Fallout Online concept art and more

13pm

Water Chip? Been There, Done That
Ausir, the Vault keeper provides us with some more interesting Fallout Online bits.

Firstly, there are new concept art pictures posted at Fallout Online forum and websites of Jeff Clendenning and Natiq Aghaev:<center> </center>

Secondly, there are some interesting posts by Chris Taylor at the official Fallout Online forum. On PvP:<blockquote>Some thoughts:

* There will be lots of PvP, but that won't be the only activity.
* There will be restrictions. Our vision of PvP requires player consent.
* PvP can occur pretty much anywhere in the world, but not all players can partake in PvP. This goes beyond the /duel command; there is a whole different system in play here. It's not the old EQ-style PVP switch. It's something new. We're just not ready to give details at this time.
* If you heavily commit to PvP, you will be rewarded. It will be risky, but the rewards are designed to make it worthwhile. If you'd like to dabble in PvP, you will still be rewarded and won't risk as much. We hope to entice more people to be involved in PvP, without making it a requirement. </blockquote>On player death and penalty for it:<blockquote>There will be a penalty for "defeat". We plan on making it painful enough that you want to avoid it happening, but not so painful that you log out and immediately throw your keyboard and monitor out the window. Somewhere in between would be nice.

Repeated defeats will be more and more ***************. [EDIT: Oh, snap, the Big Idea filter caught that one, sorry.) </blockquote>And he also posted a poll on character bonuses:<blockquote>This poll question involves the character creation phase of the game.

You would create your character in the normal way. But along with everything you do, you’d get one (or maybe more) hidden bonuses. The bonus would be something similar to a Perk, but maybe not that big and/or not even something on the Perk’s list.

This will NOT affect your character creation at all. You would still build it to your specifications.
This bonus may not manifest itself early on. There would be ways to discover what it was, if you couldn’t tell from occurrences in play.
The idea is to insure your character is special and different from any other character out there. (As well as have a secret or two to discover.)

Discuss why you would or would not like it in the thread. Also, if you like it, what kinds of things you’d like to see? </blockquote>
 
13pm said:
Secondly, there are some interesting posts by Chris Taylor at the official Fallout Online forum.

and another one, on death and dying:
There will be a penalty for "defeat". We plan on making it painful enough that you want to avoid it happening, but not so painful that you log out and immediately throw your keyboard and monitor out the window. Somewhere in between would be nice.

Repeated defeats will be more and more ***************. [EDIT: Oh, snap, the Big Idea filter caught that one, sorry.)
 
Ausir said:
Actually, it's already in the newspost.
its this time of the morning, the coffee hasnt kicked in yet...

its good that others keeping tap on their forums because this one was was posted only few hours ago...


Ausir said:
And the previous two show a Tesla Tower (even if not *the* one).


wiki said:
was an early wireless telecommunications tower designed by Nikola Tesla and intended for commercial trans-Atlantic wireless telephony, broadcasting, and to demonstrate the transmission of power without interconnecting wires.

a nice way to solve one of the most annoying problems for dev's?
 
Casinos? Again? This is getting a bit tiring...

As for PvP? How are you going to portray a worthwhile post-apoc environment without open & forced PvP in most areas?
That said, how are you going to portay a worthwhile post-apoc world when it's crawling with players in the first place? :)
Ausir said:
And the previous two show a Tesla Tower (even if not *the* one).
It's about the only thing it could be based off.
 
As for PvP? How are you going to portray a worthwhile post-apoc environment without open & forced PvP in most areas?

How are you going to make money from a MMORPG with open and forced PvP in most areas?

Casinos? Again? This is getting a bit tiring...

Looks simply like ruins of a pre-war casino.
 
How are you going to make money from a MMORPG at all? That's the question.
 
randir14 said:
That PvP system sounds like shit. I hope they have at least one open PvP server.
Gotta agree, but it can't be any worse than World of Warcraft's.
 
Ausir said:
How are you going to make money from a MMORPG with open and forced PvP in most areas?
How are you going to make money from a PvE carebear MMORPG in a post-WoW clone world when you don't have the backup of a company like Activision/Blizzard to fund you, and games like Final Fantasy XIV and WOW:Cataclysm are coming out soon ?

EDIT: And btw, there's already a post-apocalyptic PVE MMO called Fallen Earth out there. We need something else than a carbon copy PVE clone.
 
You would create your character in the normal way. But along with everything you do, you’d get one (or maybe more) hidden bonuses. The bonus would be something similar to a Perk, but maybe not that big and/or not even something on the Perk’s list.

This will NOT affect your character creation at all. You would still build it to your specifications.
This bonus may not manifest itself early on. There would be ways to discover what it was, if you couldn’t tell from occurrences in play.
The idea is to insure your character is special and different from any other character out there. (As well as have a secret or two to discover.)
Would only work well if it is
A. small
B. either not immediately knowable or some other measure is put into place to prevent people making characters over and over to get a particular thing
 
How are you going to make money from a PvE carebear MMORPG in a post-WoW clone world when you don't have the backup of a company like Activision/Blizzard to fund you, and games like Final Fantasy XIV and WOW:Cataclysm are coming out soon ?

It's pretty risky on Interplay's part, but at least more financially viable than open PvP, I'm afraid.
 
Open PvP is one thing, but a drastical death penalty like corpse looting is something that interplay would want to avoid like hell, if they want to earn back at least the development costs of the game.

Back in the old days of Ultima and such, you had basically no other choice and people had to adapt to those game's or go and play singleplayer/multiplayer rpg's like baldurs gate. I'm sure if a different company had made a more *carebearish* version of Ultima, the original Ultima Online would have lost a lot of it's playerbase.
Well, i guess it's a fact that people want to gain/win and not loose in a game, so PvE will never die out.
 
Ausir said:How are you going to make money from a MMORPG with open and forced PvP in most areas?

EVE Online has forced PVP in probably....85% of the solar systems in the galaxy. Seems to be doing a good job.
 
Keep in mind, that it needed a long time until EVE got the amount of players they have now.
 
Plissken said:
Ausir said:How are you going to make money from a MMORPG with open and forced PvP in most areas?

EVE Online has forced PVP in probably....85% of the solar systems in the galaxy. Seems to be doing a good job.
the reason eve online doing well is their community that they managed to grow since their initial "beta" game and free expansions etc...

although they can never be more than a medium MMO, one of their strongest features also limits them, i heard the one server upgrade and maintenance is sky rocketing and they already started to place limits here and there at rush hours.
 
I'm currently playing EvE and i can say that pvp'ing in that is almost impossible if you don't have a financial backbone where you can afford your lost ships. On the other hand you are perfectly save in high sec area's, as long as you don't carry parts for several hundred of millions on a small, onehitable ship.
If you attack something in highsec (0.5-1-0 security), you will get blasted to pieces by concord security, no matter what you do.

In a traditional rpg, it would be like getting hunted by godlike npc's to death as soon as you attack someone in a *guarded* zone.
(And yea, they will already react if you attack, not after the kill.)
Now tell me 1 PK who would want to risk attacking someone in an MMORPG in such zone, if his corpse could be looted afterwards?

I don't know how the relation high sec to low sec/0.0 is, but i'm sure it's not just 15 percent, cause there are some players i know, that have barely ever left high sec for almost 2 years.
 
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