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Fallen Earth: On F2P & Beyond

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

A new post has cropped up on the official Fallen Earth blog on the day the game officially launches its F2P version. Called "On F2P and Beyond", the post links to the official patch notes for today's redeployment and more.

In addition to the patch notes, current subscribers are urged to make sure that they have received all of the subscriber rewards to which they are entitled. The blog has a handy dandy checklist to do so.

The article also gives a recap of the most significant changes in today's patch:


  • Loot on many creatures fixed (drop rates shouldn't have been as low as they were)

  • Bridges fixed to lower incidents of people falling through them

  • Bandages back on merchants

  • Fastener count in recipes reduced (to reflect the fact that they are now rarer)

  • Bandages require less cotton

  • New items on Reward Merchants: "Commander's Best Crafting Kit" (can be used in place of any crafting kit) and Wardrobe Slot unlocks

Lastly, the post talks about the Economy changes that will be implemented from this patch forward and answers the burning question in many people's minds: "Where are [you] going with this?"

Read the full celebratory F2P article on the Fallen Earth blog.


¯\_(ツ)_/¯ 


Comments

  • someforumguysomeforumguy Member RarePosts: 4,088

    So basically, crafters who gather themselves are forced to PVP. Which ironically, they have to do with a build suited for crafting, which means gimped for PVP.

     

    Its also interesting that they called the old system not fun. Which is of course purely about preference. I expect that many current players (crafters  and others that didnt PVP anyway) dont agree with their opinion.

     

    I did PVP in FE, but on a PVP toon(crafting and PVP dont go well together on one toon). This kind of territory control only leads to certain clans holding a monopoly in rare resources and fucks the lone wolf players or the smaller clans.



     

  • kadepsysonkadepsyson Member UncommonPosts: 1,919

    I rather enjoy that they are making rarer materials in PVP zones.  It encourages cooperation between players to gather them.  You know, the whole social interaction thing that MMOs are supposed to have :P

  • someforumguysomeforumguy Member RarePosts: 4,088

    Originally posted by kadepsyson

    I rather enjoy that they are making rarer materials in PVP zones.  It encourages cooperation between players to gather them.  You know, the whole social interaction thing that MMOs are supposed to have :P

    PVP is just one aspect of that. It wont work, there are a few clans that blow any small group away in PVP. Its idiotic to let them control the rare resources.

    Also the whole spawn system has changed. The only left fixed spawns are those in PVP areas. The rest is just completely random, which leads you to having to roam the land for hours in the hope you will find the right resource (next time it wont be in the same spot).

    They changed it so that there is no room anymore for different playstyles.

  • chan2x81chan2x81 Member Posts: 9

    Crafters dont need to pvp! you can still get rare mats from World Events

  • WhySoShortWhySoShort Member Posts: 315

    "Bridges fixed to lower incidents of people falling through them"

    This is not very comforting.

    image

  • motersmoters Member UncommonPosts: 73

    spawns for crafting suck now

  • SorrowSorrow Member Posts: 1,195

    logged in tonight game sucked server incredibly laggy, tons of bugs, as previously stated crafting spawns hella rare. Oh well..

     

    hammer, nails, coffin... all done moving on

    image

  • DarkholmeDarkholme Member UncommonPosts: 1,212

    Originally posted by Sorrow

    logged in tonight game sucked server incredibly laggy, tons of bugs, as previously stated crafting spawns hella rare. Oh well..

     hammer, nails, coffin... all done moving on

    The FPS lag in the noob areas IS pretty noticable at peak times, but that's to be expected on the day a game goes F2P. Tons of new people came to try it out day 1. This isn't surprising, nor is it something that will persist very long. It's not unplayable though.

    I haven't seen a lot of crying about bugs. I've seen lots of people asking questions and complaining how things have changed or the game is too hard, or just plain trolling, etc... however very few of the complaints have any legitimacy.

    Harvesting mats and nodes spawns got moved around, some are now only found on vendors, and a few higher level ones are rarer than they were. Plus some are now only easily available in PvP areas. For the most part these changes are actually do vasytly more good for the game than bad.

    I've played for several hours since the F2P switch and have had no problems at all. I think that people are just being chicken littles for reasons other than that the game is broken or buggy.

    -------------------------
    "Searchers after horror haunt strange, far places..." ~ H.P.Lovecraft, "From Beyond"

    Member Since March 2004

  • OzmodanOzmodan Member EpicPosts: 9,726

    Originally posted by someforumguy

    So basically, crafters who gather themselves are forced to PVP. Which ironically, they have to do with a build suited for crafting, which means gimped for PVP.

     

    Its also interesting that they called the old system not fun. Which is of course purely about preference. I expect that many current players (crafters  and others that didnt PVP anyway) dont agree with their opinion.

     

    I did PVP in FE, but on a PVP toon(crafting and PVP dont go well together on one toon). This kind of territory control only leads to certain clans holding a monopoly in rare resources and fucks the lone wolf players or the smaller clans.



     

    Pretty much nails the issues.  A design doomed to fail.  And they expect to have people pay for this nonsense?

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