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Old Neocron player,playing Darkfall now.Is Fallen Earth worth it,and ..

Hellrazor27Hellrazor27 Member Posts: 55

what rewards are there for PvP?

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  • ReklawReklaw Member UncommonPosts: 6,495

    Myself aint into PVP (yet or perhaps never) but think below might shed a light on it for you.

    PvP only occurs in specific zones. Outside of those zones the collars worn by all players use electric shocks to actively prevent players from harming each other. Whatever made the collars doesn't want the players kill each other, but in some regions of the Grand Canyon the radiation and such is so bad that it blocks the collars' sensors.[1]

    There are no regen pods in PvP areas. Characters always spawn in safe locations. Roughly a third of the territory of most sectors is PvP active. You receive a warning before entering a PvP zone, so if you wish to avoid the area you will be able to do so.

    Fallen Earth's PvP combat is not structured to be a never-ending struggle of who can resurrect fastest. Due to the fact players become less effective the more often they die, at least in the short term, characters will eventually have to leave battle because they're just not able to keep up. Also, they have to return from a regen pod outside the PvP zone if no one on their team can restore them. Characters do not receive death penalties when they are restored by a teammate, only if they go to a regen pod. This means if you're under siege in a conflict town, you get taken out, and no one helps you, you're stuck on the outside of the PvP area, possibly with hostiles between you and your allies. This system benefits players who work as teams, keep each other up, resuscitate each other, and don't go running off by themselves.

    Characters can alter their faction ratings through the use of a number of mutations or special abilities. For example, many of the Stealth special abilities allow the character to masquerade as a member of another faction. By the same token, characters can use other abilities to try and cancel out these disguise powers, and if you're an Enforcer who's whose cover gets blown in a CHOTA town you're in deep trouble.

    In PvP the only people you cannot shoot are people on your own team/group. There are no limitations on shooting members of your own faction or allied factions as long as they are not on your team.[2]

    In short, PvP in Fallen Earth is not about killing other players. It's about reaching goals that can best be reached by killing other players. A fine distinction, but an important one. Large-scale PvP battles are going to be about securing resources for your guild, controlling territory, and finding rare knowledges.

    edit Forms of PvP [edit] Conflict Towns Conflict towns are the most common and most important version of PvP in Fallen Earth. Conflict towns begin appearing in Sector 2 , also known as Northfields, and are present in every sector from then on. There are 5-8 Conflict towns per Sector, with most having 7. This means, statistically, about a third of all towns are conflict towns.

    At the start, conflict towns are neutral and anyone may enter them. Folks in the town will have missions for players to complete, sell goods, offer training, etc. Outside the town are camps for each of the major factions where you can get missions to help destabilize the town and take control of the town for that faction. These missions are tailored to the feel of the different factions. For example, the Travelers may have to get into town and bribe the mayor; the Enforcers may have to deal with some troublesome raiders in the area; the CHOTA may have to rough someone up; the Vistas may have to escort a grain shipment into town. All of these missions are done inside the PvP zone, so players can ambush and sabotage the efforts of their enemy factions to take over the town. Some of these missions may also be at exactly cross purposes, such as a Tech mission to take out the grain shipment the Vistas are guarding. These missions are tracked in a series of point totals and once a faction gets over a certain point total, which is checked every few days, the town changes its allegiance to the faction with the most points. The developers are going to keep the change schedule as mysterious and unpredictable as possible so folks don't feel like there's no point fighting in a town because it won't switch for a few days.

    When the town changes allegiance, all of its NPCs change. The guards are now members of the controlling faction, as are the instructors, mission givers, etc. New missions become available, new merchants show up selling goods that may only be available in that town, new instructors appear (including special knowledges only available in that town), etc. The controlling faction now has to keep doing missions in the town to keep their control points up and thus keep control of the town, while the other factions continue to do missions to destabilize the controlling faction and claim the town for themselves. Once a faction controls the town they have to work to keep its guard numbers up, keep supplies coming in, etc. If no factions are actively trying to hold or take the town, it will eventually return to neutral alignment.[3]

    Conflict towns are structured in such a way that you don't get the rewards for going and killing a bunch of players for no real reason, but if you go out and take out folks of other factions trying to aid their own faction, you can make a huge difference in who controls the town. Also, if your faction controls the town, you've got at least three other factions looking to take it away from you (though you've hopefully got some helping you as well), and an all-out assault certainly can go a long way towards doing that, so you'll need to keep the town defended. Your reward isn't taking their loot, but getting access to all the new missions, equipment, special abilities, mutations, and crafting knowledges you can only get in that town.

    Raid Goals In PvP areas there will be goals that characters can take possession and fight for control of, such as claiming an oil derrick and being able to get a bunch of petroleum. Whoever can control the area around the objective and keep other factions away from it will get extra resources, money, etc. This also may include more complex tasks like rescuing Enforcer leaders from CHOTA camps, guarding Tech operations from Vista commandos, who can collect the most resources, etc.[4]

     



    Factional PvP Characters can get missions from their factions to hunt down members of other factions, such as an Enforcer asking characters to kill five CHOTA members. taken from: http://fallenearth.wikia.com/wiki/PvP

    Perhaps someone into PVP might shed some light on how it actually works ingame instead of this Wiki.

     

  • darkpath19darkpath19 Member Posts: 51

     That fella pretty much said it all.

    Understand, if you rush to level cap, you will miss the meat of what Fallen Earth is about. There is content for every level outside of missioning, and you can get into PvP zones almost immediately. I'm not particularly a big fan of the post-apoc genre or anything like that, but I've been playing since launch and in my opinion this is one of the better mmo's floating about right now, being as it's not too softcore, but not too hardcore either (ala Darkfall).

    As far as PvP goes, there isn't a whole lot of incentive. There is a Death Toll system with rewards, but those rewards are lackluster and not really a factor. Different missions open up in conflict towns depending on which faction controls it, and if you're not friendly with that faction, you can't access those missions. Skills are allocated via Action Points which are gained through regular levelling up, as well as bonus AP from missions. Some of these bonus AP missions are located in Conflict towns and are only accessible to you if that faction controls the town, and if you are friendly with that faction.

    As far as factions, there are 6. The basic idea is that you pick a primary faction, and they are allied with the factions on either side of that primary faction (it is like a wheel), and you are hostile to the other 3 factions on the other side of the wheel. If either of those 3 friendly factions control the town, you have access to it, it's missions, and it's resources (which can include rare crafting mats). Right now, taking conflict towns involves running faction missions out of camps in each conflict town, as well as killing hostile faction players. Admittedly it's a lackluster system, and there needs to be more options for taking these towns.

    Combat is FPS style, and the FPS is a bit sluggish. If you decide to go Melee however, you won't really notice. Rifle is pretty gimp atm, but Pistols rock. There's also Mutations which is basically magic. There's something like 8 or 10 mutation lines, with only certain ones available to certain factions. You can "Work the Wheel" to pick up all mutation lines, but honestly you won't be at much of a disadvantage if you decide not to do that. 

  • rodingorodingo Member RarePosts: 2,870

    you won't have to worry about getting a poke after you get blasted. (old neocron term)

    "If I offended you, you needed it" -Corey Taylor

  • djnexusdjnexus Member Posts: 677

    There isnt really any rewards for pvp in FE yea death toll but the gear isnt worth squat crafteds better. I went to darkfall from this. Alot of times the pvp zones are barren anyways yea maybe a few times a week some clans might get together. If you want reward and an adrenaline rush with your pvp DF is were its at. Been playing 2 weeks and loving it. It doesent hold your hand thats for sure. But anyways if you want my vote stick to darkfall at least till FE offers better rewards for pvp or something. Im lvl 45 rifleman right now on FE and when ever i would travel to pvp zones they were mostly barren just alot of crafters running around trying to get nodes. And people instant log yea i know its retarded icarus didnt think to put a timer during logout. Until they fix things dont lookto FE for your pvp fix not enough people pvp right now to make it exciting. If your into PVE as well be prepared to hit the wall at 45 with nothing to really do, theres 1 endgame boss and he can be done with 4 people. AI is weak mobs shoot thru doors and walls at you. Mob pathing sucks and it just feels to easy. Youll also solo alot to as most quests can be solo'd you could group but that will make the missions seem all the more easier. The only reason I stuck with the game as long as I did was because of the crafting. I supported Icarus untill I recently unsubbed because the game still needs alot of work. And S4 isnt coming out for a few more months.

  • Hellrazor27Hellrazor27 Member Posts: 55
    Originally posted by rodingo


    you won't have to worry about getting a poke after you get blasted. (old neocron term)



     

    No pokes!!!

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  • hidden1hidden1 Member UncommonPosts: 1,244
    Originally posted by Hellrazor27

    Originally posted by rodingo


    you won't have to worry about getting a poke after you get blasted. (old neocron term)



     

    No pokes!!!



     

    I sort of liked that about Neocron... your implants would pop out and you'd need a friend to poke em back in.  Well w/ a dying community that might not be too fun asking for a poke all day.

    I started playing FE in hopes that it was a good Neocron clone, and as it turns out it's the same in some ways, but way more resourse gathering in regards to their crafting system.

  • djnexusdjnexus Member Posts: 677
    Originally posted by zymurgeist

    Originally posted by djnexus


     The only reason I stuck with the game as long as I did was because of the crafting. I supported Icarus untill I recently unsubbed because the game still needs alot of work. And S4 isnt coming out for a few more months.



     

    The PvP patch will be out long before sector 4 but yeah if you're looking for end game it's just not there yet.

    The pvp patch will be coming out soon yes and ill check the patch notes to see what its about but unless they add any rewards or incentive to pvp I doubt ill come back.

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