Fallen Earth was gobbled up by GamersFirst, and will be moving to a tiered model on October 12th. If you're an older player, you must first merge your FE account with your GamersFirst account. The game will have one free tier and three subscription tiers above.
Players who subbed prior to October 10th will spend the remainder of that subscription as a Commander rank. Lucky you!
The Chip limit is 10 Reds, but spending ANY money on the game at any point will remove it. Furthermore, players who subbed prior to the transition will have the option to get the Commander option for just $19.99. Not bad. This includes having bought the game retail. In a odd move, they're also not removing trade and AH options from free players. Returning players will be pleased to know that they'll retain all their previous character slots.
To give you an idea of how good the four paid ranks are: the most basic one gives you the pre-Free2Play experience for just $9.99. So if you are a regular player, then the sub is basically going down five bucks!
Command players get an aura that seems to give a +5% bonus to several gain rates. The cap probably means how many players can enjoy your aura at once.
What is Fallen Earth?
Fallen Earth is a MMORPG set in a post-apocalyptic Earth around the Grand Canyon in the year 2156. The Shiva virus and resulting nuclear wars have left humanity on its knees, with optimistic reports stating about 1% of the human population still alive.
You are clone, a human being created for various experimental purposes. Well, you were anyways. Now you're on your own to eke out a living in the world. The good news is that you are a part of LifeNet's cloning system which allows a fresh copy of yourself to be made whenever you shuffle off the mortal coil. You are immortal.
The bad news is that you are immortal in a world where most people would rather be dead. There is no law and order, the Shiva virus has mutated much of the wildlife into horrifying beasts and most people have no qualms about killing you for whatever scraps of cloth or food are on your person.
Welcome to the Apocalypse.
What sets Fallen Earth (FE) from the competition is its blending of RPG statistics with shooter gameplay. You don't target your enemies: you have to hit them to deal damage. If you use an ability to charge your melee swing only to whiff your attack, the ability is wasted. Whether going in pistols akimbo or sword unsheathed, FE demands a bit more than pressing the fireball button until the monster dies.
The game has a very strong crafting element. You can indulge yourself in ANY of the tradeskills at any time, but due to the cost and time, it's more likely you will go with 2-4. But expect the best loot to come from your own bare hands.
Wanna make your guns ammo? Go ahead.
Would you rather focus on crafting armor? Do it.
Are you a junkie? Play "doctor" and make drugs to provide short-or-long term health boosts or provide medication for those annoying mutant scorpion stings.
And what good is life without food? Be a cook and whip up meals that provide long-term buffs.
What? You want more? Craft acid grenades. Spend a week building an ATV with frickin' guns attached. What else do you want? A fucking pony?
FINE. You can train goddamn horses too.
And it's all from the world. Vendor trash? What the fuck is that? Tear shit from ants and cook it or use it to make glue for your new gun. Scavenge metal from old pre-Fall cars. If you like to craft, this game is for you.
And yes, you get experience from harvesting materials AND crafting. And your character will keep crafting shit when you log out.
We have no class
The game has no classes. Yeah, it's true. Every so often you get Advancement Points (AP), which you can spend on stats or skills.
Skills are the real guts of your character. Do you want to be rifleman? Go for it. Rather be a leader with various buffs and debuffs at your disposal? I think you know where I'm going with this. Be a doctor or an armored psychopath with sledgehammers. Or both: the game spits out enough AP for about 4 skills.
Stats are a more macro thing. They determine the cap for the aforementioned skills and provide other boosts as well. Intelligence and Perception are responsible for your tradeskill caps, for example. Add it up and you have a really large number of options to shape your character(s).
Be a rifleman with a taste for swordplay, or a traveling merchant that offer healing services for anyone willing to drag you to some god-forsaken vale of resources.
Fun with Factions
After you hit Sector 2, the game opens up the faction play. The game has six factions that you can play with:
: The goody goodies of the game, these dudes want to restore humanity back to where it was. This is mainly done through good works such as offering medicine and such to survivors.
This puts them at odds with the CHOTA, who don't
want society to make a comeback and the Techs whose technology worship unsettles the Lightbearers. Their archenemy are the Travelers, as the altruistic nature of the Lightbearers is diametrically opposed to their selfish, money-driven ways.
On the other hand, the Enforcers respect their desire to restore order and the Vistas value their appreciation for life.
: Mostly ex-military and lawmen, but the group is formed of anyone who understands the need for law and order. Oh yeah, they love order and will go to any length to maintain it. They like guns.
The Vista are disliked by the Enforcers due to their dislike of technology, and the Travelers dislike any lawmen trying to push regulation into their business. They loathe the CHOTA, however, above all others. Worship of anarchy is not to be tolerated.
The Lightbearers are on good terms with them, seeing a mutual goal in restoring civilization, and the Techs offer exciting new ways to blow up lawbreakers.
: Science boys of the apocalypse, they deal with restoring lost technologies and installing new ones. They see science as the best way to save humanity from extinction.
As such, they look down on the Lightbearers, who are too spiritual in their work. CHOTA hate anything that would restore order to the world, and they see technology as such a thing. But it's the Vista and their pesky nature worship that really tick off the Techs.
The Techs like the Enforcers and their love of finding bigger guns to shoot, and have found a profitable relationship with the Travelers.
Money is what keep humanity together. The Travelers love to do business and have many goods and services available, if the price is right. It's not love that makes the world go round: it's cash.
The Enforcers see the Travelers as a source of crime, and thus have little love for them. Likewise, the Vistas see the Travelers as putting personal wealth above environmental concerns. But it is the Lightbearers whom truly despise the Travelers and their greedy, self-centered philosophies.
The Techs care little where their resources come from, so long as it works and the CHOTA also engage in light trading with the Travelers.
The Children of the Apocalypse:
Commonly known as CHOTA, they are less a faction and more a loose collection of tribes. They see civilization as a failure and seek to keep things the way they are. They specialize in melee weaponry, disliking technology.
CHOTA have a known hate of technology, which causes them to butt heads with the Techs. The Lightbearers are disgusted by the CHOTA's destructive and chaotic nature. The Enforcers are the antithesis of the CHOTA's beliefs and the two will kill each other on sight.
The CHOTA do have large numbers and frequently offer protection to the Travelers and Vistas, former a fragile alliance with the two.
A group that existed before the Fall, the Vistas are dedicated to the protection of the Earth. While the planet lies in ruins, the Vistas make note of the changes to the natural world and protects it from its enemies.
The Travelers are dislike for their careless treatment of the planet in the name of profit, and the Enforcers are simply disliked because they deal with the Techs. Technology is inferior to the natural ways, which makes the Techs the primary enemy of the Vistas.
On the other hand, the Lightbearers are a common ally against technology are bringing about a natural way to bring back society. The CHOTA may be brutes, but they share a common hate for technology.
Each faction has unique knowledge and skills to share with you should you ally with them. However, allying with one faction will cause a major drop with that faction's archenemy and a smaller drop with two enemy factions. On the other hand, each faction has two ally factions that will increase alongside your main faction.
While you can opt to stay neutral to increase the number of people to interact with, you will have a more shallow game to play. Likewise, faction losses are done in such a way that you will be unable to ever be friends with everybody. Trying to play every angle will eventually lead to most factions disliking you.
You CAN, however, slowly work the faction "circle" to learn everything. Start with, say, Techs. Then move to Travelers and that will repair your CHOTA reputation. This is not a fast process, but the factions are never a permanent thing if you don't want it to be.
Factions have no effect on player interaction.
You can be in a clan with archenemy players and even group with them. So far, this only affects how faction NPCs react to you. Well, okay, you get less Death Toll in PvP when killing friendly faction players, but that is it.
THE BEST SITE: http://www.globaltechatlas.info/
It has a shitton of maps, character builder, newbie guides and just chock full of information. It is a trip you will not regret.