Seems cool, its just I don't like using guides or looking up where to find the best weapons or armor and stuff. It takes the whole adventure out of the game to me. But I do like the shirts, Im so getting a Chota shirt or 2. heh.
I appreciate the link here and hope that others may find it useful or interesting. I do understand the point completely of not using a guide site to solve the game for you. It was never my intention to do so.
My maps are much moreso glimpses of where to go and not walkthrus of content. I do believe in people playing the game as was intended and not having somebody else 'play' the game for you.
I actually think it more of a novelty site rather than wholly 'guideish'. There is alot of information there but I don't find it exceptionally useful either in terms of real gameplay.
the guides are meant to be useful as a supplement to the game instructions but all are very currently at a basic level and are moreso teaching the game mechanics rather than fully how to play it.
Perhaps walkthru guides will spring up and I'm okay with that but it's also not something I'd specifically encourage.. though I'd probably post em anyways for those who do.
Hiyas, I run Globaltech ATLAS. I appreciate the link here and hope that others may find it useful or interesting. I do understand the point completely of not using a guide site to solve the game for you. It was never my intention to do so. My maps are much moreso glimpses of where to go and not walkthrus of content. I do believe in people playing the game as was intended and not having somebody else 'play' the game for you. I actually think it more of a novelty site rather than wholly 'guideish'. There is alot of information there but I don't find it exceptionally useful either in terms of real gameplay. the guides are meant to be useful as a supplement to the game instructions but all are very currently at a basic level and are moreso teaching the game mechanics rather than fully how to play it. Perhaps walkthru guides will spring up and I'm okay with that but it's also not something I'd specifically encourage.. though I'd probably post em anyways for those who do. Ps: the shirts are way cool! ~Margie
You put together a very nice site for Fallen Earth, thanks!
The thread in question was regarding economic pvp.
In swg, I ran Eclipse Power Corp on, surprisingly enough, the Eclipse Server. I employed up to 26 real players paying them on average about 1 million creds a cycle to harvest rads. I bought out all my meager competition and simply doubled the price of the commodity overnight. I made those other players my suppliers. Your average pvp'r may pewpew for short fun, I crushed my competition and made them my minions.
Some don't see how this is pvp, but it is. The best pvp'rs are not the ones with the guns.
harvesting in safety is not really pvp. That I can agree with.
Using the resources from that to utterly crush and decimate your opponents is.
I just used a different weapon than the average pvp'r. I used that weapon to the ultimate effect. It's akin to one person taking out 100 all by himself in a pvp zone... in 10 minutes... all by himself without getting hit once.
My enemies never respawned because they were destroyed and were owned by me... and i don't mean pwned, I literally mean owned. I controlled their businesses and bought out their stocks whenever they had any.
It may not be your flavor of pvp, but my enemies never got back up. I'd say that's some sweet economic pvp.
harvesting in safety is not really pvp. That I can agree with. Using the resources from that to utterly crush and decimate your opponents is. I just used a different weapon than the average pvp'r. I used that weapon to the ultimate effect. It's akin to one person taking out 100 all by himself in a pvp zone... in 10 minutes... all by himself without getting hit once. My enemies never respawned because they were destroyed and were owned by me... and i don't mean pwned, I literally mean owned. I controlled their businesses and bought out their stocks whenever they had any. It may not be your flavor of pvp, but my enemies never got back up. I'd say that's some sweet economic pvp.
I like your style. Don't mind, Greenion, "hardcore PVPers" are simple, unsophisticated folk.
thats all well and good but when it says 'pvp' on the side of a video game box and it isnt titled monopoly...most reasonable customers infer that means combat.
to base a game on this concept and tout it to have a pvp focus is frankly misleading the consumer.
that said, there is pvp combat in FE, although it is limited, when i refer to pvp it is invariably in this context...if you want to refer to pvp in the context of economic rivalry, id specify that instead of being intentionally ambiguous or at best obtuse.
if a game is proporting pvp as a feature and means pvp in the context of economic rivalry, i feel as a consumer that they should clearly distinct this apart from the common meaning basicly universal throughout mmorpgdom.
edit> there are really two points here :
one is that there is a real marketplace in the real world, and there are real expectations of consumers relative to distinctions claimed by products. there are business axioms at work, one prime example being 'first to market' (examples of this in economic action include but are not limited to eqlive, wow, and bill gates). there is a fine line to balance in customer expectation when being first to market, that said we come to the second point.
this concept of economic rivalry has existed in many mmorpgs, but has never been seen as a game feature really. i did not play eve but i see it listed in many discussions concerning server economies, but it seems that this economical tug of war that always exists should be raised a notch in design models to be a main feature.
that said, it should be stated for what it is, it is indeed a form of gameplay, as well as a form of pvp - i can concede that point a bit, but it is not at all resemblant of pvp in any traditional sense...hence the need of distincting it as a specific feature and removed from being termed as an existing standard feature commonly known and used.
Don't mind, Greenion, "hardcore PVPers" are simple, unsophisticated folk.
if it helps you sleep at night you can think of me as dragging my knuckles with one hand while typing the above with the other.
This guy is serious about his arguments on this site... I'll probably recieve a swift response to this pretty soon, hopefully not too harsh since he's a well establish hardcore pvper and stuff.. Those guys are scary... Ever seen the vocabulary on those guys? Phew!
i was somewhat agreeing and partially conceding the point.
what im saying is that instead of subtle economical server dynamics that have really existed in many many mmorpgs, i used to have a character parked in the eqlive bazaar too btw, that this side game of economic rivalry that does exist should be fleshed out in design as more of a gameplay feature.
there should be gameplay goals in the game to do with it, titles and items for economic accomplishments, many potential etcs.
what the poster quoted at the top of the page describes reminds me a bit of a RTS sidegame...except there are no mechanics in a game other than the overal economy, there are no real goals specifically to accomplish, there are no ways that accomplished merchants are recognized for their success in gameplay - except a large amount of coin in the bank.
what i suggest is that through design this type of gameplay be further fleshed out in a title than has been historically (though i havent played every title out there - possibly this already has been done)
that and i was making a point about real business in the real world and the business axiom of being first to market, coupled with the hint that i dont think the above has really been endeavored to be included in a design with all the other standard elements common in live rp games.
there may be examples that i may be unaware of because it isnt my type of gameplay...
edit> what if a character could start a bank ingame, allow new characters to borrow and charge interest...itd have to be developed into the design, it could be an attractive feature if fully fleshed out, as it stands it seems the gameplay already exists but is not recognized as it would be if part of the designed regimen of gameplay in a game's system.
Comments
awesome site!
Current Games:
It sure did help me!
Seems cool, its just I don't like using guides or looking up where to find the best weapons or armor and stuff. It takes the whole adventure out of the game to me. But I do like the shirts, Im so getting a Chota shirt or 2. heh.
Hiyas, I run Globaltech ATLAS.
I appreciate the link here and hope that others may find it useful or interesting. I do understand the point completely of not using a guide site to solve the game for you. It was never my intention to do so.
My maps are much moreso glimpses of where to go and not walkthrus of content. I do believe in people playing the game as was intended and not having somebody else 'play' the game for you.
I actually think it more of a novelty site rather than wholly 'guideish'. There is alot of information there but I don't find it exceptionally useful either in terms of real gameplay.
the guides are meant to be useful as a supplement to the game instructions but all are very currently at a basic level and are moreso teaching the game mechanics rather than fully how to play it.
Perhaps walkthru guides will spring up and I'm okay with that but it's also not something I'd specifically encourage.. though I'd probably post em anyways for those who do.
Ps: the shirts are way cool!
~Margie
You put together a very nice site for Fallen Earth, thanks!
funny thing is, the poster that runs this site is the one that told me that nodefarming the fastest in a pve zone is a form of pvp.
i'm sure he is a repository of great gaming knowledge and wisdom.
The thread in question was regarding economic pvp.
In swg, I ran Eclipse Power Corp on, surprisingly enough, the Eclipse Server. I employed up to 26 real players paying them on average about 1 million creds a cycle to harvest rads. I bought out all my meager competition and simply doubled the price of the commodity overnight. I made those other players my suppliers. Your average pvp'r may pewpew for short fun, I crushed my competition and made them my minions.
Some don't see how this is pvp, but it is. The best pvp'rs are not the ones with the guns.
mkay, all im saying is speed nodeharvesting in total safe zone is not pvp, sorry.
nodefarmers of all stripes may delude themselves in believing it though, after all, its their fantasy game.
harvesting in safety is not really pvp. That I can agree with.
Using the resources from that to utterly crush and decimate your opponents is.
I just used a different weapon than the average pvp'r. I used that weapon to the ultimate effect. It's akin to one person taking out 100 all by himself in a pvp zone... in 10 minutes... all by himself without getting hit once.
My enemies never respawned because they were destroyed and were owned by me... and i don't mean pwned, I literally mean owned. I controlled their businesses and bought out their stocks whenever they had any.
It may not be your flavor of pvp, but my enemies never got back up. I'd say that's some sweet economic pvp.
I like your style. Don't mind, Greenion, "hardcore PVPers" are simple, unsophisticated folk.
thats all well and good but when it says 'pvp' on the side of a video game box and it isnt titled monopoly...most reasonable customers infer that means combat.
to base a game on this concept and tout it to have a pvp focus is frankly misleading the consumer.
that said, there is pvp combat in FE, although it is limited, when i refer to pvp it is invariably in this context...if you want to refer to pvp in the context of economic rivalry, id specify that instead of being intentionally ambiguous or at best obtuse.
if a game is proporting pvp as a feature and means pvp in the context of economic rivalry, i feel as a consumer that they should clearly distinct this apart from the common meaning basicly universal throughout mmorpgdom.
edit> there are really two points here :
one is that there is a real marketplace in the real world, and there are real expectations of consumers relative to distinctions claimed by products. there are business axioms at work, one prime example being 'first to market' (examples of this in economic action include but are not limited to eqlive, wow, and bill gates). there is a fine line to balance in customer expectation when being first to market, that said we come to the second point.
this concept of economic rivalry has existed in many mmorpgs, but has never been seen as a game feature really. i did not play eve but i see it listed in many discussions concerning server economies, but it seems that this economical tug of war that always exists should be raised a notch in design models to be a main feature.
that said, it should be stated for what it is, it is indeed a form of gameplay, as well as a form of pvp - i can concede that point a bit, but it is not at all resemblant of pvp in any traditional sense...hence the need of distincting it as a specific feature and removed from being termed as an existing standard feature commonly known and used.
Don't mind, Greenion, "hardcore PVPers" are simple, unsophisticated folk.
if it helps you sleep at night you can think of me as dragging my knuckles with one hand while typing the above with the other.
Greenion vs fallen earth round 3?
This guy is serious about his arguments on this site... I'll probably recieve a swift response to this pretty soon, hopefully not too harsh since he's a well establish hardcore pvper and stuff.. Those guys are scary... Ever seen the vocabulary on those guys? Phew!
i was somewhat agreeing and partially conceding the point.
what im saying is that instead of subtle economical server dynamics that have really existed in many many mmorpgs, i used to have a character parked in the eqlive bazaar too btw, that this side game of economic rivalry that does exist should be fleshed out in design as more of a gameplay feature.
there should be gameplay goals in the game to do with it, titles and items for economic accomplishments, many potential etcs.
what the poster quoted at the top of the page describes reminds me a bit of a RTS sidegame...except there are no mechanics in a game other than the overal economy, there are no real goals specifically to accomplish, there are no ways that accomplished merchants are recognized for their success in gameplay - except a large amount of coin in the bank.
what i suggest is that through design this type of gameplay be further fleshed out in a title than has been historically (though i havent played every title out there - possibly this already has been done)
that and i was making a point about real business in the real world and the business axiom of being first to market, coupled with the hint that i dont think the above has really been endeavored to be included in a design with all the other standard elements common in live rp games.
there may be examples that i may be unaware of because it isnt my type of gameplay...
edit> what if a character could start a bank ingame, allow new characters to borrow and charge interest...itd have to be developed into the design, it could be an attractive feature if fully fleshed out, as it stands it seems the gameplay already exists but is not recognized as it would be if part of the designed regimen of gameplay in a game's system.