Jump to content

MystMan

Members
  • Content Count

    280
  • Joined

  • Last visited

Community Reputation

5 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's the crafting and unlocking all the recipes that got you the experience needed to level up to 55. The toon I tried this on was my 5th, I already had 2 main crafter toons with all recipes learned, I used them to mail crafted stuff to my other toons. If you invest little to no time in crafting on a toon, you will get stuck being under-leveled. It has happened to other players in the past; I remember some threads about it from other players when the forums was more active. It happens when new player joins large clans that support them, so they won't need to invest much into crafting which is understandable. FE being a standard MMORPG game, questing by its own merit should have been enough to award us with plenty of experience (and rewards), since questing is the backbone of all MMORPGs. FE has interesting lore behind its quests (not counting the terribly rushed Outpost), but G1 neglected all the terrible payoff despite promising three times over the years in their dev blog "we'll look into it" I once helped a new player go through the Flagstaff University quest, the hardest area of sector 2. He died a lot. When we got the pathetic end reward, he RAGED hard, his anger was palpable through my monitor Obviously I never saw him log in again after that.
  2. Month/Day. That's the US format of writing the date. 2 October is the shutdown day.
  3. Not true after the random node spawn change. Plenty of mid-high tier crafting recipes required rare materials that are practically impossible to find outside pvp zones due to their randomized & very low spawn chance. You can go in pvp zones and get them in half an hour at fixed locations since the node change didn't affect the pvp zones (or use those boring time-consuming non-reusable harvesters) or spend a month looking for the same amount outside pvp zones relying on random luck to run into these rare material nodes. The massive overworld is littered with way too many basic nodes, making hunting down semi-rare and rare mats a nightmare. This game's enormous land area (which attracts many new players) is wasted, no reason to travel and explore it since you know you're going to find basic copper, iron, vegetable and wood everywhere. No variation. What I had to resort to as an explorer/crafter/quest player was waking up during ungodly odd hours, like 4am, and enter pvp zones to get the mats I needed since I knew these zones would be practically empty on a global scale, since people are either asleep or about to go to bed. If there was a different fun efficient way for me to get these mats myself, I would have. But there wasn't. I had 4 different toons, each in different PVE clans. Combined, all these clans were ~200 players. Considering the small niche size of FE's playerbase, that is a significant amount of people. All those PVE players left permanently in the month that GORE came out, The gap they left behind was VERY noticeable by all. So much that some pvp tryhards who would regularly ridicule them that "pve ain't worth it" suddenly changed their tune that PVE needed to be fixed to get these players back. G1 made it clear they didn't give a damn about them since PVE was left to rot with its terrible reward system and no proper update and bugs and issues that have been around waaaay too long have never been addressed. Also, I made a 5th toon to prove that never going in pvp zones will result in that toon being underleveled at the end of Kaibab forest. If you do EVERY quest per zone (including the oddly placed PVE quests in pvp zones, go figure) before moving to the next zones, you will finish Kaibab forest with well over the required level to do quests in Deadfall. If you skip all pvp zones, you will be underlevelled and can't do quests in Deadfall, so you're forced to waste away at Defense towns for hours to level up instead. Fuuuuun /s. tl;dr FE got empty because it didn't feel rewarding for the time the player was expected to invest in it after all the unwanted nerfs and neglect. People simply tolerated all this hoping it was going to be fixed one day..... until their patience finally ran out after the GORE debacle. Cripes, I remember there was a time it was "positive" on Steam years ago. Today it is now "mostly negative". FALLEN Earth... what an understatement.
  4. Fallen Earth under G1 has been like a classic muscle car that was left in the sun to rust away with no maintenance for years. They kept breaking the game and making changes nobody asked for, making everything less enjoyable and less rewarding, which drove away the core player base. Trying to fix FE as it is now is like trying to fix such a car to look presentable. It realistically isn't financially feasible unless you're already filthy rich and like fixing wrecks as a hobby. Cannibalizing the game and getting all the non-proprietary source data out and using that to create a Fallen Earth 2 is a better option. For the game to thrive again, soooo much would need to be done and this game is completely unknown by now and I haven't seen ads for it since.... ever (even APB has had banner ads). Word of mouth won't be enough and where would you get the money for ads besides the massive amount of money already needed to fix the game? It doesn't help that the game has been passed around publishers more than once, creating this proprietary obstacle, people working on somebody else's code and whatnot. NoMan's Sky had a disastrous launch but at least it was still their code and they managed to fix it to a proper game in 2 years before the game could become forgotten. FE is almost 10 years old, that's way past any salvageable due date. The game is too dated, too unknown, to problematic. The hardcore fans it has now are not enough to save it. The playerbase hasn't peaked in the triple digits for years (I check the social menu each 2 weeks, average player count is always 40-80). An MMORPG needs triple digits to remain relevant. I'm not being pessimistic for the sake of negativity. I always wanted FE to succeed and I was lucky to have started playing years ago when there player count was actually above 1000 and it felt like I was actually playing an MMO and not a literal abandoned wasteland; even single player Fallout games feel more alive than this. But any new player who started playing FE after the G.O.R.E. update (the beginning of the end) will never experience the better quality game that the older players enjoyed before that.
×
×
  • Create New...