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Improved over PlanetSide

FeldronFeldron Member UncommonPosts: 337

    The key features of Earthrise list on the website are
     

      A unique post-apocalyptic setting where the cloned remnants of mankind battle to survive and rebuild. Yet while humanity may have evolved, human nature remains as treacherous as ever…
      Highly customizable characters with over 100 different skills, abilities, and tactics. No artificial "class" restrictions get in the way of making the character you want.
      Fast-paced action combat featuring dynamic targeting, customizable power armor, huge mechanized exoskeletons, and hundreds of high-tech weapons.
      Sophisticated Player versus Player (PvP) mechanics that let you fight for the established order, join the revolutionary underground, or carve your own bloody path as an independent criminal.
      Territorial conquest and defense that matters. In your domain, you create your own rules – or let anarchy reign.
      Character progression that keeps you advancing in your career even when you’re not logged in.
      An advanced market-based economy with in-game supply and demand based on player activities.
      Deep crafting mechanics that let you design and manufacture unique items from customizable blueprints and raw resources.
    So the Character will have far more skills/ablities to chose from, but this also would point to higher lv characters having an larger advantage and could end will lvls being a bigger part of victory. Ganking, fight where one side never had a chance of winning, is not pvp. This is one consern i have seeing reading this.
    Characters progressing while offline, this brings to mind eve's character progress, i would guess while not the same its some thing close.
    The crafting system is nice but then when you consider that its supose to be customisable with 100 hundreds of weapons and x number of vechicals. I would be conscerned that players will work on finding the 'best' weapon combination where again gear becomes a great factor.
    The balance in the game with gear and character progress, becomes a concren that actual player skill might be out balanced if you dont got the right build or gear.
    Then you got fast pased combat on the territory control. With planetside you would spend alot of time gain ground and then when you logged on next you would find every thing has completely changed and you dont own any thing you once did. Problem is it sounds like crafters need the territory for production and maybe more.
    Crafter would not be happy if they log in to find each day they got refight for the spots they need to make items that are lost on death.  Only to log out knowing they will lose all the progress made. For items they will like lose trying to get back what was lost over night.
    Territory control should not be to slow nor to fast. I would suggest some thing like alot more points to take or hold on each map instead of just a few.  That would give both attackers and defenders more time, options. So like a map with 100+ points instead of 20+. that way even if the enemy does start taking alot of you control points they aren't going to wipe you out in just 1 day but they can still do alot of fighting and capturing.
    The characters/gear balance, and territory contorl, will need close attention, to make the game great.
    UPDATE
    http://www.mmocrunch.com/2008/04/24/exclusive-interview-with-ceo-of-masthead-studios-earthrise/

    Emphasizing a variety of options and combinations over power level. Players who advance their characters will have more options. More options means better combinations. One or a couple newbies who use their limited set of abilities in a smart way have a greater opportunity of taking that veteran down.
    So the better players got better skill combinations, too the point where unless you catch a advanced player who is noobish you need 2 players to kill them. So the thats about 2 to 1 power scale in skills.
    Players in Earthrise will have wide choice of weapons and armor, but their use will be limited by their character’s physical attributes. We make sure that players are able to use moderately powerful weapons after a small gaming investment, and everything else onward requires players to actually play to unlock the features of the game
    Not much indecator here just how much of a advantage a end game player has over the ones who are not here.  But its there hopefully its not over powering but the first statement indecates it will be.
    The offline advancement system has a more social approach. Players can educate and have a profession in Earthrise, which will give them social standing and constant income. The income will be significantly less compared to the one they can make during online play, but it will be enough to compensate all those people who don’t have the time to be online for hours and hours every day. The social standing of the players will allow them to gain some rewards from the factions they work for.
    KK, so you just gain money while offline so if your have income. This strikes me as a cutch, so the players not good at economics but good at pvp still do well with having to do alot of merchanting. Likely a good idea but we will see.
    Full looting in Earthrise will be possible, but for players who are careful or willing to spend money, it won’t be a problem. If player A kills player B, player B is resurrected at a resurrection site. If player B has insured all of his items, his former body is empty and player A has nothing to loot.
    http://forums.play-earthrise.com/index.php?PHPSESSID=l465v27e3fk6aevpa5gj1qimo4&topic=1037.0
    Resources in Earthrise come in two types - common and rare. Common makes all the basic gear and effect prices. Mines for common gear are attacked but mobs and effect global prices. Rare makes all the mid and end game gear and is player mined through territory control.
    So you got to unlock the ablity to use the mid and end game gear and then join a guild to get it The rare materials are not on the market unless a guild sells it. This i can see will cause a big problem. So even if your at mid game you dont got mid game gear unless you get it from a guild. Then the end game guys are clearly all going to have it plus their 2-1 skill advantage.  Also if you do got the better gear you have to make enough money to protect it, hopefully this will not be an issue.
    So it already looks like the system will force you into a guild, if you want any thing other then basic gear. Then still have the ganking on a 2-1 or 3-1 scale because of skill comination and gear. Over all i would say this only makes things sound a lot worse then i would have exspected.
    What i think would be reasonable would mid game with about 20% advantage over begining and end game 20% advantage over mid game or some thing close to that. Clearly its far more unbalanced though.
    Update

    http://forums.play-earthrise.com/index.php?PHPSESSID=l465v27e3fk6aevpa5gj1qimo4&topic=1037.0

    Rare Reasources - "In fact, unless players harvest them, they won't be available on the server at all"
    Update
    The game will have quests and PvE in the game
    I like this option. It would be nice and would if it would be used to have players in areas that would normally have low pop. That way a heads up can be give by the players who are running around doing PvE when an enemy faction moves in to the territory. Even possiblly hold then back for a few for reinforcements to arive.
     

Comments

  • volfaevolfae Member Posts: 15

    Towards your ganking statement:

    Players will only be able to use  thespecific skill template that is made by the equipment worn so even the players with the highest amount of skills will still only be able to use the same amount at once as a new player could.

    Towards your crafting statement:

    Crafting is as much an important role as any other in ER, there will be plenty of crafters to explore all skills and serve the community well. And if there isn't enough or there is too many, this will just increase the realistic approach of ER with inflation.

    Towards your gear statement:

    Your gear, skill template, and overall knowledge of your surroundings and opponent will determine the winner of a pvp match, not just one of the three.

    Towards your statement about crafters fighting for resources:

    Crafters create the items but most do not collect the resources. Guilds will be one of the most major aspects of ER, a crafter will most likely join a guild so he can be given resources and protection while he supplies his guild with weapons, ammunition, armor, what have you.

  • FeldronFeldron Member UncommonPosts: 337

    Can you give links to that info i am not finding any of that on their website

  • CavadusCavadus Member UncommonPosts: 707

    Originally posted by Feldron


    Can you give links to that info i am not finding any of that on their website

    Go to the official announcements forum and read the interviews.

    image

  • SwordfishcheSwordfishche Member Posts: 3

    There is also Question of the Week thread, where you can ask the devs all kinds of questions. A lot of info is there as well. Check it out here http://forums.play-earthrise.com/index.php?board=18.0

  • FeldronFeldron Member UncommonPosts: 337

     

    Originally posted by volfae


    Towards your ganking statement:
    Players will only be able to use  thespecific skill template that is made by the equipment worn so even the players with the highest amount of skills will still only be able to use the same amount at once as a new player could.
    Towards your crafting statement:
    Crafting is as much an important role as any other in ER, there will be plenty of crafters to explore all skills and serve the community well. And if there isn't enough or there is too many, this will just increase the realistic approach of ER with inflation.
    Towards your gear statement:
    Your gear, skill template, and overall knowledge of your surroundings and opponent will determine the winner of a pvp match, not just one of the three.
    Towards your statement about crafters fighting for resources:
    Crafters create the items but most do not collect the resources. Guilds will be one of the most major aspects of ER, a crafter will most likely join a guild so he can be given resources and protection while he supplies his guild with weapons, ammunition, armor, what have you.

    http://www.mmocrunch.com/2008/04/24/exclusive-interview-with-ceo-of-masthead-studios-earthrise/

     



    Emphasizing a variety of options and combinations over power level. Players who advance their characters will have more options. More options means better combinations. One or a couple newbies who use their limited set of abilities in a smart way have a greater opportunity of taking that veteran down.

    So the better players got better skill combinations, too the point where unless you catch a advanced player who is noobish you need 2 players to kill them. So the thats about 2 to 1 power scale in skills.

    Players in Earthrise will have wide choice of weapons and armor, but their use will be limited by their character’s physical attributes. We make sure that players are able to use moderately powerful weapons after a small gaming investment, and everything else onward requires players to actually play to unlock the features of the game

    Not much indecator here just how much of a advantage a end game player has over the ones who are not here.  But its there hopefully its not over powering but the first statement indecates it will be.

    The offline advancement system has a more social approach. Players can educate and have a profession in Earthrise, which will give them social standing and constant income. The income will be significantly less compared to the one they can make during online play, but it will be enough to compensate all those people who don’t have the time to be online for hours and hours every day. The social standing of the players will allow them to gain some rewards from the factions they work for.

    KK, so you just gain money while offline so if your have income. This strikes me as a cutch, so the players not good at economics but good at pvp still do well with having to do alot of merchanting. Likely a good idea but we will see.

    Full looting in Earthrise will be possible, but for players who are careful or willing to spend money, it won’t be a problem. If player A kills player B, player B is resurrected at a resurrection site. If player B has insured all of his items, his former body is empty and player A has nothing to loot.

    http://forums.play-earthrise.com/index.php?PHPSESSID=l465v27e3fk6aevpa5gj1qimo4&topic=1037.0

    Resources in Earthrise come in two types - common and rare. Common makes all the basic gear and effect prices. Mines for common gear are attacked but mobs and effect global prices. Rare makes all the mid and end game gear and is player mined through territory control.

    So you got to unlock the ablity to use the mid and end game gear and then join a guild to get it The rare materials are not on the market unless a guild sells it. This i can see will cause a big problem. So even if your at mid game you dont got mid game gear unless you get it from a guild. Then the end game guys are clearly all going to have it plus their 2-1 skill advantage.  Also if you do got the better gear you have to make enough money to protect it, hopefully this will not be an issue.

    So it already looks like the system will force you into a guild, if you want any thing other then basic gear. Then still have the ganking on a 2-1 or 3-1 scale because of skill comination and gear. Over all i would say this only makes things sound a lot worse then i would have exspected.

    What i think would be reasonable would mid game with about 20% advantage over begining and end game 20% advantage over mid game or some thing close to that. Clearly its far more unbalanced though.

     

  • sgtalonsgtalon Member UncommonPosts: 129

    First off... Holy spelling Batman!

    It is suprising that people are already calling for a nerf before the game is even in beta.

    How about rather than get all worked up about how bad the game is we watch and see what develops.

    Too many good games have been killed because of baseless speculation and hype from people that never give a game a chance.

  • Joker2240Joker2240 Member Posts: 664

     

    Originally posted by Feldron


     
    Originally posted by volfae


    Towards your ganking statement:
    Players will only be able to use  thespecific skill template that is made by the equipment worn so even the players with the highest amount of skills will still only be able to use the same amount at once as a new player could.
    Towards your crafting statement:
    Crafting is as much an important role as any other in ER, there will be plenty of crafters to explore all skills and serve the community well. And if there isn't enough or there is too many, this will just increase the realistic approach of ER with inflation.
    Towards your gear statement:
    Your gear, skill template, and overall knowledge of your surroundings and opponent will determine the winner of a pvp match, not just one of the three.
    Towards your statement about crafters fighting for resources:
    Crafters create the items but most do not collect the resources. Guilds will be one of the most major aspects of ER, a crafter will most likely join a guild so he can be given resources and protection while he supplies his guild with weapons, ammunition, armor, what have you.

    http://www.mmocrunch.com/2008/04/24/exclusive-interview-with-ceo-of-masthead-studios-earthrise/

     



    Emphasizing a variety of options and combinations over power level. Players who advance their characters will have more options. More options means better combinations. One or a couple newbies who use their limited set of abilities in a smart way have a greater opportunity of taking that veteran down.

    So the better players got better skill combinations, too the point where unless you catch a advanced player who is noobish you need 2 players to kill them. So the thats about 2 to 1 power scale in skills.

    Players in Earthrise will have wide choice of weapons and armor, but their use will be limited by their character’s physical attributes. We make sure that players are able to use moderately powerful weapons after a small gaming investment, and everything else onward requires players to actually play to unlock the features of the game

    Not much indecator here just how much of a advantage a end game player has over the ones who are not here.  But its there hopefully its not over powering but the first statement indecates it will be.

    The offline advancement system has a more social approach. Players can educate and have a profession in Earthrise, which will give them social standing and constant income. The income will be significantly less compared to the one they can make during online play, but it will be enough to compensate all those people who don’t have the time to be online for hours and hours every day. The social standing of the players will allow them to gain some rewards from the factions they work for.

    KK, so you just gain money while offline so if your have income. This strikes me as a cutch, so the players not good at economics but good at pvp still do well with having to do alot of merchanting. Likely a good idea but we will see.

    Full looting in Earthrise will be possible, but for players who are careful or willing to spend money, it won’t be a problem. If player A kills player B, player B is resurrected at a resurrection site. If player B has insured all of his items, his former body is empty and player A has nothing to loot.

    http://forums.play-earthrise.com/index.php?PHPSESSID=l465v27e3fk6aevpa5gj1qimo4&topic=1037.0

    Resources in Earthrise come in two types - common and rare. Common makes all the basic gear and effect prices. Mines for common gear are attacked but mobs and effect global prices. Rare makes all the mid and end game gear and is player mined through territory control.

    So you got to unlock the ablity to use the mid and end game gear and then join a guild to get it The rare materials are not on the market unless a guild sells it. This i can see will cause a big problem. So even if your at mid game you dont got mid game gear unless you get it from a guild. Then the end game guys are clearly all going to have it plus their 2-1 skill advantage.  Also if you do got the better gear you have to make enough money to protect it, hopefully this will not be an issue.

    So it already looks like the system will force you into a guild, if you want any thing other then basic gear. Then still have the ganking on a 2-1 or 3-1 scale because of skill comination and gear. Over all i would say this only makes things sound a lot worse then i would have exspected.

    What i think would be reasonable would mid game with about 20% advantage over begining and end game 20% advantage over mid game or some thing close to that. Clearly its far more unbalanced though.

     

    I think you are not reading these correctly or getting the wrong idea.   This game is a skill based game.  Anything can happen.   A less experienced player can take out a experienced player if he uses his skill correctly and the more experienced player does not.  Also the less experienced player could get a lucky shot.  

     

    And no you do not have to join a guild.  You can lone wolf this game.  If a guild that is in control of a rare material does not want to share.  That area will be under heavy attack by other guilds that want those material also.  I am certain that rare material will always be on the market for a price of course.

    Endgame will never come to in this game. Territorial Warfare is a never ending fight.  Also there will always be random generated quest if you have finished the storyline. 

     I would suggest everyone to go to the forums sit down and read all the topics in question of the week section.  Also read all the interviews.  Especially the more recent ones.forums.play-earthrise.com/index.php

  • FeldronFeldron Member UncommonPosts: 337

    It appears that guild will be able to call for help from other guilds or just have people join in when attacking or defending a territory

    So most likely the established guilds with control territories and it would be hard for a new guild to com into the territory

    which means the avg player will not be contorling territory because of time restrains.

    this is going to be a problem with rare reasources

     

  • Joker2240Joker2240 Member Posts: 664
    Originally posted by Feldron


    It appears that guild will be able to call for help from other guilds or just have people join in when attacking or defending a territory
    So most likely the established guilds with control territories and it would be hard for a new guild to com into the territory
    which means the avg player will not be contorling territory because of time restrains.
    this is going to be a problem with rare reasources
     

    No not really unlike most games this is going to be open.  There will be no like "HEY WE ARE GOING TO ATTACK YOU" kinda thing going on.  So if you are a small guild all you have to do is wait for the big guild to leave or have a smaller amount of people on patrol than attack.  I think it will work out fine for the avg player. 

    It just a matter of how you approach it. 

  • FeldronFeldron Member UncommonPosts: 337

    Originally posted by Joker2240

    Originally posted by Feldron


    It appears that guild will be able to call for help from other guilds or just have people join in when attacking or defending a territory
    So most likely the established guilds with control territories and it would be hard for a new guild to com into the territory
    which means the avg player will not be contorling territory because of time restrains.
    this is going to be a problem with rare reasources
     

    No not really unlike most games this is going to be open.  There will be no like "HEY WE ARE GOING TO ATTACK YOU" kinda thing going on.  So if you are a small guild all you have to do is wait for the big guild to leave or have a smaller amount of people on patrol than attack.  I think it will work out fine for the avg player. 

    It just a matter of how you approach it. 


    Small Guilds are going to be made up of mainly players who are on nights and weekends

    They already stated you build/upgrade mines for reasources.

    So a small guild could take the territory if the large guild did not call for back up sure

    but unless the territory gives reasource without build the small guild want gain nothing and only lose reasources from contorling a territory as the longest they can hold its is 2-3days tops then they will not be on in any numbers and a handful of players could walk in and take it

    basically you still have the top guilds made up of players who can be on during the day controling the terriorties the reasources

    i see this causing problems

  • FeldronFeldron Member UncommonPosts: 337

    nope most games have mines take a week to weeks to recover the cost of mine

    in fact i had never heard of a mmo where you regain the cost of any build the same day let alone a mine you would have your guild maxed out for buildings in less then a week

    sorry no a small guild would simply not recover the costs of both building the mine and the losses from deaths taking the territory by the time they would get stomped

     

  • FeldronFeldron Member UncommonPosts: 337

    What content you think will be better for game play over planetside?

     

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