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Reader Comments (11)

Posted: Nov 19th 2010 5:44PM DancingCow said

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I think it's worth being upfront about mutations really sucking compared to skills. An AP spent on most skills is worth 5 spent on most mutations.

Things may have changed recently but healing mutations were the most useful back when I played. Though I think first-aid had clear superiority in some respects (removing debuffs?? I think the FA debuff remove had no or a very short cooldown but the mutation ones were all longer).

Also - head shots deserve a mention. Hit/shoot something in the head and you do WAY more damage.

Also - if you're giving information to nooblets, you really must point them to one of the AP planners.

Also - loot everything. Even if you're not a crafter character, crafting things like vehicles consume a buttload of components. If you loot every resource node you pass then by the time you want to build a vehicle you should have a good proportion of the components you need.

http://globaltechplanner.info/index.php

Posted: Nov 21st 2010 7:51AM dargondarkfire said

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didn't you guys do a newbie article of fallen earth a long time back? and wasn't it a lot more in dept then this?
yes there are occurances of certain things being unbalanced, first aid skill requires items for some of its skills to work

mutations unique attacks that can help you out, the debuff/negative status effect lines of mutations are useless for the most part, they last mear seconds and thus have almost no uses (to add to this many npcs ive fought have used NSEes against me that can last half a minute or longer, in fact one boss in s1 i believe had a 5 minute long poison effect.

a second point to mutations is the web site description says whichever faction you join will decide how quickly and in what order you will gain different mutations, in game this had not been implemented the last time i played, only certain factions give certain mutations. and almost no factions share any mutations.

buffs, i don't know if this has been truely fixed, but you had a buff limit be it + or = buffs there was a limit, well this is a problem you see as when you get to that limit no more could be added thus, if enough are stacked you became imune to stun/knockdowns/NSE. last i played they cut the ammount of positive buffs active on you way down to the point buffing was almost useless because you couldn't fully buff.

vehicles, i love them but early on gas is insanely spendy and a royal pain to loot from nodes, you gota level up a fair bit before you can learn to craft it and its main ingredient is also rare, once you get to higher end vehicles and you can make the tier 2 gas and find the right spots, you can have more fuel then you know what to do with.

vehicles 2, crafting is a paint but for basic vehicles its fine mostly, now when we get to tier 2 and 3 versions of each type the anoyance starts, just researching the books can take days to weeks as you need a pile of parts to make them, what really makes it a pain is most tier2 parts take the tier 1 equivalant part, a larger pile of parts (as if the first part didn't take enough?!) and then the crafting time if the kicker, to make this tier 2 part it takes about the same time it took to make that first tier 1 part or longer! then tier 3 is even worse! and the most annoying this is you would think the crafting of the vehicle itself would be a short proccess since you made the parts and now you just got put them together, nope a very long time is needed for assembly.

i don't know if they changed this but against a single mob who uses only fire arms you could kill them solo no matter what as long as you stayed in their face, if you were to close the npc would not fire, ever few seconds they would do the reload animation as if they had but they will not fire if your in their face. on this i whonder if they fixed mobs attacks, it got very anoying being shot threw walls or mobs facing the other way and still shooting you.

ow speaking of factions you can have 3 allied at once not just 2, its harder to pull off but it works, but when you do jobs for one of your main's alies, the other will take a hit thats why its hard. basicly to keep it stable you have to kill the npc mobs that are the main opponent to your main faction, this gives +rep to you and both allies.
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Posted: Nov 19th 2010 8:06PM Russell Clarke said

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The globaltechplanner is a good tool, if you know what you're doing with it, and that doesn't necessarily apply to all FE newbies. From my own experience, I had to play a couple of throwaway toons up to a reasonable level before I understood the game enough to use one of those planning tools effectively, especially as the game changes so dramatically when you move into S2 and align with a faction, and the mutation mechanics really start to kick off.

Having said that, for those people who like to research in depth before they play, the globaltechplanner tool is definitely a boon.

Posted: Nov 20th 2010 1:42AM (Unverified) said

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How did that combat revamp go?

I played FE last winter and really enjoyed the gameworld and all but the combat was hideous (IMHO).

Posted: Nov 20th 2010 3:09AM Averice said

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This article is a perfect example of why I couldn't get into this game. It's a convoluted mess full of probably miss steps that you might as well start a new character rather than trying to redo on the one you screwed up on. Skill choice in a game should be fun, not game breaking; didn't developers learn to stop with that worthlessness years ago? Sure some of the JRPG's still do it, but that doesn't mean you should tag along!

Posted: Nov 20th 2010 2:00PM Dril said

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I know, responsibility is such a drag, isn't it?
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Posted: Nov 20th 2010 10:48PM DancingCow said

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I completely agree with you Averice.

This is a rookie mistake that Icarus made.

I didn't spend any AP until moving on to S2 and I got by, but was it fun? No.

Other MMOs have launched without 'respec' mechanics. Invariably they end up introducing them. That's because it isn't fun to be locked into bad choices. It sucks even harder when those choices are only bad because the game's skill system is badly imbalanced.

The only players who advocate no respecs are beta-players who already know all of the games ins and outs. No respec gives them an advantage over new players.

Posted: Nov 21st 2010 10:42AM (Unverified) said

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I'd like to point out that there are indeed respecs in FE. The higher level you are the more expensive they become but most people should have a fairly good grasp on their character and the direction they want to go with it no later than mid 30's and normally by mid 20's. You can change quite a few mistakes easily and cheaply early on. Ed is right. Get in a clan early on and don't be afraid to ask lots of questions. A lot of even the hardcore players will willing share their build info or even help you make a customized build just for you. FE has one of the best communities of any game. Don't be scared off by the forums, a lot of the "fighting and hate" is just another game they play. The forums and fan sites can be a wealth of info for new and even veteran players.

Most of the people that whine about not having respecs are actually talking about FULL respecs which would allow them to completely change their build from one class to another, though they hide behind the idea that it's to fix a few mistakes. You don't need a Full respec to erase a few mistakes. These are the FotM (flavor of the month) types that are constantly changing their build to get the advantage in pvp...not just tweaking but completely altering. They'll go from Rifle to Pistol to Melee and back again and whine about how much it costs to do so.

I'd also like to point out that there's already been one Full Respec given to all players this year and another will be coming as soon as the combat changes go live.

Posted: Nov 21st 2010 3:09PM DancingCow said

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Dargon - I'd agree with most of those criticisms except for gas. I was a total greenie and stuck to my horse (which when buffed never needed feeding) until I could craft a biodiesel bike but....

Like a lot of resources in the game, they're difficult to get or expensive to buy until you find one of the spots where it can be farmed ridiculously easily.

In the case of gas - assuming you have spent AP (i.e. haven't been saving it all until you reach S2) - probably by about level 10 you should be able to complete the level 15 repeatable missions in that spider place towards the north part of S1. Those easy, quick, repeatable missions reward you with gas.

Getting to a level where you can do those missions doesn't take long - but I wouldn't be surprised if no-one told you about them. The community seems to be one which hoards its secrets. I can imagine that more than a few of them enjoy farming those missions and selling the gas to unknowing nooblets.

Posted: Nov 27th 2010 4:47AM dargondarkfire said

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@(Unverified)
actualy i'm a combat crafter, i can craft anything i have the recipy and items required and i can hunt and gather all my supplies. unless they changed spider hill i stayed away from there except for ap rewards. without groups it was a rather hard place when i was there.

even thou no one will probably see this crafting can be like certain items in gathering, lets look at the gask masks in the science armor books, the gask mask in the standard book take a fair bit of recources and they are hard if not impossible to find in the sector you usualy obtain the book in, however the adv version in the adv book take very few materials and there more common, and the adv mask is much better then the standard version.
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Posted: Nov 21st 2010 3:16PM DancingCow said

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Dargon's problem with gas reminded me of one more major essential this article failed to mention.

With equipment, a lot of seemingly rare/expensive crafting components or consumables (eg. gas, ammo) there are either easy and repeatable missions that allow you to farm them or there are easily farmed mobs (usually quest mobs) which drop quest loot that can also be used as crafting components.

Pay close attention to quest drops from the start and you'll quickly learn easy places to farm crafting components. This is especially helpful for crafting you need to do in bulk, eg. ammo.

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