Fall State of the Game
Happy 2nd anniversary! A lot of exciting things going on around the offices – first and foremost being the September push.
We will be celebrating our anniversary with a live event we’re tentatively calling “Faction War”. There will be PvP, PvE, and RP components to the event, and everyone who participates will get an item that truly displays their faction loyalty to everyone. We’ll be running the event at EU and US friendly times as well as hanging out and celebrating throughout the day. This looks like it’s shaping up to be one of our most exciting live events yet.
The other major component of the September patch is part one of the Economic changes. We started by focusing on the largest issues present in the existing economy - specifically the inconsistent implementation of rarity in both recipes and node placement and the overabundance of cooking components and their application in recipes. Solving the first major issue actually went a long way towards the cooking problems as we were able to either reclassify components as uncommon or rare or create new components to fill those roles in recipes. We have also redone the placement of most of the nodes in the game- uncommon and rare components will now be found in higher risk areas, especially PvP zones. This may sound scary at first, but it’s important to remember that their being in PvP areas doesn’t make them impossible to get – they can still be found in non-PvP areas, but now we’re taking the first steps into making good on our promise to provide tangible motivations for engaging in PvP.
Many recipes have been changed to reflect the new rarity. Base recipes will now use common components, improved will have uncommon, and advanced will include rare components as well. To complement this system, we have also added components that can only be found at some merchants. These changes were made to ensure the value of the finished item would work with the value of the components.
We will also be removing finished gear merchants as well as pulling rare and uncommon components from merchants. This is an important change is it brings us closer to a player driven economy.
The second part of the economic changes will begin immediately after the push as we continue to adjust pricing and availability. Once we have completed the transition to Free2Play in October we will be able to finalize any adjustments.
Also with the Free to Play patch we will be releasing the World Event system. It was originally scheduled for September, however we wanted to put the full focus of the entire Fallen Earth dev team on both systems , necessitating a transition on the schedule from late September to early October. We want to raise the standard of quality for all of our releases – this will help us do that.
World Event system which will create random events throughout the world for players to participate in, from defending towns from hostile factions to healing sick and injured townspeople, these events will provide more content across the world while giving the canyon more life and a bit more excitement. The system used to create the events is a pretty robust one, so we will be able to create more sophisticated ways of delivering and unlocking content for players as we go forward.
Late October we should be seeing the return of a long lost friend, who can help us test these new systems. One I’m sure you’ve missed as much as we have.
Next month I’ll be able to go into detail on territory control and the direction of faction warfare. Until then, thanks for making these past two years so much fun, and here’s to two more!!
See you in the wastelands,