Thursday, May 10, 2012

Player Experience: Let's Make it Better!


Hi folks!
You have probably noticed a lot of small changes and tweaks popping up FE, from mini-map tooltips to skill detail pages and more. The goal of these small changes is to increase the “accessibility” factor in Fallen Earth, and generally just make it easier to use for everyone. While we want Fallen Earth to remain a complex and challenging game, the challenge shouldn’t come from figuring out the system, but from figuring out how to make it work best for you. We’d like to go through a few of these changes and give you an idea of how they work, where applicable.

With our last patch (2.39) we introduced multiple mission tracking, new icons to better differentiate between merchants and trainers, new faction colors for player radar icons and new mount icons.  We also added pages players can access from the attribute window that give more details on the function and abilities of their Stats and Skills/Mutations.  These pages should help players better design and plan their builds, both at high and low levels.

When our 2.4 patch (Global Territory Control) arrives, you will see even more tweaks and functionality improvements to the basics of Fallen Earth.

Find Nearest Garage (ability)
Now, if you get lost in the canyon with an empty fuel tank or a dead horse you will be able to get the waypoints to the closest garage to refuel, repair or heal your mount.  Since we’re giving you the waypoints you’ll be able to store all the locations of your favorite garages!

Gear Slot Reduction
We have reduced the amount of gear slots necessary to fully equip your character. The amount of resistances are the same, but gloves, lower and upper arm armor and thigh pieces will now function like boots - equipping one will equip the set.   While this does limit some of the customizability, we will be addressing that through more custom clothing options rather than through forcing players to hunt out available matching sets.

Improved Trainers
Trainers and skillbooks are a constant source of frustration, inventory clutter and are just generally a bit clunky.  For all combat skills and mutations, the book system has been replaced with trainers who will directly give knowledges. The recipes that use the books have been adjusted to use other components. 

A Brighter Night
We’ve also made some tweaks to the sky box so players will be able to see the things lurking in the dead of night just a bit better.   The change is subtle enough to not ruin the feeling of trekking across a wasteland, but enough to prevent interruption in gameplay. We’re also making day longer to give players a bit more time in the sun.

Chat!
We are adding sector chat so players will be able to communicate with all the players in order to better get groups and socialize. This will be available to everyone in the sector regardless of sub level.

Beyond GTC

AI Improvements
A common complaint from players level 1-55 is that the AI can sometimes seem a bit underdeveloped in its decision-making capabilities. We have been spending a lot of time reviewing how AI in Fallen Earth behaves, and improving it for a more challenging and fulfilling experience, across the board.

Other Stuff
We have plenty of ideas and stuff we are already looking at, but do let us know what YOU think would help improve the general player experience. Obviously things that cast the widest net for the most benefit will take priority, but if it's something specific to PvP, or vehicle crafting or whatever, and it's awesome, share it here or on the forums and it might get done!

See you in the Wasteland!

Monday, May 7, 2012

May State of the Game

Welcome to the State of the Game!

As you all know, we are closing in on the final release of Global Territory Control, an exciting and major update to the post-Sector 1 experience in Fallen Earth. We’ll discuss some of the latest additions to this system and the world later in this blog, including the all-new PvP conflict area, The Foothills, in Deadfall.

First off, a couple of the Free2Play restrictions will be modified soon with the 2.4 (Global Territory Control) update. This is being done to fit better with the capabilities of the engine, and allow us to grant even greater benefits for supporters. The Crafting Queue (meaning how many recipes you can have in progress at once) will be set to 1 for free players (EDIT: 3 for free players who have paid previously), 20 for Survivalists (this is what it currently is for everyone) and an increase to 30 for Wastelanders and Commanders. The upshot for free players here is that you’ll never hit an artificial wall preventing you from crafting for the rest of the day, so as long as you’re actively playing you can always craft something new once the previous item is finished. Most notably, this will eliminate the dreaded “stuck” crafting queue bug for all players regardless of paid status. The amount of Death Toll free players can gain is also being reduced, as currently there is a surplus of Death Toll in the system, and the Premium benefits do not offer a very noticeable increase in comparison. Reducing free Death Toll makes more sense than going in and raising all Death Toll costs of individual items to bring everything in line. It’s not all negative, however; free players will no longer have an XP penalty, and will earn 100% of the available XP from quests, hunting mobs etc (versus the current 75%).

We’re also working on addressing some calculations on the client and server that a portion of players have been abusing via third party tools. Until then, consider this an automatic first and only warning: Everyone caught for exploitation/modification of any kind will be banned immediately with no further discussion and no appeals process. So instead of cheating and then blaming it on your cousin/brother/best friend/dog, maybe just don’t do it in the first place? That seems like the best route, if you ask us.

Now, enough of that stuff, let’s talk about THE GAME.

We’re closing in on the finishing touches for Global Territory Control! In addition to tweaking some values and adding  specialty merchants, one of the things that was most important for us to include before GTC goes live was a new more centrally located area for high level players to fight over that provides a good amount of Faction Control Points towards the GTC faction buff.

We wanted an area that would be between two important destinations for level 55 players—Los Alamos and Citadel—as well as a town layout that utilized some of the most requested and favored features from Haietta.

The central road in the area cuts straight through the center of town, and the discarded vehicles and abandoned houses give plenty of vantage points for snipers and ambush points for the unlucky traveler who happens upon the wrong end of a Volatile Bloodvine Axe.

The Foothills is an abandoned settlement that never quite made it despite its proximity to Los Alamos and as the settlers were driven back to safer towns, the factions have moved in eager to take control of the area and further their influence over the entire canyon. Check out some screenshots of The Foothills below!

With The Foothills added, we’re in the final stages of testing, balancing and tweaking for the Global Territory control patch so stay tuned for all the final details, as well as a few surprises we’ve managed to sneak in. We are hoping for a launch of the 2.4 update next Wednesday, if our final tweaks and additions come along smoothly.

See you in The Foothills!




Thursday, April 12, 2012

Revamping Haven: The Revampening

Today's blog post comes courtesy of Ninjanomics, Fallen Earth's (awesome) art ninja, which details the revamp of Haven (because it hadn't been vamped enough yet, so we decided to do some extra vamping)

Hey, Wastelanders! Ninjanomics speaking; I’d like to give you a sneak peek of our upcoming revamp of Haven. So let’s check it out!

Why Haven? Why now?

Up until now, Haven has performed pretty poorly. The town had a confusing layout, was cruelly prohibitive to frame rate, and didn’t well reflect the serenity of the Lightbearers as a faction. Being that Haven is one of the first things you see in Northfields, it needed some love. Given the success at boosting the performance and layout of Embry, the time seemed right to use the technique on another area that needed cohesion and an improvement in performance.

The style of a Faction
The Lightbearers have lacked a cohesive architectural style to their areas thus far in FE’s Art palette. Giving the faction a central hub with a firm basis to use for all future LB architecture seemed like a must. We went with large quarried rocks carved into obelisks to give the buildings a monolithic feel. The patchwork banners with the Lightbearer insignia convey a nice reverent feel to the buildings, which is rounded out with wooden beams lashed together with rope. The effect wound up in a style that keeps with the faction’s core ideas, while still looking post-apocalyptic.



One of the new style of Lightbearer dwellings

Layout and Flow
Formerly the town had no layout or logical flow to speak of. We wanted to try making the area both interesting, and logically lay it out to maximize ease of use for players. The town is divided up into two sections: There’s Haven proper, which contains most of the functionality of the town, and there’s Haven Grove which is an area of trees to the southeast of town, but still within the town walls.
Haven proper is laid out with the town’s defense in mind. There are large walls which encircle the town, and guard towers placed every couple hundred meters. In the center of town is the outdoor Haven Dojo where Initiates spar in mock combat.
Atop the hill overlooking the pond is the Haven Temple, with nearby crafting facility, vaults, and auctioneer. Just across the pond over the narrow land bridge is the Haven Sundial, the Lightbearer shrine to the sun, their emblem. Up the hill from that are the Haven Archives, also revamped to reflect the scholarly nature of the LB Archivist sect.
There are footpaths for traveling to and from different areas of town, patrolled by Lightbearer Initiate guardsmen. There are two omni-crafting facilities on opposite ends of the town, one by the clinic, the other by the temple and AH. Veterans of FE will find the new Haven much more easily navigable.

Performance, where art thou?
The view standing at Haven sundial and looking
out over the pond toward the Temple
The performance boost for this town was easily dispatched. The former incarnation of the town had way too much going on. Too many buildings, objects, and npcs were placed in the area. Consolidating the important aspects of the town and getting rid of the excess proved effective in keeping the performance in check. Lowering the number of textures used to just a few really helped free up memory to do things like interesting landscaped hillsides, valleys, and the town’s centerpiece, the pond surrounded by the Sundial, Archives, Temple, and outdoor Dojo. The land bridge in the middle of the pond makes the whole town come together, and it’s easier on player’s machines in the process.

The Polish pass

In addition to getting the town to make sense physically and perform better, we needed to dial in the awesomeness factor and crank it to eleven. New assets were made for the area like Lamp posts, Shrine gates, fire pits, sparring equipment, and Lightbearer themed throw rugs and furniture, each of which make the area feel lived in, which brings the town alive with activity.

A peaceful refuge

The changes we have made to Haven have morphed it from a muddled, poor performing mess, to an easily navigable, peaceful refuge, that won’t drop your frame rate to 12.
We're very proud of it, and we hope you like it too!
Brother Florens stands in the shadow of the Haven Temple

Friday, March 9, 2012

March State of the Game

Happy Pi Day!

For this month’s State of the Game I wanted to recap the recent changes and upcoming features and talk a bit about some things we are doing to help new players find their role in the apocalypse a bit more easily.

The next major feature you will see is Global Territory Control. We’ve talked a bit about this and it’s been good to see the discussion about it in the game. So while we will be getting it on PTS at the end of this month, I want to give you a bit more information about the extent of the changes.
Neverender did an awesome job of running down the system in the last blog we did, so I’ mostly going to fill in the left over details.

Where Can I Play?

To give players an alternate method of taking conflict towns we will be adding keeps to several of them, including Tinkersdam, The Dump, Fender’s Gate and Park City. Keeps will also be added to the open PVP areas of Feral Boughs and Office Park. Other conflict towns and PvP areas (Blockade, Terminal Woods, Haietta, Waste Farm, Wind Farm, and Hollister Point) will have Faction Control Points that provide significant bonuses toward capturing the town itself. All “timed” conflict towns have been converted to regular conflict towns.
Controlling these towns and keeps will contribute points to your faction. The central keeps and conflict towns are worth the most points and the faction with the most points gets a buff which improves crafting and harvesting speed as well as Random AP, Death Toll, Faction, and Experience gains. This buff replaces the current game-wide faction control buffs. You will have to choose a faction to receive this new buff.

Who Am I Playing Against?

While Neverender has been working on Global Territory Control, Affa has been working on the core faction system. As mentioned, this update will see the elimination of shoulder factions.Completing faction tasks (ie killing a faction-aligned mob) will only affect the specific faction you completed it for, and its opposite on the faction wheel. Additionally, players will have to choose a single faction to ally with for the purposes of PVP. This allows for a clear definition of who you are fighting for and against. You can choose any faction that you have a positive reputation with (even if it’s not your highest), and the only way you can change to a different faction is to get a negative reputation in your chosen faction.

The formula for how many faction points players gain has been adjusted as well. The current system on Live reduces the number of faction points you earn as you gain ranks in your highest faction. The new system removes this penalty but gives a lower amount of faction overall. The amount of faction gained for a particular target remains the same regardless of your current rank. Overall the new system should require a bit less time to get to the highest ranks.

Experience and Faction gains in PvP have been changed to work more like Death Toll. Currently, each time a player is killed in a short period of time, they give 20% less Faction and Experience until they eventually give 0%. In the new system, each kill in a short period of time reduces the amount in a triangular progression down to a minimum of about 5% (1/21).The amount of faction gained from PvP kills will be closer to the amount given by PvE kills.

The faction-based harvesting knowledges will also require players to choose a faction, meaning you will only be able to harvest nodes owned by your chosen faction.

When Can I Play?

We will be putting both Global Territory Control and the faction changes on PTS towards the end of the month. It’s a huge system so get in there and hammer the hell out of it! This is one of our largest patches in recorded history, so we will need all the feedback we can get.

New Players

You may have noticed a few small changes to the radar and map while wandering around the wasteland. Recently, we’ve added mouseover tool tips to the radar and a scrolling function to the overhead and sector map. In the near future we will allow players to track up to five missions at once so players can better chart their path through the wasteland.

We’re also going to be looking at how to improve the skill and mutation interface. Rather than using books to learn combat knowledges (crafting books are unaffected), we are switching to a system that allows the players to talk to trainers and have the abilities applied directly to their characters. It’s a more streamlined system that will show players more information about the skills they are purchasing. Along with these changes, we have several other smaller tweaks designed to make Fallen Earth a less cumbersome experience for new and existing users alike.

So that’s what we’ve been working on lately (well that and Steam integration, server stability and a whole lot of bug fixes). See you on the PTS!

M

Friday, February 10, 2012

More on Global Territory Control

Check out the below update from Neverender on Global Territory Control!

Global Territory Control

Hey guys, Neverender here. We wanted to give you guys an update on one of the upcoming features we’ve been working on and give you a chance to get an early look at how it’s shaping up. We’re taking elements from the Faction Territory Control mechanic that was introduced in the new zone north of Sector 2 and applying them to the rest of the game (except for Sector 1).

What Exactly is “Global Territory Control”?

Well, I’m glad I asked! We’re taking existing Conflict Towns, Faction Control Points, and open PvP zones all over the game and using them to track each Faction’s global dominance. The longer your Faction holds any Keep, Conflict Town, or Faction Control Point areas, the more points you will contribute toward becoming the most dominant Faction in the canyon!
Most existing Timed Conflict Towns are being converted to use either Faction Control Points or Keeps that help contribute toward control of the town. Select open PvP zones, such as Office Park, will have a keep added to them.

Why Should You Care?

We’re looking at several different ways to make it desirable to both take and maintain control over Keeps and Conflict Towns. You should already be familiar with the Harvester system that was added with Faction Territory Control. We’re also looking at making some changes to how the exclusive merchants work, including a type of merchant that sells limited quantities of items that will replenish as you continue holding the Keep.

On a global level, the Faction that has accrued the most points (earned over time from controlling Keeps, Conflict Towns, and FCPs) will be rewarded with the Global Territory Control buff that we think will be attractive for all styles of play. We’re still working on balancing things so it’s subject to change, but right now we plan on having this buff provide a nice boost to the following:

- Crafting Speed
- Harvesting Speed
- Random AP Gain
- Death Toll Gain
- Faction Gain
- Experience Gain

A little something for everyone, right? Just one problem, only one Faction can have it!

Will Lower Level Players Be Able To Participate?

Yes! In fact, they’ll be needed. There will be areas in Sector 2, Sector 3, Deadfall, Terminal Woods, and Alpha County that contribute towards Global Territory Control. Only level-appropriate players will be able to take control of these points, so all players will be able to stake a claim in their Faction’s dominance as early as Sector 2.


A new Keep in Office Park was constructed from Scavenged materials



Thursday, February 2, 2012

February in the Wasteland

Hey Everyone,

As work continues on Global Territory Control and the systems that will follow it, we have some stuff in store for February that might interest you:

  • Steam - As you have already noticed, you can now link your Fallen Earth account to a Steam account, and set Fallen Earth to securely authenticate your login via Steam. This means no more typing account credentials for Steam users. Later this month we will be adding full Steam integration, meaning you can track other friends playing Fallen Earth, check out their FE achievements, and download and install the game quickly and easily via the Steam platform.
  • Wasteland Warrior Tournament - This tournament, the first of its kind in Fallen Earth, will separate the casual newbie ganker from the seasoned Bloodsports and Faction Territory Control veterans. Testing one-on-one PvP prowess, this laddered event will play out from February 20-26, and will bestow riches and glory on the victors. Sign up details will be posted on the forums in the coming weeks, so keep your eyes peeled!
  • Marketplace Packages - Do you want to try out all of the boosters, but are a bit strapped for cash? Maybe you think a Flame Cowboy Hat just doesn't make sense without a matching Duster and Pants. If so, then you'll appreciate our Booster Mega-Pack and Flame Suit packages which include the above mentioned sets at a discounted price!
  • Valentine’s Day Sale - Give a gift to a loved one! In addition to reduced prices on a variety of best-sellers and items, ALL marketplace goods will be tradable!

As mentioned, keep an eye out on the website and forums for more details on the each of the above. Next week we'll post more info on the upcoming Global Territory Control patch.

Friday, January 20, 2012

Faction Changes!

Check out the below details on upcoming Faction changes from Lead Designer Marie "Aro Sei" Croall:

We’ve been working on putting in more features to give factions something to fight over with Global Territory Control and related systems. In addition to these features, we wanted to put in some long needed changes to the faction mechanic itself. These improvements are designed to make identifying your enemies clearer and allow players more freedom in their choices while still highlighting conflict in a post-apocalyptic environment.

Chosen Faction:

With the introduction of Global Territory Control, a system that combines the recently introduced Faction Territory Control keep mechanics with conflict towns and allows players to capture territory to contribute towards a global advantage for their faction, we also want to make sure it is clear to all players who they are fighting for and who they are against. Currently the situation can exist where Player A can be allied with Enforcer and Lightbearer while player B is allied with Lightbearer and Vista. Player B can be hostile to Player A but will appear friendly due to the shared Lightbearer faction. It can get kind of messy, and not knowing who will attack you can really put people off of PVP. FE has a bit of a learning curve and this is one of the places where we feel we can soften that without dumbing it down.

In order to accomplish this we will be removing the shoulder factions. Players will need to pick a chosen faction, this is the faction they will be loyal to and earn points in. When they earn points with Lightbearer they will lose points with Traveler. No other factions will be affected.

Players will be able to take missions from any three factions they want, but they will only be in one chosen faction, which will control their access to PvP objectives, certain merchants and missions, and faction channels. You can choose to be in any faction you have a positive reputation with, and it doesn’t have to be your highest faction. You can only leave a chosen faction if your reputation with that faction goes below zero. At that point you can choose a new faction. New missions will be available to assist with this process, but it is not intended to be quick or easy to change faction in this way.

Faction Friendly Fire

In addition to creating a chosen faction we will be eliminating Faction Friendly Fire except in cases of Clan Wars, Bloodsports, and dueling. This change is aimed at reducing same-faction griefing, hopefully contributing to a less jarring PvP experience in Fallen Earth.

Friday, January 6, 2012

January State of the Game

January SOTG from Marie below!

Happy New Year! This month we’re focusing on improvements to existing systems and areas while we lay the foundation for some major new systems that will make their debut later on this year.

Current Projects:

In January we will be releasing the much requested bomb mechanic for use in Territory Control which will give players another method of taking down the keep doors and allowing for some new strategies and tactics. Post January we will be adding Territory Control to all sectors to give players more ways to capture towns and areas for their factions. In the coming weeks Affa and Neverender will be giving you a behind the scenes look at how we will be taking the concept of a limited area Territory control system and applying it to the world, how it impacts existing control mechanics and what’s improved from the original design and where we are going with faction mechanics.

Kaibab Forest will be getting a little more love with some new level 30 -35 missions that focus a bit more on LifeNet and its “capabilities”. As we move forward with more dynamic systems we will also be working to expand the lore and getting back into the rich history of the plateau and the people responsible for it. We’ve also started cleaning up some of the flow in the starter zones addressing some continuity issues and working on overall improvements to the sector one missions.

Systems has been adding improved rare treasure drops to our Master, World, Scavenger and instance bosses, as well as some of the harvesters and nodes, giving players a chance at all of the rare components and other goodies available in FE.

As for art - based on the feedback we received with the Embry reworking, the art team has jumped in to a slightly more ambitious project – revamping and improving Haven. In addition to fixing the frame rate issues around the town we wanted to pull the Lightbearer aesthetic more in line with a post-fall world while also improving the gameplay and flow of Haven.

The future!

Since the world is coming to an end in December (trust me, I know some Mayans) that doesn’t give us much time, so we’d better get moving on some of those big important systems we’ve had in the pipeline for way too long. The augmentation system is first up, giving players a way to customize and improve weapons and gear. Maenad will be speaking more on this shortly as we finalize the design and move into production.

This month we’re also breaking ground on one of the biggest systems we’ve ever done. It’s still too early to really get into details on but we’ll make sure this one was worth waiting for.

On that admittedly cryptic note…

…see you in the Wasteland

M

Monday, December 12, 2011

2.27 – Faction Territory Control, World Events and More – Wednesday 12/14!

Hey everyone!

After several weeks of PTS testing, we are ready to roll out version 2.27, which includes Faction Territory Control, World Events, our overhauled map, better group XP, our initial Steam F2P integration and much more. We will be taking the servers down at 8 AM PST, 16:00 GMT this Wednesday, 12/14 to update to 2.27. We expect to be down for roughly 2 hours, and will be sure to keep you updated on Facebook and the forums regarding uptime.

This is a big patch for Fallen Earth, and we are excited to hear your feedback, so make sure to let us know here or on the forums. For full patch notes head here, and if you are still curious about Faction Territory Control, we’ve got some more details from Neverender below:

Map Icons

A huge part of how players will be given information about the current state of Territory Control will be the dynamic “objective” icons we place on the map. These will be icons representing the Faction that currently holds each control point. Flames are added to the icon if that point is under attack or the flag is contested, and a shield is added if the control point has immunity (more on that later). If you mouse over these icons, their names and descriptions will provide additional information about what is going on.

Control Points

There are 13 total Control Points in the Territory Control area. These are represented by flags that players click on to take over control of an area. If your highest faction is different from the faction that currently holds the control point, clicking on the flag object will put the control point into a “contested” state. If the specific player that clicked on the flag stays alive and close enough to the flag for 5 minutes, their faction will take over control of the point. During this time, the name of the icon when you mouse over it will update each minute reflecting the time left before control changes to a new faction.

Keeps

The 6 control points farthest away from the center of the map are just flags out in the open on the street. The inner “ring” of 7 control points (including the center point) all are inside of “keeps”. 6 of the keeps are basically identical to one another, each with a door that enemy players have to break down to gain access to the keep (where the control point flag is). The 7th keep is much larger and is in the very center of the map. That one has 2 doors and 2 walls (a destructible barrier on each side of the keep).

Keep Teleporters

Each keep has teleporters on the inside and outside of it. They allow players that belong to the Faction in control of the keep to get in and out of the keep easily. Using a teleporter will put an effect on you that keeps you from teleporting again for 15 seconds. The main keep has 4 teleporters on the inside and 4 teleporters on the outside. If anyone from a Faction other than the one in control of the keep clicks on a teleporter, it should tell them in chat “Only the keep controllers may use this.”

Keep Amenities

All of the 7 keeps should have the following things in them:

- Sector, Barter, VIP, and Utility vaults

- Mailbox

- Auctioneer

- Crafting Facility

- All-Purpose Vending Machine

- Death Toll Keep Upgrades Merchant

- Death Toll Merchant that sells the old Death Toll Gear (Gunslinger’s, Marksman’s, Pulverizer’s, and Rejuvinating)

Additionally, there is a third Death Toll merchant that each keep has, but the merchant is different depending on which keep it is. This merchant will always have ammo, vehicle-related items like fuel and repair kits, and a Death Toll Assembly recipe book that teaches the recipes for crafting all the new Death Toll gear. The part that is different about each keep is that they sell a different Death Toll Tradeskill Component. Looking at the Territory Control map, the top left and bottom right keep merchants should sell the “Kinetic Amplifier” item. The top middle and bottom middle keep merchants should sell the “Revitalizing Matrix” item. The top right and bottom left keep merchants should sell the Alloy Plating item. The central keep merchant should sell all 3 of those items and also the Dynamic Grip Tape item.

Keep Upgrades

The keep doors and walls (main keep only) can be upgraded, as well as a LifeNet Generator that will enable keep respawning capabilities. The Death Toll Keep Upgrades Merchant mentioned above sells items that are to be used on whatever you want to upgrade.

There are now NPCs that stand next to each upgradeable object and will provide the current upgrade status if spoken to.

Keep Barrier Tier Upgrade items, when used on the door or wall of the keep, will increase the progress towards the next Tier Level of the door. This will significantly increase the door’s health. Keep Barrier Reinforcement items will “reinforce” the door, giving it more defenses and effectively lowering the amount of damage it takes from attacks. Each time the tier level of the barrier changes, it will lose any reinforcement status it may have had. Additionally, as the Tier Level of the door increases the door model will change. Each of the 4 Tier Levels has a different appearance. There is a known bug that causes the model change not to show up for anyone near the door at the time of the upgrade. If you log out and come back in or just run far enough away and back, you’ll see the correct model. The wall only has two models. It will appear one way for Tiers 1-3 and then another way for Tier 4 (max).

The LifeNet Generator will start out as a “Broken LifeNet Generator”. While in this “broken” state, players are not able to respawn at the keep and the LifeNet Generator should not be able to take damage. The Broken LifeNet Generator cannot be upgraded for 5 minutes after it spawns in. This is typically only a factor when enemy players destroy the LifeNet Generator and then it should very quickly respawn as a Broken LifeNet Generator. The LifeNet Generator should never be missing from the keep for more than about 10 or 15 seconds.

When the LifeNet Generator is upgraded from “Broken” status to Tier 1, the model will change to a repaired version and players will respawn inside the keep with 25% health when they die. They also should not lose any consumable buffs like they would if they respawned in a normal LifeNet facility. Upgrading the LifeNet Generator to Tier 2 will allow players to respawn at 50% health. Tier 3 is 75% health, and Tier 4 respawns at 100% health and also grants a small buff. Gamma and Stamina levels are affected similarly, but they are never lowered below the value they’re at when you die.

The LifeNet Generators are visible from outside the keep and can actually be damaged by players from outside the keep if their weapon has enough range.

Immunity

For 60 minutes after a new Faction takes over a control point, that point will have immunity. This prevents any opposing player from taking control of the flag and also prevents them from attacking the keep doors, walls, or LifeNet Generator. A control point’s immunity status will be reflected on the map icon with a shield and mousing over that icon will reveal the approximate time the point will remain immune for.

“Under Attack” Icon Status for Keeps

The map icon for a keep will go into “Under Attack” status if any door, wall, or LifeNet Generator gets attacked. It should stay in “Under Attack” mode as long as any of those targets have player aggro on them (this can potentially last for several minutes after the target is no longer being attacked). Also if a door or wall is destroyed, the “Under Attack” status will remain for as long as the keep is open and vulnerable to being lost (because anyone can run inside now that there’s no door/wall). The icon will just say “Under Attack” during this time. The countdown “timer” will only show up if the actual flag for the keep is being contested.

Control Buffs

If a Faction is holding one or more Control Points, all players in the Territory Control area belonging to that Faction will get a buff that raises their Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn. There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).

Keep Defense Missions

A Faction quest-giver is inside all 7 keeps. They give out a Keep Defense mission that only players of the controlling faction can take. The defense mission requires you to stay in the vicinity of the Keep and make sure your Faction doesn’t lose control of the keep. The mission will fail if you lose control of the keep. If you stray too far away from the keep you’re defending, the timer will stop ticking down and you’ll be told to return to the keep area to continue defending. These missions should be repeatable, and once completed they can be turned in at any keep your Faction controls.

Thursday, December 1, 2011

December State of the Game

Hey Wastelanders,

Before I get to release dates and upcoming features I wanted to take a minute to talk about some of the less sexy but ultimately critical things we’ve been working on. Game stability has been a major issue for us since the conversion to free-to-play (players!) and every relevant resource has been working on isolating and fixing the issues that led to crashes, strange attributes for players and mounts, and the rare but still impactful chickening. Fixing these issues has taken much longer than we would have liked, but as of this STOG, we feel that we have eliminated the major issues allowing us the opportunity to address some of the legacy issues and “pre-existing conditions” such as rubber-banding and frame rates . Programming will address the rubber banding, while the Art team works on frame rate issue starting with the town that affects the most players – Embry.

In order to fix the Embry issues Devo and his team have redone the majority of the assets for the town, replacing older high-poly, high-batch buildings with newer ones that will improve performance and the overall aesthetic appeal of the town – in short the town looks and functions better. During this process Devo has developed new methods of town-building that will allow us to quickly address other towns that have similar frame rate issues, we have our list of known offenders, but we also want to hear from you. Post towns that you regularly experience issues with in the comments or on the forums!

So, while programming and art have been working on stability and frame rate issues – along with some other projects Devo may have been hinting at on the forums, scripting and content have been continuing to work on improving and developing new features. Neverender has been testing and tweaking Territory Control on the PTS – huge thanks to everyone who has gotten on and tested with us -while Affa has been working on…well everything from World Events and Faction Mechanics to Harvesters for Territory Control. He and Maenad and the whole team really have also been working on a ton of future content in the form of Farms and my personal favorite new system…the augmentation system! We started preliminary work on this earlier, but its back and better than ever. More details once we get closer to a release date.

Fafnir and the content folks have been putting the X-mas event together as well as working on some missions for that dreadful 30-35 gap. We’ll be taking the opportunity to get into some more LifeNet and Global Tech storyline as well as start to get to know one of our favorite villains a bit better. Our goal with content is to parallel track the addition of more sandbox features with more storyline and lore. There are some plot threads we want to pick up and run with, so the next few months we will be gearing up for some major stuff on the plot side cumulating in what will be one of our biggest events ever.

Okay, so - dates. Territory Control, a more useful Map, the first World Events and New Embry will be mid-December along with any other features we can ninja in before the QA cutoff date.

Early next year, we will be taking Territory Control Globally and making the shoulder faction changes , check out the last blog for more details.

You guys know how much I hate to give dates so from there things get a little less specific, but shortly after Global Territory control we will be adding more progress towns, farms, the augmentation system, and a few systems still too new to mention.

It’s going to be busy around here, but we always try to find time to read the forums and be in game to hear what you have to say.

See you in Territory Control!

M

Wednesday, November 23, 2011

Thanksgiving and PTS

Hey everyone,
In case you haven't heard, we've got some fun stuff going on for Thanksgiving right now, namely our in-game event and Turkey Piñata. More info from the website:

Prairie Turkeys are breeding like mad and have inundated the Wasteland! Help your fellow Wastelanders get a handle on the epidemic by looking for any new faces in Embry, Needle Eye, Sunshine corners, Trader’s Flat and Los Alamos. They’re working to get to the bottom of the situation, and need your help! Expect some twists and turns along the way, but you will be rewarded for your efforts!

If you are more in the mood for celebration and gifts, head to the Fallen Earth Marketplace for our Thanksgiving-only Turkey Piñata, which offers you the chance to win the exclusive and unreleased-until-now Chopper, along with a slew of other prizes. Bust open the Turkey Piñata as many times as you like (1 Piñata per purchase, no purchase limit) and keep winning!


ALSO, PTS Faction Territory Control testing round 2 starts TODAY, at 3 PM PST (23:00 GMT), and completed Monday, Nov. 28 at 12 PM PST (20:00 GMT). Patch notes can be found below, and remember to post feedback via /bug or the PTS forum.

Art:

Fixed an exploit in the wall of the southern keep in Territory Control based on PTS feedback.
Fixed the sunken door archways based on bug reports from PTS.
Fixed the destructible wall collision based on bug reports from PTS.
Added an underground bunker to central keep in Territory Control based on PTS feedback.
Added more cover objects throughout Territory Control based on PTS feedback.
Added a spark particle to overhead powerlines in Territory Control.
Smoothed out collision on ruined piles in Territory Control.
Removed ruined piles from central keep in Territory Control.

Fixed custom colors on female Dreadnought armor.

Faction Territory Control

Harvesters:

Test Harvesters have been added to the PTS. These are currently available via cheat merchants in each Faction Camp around the Territory Control Area. The final harvesters may not work the same way. The harvesters must be placed within a certain proximity of a Control Point that your Faction is in control of.

Keeps:

Per player feedback, a 15 second cooldown has been added to the Keep Teleporters.

The central keep now has a teleporter on all four sides of the keep, allowing the players who control the keep more ways to get inside.

The LifeNet Generators are now upgradeable:
(Note: These values subject to change)

Tier 0 – Broken

Tier 1 – 25x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +25% Health, Stamina, and Gamma (capped at 100%)

Tier 2 – 50x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +50% Health, Stamina, and Gamma (capped at 100%). The Generator has more health than Tier 1.

Tier 3 – 75x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +75% Health, Stamina, and Gamma (capped at 100%). The Generator has more health than Tier 2.

Tier 4 – 100x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at Maximum Health, Stamina, and Gamma, and also receive a buff to those stats as well as Melee and Ranged Defense. The Generator has more health than Tier 3.

All LifeNet Generators should be vulnerable to attack from outside the keep, including the central keep.

Per player feedback, the keep doors and walls take longer to respawn after they are destroyed (and they will not respawn at all if the flag is being contested). They will also take longer to be fully repaired after a ceased attack.

The doors and walls will more accurately update the “Under Attack” icon on the map to properly reflect an ongoing attack.

The main keep now has an underground respawn area the same way the smaller keeps do.

Death Toll Gear:

New Death Toll gear has been added. There are 3 custom-color suits that are available for purchase on the Death Toll merchants inside the 7 FTC keeps. Certain suits are available at certain keeps. Obtaining this gear has been simplified for testing purposes.

Other Bugs/Fixes:

You no longer have to go /PVP to capture a control point. The whole area is in a PvP zone (except for the Faction camps), so you should now be able to contest a flag without needing to enable World PvP

There was a bug that was causing you to be mailed rewards for taking a control point, similar to in Faction Control Points. This was not intended and has been disabled.

You are no longer able to place the Faction Control Guard Bundles from Faction Control Points near Faction Territory Control flags.

Map Icons:

Icons have been added to the map for Progress Towns, non-timed Conflict Towns, and Town Events.

World Events:

A few world events have been enabled for testing. They include random nodes throughout the world and one event in each Sector 3 Faction Town.

And for those who celebrate it, have a Happy Thanksgiving!

Friday, November 18, 2011

Happy November (and Factions)!

Happy November!

It’s been a while, but the PTS is now back in action! We’ve got the first version of Territory Control up for testing, and we’ve been reading all your feedback and having some really great design conversation, so keep testing and keep posting!

Next week we will be starting our Thanksgiving event. There will be questors in Embry, Needle Eye, Sunshine corners, Trader’s Flat and Los Alamos, so be sure to talk to any new faces you see hanging out in those towns. They’re eager to reward clones with a new trinket and Achievement for helping them out.

In addition to the PTS and Holiday events we’ve also been working on changes to the way player get faction. To explain the technical aspects I’m going to hand this over to Affa:

The Future of Faction

We will require players to choose a "main" faction if they want to participate in Territory Control or Conflict Towns. This choice will affect which titles you have access to, which faction channel you belong to, how you appear to other players, and what faction you give when killed. You cannot change this choice easily. You can choose to officially join any faction you are friendly with (not just your current highest faction) by visiting a mission giver in each faction town. Once you've made your choice, you can only change it by going negative with that faction. At that point, you no longer have a chosen faction and can choose again from your current friendly factions. We want players to be able to choose a new faction, but we don't want it to be easy.

You will not need to choose a faction to run missions in Faction Towns or do any PvE content. Your chosen faction will only affect PvP systems.

We are also removing shoulder factions. If you do a mission that gives you Enforcer faction, you will only lose CHOTA faction. If you kill a Tech, you will only gain Vista faction. This will open up more content to players who have maxed two factions instead of having all three. This prevents players from being punished for running missions for both shoulder factions, and it will open up the possibility for players to have unusual alliances. If you want to max Tech, CHOTA, and Lightbearer, you will be able to do so. But as far as PvP is concerned, you are only one of those three factions. This will also fix some bugs where players who have maxed two factions are sometimes treated as one faction and sometimes treated as the other faction.

Because these are large changes, we will add new faction respec missions, each of which resets one axis (i.e. one mission will reset just your Traveler and Lightbearer factions to zero). Just like the existing faction reset missions, they will set those factions to 0 and each one can only be used once. Since players will no longer be receiving extra points from shoulder factions, we will increase faction rewards to match.

So, that will be showing up on the PTS before too long. We know it’s a large change, and we want to get plenty of feedback on it.

Hope everyone has a happy and safe November!

See you in the Wastelands

Aro Sei

Friday, November 11, 2011

It's a Comin'...

Wastelanders!

We have some news that should incite a brief sensation of joy in the dedicated. The PTS (Public Test Server) is coming back next week, complete with Faction Territory Control!

This means two things:

  1. You get to take part in testing and providing critical feedback on Faction Territory Control. This feature (and sector) forms the basis of our work over the next few months. Global Faction Territory Control will launch early next year everywhere, so this is an awesome chance to help us improve the foundation the future Fallen Earth content will be built on!
  2. If you want to join us, you need to be prepared! Below is some info that should prove useful to getting yourself up and running on PTS come launch.

So, first things first: When will PTS be open for business?

Well… We’ll be opening up the PTS on a limited time basis to test major updates to Fallen Earth’s content and balance. ALL players will have access to the server during these dates and times, but we will only keep the PTS up for about a week at a time. This first round of testing, our first round of public testing on Faction Territory Control will start next week and run about 4-5 days, depending how things go. We’re looking at a live date of Wednesday 11/16, but that could move slightly.

How do I get access to PTS?

You will need to install another instance of the Fallen Earth client that points to the Public Test Server. The easiest and fastest way to do this is to copy your current Fallen Earth folder into a new directory, and simply download our PTS updater, which will “convert” it to a PTS client. Full instructions on how to do this are available here. Note, the FETestUpdater file will be posted on 11/14.

How do I login to PTS?

Simply login with your GamersFirst account and password, the same one you use to access the live servers. All of your characters will be there waiting for you.

I am still a newbie, can I help test Faction Territory Control and future high level content without grinding on PTS?

Yes! There will be trainers in each newbie town that will level you up and grant you all the AP and gear you need to succeed in the Wasteland.

What about World Events? Will those be on the PTS too?

Our World Events testing will commence in the weeks following Faction Territory Control testing. We’ll keep you posted on the blog and forums about those dates as we get closer.

So, with all that said, Neverender is here to tell you a bit more about Faction Territory Control, how it works, how you can get involved, and stuff you should look out for while playing.

Anyone can participate in Faction Territory Control, although it would probably be best to be higher level as most players in the area will be max level. You will be identified as belonging to whatever Faction you are the highest in. Each of the Faction camps in the FTC area will have cheater NPCs that will level you up, give you chips and Death Toll, sell you respecs and faction-altering items, etc. To reach these camps you can use the Personal Bus Stop 4 ability. There is an option there to travel to the Territory Control camps.

Once you are there, you can view the Strategic Map of the Territory Control area. There are 13 control points, all clearly indicated on the map as well as which Faction currently controls each point. You can buy a vehicle key from the cheater merchant to help you get around more quickly.

Each control point has a flag, similar to the existing Faction Control Points. To take control of a point, you click on the flag and then have to stay alive and in range for 5 minutes. 7 of the 13 control points are located inside of keeps throughout the sector, with one of the keeps being much larger than the others, located in the center of the map.

There are teleporters on the inside and outside of each keep that players belonging to the controlling Faction that they can use to easily get in and out of the keep. If anyone else wants to get in they’ll have to break down a door or wall. The 6 smaller keeps have a single door, while the larger keep has 2 doors and 2 walls.

Each keep has a Death Toll merchant inside that will sell items that allow you to upgrade the doors/walls. Upgrading the door tier will increase the amount of health the door has, while reinforcing the door will reduce the amount of damage it takes. The upgrade items are sold in stacks of 10, and should be used directly on the door or wall you want to upgrade (have it targeted).

Here are the current costs to upgrade the Doors/Walls:
Upgrade Tier 1 Door to Tier 2 – 25x Keep Door Tier Upgrade
Upgrade Tier 2 Door to Tier 3 – 50x Keep Door Tier Upgrade
Upgrade Tier 3 Door to Tier 4 – 100x Keep Door Tier Upgrade

Costs to reinforce the Doors/Walls:
Reinforce a Tier 1 Door – 5x Keep Door Reinforcement
Reinforce a Tier 2 Door – 10x Keep Door Reinforcement
Reinforce a Tier 3 Door – 20x Keep Door Reinforcement
Reinforce a Tier 4 Door – 50x Keep Door Reinforcement

When a door is upgraded to a new tier, it will need to be reinforced again (A reinforced Tier 1 door will no longer be reinforced once the door is upgraded to Tier 2). For the main keep in the middle of the area, each door and wall must be upgraded individually. If a door/wall is destroyed or control of the keep changes hands, the door will reset back to Tier 1 (and not reinforced).

The keeps also have a LifeNet Generator that starts out in a Broken/Disabled state but can be repaired and made operational. Currently it takes 25x Keep LifeNet Repair Kit to repair a broken LifeNet Generator, which allows players of the controlling faction to regenerate at that keep. Also, there will be additional bonuses for upgrading LifeNet Generators once things are finalized. The LifeNet Generators can be destroyed, which disables regeneration at that keep until the generator is repaired. You will always be regenerated at the nearest active LifeNet that your faction controls. That could either be at a keep where you’ve repaired the LifeNet Generator or back at your Faction camp on the outskirts of the area.

All players of your faction will receive a buff based on how many control points your faction owns for as long as they remain in the area. If your faction controls 1 of the 13 points, you get the Tier 1 buff. 2 points gets the Tier 2 buff, and so on with maximum buff coming at Tier 4 (for 4 or more points held). The buff boosts your offensive abilities (Melee, Pistol, Rifle, Power, Precision) as well as the Experience, Faction, and Death Toll you earn.

One of the main things we’re interested in getting feedback on at this point is balance. How hard is it to take or defend each type of control point (Free-standing flags out in the street, the 6 smaller keeps, and the larger keep)? There are not currently any Faction NPC guards at the control points, but that is something that will likely be added. We’d also like to hear more generalized feedback as well, and of course any bugs that are encountered during testing.

Once PTS is up for all of you I’ll be popping in from time to time to check on things. I hope to see you all on PTS!


Regarding not-as-exciting-but-equally-important-stuff news, we want you to know that we ARE spending a lot of effort and working hard on resolving some of the more annoying issues that are affecting players every day. Namely, effect/consumable bugs, the dreaded “paused” crafting queue and of course, general server stability, are top priority, and we have fixes for each of this issues on the way in the coming week(ish). You have probably noticed us doing maintenance to apply “server hotfixes” quite frequently. These are directly tied to improving stability and weird bugs that cause lag or can (and do) disrupt service. While we know downtime is an inconvenience, we also know that you (and we!) want to be able to enjoy Fallen Earth uninterrupted on your weekends, evenings etc.

I also would like to introduce myself for those of you that don’t know me. My name is Asa Reed and I am Linus’ right, and often left, hand when it comes to Fallen Earth (aka the Producer at GamersFirst). You may sometimes see me post on the forums as Napalm, and I tend to spend my time working with the Reloaded team on future content plans, building functionality on the GamersFirst side, and counseling Tiggs to maintain her sanity.

Saturday, October 29, 2011

Upcoming: World Events & Faction Territory Control


Greetings everyone!

So Free2Play happened, which was awesome.

Even while we sorted through the server issues, lots of fun things that get industry types in suits get excited about like "concurrent users" and "unique logins" and whatnot all decided to climb high enough to set some records. Then when we finished sorting through the server issues they went up (of course). But I'm sure you're not here to read about that! You're probably interested in what's next content-wise.

To that end, guest posters AFFA and Neverender have decided to drop some knowledge on y'all re: World Events and Faction Territory Control that should be coming soon (once we have a PTS up). From here on out divest yourself of all but your scrollin' finger and your sense of amazement, because they're all you'll need!

World Events

Hey, it's AFFA, and I'm here to talk about World Events.

Have you ever seen waves of rotters attack Kristo's Rest?
Have you ever protected Chemtown from a CoG invasion?
Have you ever seen El Cadejo escape from Brigg's Point and go rampaging across the wastes?

Well, as Microsoft used to say: you will.

Types of World Events

The World Event system is Fallen Earth's answer to dynamic content. The system itself is very robust. We can create an event anywhere in the game and we have several types of events that can be combined to do almost anything.

There are currently three basic kinds of World Events: Node, Attack, and Effect. Node events spawn harvest nodes at a random location. Attack events can spawn a creatures in a random area or creatures that attack a specific point. They can spawn creatures in waves, as regular generators with a respawn time, or all at once. Effect events can apply an effect to all players, all NPCs, or just certain NPCs. This could be used to temporarily lower merchant prices in a town (Social debuff on merchants), start a disease spreading, or give all players in an area a buff.

We also have a more advanced World Event which we call Goal events as each one can have five separate goals that players must complete. The good news is that these Goal events can do almost anything. And if they can't do something yet, it is very easy to add new features. They are limited only to things available in the Scripting API, which is not much of a limit. The bad news is these events are extremely complicated and time-consuming to set up, and we don't have as many of these in the game yet as we'd like. In addition to spawning nodes, spawning creatures, and applying effects, these events can create objects, create buildings, change NPC behaviors, add new mission givers, and much more.

World Map Icons

The ability to draw on the world map, called the Objectives system internally, is something we've wanted for a long time but were only recently able to implement. World Events require map icons since they can occur at random, but there are other systems in the game that will benefit from the ability to draw on the world map, such as Conflict Towns, Progress Towns, and Town Events. We have plans to add more systems that make use of this feature, such as Territory Control (keep reading!).

All players in the game receive the icon, name, and position for every Objective on the map. All players should be able to see at a glance which faction owns a Territory Control keep, where a random boss has spawned, or where additional resource nodes are. You can see all the Objectives in the game on the map, not just the ones for your current sector. If you mouseover any Objective icon, a more detailed description will pop up.

Rewards

World Events track player participation. When a World Event succeeds, all players who have participated get a mission that instantly completes itself and offers rewards. The rewards can be anything a mission can give you: experience, items, AP, faction, chips, defense tokens, etc. The rewards are scaled based on your participation. Someone who killed 50 rotters will get a larger reward than someone who killed just 1. If you stop participating for too long or go offline, you may not get any reward. And of course there is no reward for failure.

Future Possibilities

Any World Event can chain to another World Event on creation, on success, or on failure. With this capability, we can eventually build chains of events and make Fallen Earth a much more dynamic game. Currently the event for Kristo's Rest above is just waves of rotters. But in the future, if you kill all the rotters, perhaps that will chain to a World Event to fix the LifeNet pod. And if you fail, perhaps that will chain to a World Event that makes all the NPCs go indoors and rotters roam freely in the town. There are a few examples of this working internally, but they are minor. For instance, if you finish one of the Papermill  World Events, it chains to a Node event that spawns crates of paper as part of the reward.

The World Events we have written so far are very modest and don't use the full capability of the system. We also have some additional work to do before we can make mission givers, merchants, and other town NPCs react to World Events. The first batch of World Events will be mostly random harvest nodes and creatures attacking a single town, but we have big plans for this system in the future.

Territory Control

Hey guys, Neverender here. I've been busy working on the upcoming Territory Control system. Here in the office we've started to have some early play tests of some of the mechanics, and I think it's going to be a lot of fun. I have to say, the area looks amazing. Our artists have done some excellent work and I am pumped for this stuff to go Live so I can run around and kick some ass in this war zone they've created. You probably want to hear some more about the mechanics of Territory Control, so I thought I'd share a few things.

Territory Control area, with large central keep (left)

Territory Control Area 

When Territory Control goes Live, we will introduce a new area north of Blaine where everything--at least initially--will take place. We plan on expanding Territory Control after that, but to give you an idea of the size I'd say the whole area is around the size of Terminal Woods. The area can be reached by taking the road north from Blaine. Once there, you'll be able to activate a Fast Travel point at your respective Faction camp along the outskirts of the area.

Control Points

The Territory Control area has 13 control points that Factions can hold. These control points work a lot like the existing Faction Control system, but with some nice additions. Six of the points are out in the open and will be harder to defend and maintain control of. The other seven points are actually inside of keeps (including one bad-ass huge keep in the middle of the area) that will provide much better defense, as well as some other nice perks.

One of six smaller keeps
Keeps

The keeps will feature destructible doors and walls with defenses that can be upgraded and reinforced once your Faction has taken control. The keeps also come equipped with some out-of-service LifeNet pods, but don't worry-- you can fix those too! You may want to protect them though, as they might make a nice target for any attackers that have their hearts set on taking over your keep. There will also be Faction NPC guards and bosses that help add some extra defense.

The barriers and LifeNet pods can be upgraded by spending Death Toll. Some perks for holding a keep (on top of the much better defensibility) will include vaults, a mailbox, a crafting facility, and more. Players from the faction that currently controls the keep will be able to use a re-purposed LifeNet Pod to teleport themselves inside. 

One of the doors to the main keep getting destroyed. As an attacker, it's rewarding to see the keep's defenses literally crumble at your feet!

Rewards

If your faction holds any of the 13 control points in the area, you'll get a nice buff that will improve based on the number of points you control. That improvement will max out at 4 control points. The buff will increase death toll, faction, and experience earnings and will also give a nice boost to the major offensive combat skills.

And then there's what you're all really fighting over: resources. When you control a point, you'll have the ability to create and place your own harvesters that will generate some nice resource nodes in the area surrounding your control point. Be sure to defend your area though, because if another faction moves in and takes over you'll lose your hard work!

Capture Mechanic

Currently the capture mechanic works a lot like Faction Control Points. The control points each have a flag. If there are Faction NPC guards or bosses defending the flag, you'll need to take them out before you can attempt to take control. If the control point is inside of a keep, you'll need to breach the keep's door(s) before you can even do that. Whenever you take control of one of these points away from another Faction, your flag will be immune to attacks for a short while. We also plan to add exciting new ways to take control of an area in the near future.

Each control point will have an icon on the strategic map representing the Faction that currently controls it, as well as what state it is in. The 3 states that the icon will indicate are Controlled, Under Attack, and Immune to Attack. Each faction has 3 icons that represent each of those states, so players anywhere will be able to see how their Faction is doing at all times.

Well, that covers most of the basics. I'm excited to see all of this in action. Thanks for reading!

-Neverender