Nope, it is not joinable yet. We have plans for quests that can be done for joining- but "normal players" can not become high members from one moment to the other, if ever.
Southpaws said:So in theory, these factions will be already established guilds which the player can then choose to join? More like you see them in a single player game?
There's been talk of the factions mod before and I was in the believe that the player himself could create a guild/gang like you see it in MMORPGs. Or is that present in Factions as well?
How come I've never met the Rotators in FOnline?
RenoNut said:Factions should be created for a purpose not just to have 24/7 PK wars.
I don't they should be implemented either..should be up to the players to establish gangs/mafias/militia and all politics should be developed my the players also.
UnidentifiedFlyingTard said:will you be able to run your own trading caravan?
Lexx said:Southpaws said:So in theory, these factions will be already established guilds which the player can then choose to join? More like you see them in a single player game?
There's been talk of the factions mod before and I was in the believe that the player himself could create a guild/gang like you see it in MMORPGs. Or is that present in Factions as well?
How come I've never met the Rotators in FOnline?
Yes, the "big factions" are already present and this in the way like in Fallout 1 and 2. Players can join but don't need to. If you don't want to join a already existing faction, you can also create your own faction with a own base in the desert, etc. but here too: you don't need to.
The Rotators in the last open test was just a small group of approx 5 people. We where very cautious and not always "the good guys". Still, we didn't senseless playerkilled. It was more a kind of mercenary group... later we hunted some badass people. In next open test, we are a gamemaster group.
RenoNut said:Factions should be created for a purpose not just to have 24/7 PK wars.
I don't they should be implemented either..should be up to the players to establish gangs/mafias/militia and all politics should be developed my the players also.
Well, it is all up to the players. You don't like a faction? You don't need to join. If you are more the looner-dude, it is absolutely no problem too. Also we as gamemasters will have no influences on player controlled factions but we want to use the big factions to have a bit controll over the world and lead it into special directions.
UnidentifiedFlyingTard said:will you be able to run your own trading caravan?
We are working on something similar. It will not be possible to have own caravan cars like you know them from Fallout 1 and 2 (it's not that we don't want to- it's a engine problem with driving cars) but you can buy Brahmins, use them as pack animals, etc.
Beside this, it will also be possible to buy slaves, sell slaves, hire mercs, etc. etc.
Exactly, the big factions will be those with already established agenda, just like in a single player game. If you feel like ready to stand up for it, you can join. As Lexx already said, player driven factions are another possibility. Such factions can role-play anything they want, a mindless religious isolated cult or a loose gang of thugs and opportunists.Southpaws said:So in theory, these factions will be already established guilds... the player himself could create a guild/gang like you see it in MMORPGs... How come I've never met the Rotators in FOnline?
Lexx said:I personally hate senseless grinding over and over and I am glad that we are a team that doesn't like Diablo gameplay in Fallout and doesn't see Diablo gameplay as primary target in Fallout. We try to add as much different ways to gain exp for level up as possible like setting the focus on exploring parts, trading, etc. This doesn't mean that we want to cut out as much battles as possible... it is just that we think, it can be better and senseless grinding is not always the key... but of course, it is the most easiest thing to implement in a MMO.
A while ago - I like to tell this story - I saw some dudes in a german Fallout forum talking about what RPGs are. It ended with the point that Fallout and especially RPGs are all about gaining new weapons and items. Yes, it is the key behind RPGs: Gaining new and shiny weapons and items all the time. To this I just can say, the fuck, what goes on in the brain of people like this? If this is the role they want to play all day long, they must be secretly compulsive hoarder or so...
For FOnline: 2238 we don't want to make you having to run around, collecting stuff to get the bestest of the best equipment to win battles. Of course, there will be always player who only want to gain the "best" stuff but this is not a prior target to us. We want the people to play the game and enjoy it as how it is and what you can do in it and not place you in there and tell you "so! now start grinding to level up and become strong!"- this just sucks.
We have still a lot work to do for reaching this target but I think we already have a good base. For the rest... it is up to the players and we will see how it will work out when the next open beta starts.
Lexx said:There are no 100% savezones in the game. You can be killed everywhere from everyone and loose everything. But now... we have guards. Some towns like Vault City, Frisco or the NCR have guards who react on players action. As example, if you start a fight in one of these towns, they (the guards) will for sure hunt you down because fighting there is not allowed. These guards are not in every town and they also don't see everything, but near them players should be more save.
Hey, killing a weak player in the town is still no big deal... but running away from 5 to 10 with assault rifles and shotguns armed guards... well, it's up to the player.