Jump to content

Anneliesse

Members
  • Content Count

    1716
  • Joined

  • Last visited

Posts posted by Anneliesse


  1. 16 hours ago, Lydia Day said:

    You met all sorts of people out in the wasteland, I've had vicious murderous relationships and I've had friends go the extra mile to make my playtime that much better. There were the crafters, role players, pvpers and people who liked to mix up the 3. There were dozens of different reasons to play FE but we were all there on the 1 server together influencing each others game play whether we were aware of it or not. The crafters supplied consumable items and gear to the market place as well as tons of raw materials, while the pvpers used the pvp currency gained from killing opposing faction members or playing in the instanced pvp arena as the resource was vital for some crafting recipies. The RPers were juicy pvp tokens waiting to be collected and turned into funds for the war machine. It was all tied up with a wonderful in game chat system which never got the voip that was always in the settings tab 🙂 I'd smile from ear to ear if I ever gets close to playing a game that felt like FE.

    I miss the Heretic vs. Red Alert stuff. Glorious to look back on. No games out today where we can kill our own faction/side and have inner faction drama.

    • Like 1

  2. Unless they miraculously fix the atrocious server issues with lag/delay, crashing etc. that was experienced in the last ~2 years of Fallen Earth I don't see the point in bringing it back online even for nostalgic purposes unless you're fine with 10 server restarts per day because of it crashing/lagging out and losing items/progress.

    Do it right the first time, fix it and port it to a new engine and give it a real chance at revival. You could cater to a lot of the indie community's if this game was fixed up properly and marketed right and get a 300 to 600 playerbase. This is the only game people mention when people ask for a post apocalyptic MMORPG even people who haven't played it. Game could be profitable if it capitalizes on the cosmetics similar to how APB has survived and focus on social media presence to passively advertise for the game.

    • Like 1

  3. I not want to see Fallen Earth relaunched in a bad state for nostalgic purposes. The game was a gem and deserves better than that. It must be rebuilt, wiped and given a proper relaunch for a real chance at revival for us and newcomers to enjoy otherwise it will just remain a shadow of it's former self in ruin and despair.

    Hope everyone is all well and stayed safe through the past year. Be cool to know what everyone's playing these days... I miss yall ❤️


  4. I'm not glad Fallen Earth is dead, but I am glad it will be shut down. 
    Thank you for any time and effort you put into Fallen Earth however small or big. I put a lot of time into Fallen Earth as did many others, made many great friends but all good things must come to an end. Thank you to the friends and foes I met along the way.

    Goodbye for now ❤️


     

     

    • Like 4

  5. Any possibility to see community created items in Fallen Earth? Reskinned or remodeled items. Years ago I asked a Dev about this and they said it's out of the realm of possibilities due to policies and one would actually have to be employed by G1 in order to access the assets. Some of us who have played for a long time have a better grasp on how items should look with the apocalypse and lore and could make a great addition to the marketplace or lockboxes.

    • Like 4

  6. 4 hours ago, Kishoot said:

    Simply remove the 2 or 3 lowest resolutions or at least the lowest.
    Who is playing in 800x600 in 2018 if it's not to exploit?

    Not exactly possible and would easily be circumvented. What is possible is making crosshair scale with resolution.  I'd propose the size of the crosshair in 1920x1080 and the size of the reticle in 2560x1440.

  7. 9 minutes ago, Dracio said:
    Please explain...

    Not sure how any increase in clan ranks would make people play more.
    I think he derped and meant faction titles. Currently there is two unused placeholders for faction titles.  Back on topic; 5 ranks in clan is plenty for functionality. A more suitable suggestion would be the ability to add notes to users in clan similar to how ESO and other games have.

  8. 15 hours ago, MattScott said:

    Hi there, 

     

    We had a string of customer support issues with tradable premium / gifting premium.

    Nearly all of them are cases where a buyer pays for the premium and sends it to someone.

    They redeem it, and then the buyer claims credit card fraud.

     

    It creates a really bad support nightmare.

    So until we can sort that issue out, we have turned it off.

     

    Sorry,
    Matt


    That can be done with anything in Fallen Earths marketplace, can't it? For awhile premiums were the most valuable item and thus targeted.  Would it help if tradeable premiums could only be bought by premium accounts?


  9. So you're a lazy clone or work your patootie off all day only to return to the wastelands to see your progression stagnating! How are you going to fight all these clones, reclone clones, scavenge the wastelands, explore or conquer!? Fear not, clone! "Why not", you ask! Great, now shut up and read. Here is a way to passively level your character or alts while you're offline or playing your main character. 
     

    Fresh out of Hoover Dam? Get to killing those blade dancers until you're level 4, clone!



    THIS IS NOT HOW TO POWER LEVEL QUICKLY AND IS NOT INTENDED FOR NEW PLAYERS
     

    Notes:

    1. This requires a fair bit of resources (Best to already have a level 55 crafter, a clan or friend who will  provide you with materials)

    2. This is best done with Premium (Survivalist, Wastelander or Commander ideally)

    3. Redistribute your main stat attributes Intelligence and Perception to lower your tradeskill cap to that of the tradeskill of the item you are crafting to optimise experience gained from crafting until you reach the next level in the guide.
    4. To optimise experience gained allow all crafts to be finished in queue but do not click complete until you have Commander Aura x6 stacked, bunker bar Rest buff and use Lambda Team/Clone Psychoactive Shots
    5. The colour of the tradeskill level on a recipe within your Recipes window are proficiency indication.  GREY means you can craft it but wont gain any tradeskill points with minimal if any experience, GREEN means you can craft it and gain tradeskill points with reduced experience, WHITE means you can craft it and gain tradeskill points with maximum experience while RED means you need to raise your tradeskill to craft it.
    6. There is 2 to 6 harvesters to choose from at each tradeskill level (45, 60, 90, 105, 120, 135, 165, 180) all requiring the same materials at their respective level with the exception of Rothium Harvesters. It is best to craft useful ones which I tried to use in this guide.
    7. Leveling from 50-55 is always best done in Dome round 1 but you can ask other players about that in-game

    8. Each Harvester will net 1K to 2.5K experience at later levels providing 20k-75k of experience daily granted you use workshop buff


    CRAFT TO RAISE CONSTRUCTION TRADESKILL:

    PLAYER LEVEL 4:


    CAMPS 1:

    [Recipe: Wooden Support] Construction level  9-30

    [Component: Scrap Wood x5] TOTAL: 105

    [Component: Weak Adhesive x1] TOTAL: 21
     

    CAMPS 1:

    [Recipe: Wooden Support] Construction level  30-45

    [Component: Scrap Wood x5] TOTAL: 75

    [Component: Weak Adhesive x1] TOTAL: 15
     

     

    LEVELING FROM HARVESTERS:
     

    PLAYER LEVEL 5
     

    Harvesters 1

    [Recipe: Harvester Weak Geo Chem] Construction Tradeskill 45

    [Component: Scrap Steel x10]

    [Component: Scrap Copper x2]

    [Component: Weak Generator Fuel x1]

     

    PLAYER LEVEL 10:
     

    Harvesters 1

    [Recipe: Harvester Scrap Plastic] Construction Tradeskill 60

    [Component: Scrap Steel x10]

    [Component: Scrap Plastic x2]

    [Component: Scrap Plastic x2]

    [Component: Weak Generator Fuel x1]

     

    PLAYER LEVEL 15:
     

    Harvesters 1:

    [Recipe: Harvester Weak Petroleum] Construction Tradeskill 75

    [Component: Scrap Steel x15]

    [Component: Scrap Silver x2]

    [Component: Scrap Plastic x2]

    [Component: Weak Generator Fuel x1]

     

     

    PLAYER LEVEL 20:
     

    Harvesters 2:

    [Recipe: Harvester Salvaged Gears] Construction Tradeskill 90

    [Component: Salvaged Iron x15]

    [Component: Scrap Silver x3]

    [Component: Scrap Plastic x3]

    [Component: Weak Generator Fuel x1]

     

     

    PLAYER LEVEL 25:
     

    Harvesters 2:

    [Recipe: Harvester Scrap Carbon Steel] Construction Tradeskill 105

    [Component: Salvaged Iron x15]

    [Component: Scrap Silver x4]

    [Component: Scrap Plastic x4]

    [Component: Weak Generator Fuel x2]

     

    PLAYER LEVEL 30:

     

    Harvesters 2:

    [Recipe: Harvester Scrap Titanium] Construction Tradeskill 120

    [Component: Salvaged Steel x10]

    [Component: Salvaged Silver x2]

    [Component: Salvaged Plastic x2]

    [Component: Weak Generator Fuel x2]
     

    PLAYER LEVEL 35:
     

    Harvesters 2:

    [Recipe: Harvester Impure Petroleum] Construction Tradeskill 135

    [Component: Salvaged Steel x15]

    [Component: Salvaged Silver x3]

    [Component: Salvaged Plastic x3]

    [Component: Weak Generator Fuel x2]
     

     

    PLAYER LEVEL 40:
     

    Harvesters 3:

    [Recipe: Harvester Improved Rubber] Construction Tradeskill 150

    [Component: Average Iron x10]

    [Component: Salvaged Silver x3]

    [Component: Salvaged Plastic x3]

    [Component: Impure Generator Fuel x1]
     

    PLAYER LEVEL 45:
     

    Harvesters 3:

    [Recipe: Harvester Salvaged Carbon Steel] Construction Tradeskill 165

    [Component: Average Iron x15]

    [Component: Salvaged Silver x3]

    [Component: Salvaged Plastic x3]

    [Component: Impure Generator Fuel x2]
     

    PLAYER LEVEL 50

     

    Harvesters 3:

    [Recipe: Harvester Salvaged Titanium] Construction Tradeskill 180

    [Component: Common Steel x10]

    [Component: Common Silver x2]

    [Component: Common Plastic x2]

    [Component: Impure Generator Fuel x2]

    • Like 1
    • Thanks 1

  10. One of the issues with unbanning everyone is not only does it potentially unlock hordes of wealth that can be detrimental to the in-game economy as well as the monetary performance of Fallen Earth it also frees up a lot of spare accounts for people to resell again hurting the monetary value of Fallen Earth. For those that rerolled multiple times they should only be allowed to choose one account to retrieve or any accounts they had prior to being banned because some of those accounts were leveled with duped items and geared up fully with duped items. Serious offenders should be given amnesty and allowed to reroll without fear of being banned again for evasion and past offenses and those with lesser offenses (trashtalk, harassment etc.) should have their accounts reinstated completely. This is all a moot point now though but I think LO missed an opportunity to set things right in a way where those who played legitimately are given a little justice. Any unbanning should be done on a case by case basis though and accounts vaults given a once over. If somebody doesn't bother submitting a ticket then they have not much interest in playing again and would most likely sell their account.


  11. Something as simple as a quest giver in Progress Town (25), Stronghold (35), Citadel (45) and Outpost (55) with a daily mission that rewards +25% gains for 1 hour and gives some tokens where after 30 consecutive days a user can spend the tokens on something like 1 day of Commander Premium (Potentially 4-6 days of premium a month depending on how many chars a user has), Faction/DT/XP boosters, Pack Upgrades, Vault Expansions (Different types than what is available on Marketplace and RP merchant), Faction shirts, . Could even have unique trinkets like +20 on each tradeskill, +20 social trinket. Of course these items must all be untradeable and unselleable from this type of merchant.

    • Like 2

  12. 4 hours ago, Nysek said:

    This has been an on-going topic for many of those who aren't truthfully fully PVP where "faction doesn't matter. Since I already know it'll be a shit-show let me cover the basics now...

     

    • Disable the ability to heal outside of your faction during "/pvp" or within PVP zones, regardless of team/raid status.
      • This one is kinda sad as it also means you won't be able to make a mistake fighting an enemy and not selecting yourself (or an ally) for heals.
    • Leave friendly fire available to promote risk during teamfights, also to avoid Heavy Weapon cancer....
    • Add trinkets to further provide boosts
      • Obviously clone trinkets that benefit all, (Scav boost trav/vista can get is stronk) but definitely at least ones with special effects... currently only CHOTA and LB have activated trinkets worth using.
    • Add "AP" weapons to each faction (CHOTA/LB : Melee, Tech/Trav : Pistol, and Vista/Enforcer : Rifle)
    • Add "GT" tier faction armors, no change in stats but a new look for each faction would be nice.
    • Attempt to make a "council" system to help control "griefers" within their faction which would be selected by the staff rather than vote... this is due to potential abuse via mass-voting on multiple accounts.

     


    Nothing would change when it comes to character build tho, simply restrictions to help police some of the trolling within factions. I don't expect this to be a thing, but would definitely be a solid step in the right direction to avoid further confusion for newer players... especially considering most games with 'factions' have far more limitations than this.


    Faction needs more than quirky restraints for being in it to make it viable to play the part.  I believe restricting heals to the same faction would hurt smaller groups who often only get PvP by joining a bigger group and it would ultimately force everybody into two factions and ostracizing a few leftover. For factions to matter there needs to be a reason to be in it and participate in it. Ironically, despite all of GORE flaws, the weapons had an expensive upkeep in contrast to it's predecessors that forced people to harvest Rothium and do GORE bosses to craft ammunition and repair kits.  Prior to this we had Tier 2 DT gear which required 360k reputation order to buy the recipe and the components then to assemble it one had to buy Tier 1 non-tradeable pieces of gear. All this in some shape or form got people involved in factions. Now we have AP weapons with no requirement and no upkeep and GT suits that can be obtained with ease. 

    Any PvP gear should've always had an expensive requirement and upkeep like having to acquire an untradeable base weapon like Tier 2 DT  weapons had especially with AP weapons and how much more powerful they are than their predecessors. We have far better gear now that is easier to obtain than GORE and Tier 2 DT gear. One issue that remains though is balancing PvE gear and PvP gear so neither community feels leftout: A possible solution would be changing the damage types of PvP weapons and gear so that PvE gear would be inferior in PvP and PvP gear would be inferior in PvE resist wise.   A lot of factors contributed to the demise of factions, including duping which made it unnecessary to harvest or PvP to get DT.... But the reality is no single change will simply make factions matter overnight but incremental progression can help shape it.  It is all to little to late now but something minor that can be changed would be putting the materials on all the conflict town merchants onto Blockade and FH's merchants and also adding a simple quest to FH to upgrade the merchant to get those supplies,

    • Like 2

  13. Questions I have for Matt Scott and Little Orbit:

    First and foremost;  Does Little Orbit and Gamersfirst have the license to use the platform Fallen Earth was built on to modify and make changes to the game itself?

    Secondly; Do you think Fallen Earth is profitable or do you think your team can make it profitable?
     
    And last but not least; Do you plan on reducing prices of items on marketplace or an overhaul of what is available on the marketplace?


     

    • Like 3

  14. 7 hours ago, Ralthazar said:

    I haven't played this game in about 5 or so years and just the other day I decided to boot it back up and see how it's come along. From what I remember in 2013, not very much as changed or evolved about the game. I did a quick search of the website and the two last news updates were Feb. 2018, and Sept. 2016. Is this game still actively supported or is it going by the wayside as it appears?

    Since 2013 there has been multiple combat revamps and at the end of 2013 I believe it was new DT/AP weapons were added for endgame as well as the addition of a new sector called The Outpost. For the last 2 years it is true the game was neglected entirely; no new updates or blogs were posted and none of the festival events were enabled. Since about last Christmas we had the Grunch event activated again and we also had Valentines event back in February too. Today during EU and US peak time the who list for 50-55 was completely full and Bloodsports was full too for a good few hours. Most of this attributed to the news of the new owners and the update of the website along with it's policies. I sincerely hope the new publisher, their staff and especially Lixil will take advantage of this momentum to help revitalise the game and realise it's potential.  There isn't a lot you should change about this game though and really any sort of development should be horizontal not vertical, we don't need further progression; we need additional content that compliments what's already available in game.

    • Like 1
×
×
  • Create New...