[MUD-Dev2] Fallen Earth
John A. Bertoglio
jb at co-laboratory.com
Fri Oct 2 18:01:00 CEST 2009
They have done a lot with server-side logic. All hit determination is made
on the server. It does not use the sort of P-to-P logic that makes true FPS
games like CounterStrike so vunerable to cheats (and much more precise, of
course).
The game is a hybrid...more of a MMO with FPS elements. Time will tell if
cheating becomes an issue. Not one yet but official launch in not until Sept
22, 2009.
John Bertoglio
503.330.6713
Consultant
jb at co-laboratory.com
www.co-laboratory.com
im: jbertoglio at gmail.com
> -----Original Message-----
> From: mud-dev2-bounces at lists.mud-dev.com [mailto:mud-dev2-
> bounces at lists.mud-dev.com] On Behalf Of Jeffrey Kesselman
> Sent: Wednesday, September 16, 2009 7:28 PM
> To: mud-dev2 at lists.mud-dev.com
> Subject: Re: [MUD-Dev2] Fallen Earth
>
> I havent played it but IO have friends who have tried it and liked it.
> The
> heavy crafting focus turns me off though a thats not my thing.
>
> Im also rather concerned about cheatability. Im told this game has FPS
> style combat and thats VERY hard to do without significant client side
> game
> logic.
>
> On Sat, Sep 12, 2009 at 11:56 PM, Damion Schubert
> <dschubert at gmail.com>wrote:
>
> > On Mon, Aug 24, 2009 at 4:39 PM, Mike Sellers <mike at onlinealchemy.com
> > >wrote:
> >
> > > Okay, the first easy question:
> > >
> > > If I'm already playing WoW, or have played it in the past, why would I
> > play
> > > Fallen Earth instead?
> > >
> > > And if I played WoW and didn't like, why would I play this game?
> > >
> > > MMOs have their 800 pound gorilla and it is (still) WoW. I've been
> > amazed
> > > at the number of MMO pitches that have no answer for this question,
> and
> > > don't even consider it worth asking to themselves.
> > >
> >
> > How different does an MMO have to be before it's *different enough*?
> Are
> > MMOs
> > the only game genre where the existence of one market leader means that
> no
> > one else should ever do any features that are at all similar?
> >
> > Not to say that every game should be a WoW clone, but I've seen way too
> > many
> > MMOs come on the market with way too much half-formed wild-assed
> > experimentation
> > that turned out to be broken, unbalanced, not well thought out or just
> > plain
> > not fun.
> > Too many people designing features because they'll provide 'interesting
> > social
> > dynamics', and not focusing enough on whether the game provides a
> cohesive
> > experience on its own.
> >
> > The fact that FPSes and RTSes tend to be similar is not a bad thing. If
> > you've played
> > Quake or Starcraft, you pretty much know how to play Unreal and Command
> and
> > Conquer. This is a good thing - it dramatically reduces the learning
> > curve,
> > and the
> > learning curve on MMOs is a monstrously huge beast that scares off many
> a
> > noob.
> >
> >
> > (Anyway, to answer your question, Michael, I haven't played FE, but the
> > game
> > has
> > a post-apocalyptic setting, classless advancement, FPS-like combat
> > requiring
> >
> > some level of twitch skill, and an integrated, 6-sided PvP faction
> system.
> > So its
> > pretty unlike WoW. Whether it succeeds will probably depend on whether
> or
> > not
> > it's controls are FPS-like enough that new players can immediately grok
> the
> > game).
> >
> > --d
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>
>
>
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