Wednesday, March 25, 2015

State of the Game:

We haven’t done one of these in while, partly because we were using other channels to communicate, from direct emails to Facebook messaging and even in-game chats, but also because we needed some time to hunker down and fix the game.  While the lag was terrible, in fixing it we were able to address a few more issues and make some marked improvements to the overall stability in several areas.  We also wanted to hold off on making a large “It’s fixed” announcement until we had the opportunity to watch the servers in action.   We were all pleasantly surprised when we realized that the fixes likely resulted in a better situation than we had prior to the lag.  If things continue to look good we will be able to go back to a once a week maintenance schedule, something I think we’ve all been looking forward to. 

So what’s next for FE? We’re back to doing what we love most, developing the game and working on new ways to keep players engaged.  Our first priority for new content is continuing the storylines we started in The Outpost. We’re moving into pre-production on this now and will release more info as it becomes available. 

While the art department is working on that, the rest of us are keeping busy with bug fixes. We’ve been going through the list, fine tuning drop tables and cleaning up various missions to make them less of a grind.  Some of these fixes have made it on to live already with others still in progress on our internal servers and as with all balance issues, some recent changes may still be tweaked a bit.

While 2015 started a bit rough, we’ve got some cool things planned in game and some exciting possibilities we think players will be really interested in. 

See you in the wasteland

Friday, June 13, 2014

June State of the Game
With the launch of the Outpost creeping closer it seems like a good time to talk about what’s going to be in the new area as well as give a bit of behind the scenes info on how production has gone. 

While The Outpost primarily refers to the new player built town in the new county it’s become a bit of a nickname for the area itself.  The area itself is the first look players will get at the rest of Alpha County . From a visual and lore perspective it combines elements of Terminal Woods’ un-radiated forest with the creeping contamination and rot that GlobalTech brought to Alpha.  

Players will be able to spend time in small faction camps learning  as each group tries to establish a foothold in the new area.   While there are some missions in each area the bulk of the content is accessible through world events as each faction fights for control against external and internal enemies.

The Outpost itself is a more ambitious town then previous progress towns. Not only is it larger, but it is designed to last longer and contain more buildings and enemies.   However the attackers, when they do come, will be significantly more challenging than those players have previously seen. 

All of the storylines in this new county will be evolving and growing over time. This is a story designed to be told in chapters with more frequent updates and releases, which is also one of the factors in the length of development time. 

If you’ve been around for a while you know one that server stability will always be our biggest priority. Far more important than the release of new content is making sure that new content will not disrupt existing players. During the development of the Outpost we had unintentionally created a situation where we could not guarantee that stability.  We had changed too much too fast and as a result had to spend a chunk of time addressing those issues.   While in a perfect world I would have liked to seen The Outpost on live sooner rather than later in the year, the extra time did give us the opportunity to get more player testing on the combat changes as well as give us time to improve the overall quality of the area.   

So bottom line when is The Outpost coming? That’s still largely dependent on player testing and feedback. The good news is that now that we have addressed the issues we were seeing on our internal servers we are in a much better position to open up for full player testing, so keep an eye on FB and the forums for PTS updates

See you in the wasteland

Friday, May 9, 2014

May State of the Game!

Hello Wastelanders!  It’s May and that means Decon members are on PTS working on some stability testing for the Outpost as well as working through come skills and mutation improvements – more on that in a bit, first let’s talk about The Outpost!

The Outpost itself is a player- crafted town in the same category as Citadel, only much larger, with longer between attacks and much more dangerous attackers.  To get the most out of The Outpost players will want to continue to participate in Citadel while they keep an eye on protecting their interests to the South.
In addition to the town itself, the area continues the faction storylines introduced in Alpha County and centers on GlobalTech and their involvement with some of the more malicious groups wandering the wastes.
The rewards for completing the missions and World Events in the area include several new chopper and vehicle recipes, new armors schematics and some other goodies.  

There are a lot of moving parts with The Outpost and with every new bit of content added stability is out number one concern.  It’s taken a while to get the Outpost even to PTS because of these concerns. We want you to have new content and new places to explore, but we need to ensure that when it goes live it won’t have a negative impact on the rest of the game. If you’re itching to see it the Decon team is always looking for good testers.


We are all super excited to introduce the newest member of our team – please give a warm wasteland welcome to our newest developer – The Scapegoat!   Why the scapegoat?  Mostly because Goat is a systems developer, one of the more challenging roles. In the short time we’ve worked together on FE’s skills and Mutations  I’ve been impressed with his understanding of not only how all of FE’s systems interact with each other, but his grasp of the problems players are experiencing in the current system.   He’ll mostly be floating around on PTS testing and breaking things. 

So what is he changing?  We will be posting patch notes for the PTS skills/mutations tweaks in the next day or so, but one of the main things we wanted to address is the current dependence on burst damage.  If you guys see him in game, feel free to say “HI” and drop some feedback on him!

See you all on the PTS!

Wednesday, April 9, 2014

April State of the Game

April State of the Game

It's finally feeling like spring around here.  Birds are singing, flowers are blooming, the trees have coated everything in a fine yellow mist and the art department is hard at work on new armor suits, terrain for The Outpost and some new cosmetic gear for everyone.

Let's talk about the armor first. We've been wanting to get some new styles of armor out there to give high end players a few more options. We are also looking toward future armor progression. Originally, the plan was to introduce Augmented Armor with the Outpost, and while we do want to eventually move in that direction, we plan to smooth out a few more balance points first. Augmented Armor is still coming, and these suits will be a step towards that eventually happening.  

These new suits will be part of the new crafting recipes available once the Outpost itself is player controlled. Both the outpost buildings and the new suits will require some of the high level mats that have been floating around for some time now. 


In addition to working on the Outpost, one of my main projects has been tweaking world node balance.  What this will look like is an increase in hand placed nodes that reflect the setting and environment better and fewer nodes scattered willy-nilly.  We will be completing this project in stages. Alpha County, Terminal Woods, Deadfall and the lower half of sector 1 are completed as of this writing. If you are interested in giving feedback, please hop on to the PTS where you can see some of the changes. 

And speaking about PTS – this rather extensive node project and other ongoing tasks would not be possible without the help of the Decon team.  If you are interested in joining the Decon team check out this link for more information -

I'd love to hang out and chat more but The Outpost is calling!

See you in the Wasteland