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Link to source:Let's talk about Quests
What are the multiple types of quest systems and how do they work?Central to the PvE experience, quests in Earthrise are designed to help introduce the players to the tense cultural and political scene that shapes the two conflicting factions fighting for control over the island of Enterra. Even though both factions get their own complex and overarching storyline filled with quests, we recognize that lore fans want to experience all sides of the story. This is one reason why we've made sure a character can experience both sides by changing their character's faction at any time (although the process is not necessarily easy, and there are other prohibitive consequences to doing so). Participants in the main storyline will allow faction members to build up a contribution score to a level where it unlocks certain faction based rewards (membership has privileges, so to speak). When you've reached a certain level of contribution, you can claim rewards from faction NPCs - it isn't currency, though.
Interested in travel and exploration? Excellent news for you - storyline quests will also take you on an explorative journey across the entire map, and into some dangerous locations of our mutant-infested island. Looking for something a bit more casual? Feel free to check out the plethora of side quests that help supplement the main storyline, as well as give you something to do for a change of pace. They're also tied into the reputation mechanics, so they're never a waste of time. In addition to the main faction Reputation system, each of the current organizations will provide a rich and varied assortment of quests, both one time only and repeatable quests (although unlike other systems you might be used to, the interval between times you can repeat a certain quest varies between daily, weekly, and the like). Completing requests for Organizations is materially rewarding, but also unlocks faction-specific reputation and favor points. While reputation points for organizations unlock access to rewards (and can only be earned the first time any quest is completed), favor points are the main "currency" used to actually purchase rewards. Rewards are genuinely meant to be earned, and players will have to work hard to gain enough favor with an organization or faction to get the very best rewards available. Favor points are not static, so choose carefully - points specific to one organization may be lost when helping out enemy organizations, so you will have to decide where you want to be, what your goals are, and who your friends will be (NPC and otherwise) on the vast and rich global political map of Enterra.
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Lol they sound EXACTLY like the usual WoW routine, WAR and so on, even down to the reputation crap, except the faction switching which is a cosmetic change. How the hell do they "sound interesting''?
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It sounds nothing like WoW (kill x amount y times). WoW, War and other such "clones" do not give you quests that make you get into the politics, supplement you for the next quest in the line nor do they make you explorer the island. Normally games like WoW, war and etc. Will keep you in one area and once you are done with all the quests in that area you move on by yourself to the next. This is different. The quests will take you around the island so you will not really run out of quests to do. A good game with good questing helps the player move around instead of just grinding quests in one area. This game is actually making quests an adventure.
BTW, every game will be a clone in some way or an other. I could give a few examples of how MO, DF and other sandbox games have elements that are clones of other games. Except games like this allows you to change sides which is unique when it comes to games. Normal WoW, war and so on games don't. You pick a side and you stick with it. This is a sandbox.
Please go and troll somewhere else if you can't be bothered to think before opening you mouth.
It sounds nothing like WoW (kill x amount y times). WoW, War and other such "clones" do not give you quests that make you get into the politics, supplement you for the next quest in the line nor do they make you explorer the island. Normally games like WoW, war and etc. Will keep you in one area and once you are done with all the quests in that area you move on by yourself to the next. This is different. The quests will take you around the island so you will not really run out of quests to do. A good game with good questing helps the player move around instead of just grinding quests in one area. This game is actually making quests an adventure.
BTW, every game will be a clone in some way or an other. I could give a few examples of how MO, DF and other sandbox games have elements that are clones of other games. Except games like this allows you to change sides which is unique when it comes to games. Normal WoW, war and so on games don't. You pick a side and you stick with it. This is a sandbox.
Please go and troll somewhere else if you can't be bothered to think before opening you mouth.
Lemme get it straight, with no intention to troll, just a desperate last chance i give to a condemned. in Earthrise you pick a quest that "magically"(not explained how ) lets you "meddle in politics"... so i take it you can CHANGE something by doing them... or at least they affect your choice of side(again, who knows how and why should i change faction but ok), since WArhammer and WoW did have quests which descriptions referred to political affairs too, but you couldn't do anything about it, only execute them, and they had no impact on other players.
But beside politics in quests, there's the question of zones and maps. Usually the typical WAR and WoW quest points you to a spot in the zone you're at(few others point you to the next map in your level-progression, which is boring and babysits the players enormously). HOW does Earthrise make it different? Do quests tell you about a generic objective that you have to figure out how to accomplish? An objective i repeat, so general that forces you to interact with all the game-world?
Please explain how exactly they are different. Are they all PvP quests? Or at least, if they're PvE, are they related to fortifying outposts, to crafting, to resources, dynamically changing the environment?
Sandbox means that you decide your activities, that there's no sequence of maps to explore, that you interact with the whole gameworld dynamically. If there's even slight babysitting and guided character progression and job, earthrise can't possibly be called a sandbox game. Ultima is sandbox because the decision to become a thief was entirely yours. You made your own objectives for the day, how many to pick their pockets, how many to exort. If there were a quest that told you pickpocket 10, rob 15 and then get 2500xp, and then take this dagger as reward, and then pick another quest... how would this scheme be called SANDBOX?
Please surprise me.
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It sounds nothing like WoW (kill x amount y times). WoW, War and other such "clones" do not give you quests that make you get into the politics, supplement you for the next quest in the line nor do they make you explorer the island. Normally games like WoW, war and etc. Will keep you in one area and once you are done with all the quests in that area you move on by yourself to the next. This is different. The quests will take you around the island so you will not really run out of quests to do. A good game with good questing helps the player move around instead of just grinding quests in one area. This game is actually making quests an adventure.
BTW, every game will be a clone in some way or an other. I could give a few examples of how MO, DF and other sandbox games have elements that are clones of other games. Except games like this allows you to change sides which is unique when it comes to games. Normal WoW, war and so on games don't. You pick a side and you stick with it. This is a sandbox.
Please go and troll somewhere else if you can't be bothered to think before opening you mouth.
Lemme get it straight, with no intention to troll, just a desperate last chance i give to a condemned. in Earthrise you pick a quest that "magically"(not explained how ) lets you "meddle in politics"... so i take it you can CHANGE something by doing them... or at least they affect your choice of side(again, who knows how and why should i change faction but ok), since WArhammer and WoW did have quests which descriptions referred to political affairs too, but you couldn't do anything about it, only execute them, and they had no impact on other players.
But beside politics in quests, there's the question of zones and maps. Usually the typical WAR and WoW quest points you to a spot in the zone you're at(few others point you to the next map in your level-progression, which is boring and babysits the players enormously). HOW does Earthrise make it different? Do quests tell you about a generic objective that you have to figure out how to accomplish? An objective i repeat, so general that forces you to interact with all the game-world?
Please explain how exactly they are different. Are they all PvP quests? Or at least, if they're PvE, are they related to fortifying outposts, to crafting, to resources, dynamically changing the environment?
Sandbox means that you decide your activities, that there's no sequence of maps to explore, that you interact with the whole gameworld dynamically. If there's even slight babysitting and guided character progression and job, earthrise can't possibly be called a sandbox game. Ultima is sandbox because the decision to become a thief was entirely yours. You made your own objectives for the day, how many to pick their pockets, how many to exort. If there were a quest that told you pickpocket 10, rob 15 and then get 2500xp, and then take this dagger as reward, and then pick another quest... how would this scheme be called SANDBOX?
Please surprise me.
First off, you do understand when you come into the world of Earthrise or in other words onto the island of Enterra you are a blank sheet. You choose how you want to lean to play or who you want to play for. Continoma or Noir. Also there is the fact you can side criminal which is hated by both of the two main factions or be neutral which is not sided and stays in the middle and not be hated.
Being friendly towards Continoma not only opens you to the faction but also to the origanizations that are sided with Continoma and the same goes with Noir, criminal and neutral. The fact that both of the main factions have different ideas of what is legal technology (meaning something that you can craft from the Continoma, you can't craft with the Noir). Which is why these faction quests are important because deciding which faction you are leaning to will open certain type of technology which will benefit you in not only having good gear but also will allow you to use certain skills because the gear you wear also determines what kind of skills you are allowed to use. So.. yes... These quests are more important then that of WoW, WAR or any other themepark MMO that is not skill based. BUT are no way required or give you any type of advantage over a player that does not participate in these activities.
Change of subject. Earthrise is a sandbox which means you can kill anyone anywhere anytime. So quests can get competitive or could take you into territory that is less heavily defended (meaning you could get killed more easily and the killer will get away more easier) or take you underground or to the lovely Exodus Island.
Read up on Earthrise. You might be surprised what you read and might like it and understand why these faction quests can be important.
For example go back to General Discussion and look for my post that says "A complete list of links to the QOTW (+Extras)". I have organized the links so you can look up the general subject you want to look into more.
Edit: BTW! Any form of quests will always be linear and never be a sandbox. There is no way of making a storyline and make it sandbox. The only way of make it is a little bit more sandbox is by making more choices for the players to choose how they go through the storyline. Even then a the player really is not having a say on how the storyline ends because the Devs are ultimately the last say on how it ends. Never the players because it is basically impossible for any type of MMO to change according to ONE person. Unless the devs can constantly keep up to date with the players and how each player separately ended their main storyline.
You can change your faction in EQ2, by doing the betrayal quest.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
yeah but that is easy... This is not so easy. Once you are leaning mostly to one side, it is not like snap you gain the trust of an other faction. You must earn the trust, so that is also why these are here also. So you can gain rep to switch side.
yeah but that is easy... This is not so easy. Once you are leaning mostly to one side, it is not like snap you gain the trust of an other faction. You must earn the trust, so that is also why these are here also. So you can gain rep to switch side.
I do not mind that for a quest but i do not agree with giving xp for quests.In this type of game,i can tell you why it makes a joke of the game.
Now i know this is far fetched but it COULD happen.Imagine you do all your quests in a party,say 6 players.Ok now imagine you NEVER take part in any fights any healing all you do is go on /autofollow and go watch TV.
In this scenario you gain XP for doing nothing,your weapons are maxed out skill wise for doing nothing,just because you level you get the next level of spells and weapon use.In a game like FFXI you actually have to use your weapons and abilities to raise them up and you get no experience for doing quests.They did add in solo or new content from npc's that offer extra xp for killing certain mobs,but i would not call these quests.
This is why a game like WOW utilizing quests only is a fail,you should not get xp for doing quests.Quests should be done like FFXI did it,for fame be it for your nation or your over all world fame or perhaps fame towards certain factions or NPC to open up bolder more adventurous quests that offer better rewards.
Questing could be tied into raising player skills like swimming/traps/mapping/climbing/Adventure points/maybe a quest takes you to a certain NPC that will train you in a special weapon skill technique,the point is there is tons of reasons and PURPOSE to use quests.Quests could have you gain LEADERSHIP abilities to witch you different quests give different leadership skills.Example you do some quests that have you figure out thinking puzzles,this gives you and your party members a bonus to intelligence ect ect.
The way games like WOW do it,it has people login grab every single quest then run around gaining levels.Playing a game SHOULD be about more than just gaining levels or raiding for gear,i cannot think of a more superficial reason to play a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
yeah but that is easy... This is not so easy. Once you are leaning mostly to one side, it is not like snap you gain the trust of an other faction. You must earn the trust, so that is also why these are here also. So you can gain rep to switch side.
Never said it was hard nor easy, I pointed out that you can do that in EQ2, so it was not something new. Also, rep grinding is not hard, it's a long and boring process.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
yeah but that is easy... This is not so easy. Once you are leaning mostly to one side, it is not like snap you gain the trust of an other faction. You must earn the trust, so that is also why these are here also. So you can gain rep to switch side.
I do not mind that for a quest but i do not agree with giving xp for quests.In this type of game,i can tell you why it makes a joke of the game.
Now i know this is far fetched but it COULD happen.Imagine you do all your quests in a party,say 6 players.Ok now imagine you NEVER take part in any fights any healing all you do is go on /autofollow and go watch TV.
In this scenario you gain XP for doing nothing,your weapons are maxed out skill wise for doing nothing,just because you level you get the next level of spells and weapon use.In a game like FFXI you actually have to use your weapons and abilities to raise them up and you get no experience for doing quests.They did add in solo or new content from npc's that offer extra xp for killing certain mobs,but i would not call these quests.
This is why a game like WOW utilizing quests only is a fail,you should not get xp for doing quests.Quests should be done like FFXI did it,for fame be it for your nation or your over all world fame or perhaps fame towards certain factions or NPC to open up bolder more adventurous quests that offer better rewards.
Questing could be tied into raising player skills like swimming/traps/mapping/climbing/Adventure points/maybe a quest takes you to a certain NPC that will train you in a special weapon skill technique,the point is there is tons of reasons and PURPOSE to use quests.Quests could have you gain LEADERSHIP abilities to witch you different quests give different leadership skills.Example you do some quests that have you figure out thinking puzzles,this gives you and your party members a bonus to intelligence ect ect.
The way games like WOW do it,it has people login grab every single quest then run around gaining levels.Playing a game SHOULD be about more than just gaining levels or raiding for gear,i cannot think of a more superficial reason to play a game.
Totally concur.
Even tho there's a few changes in the scheme, IMO they're cosmetic, superficial. There's still the framework of the WoW character progression, and that's precisely what you pointed out, gaining XP from the quests... It's too HEAVY an element, the foundation of it... and keeping it for lack of courage, courage to innovate and RADICALLY change the system, will inevitably carry the game back to its derivative of WoW sub-genre and standard of gameplay.
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You're a blank sheet in Fallen Earth too, and you're a blank sheet in Tabula Rasa(one of the most evident WoW-clones) but the quests are there, they're boring, flat, WoW-type, babysitting. Choosing a faction after you create the character or while you're doing it, doesn't change MUCH, imo.
I'm not sure i understood what you said about other worlds(work on your english)... do you mean you can choose where to first spawn with your character, after you launch the game? Does this mean the quests dont have a linear progression like in the clones? If so, there's hope, but if there's a linear line of quests that follows you as you progress, then there's no sandbox, im afraid.
Ok. This MAY sound slightly interesting, GIVEN that these factions are scattered equally through the environment and not divided... and i mean that for example in ONE city there's representatives of the several factions(with urban warring gangs going on), just like in Black Isle's Fallout. Otherwise separate crafts, separate gear(DUH), separate skills(DUHx2) and separate quests(DUHx4), don't sound any innovative, WoW has them all.
You can attack everyone except the members of your faction, i take it... so what's different from WoW and the PvP zones? that again you choose the faction while playing? Why is it interesting or exciting?
They might be important but they sound to me like a superficial cosmetic change in the same old scheme.
Storylines shouldn't exist in MMO's, because it's too easy if you have them to end up with a CLONE, only players should make them up with a quest making script toolset built-in. I don't get it, tho, does earthrise have storyline quests? If it does then it's inevitably a themepark mmo, i believe.
And naturally there can be quests that have no story and aren't "linear", why not? In Ultima Online there were these NPC's scattered around the world... asking you to escort them safely inside cities or from city to city, even. They were general escorting tasks, not linear because they were everywhere globally, and obviously they had no story. And there are hundreds other ways to make non-story quests, for example if you're holding a fort(maybe you even own it, or it's your rotation turn to commandeer it), you might have "quests'' to build better defenses, maybe the general himself has to post the quests on a "board'' for his soldiers from his fort desk. There's no story on them, and they're not linear because to build those turrets you would have to establish resource trading with the factories scattered around the land... and it's only one example among the hundreds possibilities that so far nobody exploited.
Im sorry, but again, Earthrise doesn't sound any innovative or interesting... it has few changes, but in the end it sounds like the same old goop to me.
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You're a blank sheet in Fallen Earth too, and you're a blank sheet in Tabula Rasa(one of the most evident WoW-clones) but the quests are there, they're boring, flat, WoW-type, babysitting. Choosing a faction after you create the character or while you're doing it, doesn't change MUCH, imo.
Ah, but you can change it at a later date if you so wish. You are not tied permanently to the decision. Constant flip-flopping will cause you to accumulate traitor points however, which make everyone dislike you.
I'm not sure i understood what you said about other worlds(work on your english)... do you mean you can choose where to first spawn with your character, after you launch the game? Does this mean the quests dont have a linear progression like in the clones? If so, there's hope, but if there's a linear line of quests that follows you as you progress, then there's no sandbox, im afraid.
All characters spawn at the same place, what you do after that determines your faction. As for linear quests, any story is "linear". The quests in Fallout are "linear". A game is not sandbox if it has no stories to follow. Eve's lack of long quest chains does not make it sandbox, it's just lacking a certain kind of content. What makes a game sandbox is the choice to ignore those quests and progress by other means, which ER offers.
Ok. This MAY sound slightly interesting, GIVEN that these factions are scattered equally through the environment and not divided... and i mean that for example in ONE city there's representatives of the several factions(with urban warring gangs going on), just like in Black Isle's Fallout. Otherwise separate crafts, separate gear(DUH), separate skills(DUHx2) and separate quests(DUHx4), don't sound any innovative, WoW has them all.
You can attack everyone except the members of your faction, i take it... so what's different from WoW and the PvP zones? that again you choose the faction while playing? Why is it interesting or exciting?
You can attack members of your own faction, just be prepared to face the consequences. It's sorta like Eve in that respect.
They might be important but they sound to me like a superficial cosmetic change in the same old scheme.
Storylines shouldn't exist in MMO's, because it's too easy if you have them to end up with a CLONE, only players should make them up with a quest making script toolset built-in. I don't get it, tho, does earthrise have storyline quests? If it does then it's inevitably a themepark mmo, i believe.
Again, merely lacking a certain kind of content does make or break a sandbox. If you don't like the quest stories, don't do them. If you want to make your own story, head out into the PvP territories and get involved in conquest PvP and the player politics that go with that.
And naturally there can be quests that have no story and aren't "linear", why not? In Ultima Online there were these NPC's scattered around the world... asking you to escort them safely inside cities or from city to city, even. They were general escorting tasks, not linear because they were everywhere globally, and obviously they had no story. And there are hundreds other ways to make non-story quests, for example if you're holding a fort(maybe you even own it, or it's your rotation turn to commandeer it), you might have "quests'' to build better defenses, maybe the general himself has to post the quests on a "board'' for his soldiers from his fort desk. There's no story on them, and they're not linear because to build those turrets you would have to establish resource trading with the factories scattered around the land... and it's only one example among the hundreds possibilities that so far nobody exploited.
Dumbing down quests = sandbox?
Im sorry, but again, Earthrise doesn't sound any innovative or interesting... it has few changes, but in the end it sounds like the same old goop to me.
Well it sounds to me like you're judging the game without actually knowing what you're talking about. You don't even know what a sandbox is.
Sure. But what is the reason to change faction? Is it an active one? Does it weld in with the main gameplay element or it's just you switching purposelessly? That's the problem with non-original gameplay elements stolen from other games, that they don't fuse with the originality of the setting, the IP and so on. So why should a player switch faction?
Lol ok we established you didn't play Fallout, or you're referring to the piece of shit BethesdUh made. The quests in Fallout are part of a small but encompassing goal that's so small ironically it would figure well as a side-objective(finding a GECK), these other quests are completely independent and can be done in no specific order. that's the definition of non-linear free-roaming btw.
and actually yes, the lack of a LINEAR story is precisely the main element of a sandbox game, my friend. But there can be a non-linear story. Remember Ultima Online? Lord British had appeared in the capital of the realm to make an announcement. Undead everywhere led by one lord lich. They attacked the cities... there were several lieutenants of this lich played by the staff of programmers. All the community had to fight these people. It was a story, was it not? Was it linear? Certainly not.
- Ignore quests? Then how do you gain experience? Farming mob? Even in WoW you can ignore quests and farm... does it make WoW a sandbox? Unless you mean ignore those quests and do other quests? In that case it's still one boring linear, forced quests for another line you MUST still undergo. Sure there can still be sandbox, if you actually ignore quests, but in a MMO it never works like this... quests are ALWAYS the best way to develop your char so everyone will end up doing them... and if they force you to go a strict sequence of maps, that negates the sandbox and free-roaming... even if you can switch faction. Besides, how can there be free-roaming, if suddenly you go to a map where MOB is of a level too high for you?
You are very confused, it would seem.
Uh hello, that's what Warhammer is like, as well... they said the same thing... you can ignore quests and gain levels with PvP. And everyone knows WAR is a huge clone.
YEs and no.
Lol o'course i don't know how ER is, why should i since im not in beta, yet(no invite)? that's the whole point of being here, asking informations. And that's why i'm giving my "impressions" from reading the OP! You're a great capt. Obvius.
Lol i don't know what a sandbox is. Says the man who practically went "WoW is a sandbox! Wooee!" :rotfl:
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I am guessing you forgot this game is not lvl based at all. This is totally a skill based game. No lvls what so ever.
No levels is good, but chances are it won't change your play-style.
Simply answer this, my man and it will settle everything... what will the player do in his/her gametime? Can you honestly say he will NOT spend his time undergoing a series of FIXED quests until skill-cap? Even if this series is faction1- faction2 then back.
You say there's random quests, story quests and PvP quests. Well Warhammer had the exact same distinction! And Earthrise started development during the hype time of Warhammer. Isn't that A BIT strange?
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Do you know of Eve online? If you look into it Earthrise and Eve are very similar. You are also starting to make assumptions, which hold very little value to me what so ever. If you want to talk sensible I will be here.
I can honestly tell you that Earthrise is not here simply for people to grind away in quests and I doubt that is what MHS has set up the game to be. A quest grinder, no not this at all. People will mostly come for the territorial combat of that of Eve online has to offer. Is that not why they are successful is because of their territorial combat? This is what is the main focus of Earthrise and will be once is released.
This game is about open world FFA-PvP and territorial conquest, not about questing or reaching max level. Max-level in Earthrise means, maxing out every single skill there is, and this will take you ages with the initial 100+ available skills allready. Every skill has 10 levels and each level costs more XP then the level before.
And quests themselves don't give you XP, but the mobs you kill, and XP for crafting-skills can only be obtained through crafting items itself...
Questing in Earthrise is there to gain rewards, like money, faction-items or technology-blueprints needed for crafting etc.
Sure. But what is the reason to change faction? Is it an active one? Does it weld in with the main gameplay element or it's just you switching purposelessly? That's the problem with non-original gameplay elements stolen from other games, that they don't fuse with the originality of the setting, the IP and so on. So why should a player switch faction?
Of course it's an active decision, the reason would be to gain access to other technology. And again, you're passing judgment without knowing what you're talk about. At least read about the game.
Lol ok we established you didn't play Fallout, or you're referring to the piece of shit BethesdUh made. The quests in Fallout are part of a small but encompassing goal that's so small ironically it would figure well as a side-objective(finding a GECK), these other quests are completely independent and can be done in no specific order. that's the definition of non-linear free-roaming btw.
What makes you think the quests in Earthrise have to be done in a specific order? Each of those little quests is guess what, a linear story. But because you can do them in any order, the game itself is not linear. Such will be the case with Earthrise.
and actually yes, the lack of a LINEAR story is precisely the main element of a sandbox game, my friend. But there can be a non-linear story. Remember Ultima Online? Lord British had appeared in the capital of the realm to make an announcement. Undead everywhere led by one lord lich. They attacked the cities... there were several lieutenants of this lich played by the staff of programmers. All the community had to fight these people. It was a story, was it not? Was it linear? Certainly not.
That's more of an event than a story. And that is certainly not a feature of a sandbox. Wow could implement such an event if they so chose.
- Ignore quests? Then how do you gain experience? Farming mob? Even in WoW you can ignore quests and farm... does it make WoW a sandbox? Unless you mean ignore those quests and do other quests? In that case it's still one boring linear, forced quests for another line you MUST still undergo. Sure there can still be sandbox, if you actually ignore quests, but in a MMO it never works like this... quests are ALWAYS the best way to develop your char so everyone will end up doing them... and if they force you to go a strict sequence of maps, that negates the sandbox and free-roaming... even if you can switch faction. Besides, how can there be free-roaming, if suddenly you go to a map where MOB is of a level too high for you?
You are very confused, it would seem.
You are confused, the presence or absence of story or quests has nothing to do with whether a game is a sandbox. It's all about choice. And as for higher level mobs, there is no game that does not have that to some degree except some single player rpg's like Oblivion or FO3. Even Eve has areas that it would be suicide for new players to enter. But, it's still a sandbox because with a minimum amount of "leveling" that new player can still make some contribution to PvE or PvP, and it's the same with Earthrise.
Uh hello, that's what Warhammer is like, as well... they said the same thing... you can ignore quests and gain levels with PvP. And everyone knows WAR is a huge clone.
Warhammer's objectives are fixed and limited in what they are and do. They are not conquerable territories that give access to resources for use in a complex crafting system which fuels a player driven economy. War's territories do not spark player politics, Earthrise's system sounds much more like Eve's territory warfare.
YEs and no.
Correct answer is no. It has very little to do with the sandboxy-ness. Even if a game had a completely linear story, if you had the ability to completely ignore it and progress in another way just as well, then the game could still be a sandbox.
Lol o'course i don't know how ER is, why should i since im not in beta, yet(no invite)? that's the whole point of being here, asking informations. And that's why i'm giving my "impressions" from reading the OP! You're a great capt. Obvius.
Lol i don't know what a sandbox is. Says the man who practically went "WoW is a sandbox! Wooee!" :rotfl:
I never claimed Wow was a sandbox, you're very confused if you got that out of anything I said. If you want more information on Earthrise, then go read about it on the forums.
Before I forget to say this....
Earthrise is in development since 2005/2006 allready. They only made it public in January 2008.
Before I forget to say this....
Earthrise is in development since 2005/2006 allready. They only made it public in January 2008.
Earthrise is more of a Neocron clone then a Warhammer one imho. Come to think of it, Fallen Earth borrows a lot from Neocron... Alas poor Reakktor, how quickly ppl forget...
This game is about open world FFA-PvP and territorial conquest, not about questing or reaching max level. Max-level in Earthrise means, maxing out every single skill there is, and this will take you ages with the initial 100+ available skills allready. Every skill has 10 levels and each level costs more XP then the level before.
And quests themselves don't give you XP, but the mobs you kill, and XP for crafting-skills can only be obtained through crafting items itself...
Questing in Earthrise is there to gain rewards, like money, faction-items or technology-blueprints needed for crafting etc.
Finally some good news. If quests absolutely don't give XP, like in FinalFantasy(are you 100% sure about this?) the game is not a clone.
It's simple as that. Quests are such a big element they can alone determine a clone. If quests aren't part of the character progression, it's FANTASTIC, a huge innovation.
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Are you joking or what? Who would ever do quests in Ultima Online and EVE? Only the newbs.
I AM a troll, sure... but why is that wrong? I am so fucking tired of playing games that all feel like goddamn warcraft, and if you check my post history you'll see me warning and trolling about the cloning since like 4 years.
Better be a troll that keeps everyone on their toes, reminding everyone that MMO's currently SUCK, than pretending everything's fine. What if Earthrise is actually innovative? Doesn't hurt to question it. Should i believe it blindly and not quesiton anything?
If the game's actually different from WoW i'll be happier than every1. If it's just a WoW with faction switching i'll show up here again and it will not be such a pleasant conversation as this one
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Are you joking or what? Who would ever do quests in Ultima Online and EVE? Only the newbs.
I AM a troll, sure... but why is that wrong? I am so fucking tired of playing games that all feel like goddamn warcraft, and if you check my post history you'll see me warning and trolling about the cloning since like 4 years.
Better be a troll that keeps everyone on their toes, reminding everyone that MMO's currently SUCK, than pretending everything's fine. What if Earthrise is actually innovative? Doesn't hurt to question it. Should i believe it blindly and not quesiton anything?
If the game's actually different from WoW i'll be happier than every1. If it's just a WoW with faction switching i'll show up here again and it will not be such a pleasant conversation as this one
There's no mentioning of gaining XP for completing quests/missions so far, but only rewards like reputation-points, money and technology.
And a WoW-clone it isn't for sure, even if the quests do give XP, as XP is also given from PvP-kills.
Territorial warfare (and you need to conquer territories to harvest ressources!), open world FFA PvP and full loot with an insurance-system are the total opposite of WoW on it's own allready.
Additionally Earthrise has third person combat instead of hardlocks, a playerdriven economy that depends on guilds conquering territories and people doing trading (all items need to be crafted by players, no epic loot-drops) and there's no instances in this game aswell (i.e. no place to be 100% safe outside the two big cities or newbie-island).
So you don't actually have to fear, that this game will be a WoW-clone, but you've to fear, that there will be alot of people trying to gank the hell out of you.
But as there's no levels in this game, a 2year old player can aswell be ganked by 3 players that are only 2 month into the game, if they've trained the right skills and have good tactics and setup Just like in EvE Online.
Are you joking or what? Who would ever do quests in Ultima Online and EVE? Only the newbs.
I can't speak for UO, but in Eve, tons of people who had played for years ran missions while I was playing. This is yet another case of you no knowing what you're talking about.
I AM a troll, sure... but why is that wrong? I am so fucking tired of playing games that all feel like goddamn warcraft, and if you check my post history you'll see me warning and trolling about the cloning since like 4 years.
You're proud of the fact that you can't even come up with a new angle for your trolling?
Better be a troll that keeps everyone on their toes, reminding everyone that MMO's currently SUCK, than pretending everything's fine. What if Earthrise is actually innovative? Doesn't hurt to question it. Should i believe it blindly and not quesiton anything?
Even a cursory glance at what Earthrise is would tell you that it's not a clone of anything. It has major differences from any one game already out there.
If the game's actually different from WoW i'll be happier than every1. If it's just a WoW with faction switching i'll show up here again and it will not be such a pleasant conversation as this one
This game is nothing like Wow. At all. You are completely ignorant.
Are you joking or what? Who would ever do quests in Ultima Online and EVE? Only the newbs.
I AM a troll, sure... but why is that wrong? I am so fucking tired of playing games that all feel like goddamn warcraft, and if you check my post history you'll see me warning and trolling about the cloning since like 4 years.
Better be a troll that keeps everyone on their toes, reminding everyone that MMO's currently SUCK, than pretending everything's fine. What if Earthrise is actually innovative? Doesn't hurt to question it. Should i believe it blindly and not quesiton anything?
If the game's actually different from WoW i'll be happier than every1. If it's just a WoW with faction switching i'll show up here again and it will not be such a pleasant conversation as this one
XP is also given from PvP-kills.
No don't say that as we do not know if this is true yet. They have not officially said anything about that just made a poll asking about it. (unless I am having a memory leak and you can prove me wrong by all means please do.)