this' and 'nuken that' or other similar language?!?!
<FELee>Sort of. We curse up a storm. F-bombs and everything. We do have lots of slang, especially among the Travelers.

[Brannoc]*flora* You've talked briefly about guilds being able to level up and choose abilities to differentiate the guild. Can you talk about that in more detail, such as requirements, what kind of abilities, etc? Is this idea still around (for launch)?

<[FE]Wes>No, we're not going to have the guild-leveling feature at release.

[Brannoc]*[WSX]ZtyX* Is it possible to craft houses and furniture in Fallen Earth?
<FELee> Not for launch. We have plans to do that eventually, but not initially.

[Brannoc]*flora* What's the game plan for players to find out your goals and provide feedback post day 1. Are there going to be more chats? Is the question of the week going to return? What, if anything, will be our way to provide feedback and ask questions of you?
<Tiggs>Currently on the Alpha forums we have a section set up for feedback on missions and other game aspects. Moving forward to launch we will still have a feedback forum process to gather information on game play and mechanics.
<Tiggs> The QoTW is going away for now and will be replaced by Monthly HoC chats. As you can see we get many more questions responded to and its easier to follow up on responses.

[Brannoc]*Avinalaff* How will the FE-team deal with bots/macro's/goldfarmers?
<FELee>We do have some advantage in our combat system, due to its FPS component and verificvation systems, is not as easy to bot as other games. That said, they will find a way and we're working on puting in stringent methods to locate such problems. Folks found using bots and macros will be banned, and gold farmers will be hung.
<Tiggs> As an added bonus we will be giving the first two guilds to sign up with over 20 members access to the alpha. Email alphatest@fallenearth.com with the members names,email addresses and guild name
<Tiggs>We are also accepting guild sign ups for guilds of any size and play styles
<Tiggs> You can sign up at the same email address

[Brannoc]Ok folks, that's itfor tonight! Thanks for joining us, keep an eye on the Fallen Earth website for more information!
<Tiggs>Thank you everyone for coming! It was a lot of fun!!
<FEJames>Good night, everyone! Thanks for stopping by!
[Brannoc] The logs will be up on http://www.stratics.com shortly.
<[FE]Wes>Night, folks! Thanks for having us.
<FELee>G'night everyone! Try the veal! Thanks for your time!
<Morgana>night everyone

Link

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Lantyssa
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Reply #75 on: November 17, 2008, 12:19:57 PM

Stop getting my hopes up.

Hahahaha!  I'm really good at this!
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Reply #76 on: November 17, 2008, 12:27:13 PM

Stop getting my hopes up.

Someone has to cry with me when our hope is dashed!

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Reply #77 on: November 17, 2008, 12:38:30 PM

I'm trying to be cold and unfeeling.  I've had too many dalliances which turned to vapor.  Why would you make me suffer so?

<sniffle> Wish, my darling.  Why did it have to be so?  <sniffle>

Hahahaha!  I'm really good at this!
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Reply #78 on: November 17, 2008, 07:50:49 PM

Another round of GameSpot keys went out.
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Reply #79 on: November 20, 2008, 02:55:45 PM

I have an extra key if anyone wants. Just PM me.
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Reply #80 on: November 20, 2008, 02:57:05 PM

Gimme.
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Reply #81 on: November 20, 2008, 05:45:28 PM

Nuts.

Anyone else with a FE beta handout, please drop it in my beggar's bowl.

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Reply #82 on: November 21, 2008, 06:32:57 AM

Damit!

Any more keys floating around?

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Reply #83 on: November 21, 2008, 06:39:57 AM

Unfortunately, I didn't get in on the accidental double keys.   swamp poop  If Gamespot happens to send another, I'll pass it down the line. 

My Sig Image: hath rid itself of this mortal coil.
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Reply #84 on: December 12, 2008, 08:01:19 PM

According to Tiggs, in the near future you can sign up to the FE beta through their site with forum membership, not Gamespot. So if you are interested, please keep your eyes open.

Transcript of Stratics chat with FE devs.

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Reply #85 on: December 18, 2008, 04:15:52 PM

You can now sign up to the FE alpha test through your FE forum account.

Requires a sys diag file to be uploaded, so have that ready.

EDIT: FWIW, I'm listing 'Bat Country (f13.net)' as my guild. Don't know if that helps or hurts though...  awesome, for real

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Reply #86 on: January 13, 2009, 09:52:27 AM

Quote
As we start a New Year and ramp up for launch, we at Fallen Earth wanted to take a moment to review some milestones of 2008. We are also excited about many changes we’ve recently made to improve the player experience and look forward to milestones in the near future.

In 2008, we began a new production method to provide clear timelines for each town, as well as a place for artists, designers, scripters and QA to mix ideas and stay on the same page. Earlier on, we went back and forth between the design team and the art department with no real communication or verification of what the town would look like or what the teams wanted. Some good ideas were lost due to lack of communication, and we lacked solid deadlines and processes for QA. By implementing the scrum method, we have eliminated many communication issues between different teams working on the same end product and we have solidified our goals and deadlines.

We also recreated many towns in the first sector and thoroughly reviewed the rest. That’s a huge amount of content:

    * 75,000+ text strings
    * Almost 5,500 missions
    * 6,000+ items
    * 14,000+ unique characters/creatures
    * 143,000+ in game objects
    * 70 towns
    * 600+ hrs of content

There are still things we can improve in each town, but we’re working currently in polish phase and are proud that we’ve revisited and improved so much content. So we have a killer game, now what?

We recently released the tutorial and new character creation, and we plan to polish the new player experience even more. There are also new UI features in almost every patch to clean up the interface and give players more information. The graphics engine is also getting a lot of bug fixes and optimizations to improve frame rate. We continue to fix crash bugs and build the infrastructure necessary to maintain live service with GM commands and more robust system monitoring.

We’ve signed up roughly 4,000 testers in Alpha and are currently running the sign up process through our Web site. We will keep adding qualified new testers as they are needed. We’re still cranking out patches for the alpha testing environment and are looking to our next milestone of closed beta.

We are also working to beef up our marketing machine. We recently hired a PR agency to help with media relations and are looking forward to having more of a presence on the Web, dev journals and features in upcoming magazines and contests and free stuff for our fans. You’ll also hear more about Fallen Earth on the road in some fan events and public demos.

The team has done amazing work this past year and we are mere months away from showing off our baby to the world. Thank you for your support and confidence in Fallen Earth. We look forward to working with you to make an awesome game.

The Fallen Earth Team

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Reply #87 on: January 13, 2009, 07:01:13 PM

I'm not one of those 4000. Also, that message doesn't exactly inspire confidence.

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Reply #88 on: January 13, 2009, 07:37:54 PM

600+ hrs of content was a stupid, stupid thing to add to that.

And 70 towns? What the.

Also, they need internal PR, not an agency. They need someone that understands what the hell is going on.
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Reply #89 on: January 13, 2009, 07:48:44 PM

They need an external PR to stop them releasing info like that. "We used to suck badly, but we're better now" isn't a good message to send.

And yeah, numerically stating things regarding content in a MMO is meaningless. 600+ hours will be ground down into two weeks at most after launch by the hardcore.

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Reply #90 on: February 04, 2009, 11:24:57 AM

They just announced Closed Beta.
Mrbloodworth
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Reply #91 on: February 04, 2009, 11:29:54 AM

They just announced Closed Beta.

Sweet! Where?
« Last Edit: February 04, 2009, 11:31:33 AM by Mrbloodworth »

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SnakeCharmer
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Reply #92 on: February 04, 2009, 11:31:39 AM

WoOT! 

Gimmeh invite!
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Reply #93 on: February 04, 2009, 11:38:20 AM

They just announced Closed Beta.

Indeed, and jesus, they make some serious patches.
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Reply #94 on: February 04, 2009, 11:40:53 AM

I just signed up to their forums and did the dxdiag stuff. I had no idea they were this close to alpha/beta. Are they jumping the gun, or do they have a legit reason to let in external testers? Can I get a head nod one way or the other?
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Reply #95 on: February 04, 2009, 11:44:48 AM

 Spinning star

You can get a spinning star.
Mrbloodworth
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Reply #96 on: February 04, 2009, 11:48:01 AM

They just announced Closed Beta.

Quote
CARY, N.C. - February 4, 2009 - Fallen Earth, LLC, developer of the self-titled post-Apocalyptic MMO Fallen Earth, is excited to announce that the game has now transitioned into closed beta testing. Interested testers can sign up for the opportunity to receive a closed beta key at www.fallenearth.com and join thousands of fellow Fallen Earth players each week as the online community expands to accommodate more closed beta testers.

"This is a critical milestone for our team and an opportunity to showcase updated content and features," said Colin Dwan, project manager for Fallen Earth. "We are excited to see how players progress through all three sectors without any interference, and anxious to see where we can improve the overall experience."

The Fallen Earth team has been working very hard to improve and polish all aspects of the game. Recent updates include the creation of a comprehensive user tutorial and continued enhancements to balance the in-game crafting system. With the move to closed beta, players will have the opportunity to piece together aspects of the storyline, play freely through all three sectors, and gain a better understanding of how the game will look and feel at launch. Closed beta testing also allows the development team to better observe overall game play, perform system stress tests, and ultimately perfect the Fallen Earth game experience.

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Reply #97 on: February 04, 2009, 04:26:04 PM

I just signed up to their forums and did the dxdiag stuff. I had no idea they were this close to alpha/beta. Are they jumping the gun, or do they have a legit reason to let in external testers? Can I get a head nod one way or the other?

Seems like they have fair reason base on their posts recently
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Reply #98 on: February 04, 2009, 04:34:26 PM

Allegedly they were content complete and feature complete when they started alpha a little while ago. Early reports from the Gamespot-recruited alpha testers ( awesome, for real) was quite negative, so I'm guessing it wasn't quite ready when seven odd years of development ideas met the enemy.

So yeah, I think they should be able to have a decent closed beta and probably launch this year. How successful they'll be depends on how grindtastic the game is.

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Reply #99 on: February 05, 2009, 09:27:27 AM


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Reply #100 on: February 05, 2009, 04:44:41 PM

Tried that link, just got the music with no picture.

You can also see it here.

Although I appreciate the dance emotes, it's not really going to be what I base my buy / don't buy decision on. But it is the most footage they've shown of FE for a while.

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Reply #101 on: February 05, 2009, 05:06:06 PM

 NDA - This will be a fun beta
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Reply #102 on: February 05, 2009, 05:09:00 PM

Wow.

You're cool.
DLRiley
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Reply #103 on: February 05, 2009, 06:45:47 PM

Can these types of games die already...
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Reply #104 on: February 05, 2009, 06:56:08 PM

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