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I've read on a wiki site the following:
It is entirely possible in Earthrise to attack and kill members of your own faction. The Masthead development team does not wish to impose artificial boundaries on player actions and as such, it is entirely up to the players themselves to decide who to attack. The organizations however might not like such criminal actions, and it may or may not be possible for a player to clean up his influence with the faction after attacking one of his own.
Guard NPCs will of course try to prevent any kind of criminal act, but guard NPCs can't be everywhere at the same time.
I suppose this is still accurate? It'd be a big puller for me to play Eartrise. I loved the system in Lineage II and have been looking for a simular system ever since.
Only one thing remains. With an open world PvP system (with criminal rules), I suppose there's also some territorial conflict going on? How are those done? Sieges, outpost control or what?
Yes, I know it's still under NDA, but if any info is available, please let me know ;-)
Comments
So it's unlike Darkfall where ER is really a free-for-all, and there are absolutely no criminal boundires and no flags that would hinder a player-killer from roaming an npc town, assuming there is such a thing.
There is a bit of criminal rules there. Organisations mightn ot like you to kill their employees (or agents, or whatever they're called). But aside from that, I think it's a pretty free-for-all open world PvP system I think.
IIRC 'faction warfare' revolves around player corporations (guilds) fighting other player corps for control of land/facilities.
Already was afraid for this. Pre-made factions takes the joy out of a PvP game for me. I want the playerbase to make factions (as in Lineage II I mentioned before). If you have to pick a faction at one point, it's (in most games) hard to get rid of it and betray. If you only have warring clans (Lineage II again), you can hop clan if you want/need.
Also, most games with pre-made factions come with faction specific gear. An other killer for me since some gear is more OP than other
Guess Earthrise is not for me then *keeps waiting for TERA*
I was reading on the forum today (in the Question of the Week forum) and the rules look interesting. You start in a neutral zone, so it doesn't matter who you attack, the guards will kill you. The rules are a little different the farther away from the settled area you get. You do not have to join one of the main factions right away.
You can engage in criminal activity, smuggle goods from one faction to another (avoid the guards), bounty hunt, etc. You can also be part of a neutral faction, though I don't know if you can stay neutral permanently or not.
I can not remember winning or losing a single debate on the internet.
ANd Lizard's info makes the game more appealing again. Earthrise makes it hard for me to decide to play or not. Lets hope I'll get an (open) beta invite so I can see for myself before I (pre) order...
All the best rescources for making high end items can only be found on territories and guilds build cities on territories and fight over them. You can be crim or bounty hunter. I think the system is like eve with player polotics and safe(r) "high sec" areas and low and null sec areas and that everything is crafted mixed with Tabula Rasa combat. You can join a faction if you want, or you can just not do that and start a guild. My understanding is that player made guild polotics and wrfare is more important then faction war but faction war is still there.
To clarify the game-mechanics in this question.
The world of Earthrise is divided into different zones, much like it is done in EvE, but without any loading-screens etc between these zones.
Now. In the two big cities of the two big factions, there's no fighting possible -> all weapons blocked from being activated.
In the core-territories to the NPC-factions, there's NPC-guards running around which will attack upon agression or if you belong to the opposing faction. Attacking players has consequences for your standings towards the regarding faction.
Further away from the core-territories of the NPC-factions, there's no guards anymore but you will still receive a standing-penalty for attacking players you shouldn't (e.g. same faction then you yourself, or neutral).
Then there's the conquerable territories, where there's no rules anymore and it's totally fair play to shoot whoever you want.
Pretty much like High-Sec, Low-Sec and 0.0 in EvE Online, but criminal status decays over time instead of killing tons of mobs.
Switching factions is aswell possible, but requires alot of work doing quests etc.
I like that explaination alot. One 1/2 of me wants to pre-order since I prefer player-centric ecosystems, and have a strong appreciation for the EVE Online game-play sectors. . .sectors have different security ratings. Sectors with a high security rating are patroled and those with zero security rating are rarely visited by empire authority.
So alot of players PvE probably more than PvP in EVE.
So, thats how it is with ER, I guess.