wheel-flip

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  • Wasteland Diaries: Factions and you

    by 
    Edward Marshall
    Edward Marshall
    09.30.2011

    There was a time in Fallen Earth when the factions were more diverse. When I say diverse, I don't mean in ideology. I am talking about the game mechanics. These days, they are a bit more homogenized. Before everything was de-factionalized, your build would have a great bearing on which faction you chose. Sometimes, if you were a min-maxing PvPer like I am, you would wind up in a faction you didn't necessarily like. That was the main reason I didn't like the faction diversity. The ideology of the factions didn't appeal to me, but the factions' perks complemented my playstyle. I'll get into that a bit later in the post. Another problem with the wide diversity between factions was the issue of balancing. It's hard enough to balance the three weapon classes, but once you have six different factions with six different sets of abilities, mutations, and capstones, it gets worse. I still see people asking in game about which faction is the pistols faction or which faction has access to Nano-manipulation. The short answer is all factions do. There is a misconception that your faction is still dependent on your build. It isn't. There are still a few artifacts of the old system lying around, but by and large, most of them are just minor annoyances. In this post I'll look at what is really important in choosing a faction in the new Fallen Earth.

  • Wasteland Diaries: Hunting down AP

    by 
    Edward Marshall
    Edward Marshall
    02.18.2011

    So there's an AP cap in Fallen Earth now. When there was a finite number of AP available, it was not very popular. But now that there is an unlimited number of AP available (in theory), it seems a bit easier to digest. The current AP cap at level 50 is 1250. This allows for a decent build while not allowing for a jack-of-all-trades build. With the new system currently on the PTS, most builds will have to be specialized. In other words, there will be no more healers or crafters that will be able to dish out maximum DPS anymore. Part of the purpose of the AP cap was to alleviate the need for a wheel-flip. In some ways, the de-factionalization of mutations has helped in that department. The entire Fallen Earth skill and mutation system is undergoing a revamp, but the AP mechanics aren't going to change much. The AP cap will still be in place and will increase by 25 every level. And there will still be random AP and repeatable missions for AP. But is a wheel-flip still necessary? The short answer is yes and no, but I'll delve into that a bit more after the cut.

  • Wasteland Diaries: Sector 2

    by 
    Edward Marshall
    Edward Marshall
    08.20.2010

    In Fallen Earth the Grand Canyon Province is divided into sectors. Sector 1 is where you will learn the basics of the game, but there are a few important and new concepts you will be introduced to in sector 2. Those two concepts are mutations and factions. NPCs will try to introduce you to these concepts through a series of quests in Sunshine Corners. The quests will give you a basic rundown of each of Fallen Earth's faction's ideology, but there are a few other things you should know. The purpose of the post will be to make sure that you know what to expect when you arrive in sector 2. You will be making one of the most important choices in your character's development when you choose a faction to align with. Each faction has different perks, mutations, and capstones. These all play a major part in what your character will become and must not be taken lightly, unless you like dumping chips into respec injectors. After the cut, I will arm you with the knowledge to make a better-informed decision.