Friday, December 7, 2012
Thursday, November 15, 2012
Thursday, November 8, 2012
Wednesday, October 17, 2012
Monday, October 1, 2012
Tuesday, August 7, 2012
- Mounts: We've made loads of progress on how mounts are handled on both the client and server side. Expect to see a lot less weirdness (rubberbanding, disappearing vehicles to name a few) when cruising the Wasteland, reducing some of the everyday annoyances that folks have to deal with.
- The Dump: We know the debuff issue has been lingering for a while, a result of the fix requiring a ton of investigation on how the engine handles area-bound buffs. Our new developer-ninja has been working to eliminate root cause of the underlying issue, and we hope to have a fix out soon.
- Server stability under load: Some players may be more familiar with this than other, but issues that sometimes cause levels, character models and inventories to display weird/incorrect data should be resolved with upcoming patches.
- Bloodsports: Our next major project from a "fix stuff" perspective will be focused around Bloodsports, including everything from movement prediction to objective completion bugs. We hope to release this around the same time as our Next Big Thing.
Friday, July 13, 2012
Wednesday, July 11, 2012
You can still lock yours in by purchasing any Premium package before the end of the month. Additionally, because your 30 Day (or longer) Premium would extend into August, you will receive next month's reward as well! Oh, and if you don't like the color, fear not, it is dyeable!
If you think this Fedora is snazzy, you can get yours delivered on August 2nd by picking up Premium today here.
Tuesday, June 5, 2012
Thursday, May 10, 2012
Monday, May 7, 2012
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
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.
|One of the new style of Lightbearer dwellings|
|The view standing at Haven sundial and looking |
out over the pond toward the Temple
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.
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.
|Brother Florens stands in the shadow of the Haven Temple|
Friday, March 9, 2012
Friday, February 10, 2012
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.
Thursday, February 2, 2012
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
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.
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 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.
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.
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