Sounds about right for what I was wanting. How are the crafting sub-specialties? Like, if I try to craft armor, weapons, and vehicles will I be a gimp crafter compared to if I just focused on armor? I'm looking to do a rifle/craft/def build.
Crafting is independent of combat skills, you could, (in theory) max you all crafting. The only thing that limits you is where you place your stats. Since crafting/gathering is based on intel/preception, you are better off raising those, and thusly tying your template to those stats.
Since its a classless system, you're really free to do what ever. I decided to re-roll and make a "Dreadnought" character. Focusing entirely on melee and armor. With a dash of group skills for buffs. I am currently raising my armor crafting and weapon crafting.
Focusing on 1 crafting skill will let you get that up higher, faster, but you are still going to be limited by your stats. Its very easy to keep at least 2 crafting skills on par with your level of usability it seems (atleast at low level).
So, I have figured out a few tips for the new player, or for those thinking about re-rolling.
Start in North or South Burb.
Do all the quests in the one you start in (north is more combat oriented, and you get some good group and first aid skills), then at around level 4, once the quests start to taper down, ride a quick hop over to the other burb and do the quests there.
By the time you're done, you should be around level 6 with 7 or 8 blue chips, the upgraded horse, and all your level 1 skills for crafting and combat. The combat skills are all melee oriented, so this may not work for those really wanting to get into rifles or pistols.
Just some quick times I thought I'd give out to those jumping in. I am coming to really like the game. Although, I'd really like an ATV...I saw a level 45 dude today in big ass armor, looked wicked.
This game was a weird roller coaster for me, with the polished tutorial and the sluggish starter missions, but it's worth the time. My first real mission area (Cave of Beasts) has been fun even if I do look like a crazed hobo with an Arabian Nights fetish slashing spiders with a broken lawnmower blade. I am definitely getting a Fallout vibe from this...it's a good thing.
Gonna play this heavily tomorrow night. It's real easy to get struck by ADD and end up doing a little bit of everything. Gonna focus on some missions and then I need to start upping my stats since I'm hitting caps on nearly all my skills. I think we need a new OP as well, considering the game is pretty huge and has been out of beta for two months.
Seems everytime I make a post that some place has trial keys for this game no one notices till there are no longer keys... so this time i'll make it more noticable.
Awesome! I am all over this before I officially make up my mind on purchasing. Too bad I can't install the Steam version to save myself the time of having to reinstall later.
Good night, tonight. Trained myself a new horse, which was a massive upgrade from the Old Nag you get early on. Double the fuel efficiency, over double the fuel and six times the inventory. Damn.
I also snagged some shoulders from a camp event thing. Slowly putting my APs in Strength and Perception now to increase my skill caps.
Factions don't matter except for which abilities/skills they give to members. Factions will also determine which mobs will aggro you, like if you choose Tech, Vista mobs/bases and their allies will be hostile with you. You can still however group/play with tech players fine.
Well I finished the tutorial, and started off in South Burb. Finished the first quest line there that led to a horse and a skill book, now just working on random quests. I am liking this so far, no major problems though the skill/stat system is a bit intimidating, especially with no respecs.
I plan to go Tech with rifle, armor, dodge, and first aid for now. I definitly want to explore the tradeskills as well.
Icarus plans on doing limited respecs, but they're taking great care in doing it right. It might be like City of Heroes where you get a limited number or they may just let you pay to remove AP from one or two stats/skills.
I'm really liking it so far. Running around South Burb doing quests. I've maxed out rifle at level 2 and I'm working on armor, dodge, and first aid. It's much easier to do this at lower levels than spending 5 AP on Int/Perc, but when should I really start focusing on those stats for crafting?
And do I get to keep Old Nag forever, or do I have to end up buying/crafting a horse eventually?
If you see OK Computer in game, give me a wave or a dance. :winky:
Apparently you can keep old nag, long as you keep it fed/rested, but the normal crafted horse is -far- better with like 15k stamina, and the one you can make where you improve the bridel further before you use it, has 25k stamina and a ton of saddlepack space.
Yeah, once you get the chips you can make a superior horse early on. Then you can take that horse and make it even better. The riding horse doesn't just have 25,000 Fuel, it also has twice the fuel efficiency of the Nag. So it has 2.5 times the fuel which is consumed at half the rate.
A massive upgrade that I recommend you do early as possible. It's an investment, but you'll save a ton of chips on horse feed in the long run.
I'm really liking it so far. Running around South Burb doing quests. I've maxed out rifle at level 2 and I'm working on armor, dodge, and first aid. It's much easier to do this at lower levels than spending 5 AP on Int/Perc, but when should I really start focusing on those stats for crafting?
And do I get to keep Old Nag forever, or do I have to end up buying/crafting a horse eventually?
If you see OK Computer in game, give me a wave or a dance. :winky:
I did see you running around South Burb last night, didn't know it was you though.
Yeah, I made a clan with a bunch of real-life friends, anyone is welcome to join until a PA clan is up or you find another. Highly Refined Banditos. Message anyone in the clan if you want to join. We got a few of us hovering around level 10. A couple in the high teens/early 20's.
Here's some future stuff they're planning to implement; spoiler'd for size. Shamelessly stolen from the forums.
The future of FE from Lagwar.com:
Player Camps and New Construction Tradeskill
Two items discussed that go hand-in-hand are the player camps that were mentioned in the State of the Game and a new tradeskill called Construction. Construction is a new tradeskill that won’t be implemented for a while but is the first step to player housing. Construction will work very similar to the current Science and Nature tradeskills whereas it won’t have as many “trees” as a tradeskill like Ballistics, but will still be fairly complex at launch and will be heavily expanded on over time. Players will be able to research and construct expendable objects like advanced camps. One example scenario given by Hammock was a player could use Construction to build a target range. If a player stayed within X feet of this target range for X amount of time, it would then give them a buff to their rifle skill or the like.
Constructed buildings, walls, and other structures also have stats. An example used to explain this was if a player built a wall within the range of other structures within a town or camp that correlate with that constructed item, they will interconnect and become a part of that town which will give the items better stats or other benefits like increased town defense. If you built a bank for the town it would then increase the town commerce, but you don’t want to have too much commerce with too little defense, “the raiders may come for the easy pickens.”
Hammock also explained that of course the long-term goal would be to allow players to destroy player-built structures which would fall heavily into the PvP side of Fallen Earth, but that side of it depends on technology available, and at this time the development team is still planning the technology for the construction feature therefore Hammock could not guarantee destructible structures will be implemented at launch of the Construction tradeskill or at all. But according to Hammock, the new Construction tradeskill as a whole is being designed with PvP heavily in mind. You can expect the Construction tradeskill to cap out and work very similar to the existing tradeskills that are currently in game. When mentioning whether Construction and Player Camps would come in Patch 1.2.0, Hammock simply stated, “It’s going to be a ways off because we have a lot of things we want to put into it.” Hammock did say that instanced housing would probably be a part of it, but certainly not all of it.
He also went on to say that they are currently using around 20% of the map with another 40% planned for story-line leaving 40% for housing space.
Pet System
“It hurt to cut [the pet system]…but do you want an aspect of the game that’s gonna suck and bring everything else down because of it? Or do you want to cut that and have everything else be that much more awesome?” Hammock stated. Hammock mentioned the Fallen Earth Pet System quite a bit throughout the day and really seems anxious to get it right and get it into the game. But don’t be looking for this to come in the next few weeks. Hammock is adamant that the system be complete and right before it’s released to players.
Turrets
Another exciting feature the team is working on for Sector 4 are player-made turrets. Players will be able to spawn a turret similar to how you spawn a vehicle currently, then sit down in it and blast away, meaning there are some very heavy weapons coming down the line.
from tentonhammer.com sept 9th, 2009
We also have some plans for a long term PvP system where you can effectively play a “bad guy”. Early on you can basically decide that you’re going to play an outlaw so you can go through this outlaw play and will have a whole set of towns that are run by the bad guys, but you’re PvP flagged all the time. So for people who want that hardcore PvP experience, they can choose to go and do it.
from fe-infoterminal:
Sector 1 - Plateau
Sector 2 - Northfields
Sector 3 - Kaibab Forest
Sector 4 - Grainway
Sector 5 - Siller's Canyon
some of The Grainway areas:
The Ark Major instance in Grainway (S4). Location of the sequestered female leaders of the Judges.
Bountiful Tech town in Grainway
Fallen Earth: QotW#38: Climate, Kung Fu & Instances
1. What is the climate like in the Grand Canyon District in the 2150s?
Others are more extreme, such as the tall grasslands of the Grainway. Some regions of the Grand Canyon Province, such as Sillers Canyon and CHOTA Gulch, are exactly what you would expect them to be
Ahmed: What can you tell us about future expansions? Will you introduce new factions or species ?
Lee Hammock: Future expansions will include free additions to existing content, including new towns, encounter areas, and even new sectors of game play. Future purchasable expansions will offer entirely new sectors of play in different regions outside the original setting. These purchasable expansions will be the largest sectors available and will take the players to new areas of the American Southwest, such as Hoover Dam or Las Vegas. New factions and sub-factions, skills, gear, mutations, vehicles, etc will be introduced in expansions, but new species are less likely.
Fast travel has been mentioned as a possibility. Will there be any reason to use this feature, given that the game keeps guiding the player towards higher-numbered sectors?
Fast Travel is one of those things we want to implement correctly. It will be a limited system and there will most likely be a cost. We have ways we already use fast travel, such as the LifeNet Transporters.
Are you able to tell us some of your future, exciting plans? For example, you could elaborate on the next expansion, and maybe [give us some] more detail about Player Housing and when that will come into effect!
Well everyone's seen the wall, right? We're building to something very big and very cool, but before we get there players will have to hear a lot more about Global Tech, LifeNet and some good old villains. We've got some awesome new content planned - some additions to crafting and hopefully some surprises. And Tetrax is one of our favorites.
Do you plan to add real Item Decay to keep the crafting system viable ?
We are talking about ways to keep the crafting system viable. This is something that we won't rush into. There are certain systems that we want badly, but more than we want the systems, we don't want to break existing game play.
S'looking great. Especially the new construction trade skill.
I have DSL and I'm STILL trying to download it. It doesn't help that I'm DLing it to my dad's computer and I can only be there for a few hours at a time, but still, it sucks.
Just got done downloading the 4Gb open beta client from here. Tops out at ~400KB/sec and took around 3 hours. After getting it up and running I've got a 1.5 hour estimate with 5000 files to update. 5 hours or so is a little better than the 12 hour estimate (and nearly 50,000 files) I was getting from the client they're currently offering.
That was the only free non-torrent site I could find hosting the file, might be available elsewhere at higher speeds.
Just had this long as fuck escort and my game bugs out when I loot a mob. Can't switch out of aim mode and the game refuses to let me have a cursor, so I can't loot my shit and move on. A nearby scorpion seizes the opportunity and has me for dinner. My escort was presumably dessert.
So I quit the game, knowing I'm at some LifeNet station in the middle of bumblefuck, and will no doubt have to traverse a sea of giant insects to reach my steed.
Just had this long as fuck escort and my game bugs out when I loot a mob. Can't switch out of aim mode and the game refuses to let me have a cursor, so I can't loot my shit and move on. A nearby scorpion seizes the opportunity and has me for dinner. My escort was presumably dessert.
So I quit the game, knowing I'm at some LifeNet station in the middle of bumblefuck, and will no doubt have to traverse a sea of giant insects to reach my steed.
You could just go to a stable and ask them to tow it.
Posts
Since its a classless system, you're really free to do what ever. I decided to re-roll and make a "Dreadnought" character. Focusing entirely on melee and armor. With a dash of group skills for buffs. I am currently raising my armor crafting and weapon crafting.
Focusing on 1 crafting skill will let you get that up higher, faster, but you are still going to be limited by your stats. Its very easy to keep at least 2 crafting skills on par with your level of usability it seems (atleast at low level).
Start in North or South Burb.
Do all the quests in the one you start in (north is more combat oriented, and you get some good group and first aid skills), then at around level 4, once the quests start to taper down, ride a quick hop over to the other burb and do the quests there.
By the time you're done, you should be around level 6 with 7 or 8 blue chips, the upgraded horse, and all your level 1 skills for crafting and combat. The combat skills are all melee oriented, so this may not work for those really wanting to get into rifles or pistols.
Just some quick times I thought I'd give out to those jumping in. I am coming to really like the game. Although, I'd really like an ATV...I saw a level 45 dude today in big ass armor, looked wicked.
Gonna play this heavily tomorrow night. It's real easy to get struck by ADD and end up doing a little bit of everything. Gonna focus on some missions and then I need to start upping my stats since I'm hitting caps on nearly all my skills. I think we need a new OP as well, considering the game is pretty huge and has been out of beta for two months.
|| FREE TRIAL FREE TRIAL FREE TRIAL FREE TRIAL FREE TRIAL ||
The Escapist is offering trail keys agian!
http://www.escapistmagazine.com/contests/register/fallenearthtrialkey
|| FREE TRIAL FREE TRIAL FREE TRIAL FREE TRIAL FREE TRIAL ||
I also snagged some shoulders from a camp event thing. Slowly putting my APs in Strength and Perception now to increase my skill caps.
You aint lying, I hope the trial lasts long enough to download it. :P
I plan to go Tech with rifle, armor, dodge, and first aid for now. I definitly want to explore the tradeskills as well.
And do I get to keep Old Nag forever, or do I have to end up buying/crafting a horse eventually?
If you see OK Computer in game, give me a wave or a dance. :winky:
A massive upgrade that I recommend you do early as possible. It's an investment, but you'll save a ton of chips on horse feed in the long run.
I did see you running around South Burb last night, didn't know it was you though.
My character is Lana Jones.
Here's some future stuff they're planning to implement; spoiler'd for size. Shamelessly stolen from the forums.
Player Camps and New Construction Tradeskill
Two items discussed that go hand-in-hand are the player camps that were mentioned in the State of the Game and a new tradeskill called Construction. Construction is a new tradeskill that won’t be implemented for a while but is the first step to player housing. Construction will work very similar to the current Science and Nature tradeskills whereas it won’t have as many “trees” as a tradeskill like Ballistics, but will still be fairly complex at launch and will be heavily expanded on over time. Players will be able to research and construct expendable objects like advanced camps. One example scenario given by Hammock was a player could use Construction to build a target range. If a player stayed within X feet of this target range for X amount of time, it would then give them a buff to their rifle skill or the like.
Constructed buildings, walls, and other structures also have stats. An example used to explain this was if a player built a wall within the range of other structures within a town or camp that correlate with that constructed item, they will interconnect and become a part of that town which will give the items better stats or other benefits like increased town defense. If you built a bank for the town it would then increase the town commerce, but you don’t want to have too much commerce with too little defense, “the raiders may come for the easy pickens.”
Hammock also explained that of course the long-term goal would be to allow players to destroy player-built structures which would fall heavily into the PvP side of Fallen Earth, but that side of it depends on technology available, and at this time the development team is still planning the technology for the construction feature therefore Hammock could not guarantee destructible structures will be implemented at launch of the Construction tradeskill or at all. But according to Hammock, the new Construction tradeskill as a whole is being designed with PvP heavily in mind. You can expect the Construction tradeskill to cap out and work very similar to the existing tradeskills that are currently in game. When mentioning whether Construction and Player Camps would come in Patch 1.2.0, Hammock simply stated, “It’s going to be a ways off because we have a lot of things we want to put into it.” Hammock did say that instanced housing would probably be a part of it, but certainly not all of it.
He also went on to say that they are currently using around 20% of the map with another 40% planned for story-line leaving 40% for housing space.
Pet System
“It hurt to cut [the pet system]…but do you want an aspect of the game that’s gonna suck and bring everything else down because of it? Or do you want to cut that and have everything else be that much more awesome?” Hammock stated. Hammock mentioned the Fallen Earth Pet System quite a bit throughout the day and really seems anxious to get it right and get it into the game. But don’t be looking for this to come in the next few weeks. Hammock is adamant that the system be complete and right before it’s released to players.
Turrets
Another exciting feature the team is working on for Sector 4 are player-made turrets. Players will be able to spawn a turret similar to how you spawn a vehicle currently, then sit down in it and blast away, meaning there are some very heavy weapons coming down the line.
from tentonhammer.com sept 9th, 2009
We also have some plans for a long term PvP system where you can effectively play a “bad guy”. Early on you can basically decide that you’re going to play an outlaw so you can go through this outlaw play and will have a whole set of towns that are run by the bad guys, but you’re PvP flagged all the time. So for people who want that hardcore PvP experience, they can choose to go and do it.
from fe-infoterminal:
Sector 1 - Plateau
Sector 2 - Northfields
Sector 3 - Kaibab Forest
Sector 4 - Grainway
Sector 5 - Siller's Canyon
some of The Grainway areas:
The Ark Major instance in Grainway (S4). Location of the sequestered female leaders of the Judges.
Bountiful Tech town in Grainway
Fallen Earth: QotW#38: Climate, Kung Fu & Instances
1. What is the climate like in the Grand Canyon District in the 2150s?
Others are more extreme, such as the tall grasslands of the Grainway. Some regions of the Grand Canyon Province, such as Sillers Canyon and CHOTA Gulch, are exactly what you would expect them to be
http://www.massivefps.com/Fallen-Earth/Featured/
Ahmed: What can you tell us about future expansions? Will you introduce new factions or species ?
Lee Hammock: Future expansions will include free additions to existing content, including new towns, encounter areas, and even new sectors of game play. Future purchasable expansions will offer entirely new sectors of play in different regions outside the original setting. These purchasable expansions will be the largest sectors available and will take the players to new areas of the American Southwest, such as Hoover Dam or Las Vegas. New factions and sub-factions, skills, gear, mutations, vehicles, etc will be introduced in expansions, but new species are less likely.
http://www.massively.com/2009/10/27/...ript-and-anot/
Fast travel has been mentioned as a possibility. Will there be any reason to use this feature, given that the game keeps guiding the player towards higher-numbered sectors?
Fast Travel is one of those things we want to implement correctly. It will be a limited system and there will most likely be a cost. We have ways we already use fast travel, such as the LifeNet Transporters.
Are you able to tell us some of your future, exciting plans? For example, you could elaborate on the next expansion, and maybe [give us some] more detail about Player Housing and when that will come into effect!
Well everyone's seen the wall, right? We're building to something very big and very cool, but before we get there players will have to hear a lot more about Global Tech, LifeNet and some good old villains. We've got some awesome new content planned - some additions to crafting and hopefully some surprises. And Tetrax is one of our favorites.
Do you plan to add real Item Decay to keep the crafting system viable ?
We are talking about ways to keep the crafting system viable. This is something that we won't rush into. There are certain systems that we want badly, but more than we want the systems, we don't want to break existing game play.
S'looking great. Especially the new construction trade skill.
Suggest names in this thread.
Might be to long.
http://www.youtube.com/watch?v=_TL4XZdyo3g
I have DSL and I'm STILL trying to download it. It doesn't help that I'm DLing it to my dad's computer and I can only be there for a few hours at a time, but still, it sucks.
That was the only free non-torrent site I could find hosting the file, might be available elsewhere at higher speeds.
Fuck I hate this kind of patcher. DDO did it too.
So I quit the game, knowing I'm at some LifeNet station in the middle of bumblefuck, and will no doubt have to traverse a sea of giant insects to reach my steed.
edit: holy crap, I managed to create a character!
Now to wait while nothing happens when I press Play.
Getting a really great impression of this game.
I'm about to choose towns now - did someone say you could do several of them?
You could just go to a stable and ask them to tow it.