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I always liked the sandbox style resource collection in SWG. You have to track down sources of materials and they routinely change location. So nobody can lock down a certain resource. And you always have to look in new places, making it more adventure oriented.
In comparison, is Fallen Earth anything like SWG in resource collection gameplay?
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Spawn nodes are in fixed locations. Each node is of a certain type and can be one of several things for the type and level. No different from 90% other games in that regard.
Seeing this question I was hoping and praying it would be resource gathering like SWG, ahh well
Damn nodes..
Its half and half. Yes there are nodes. But there is also skinning creatures and animals for components. So, we have nodes, and SWG like resourcing. Its quite capable of scratching that itch. You just do not plunk down a harvester. Its a good mix.
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Tons of resource gathering, yes, but no specific resource QUALITIES. I would LOVE to see that implemented in FE. That would cement it as my new favorite thing ever (beating out air, water, and an absence of pain.)
Thanks for the further info, arrgh this game was not even on my radar at all but I feel an increasing need to give it a look, hehe.
I'd say it's not exactly like MMOs for a few reasons:
#1) Resource nodes are spread everywhere. Every 10 feet is something to harvest. It might not be what you need atm, but you do stop and pick it up because you will need it down the road.
#2) You can buy everything and with enough $$, you'll never need to scavage. That said, I hate buying from vendors and make notes when I find a hot spot to gather a certain resource.
#3) What you get out of a node is never a given. You could get 1 of a dozen things from a rubble pile. Vegetable & Ore nodes often just give chemicals instead of what you'd expect to get. Refuse piles can give one of a dozen different items.
#4) The re-pop rates are very fast compared to other MMOs. I'd say they are on about 2-3 min timers. Someone may have actually timed them out. I find myself sometimes sitting still and waiting for a resource to reappear without wasting too much time.
#5) THIS IS MY FAVORITE. The resources seem much more logically placed. Orange-Red hills often have copper or coal. The black steeper areas seem to have more iron and lead. If you see a spot in the distance that looks like it might have a resource, you are often rewarded for being right. Resources in the middle of aggressive mobs seem to be more productive than ones you find isolated areas.
This game was intended to turn everyone into gathering maniacs and it works well.
Trevor Goodchild - Traveler - Crafing/Pistols
Sapo Loco - Rifle/Melee
Yeah this game wasn't even on my radar till yesterday, I read up on it and had an impulse buy, downloading now.
well its quite different from SWG "find the highest concentration of new resource and plant a harvester"
it is a nugget type system but there not evenly distributed they are much more organic which is to say you cant veins or sweetspots for instance if I want to find grain there is globally areas i can expect to encounter it but there is a sweetspot in a place called needleeye which is kind of a farming community I can gather 10-20 times as much as other encounter places. the thing is that you either have to do alot of web research or exploring charting to discover these sweetspots i really think they did prety fare job of resource placement there are even ore nuggets in the mines eggs in nests even vegetables in the gardens there are even medicinal plants that you have to discover what resource they drop like blood cactus, mend fern, weaping cactus,, magenta bloom..
make a world, not a game, we dont want another game.
I have to disagree with many points in this thread. Like every 10 feet there is another node. If you deviate to far from the road and are in the middle of no where, there is likely to be NOTHING. No beast to kill, no man to slaugher, and sure in the hell no node to harvest.
That is one thing they said would be fixed, and it isn't. Why can't I go get lost in the middle of nowhere and play? Because there is nothing in the vast majority of it.
Now, I'm only saying what I no of my experience up to S2 and I went Enforcer in beta so wandered the main road. Hopefully it improves. But if your looking for that blast, your mistaken.
This game would get 3x the popularity if crafting had a meaning. If fact I will go as far to say as this is a bad crafting system.
I have a hard time believing you played the game at all with a comment like "crafting has no meaning" in a game that has near 90-95% of the worlds items crafted.
PLaying: EvE, Ryzom
Waiting For: Earthrise, Perpetuum
I tried this out and can only say for more words.
Hook, line and sinker!
I have a hard time believing you played the game at all with a comment like "crafting has no meaning" in a game that has near 90-95% of the worlds items crafted.
What meaning do you want? I want actual crafting. Not collect and click. If you check my post, I love this game, and enjoy it greatly. But after spending quite some time on the crafting system, although quite unique and cool, its nothing more than most other games offer. Really the only difference is real time crafting, thus it leads to a sense of accomplishment in its own right. I haven't crafted a bike yet, as I chose to not do that in beta, when I finish one in live, I will fill that sense. But its a one time thing. Not like I got with SWG crafting specialty armor, or hitting the next 1% on my armor segments or layers, etc. My next bike? its just a crafted item. There are a few experimental items in that have a set variable of changes(a rifle I know of that gets more ammo or more range, think a few other things too, not sure)
But what about at cap?(whether it is current @45 or later at the 150 they intend to implement) what is the purpose? Everyone has a crafter. NO REAL DECAY IS IN. Until that is implemented, if ever, crafting has no meaning. Nothing is destroyed other than ammo and the few consumables(ok, not a few) The % of crafted items mean little if they aren't adjustable and required to be replaced. Call it what you will, but I see major flaws in the crafting system that will rear its ugly head in a few months if a few things are changed(No chip sink right now for example)
With that said, I have faith our devs will work it out, they've been good so far and seem quite inclined to allowing the system to take its path until they make any changes.
I think that is a matter of opinion. Explain to me the difference between this game and Everquest 2. Then Add in SWG(pre-cu, I know post NGE has a lot, but I prefer to skip that dumbed down era)
All three are similiar: Gather, Click, craft.
Each go about it in a different way:
Bingo. Add someway to add variables and we have a winner. Will it get better? I imagine it will as I stated before. I think they will realise that some differences amongst items will help out the game greatly. But until then, I think people are just amazed at the features and in a month or two it will die down to a very similiar process to everygame out there at the moment.
I think that is a matter of opinion. Explain to me the difference between this game and Everquest 2. Then Add in SWG(pre-cu, I know post NGE has a lot, but I prefer to skip that dumbed down era)
All three are similiar: Gather, Click, craft.
Each go about it in a different way:
Bingo. Add someway to add variables and we have a winner. Will it get better? I imagine it will as I stated before. I think they will realise that some differences amongst items will help out the game greatly. But until then, I think people are just amazed at the features and in a month or two it will die down to a very similiar process to everygame out there at the moment.
I would say, if you haven't done yet, try Ryzom. You would fall in love with its crafting system (which, added the stanza system), is probably the best even till today on the market.
I don't play that game anymore, as I promised myself to only have 1 paying sub, and that is still Lotro. Also, Ryzom is not really developing in terms of sub number: a niche game for a good time now, which is a shame - it never was a commercial success.
If I ever consider stopping playing Lotro, FE is probably the most promiment and natural choice for me in the future, for its crafting, its setting, and its atmosphere (was in alpha, closed beta too). However, first I wish to see how it goes in the initial 2-3 months after launch, to see if it's really stable and viable. If it is, I'll wait for the first bugkilling and balancing patches, then I might sub. I'm really, really seriously considering it!
DB
Denial makes one look a lot dumber than he/she actually is.