FireFall - A Sci-Fi Action Shooter MMORPG... FOR FREE!
1,881 replies, posted
FUCK YEAH !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[IMG]http://i47.tinypic.com/2it3l6r.png[/IMG]
Hopefully next patch will be soon and it will be ready to go in with it.
[url]http://www.firefallthegame.com/community/threads/patch-notes-for-v0-5-1524p1.77411/[/url]
Biggest patch since the milestone
[QUOTE=d00msdaydan;39352926][url]http://www.firefallthegame.com/community/threads/patch-notes-for-v0-5-1524p1.77411/[/url]
Biggest patch since the milestone[/QUOTE]
Best update ever.
Dammit you guys got my hopes up.
Well stress test had borked all the menus so you can't access printing, pvp, garage and new year. Lots of confused scubs.
Have a bunch of keys.
I know these work:
X5YPT-0C349-JC26E-WV5IX
C4UM9-KV88Y-GTCHC-UT1SN
PA801-2NGUC-8YXTJ-E4QQ4
PVAIP-8W3P7-HCH53-2ZVHR
3E7EP-Q4OXB-3R78Q-JDZWO
Not sure about these:
ADN29-K5OSC-BED4Z-L9VLT
ZCMIP-WTPX8-8R09Y-WLWW6
Here have one that I never found a friend to give
39ZPD-S8UZD-LPYAG-ZQN4Z
Guys, we have more keys than people that read this thread. Maybe just hand them out on request?
[QUOTE=Kaelazun;39327603]Yeah, loot might come back at one point.[/QUOTE]
The lack of loot is kind of disappointing. The combat is good for MMO standards, but I think it still feels too much MMO and too little FPS to compensate for the relatively weak progression.
I got some post today but what could it be. ONLY MY COMMANDER FOUNDERS STUFF !!!!
( Click to enlarge pictures )
The tube it came in
[t]http://i50.tinypic.com/2cqbj85.jpg[/t]
The stuff
[t]http://i48.tinypic.com/n68fg0.jpg[/t]
The note
[t]http://i50.tinypic.com/wiuedg.jpg[/t]
On the wall
[t]http://i47.tinypic.com/10z4tg3.jpg[/t]
Closer up
[t]http://i48.tinypic.com/2ajysll.jpg[/t]
The hat
[t]http://i45.tinypic.com/2ik8nbd.jpg[/t]
[img]http://i.imgur.com/OWGBYV2.png[/img]
[url=https://beta.firefallthegame.com/founders/]It is not edited, check it out[/url]
Also
[t]http://production_firefall-blog-uploads.s3.amazonaws.com/2013/01/skiversIG.jpg[/t]
[QUOTE=Fusnax;39419588][img]http://i.imgur.com/OWGBYV2.png[/img]
[url=https://beta.firefallthegame.com/founders/]It is not edited, check it out[/url]
Also
[t]http://production_firefall-blog-uploads.s3.amazonaws.com/2013/01/skiversIG.jpg[/t][/QUOTE]
I can't wait till the tiki head goes off the screen and you can scroll to the right to see a forth reward :v:
Oh God
If you were mad at the engineer showing some legs and butt look at this
[t]http://i.imgur.com/EgrglIJ.png[/t]
[t]http://i.imgur.com/qp2aOaY.png[/t]
[t]http://i.imgur.com/14MTkhF.png[/t]
[t]http://i.imgur.com/DUd2sWh.png[/t]
Also some people in game are fucked up
[img]http://i.imgur.com/Mdpn0Sm.png[/img]
Ya some of the fanbase for this game is pretty creepy. I finally caved and upgraded from ensign to commander founder status and so glad I did, just love the bike, can't wait for get my poster. So is melding thumper still the fastest way to exp, I haven't played since the update in December.
It's funny to see how the majority of people playing these kind of MMOs have never seen an ass before and drool all over the place when they see a bunch of polygons in the form of a busty chest.
[QUOTE=Silent_Death;39437818]Ya some of the fanbase for this game is pretty creepy. I finally caved and upgraded from ensign to commander founder status and so glad I did, just love the bike, can't wait for get my poster. So is melding thumper still the fastest way to exp, I haven't played since the update in December.[/QUOTE]
Great to hear we have another commander here. I was wearing my hat whilst walking to work today and I can confirm it is nice.
And I can tell you now that my pictures as well as all others I can find online are really deceiving about the poster. It is kinda long sideways so make sure you have space along your wall opposed to space in hight.
[QUOTE=Silent_Death;39437818]So is melding thumper still the fastest way to exp, I haven't played since the update in December.[/QUOTE] Hunting chosen is better. Dynamic events in general. Thumping is a little less profitable, but more valuable.
[quote][B]Battleframe Changes[/B]
We’ve mentioned a few times that battleframe and tier changes are coming, and at last, enough of our decisions are finalized that we can unveil the reasons for the changes and what to expect in the coming milestones. Krysus, Ktav, and I are still working on the specifics of the new frames’ designs, so in today’s blog I’ll mostly be covering why we’re making changes and how we’re going about them. In true Tarantino fashion, I’ll start by stating the final result, and then I’ll cover the problems that got us here and the decisions we made to solve them.
Core problem: it is not possible to provide a balanced and entertaining experience in both PvE and PvP, for both types of players, if both realms use the same gear.
Core solution: Disallow crafted gear in PvP, such that every battleframe is only wearing “regulation” PvP gear; remove PvP tiers so there is one tier and one queue, and design all frames to be relatively equal; disallow changing of weapons/ abilities in instanced PvP but re-design the frames’ abilities to have synergistic, interesting, better ability selections (example: one skill shot, one AOE, one movement ability).
The Problems that Brought Us Here
Balance
The most egregious problem we face with our current implementations is imbalance. Players can, through time and crafting, gain a significant advantage over other players – this is not desirable in PvP. The outcome of a PvP battle should be determined by skill and teamwork, not by which team spent more time and/or got luckiest in the open world.
All-or-Nothing Ability Combinations
Because players can mix and match abilities, there ends up being two undesirable extremes: abilities that work too well together, and abilities that don’t work with each other at all. This is primarily because this open-ended design approach ends up being weaker. If a frame has a loose role or theme and we’re to design, say, ten different abilities for it, then they are made with that frame and theme in mind and not each other. It becomes exponentially harder to make sure that all possible combinations are both balanced and fun. The results have been some combinations that become too good, like doubling up on skill-shot nukes on the Assault or doubling up on burst healing abilities on the Biotech, and then other abilities that rarely or never get used because they were necessarily kept weak/generic to be balanced in some combinations.
Tiers Segregating Players
The tier system has its merits, especially in open world/PvE, but the primary problems we’ve observed PvP-side are that it’s not good for our community (at least at this point) to be separating them in different queues. We’ve also learned that the experience of going from Tier-1 to Tier-2 is very jarring and painful because of the crafted gear problem and due to how many of the skilled players stick to Tier-2. Tiers make it much harder for our matchmaker to do its job, which means it’s much harder for us to provide balanced and fun games to our players.
Solutions
Create Balanced “Regulation” PvP Gear
To solve the crafted gear problem, we’re creating “regulation” versions of everything that will automatically be equipped when you enter a PvP instance. It’s important to note that in the open world, which includes future open world PvP, you will be wearing your unlocked/crafted gear. We’re strictly talking about instanced PvP when we refer to “regulation” gear. In the world of Firefall, “Holmgang” is the competitive sport that the battleframes engage in, so it is conceptually fitting that only regulation gear is allowed. This will be even more pertinent in our upcoming competitive game modes, as both in the game and out of game, they are treated as a sport.
Re-Designing Frames and Their Ability Bars
Because we aren’t allowing crafted gear or customization (at least in the first iteration of this change), this gave us a great opportunity to re-design the battleframes’ ability bars to be much better. We’re starting by taking the theme of the frame and then determining what 3 separate-but-useful mechanics would go well with that frame. In general, frames will have a balanced, synergistic toolbelt at their disposal now, rather than overlapping and/or similar abilities. If we start by giving a frame a fun skill-shot nuke, like Shockwave, then the next two abilities would not be like Shockwave. One might be defensive, or AOE, or an automatic self-buff, or a movement ability. Not every ability in this re-design has to be hard to use – the skill comes in using the frames’ total suite of options to its maximum effectiveness.
And to make it even more interesting and thought-provoking, we’re adding the notion of passive effects to every frame. The overall impact of these passive effects is that they will change your gameplay or rhythm in some fashion. A working example that we’re testing right now is on the Raptor Recon frame. Every time a Raptor Recon lands a shot, he gains an electrical charge. At 3 electrical charges, all of his abilities become “empowered” and have an added secondary effect when fired (which then consumes the 3 electrical charges). This adds some thought and depth to the sniping game for this particular frame, and generally speaking, that’s the goal with the passives for all of the frames.
Here’s our basic battleframe template in this new system. A battleframe now consists of:
-A unique weapon
-A unique passive effect
-3 unique, synergistic abilities
-And possibly, if time and playtesting warrant it, an Ultimate/Super ability.
That said, we’re not completely opposed to the idea of allowing some customizations in PvP, like with secondary weapons. It’s just a matter of having enough time in this first rollout to allow it.
One Tier
Lastly, as I said earlier, we’re collapsing the PvP queue into a single tier and balancing all of the frames to be equal. We’ll lean on matchmaking to do the heavy lifting in separating the best players from the new players, and hope to have ladders available soon so that players can begin to track their own skill progression, which is one of the progression types that we intend to make heavy use of in PvP. We’ll talk about the other types of progression that may be available from PvP when we’ve finalized more decisions.
Open World Improvements/Advantages
I wanted to take a moment to talk a bit about what this means in the open world. As we’ve said a number of times recently, the progression and crafting systems are also being overhauled and improved, and while I won’t go into details on those changes, just keep that fact in mind. Leveling and crafting will be both different and better in upcoming patches, so don’t use their current states as an idea of how these new frames might fit into the open world.
Vertical Progression
One of the pillars of this decision was that we were not satisfied with buffing or nerfing something for PvE and having it affect PvP, or vice versa. At the end of the day, there’s no way to provide a fun, balanced experience in both realms for both types of players if everything is connected, and so that is, again, why we separated them. Now we can make a change to PvP without affecting PvE and vice versa. This also means we can allow more vertical progression in the open world, if it makes sense. Don’t take that statement to mean that we’re going to suddenly let someone become ten-times more powerful than those around them. Even though we intend to have vertical progression, we still want a new player of high skill to have some sort of chance against a developed player of lower skill.
More Options in Open World
While we won’t allow a lot of customization in instanced PvP, we will have more customization and choices in the open world. We’re still finalizing these details, but there will be some amount of ability sharing, probably through unlocks, between some frames. We’ll be able to keep a close eye on this, though, and do a better job of avoiding overpowered combinations in the future.
We’re also exploring ways of letting players modify or change their core abilities themselves (different secondary effects, as an example) so that they aren’t just stuck with what we give them. We’ll provide more details on this either sometime later in this milestone or in a future milestone. But it’s on our radar.
And so, that’s what we’ve been working on and continue to work on with regards to battleframes, PVP, and the tiers. A number of the new frames are already past the prototyping phase and are being tested internally, and things are looking good. In a future update, we’ll be sure to give you some sneak peeks of the new frames and their new abilities and weapons. Until then, we’ll see you in game, and thanks for reading.[/quote]
[QUOTE=alexojm;39439261]Great to hear we have another commander here. I was wearing my hat whilst walking to work today and I can confirm it is nice.
And I can tell you now that my pictures as well as all others I can find online are really deceiving about the poster. It is kinda long sideways so make sure you have space along your wall opposed to space in hight.[/QUOTE] Ahh well I'm in the process of moving so I'll probably just keep the poser and stuff in the tube until I get things squared away. I've started farming for my man to get baneclaw but I'm more unsure of what to fill out on my recluse frame. I think I'm finally wrapping my head around how crafting works but I'm unsure of which items to craft from what manufacturer.
[QUOTE=Fusnax;39429659]Oh God
If you were mad at the engineer showing some legs and butt look at this
[t]http://i.imgur.com/EgrglIJ.png[/t]
I snip the rest
[/QUOTE]
These are cool, but what am I looking at? Chosen warframes? Will people get to play as Chosen or something?
[QUOTE=The DooD;39441483]These are cool, but what am I looking at? Chosen warframes? Will people get to play as Chosen or something?[/QUOTE]
It was shown on the project cosplay, probably will be seeing some chosen females in the game too, since the models are allready in.
So anyone here play biotech, I really like the class, I'm unlocking stuff in T2 but I have no clue what I need to take or craft.
[QUOTE=The DooD;39441483]These are cool, but what am I looking at? Chosen warframes? Will people get to play as Chosen or something?[/QUOTE]
Yes, there are 3 factions
Accord
Chosen
and a secret one that just Red5 and LemonKing know, but they are called something like Ascendant or something
Those 3 factions will be used for open world pvp
[QUOTE=The DooD;39441483]These are cool, but what am I looking at? Chosen warframes? Will people get to play as Chosen or something?[/QUOTE]
I believe its concept for the different player factions they are planning: The Chosen types are called 'Dark Ones' or 'Chosen of Sathrone':
[URL="http://www.firefallthegame.com/community/threads/the-chosen-of-sathrone-spoilers.35688/page-2#post-1384292"]http://www.firefallthegame.com/community/threads/the-chosen-of-sathrone-spoilers.35688/page-2#post-1384292[/URL]
[editline]2nd February 2013[/editline]
[QUOTE=Fusnax;39443637]Yes, there are 3 factions
Accord
Chosen
and a secret one that just Red5 and LemonKing know, but they are called something like Ascendant or something
Those 3 factions will be used for open world pvp[/QUOTE]
I wish LemonKing would just spill the beans already, or someone else data mine it out.
So do we have a list of all the FPers who play Firefall, would love to get a chosen group or thumper group going or whatever.
I haven't played lately but I do play. I'm Recycle
Kelazun created this Firefall FP group on steam not a lot of people are in it
[url=http://steamcommunity.com/groups/FPFF]Facepunch Firefall[/url]
Ya I just joined it, I'm Kiraas in-game
[quote]Before going on Christmas break, James Macauley mentioned on Firefall Live that the Red 5 team would be spending November and December on polish and bug fixing along with discussion on future changes. Many of those discussions bled into vacations and even into the new year. Today, the new Firefall milestone is underway and we want to share with you exactly what we're working on.
More details will be presented over the coming weeks, but what you see here are the high level goals and features that the team is working on. This is not a "PvE milestone" or a "PvP milestone". This is a game milestone. We have many changes coming across the board to many different parts of the game. Hopefully this will provide you some insight of what you can expect to see over the next couple of months.
Armies & Social Features
A team is dedicated to bringing basic army functionality to the game. This means things like army names, rosters, tags, chat channels, etc. The army tech tree and gameplay elements are further in the future.
Matchmaking Team
This team is focused on fixing bugs and balance issues with the PvP matchmaking system. They are also reworking the challenge mode tool to make it easier to use and understand.
New Objective Gametype/Map
We are working to create a new PvP gametype that focuses on a single objective to create something that more closely resembles a sport and provides fair and balanced gameplay.
New User Experience
The New User Experience in Firefall is currently non-existent. We want to build a system that introduces new players to the game and helps them get introduced to the nuances of what makes Firefall great before they are thrown into the open world or PvP for the first time.
Open World Content
This team is working on additional open world content that will help bring life to the world and create fun encounters for you to stumble upon or seek out.
New Progression System
We are iterating on the existing progression system to create something that is easier to understand and more fun to use overall. This includes the split of crafted gear from PvP, but also many changes to the tier and constraints system.
New Crafting System
The goal of the crafting team is to create a more engaging, easier to use crafting system with more depth to gameplay to really bring resources and crafting to the forefront of Firefall as it should be.
Chosen Warfront
The Chosen Warfront team is back on the case making more changes to how the Chosen interact with the world and how engaging the overall war is to players.
Chosen Combat
A separate team is working on making the Chosen more fun to fight through AI behaviors, animations, new types of Chosen, etc. If the Chosen Warfront team is focused on the macro-level gameplay, the Chosen Combat team is all about the micro-level gameplay.
Multiple Freelancers
Multiple team members are working on things that don't require large teams and so they don't have a particular team name. Expect to see changes with Thumpers, customization, UI, and more.
I hope this gives you a better understanding of what we are working on. Over the next few weeks we'll be going into more detail of the new progression and crafting systems. Starting this Friday on Firefall Live (twitch.tv/r5studios @ 10am PST) we will be talking to Cameron Winston, the designer in charge of the new progression system. Hope to see you there.[/quote]
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