yeah its hard to judge on hours of game play and also the fact its open beta. Although the best open beta ive seen was Lineage 2 ;)Quote:
Originally Posted by Nikabolokov

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yeah its hard to judge on hours of game play and also the fact its open beta. Although the best open beta ive seen was Lineage 2 ;)Quote:
Originally Posted by Nikabolokov
The prision Idea is solely a Punishment for griefers. Atm in Open Beta someone has got like 20 million sumtin PP points. Now speakin to the devs its said that for him to pay his time would be like a RL month. Now I'm sure that would stop any griefing. As this is open beta ppl just do it anyway cause they can create a new game account. But when this hits retail I'm sure it will be stated in the tutorials yet to be made and any manuals with the game.Quote:
Originally Posted by Nikabolokov
Another thing I'd like to add is the GFX of the game in specific the Char models. Yes there appauling but the Gameplay makes up for it. Besides any improvements to the models are not priority.
my clan only killes FDC and LED skum, shank em in a dark alley and stela their gear :p
A game with that kind of pvp and those extreme penalties on death is NOT aimed at roleplayers. It might be, but in that case the guys making up that game never ever met people who play these kinda games. Complete failure.Quote:
Originally Posted by Nikabolokov
if you suffer perma death your a fucking moron, clone insurance cost like 2k a month....
Here's a little situation for ya, that I experienced so far in my 2 days of trying FOMK:Quote:
Originally Posted by MkVenner
Day 1 died one time to carelessness. Understandable since its a new game, and most of us are newbies.
Day 2 I put most of my time in on this day. At the time I had no knowledge of "limited lives" was in this rpg, and as such I ran around for several hours with just 2 clones and no insurance. I quit for lunch come back and warp back to Berlin. Before I finish spawning in I am dead to like 5 guys camping the vortex beam. 1 life left, from the Cloning Facility I vortex to one of the more remote areas of Tokyo. Make my way to a Medi station and purchase another 2 clones and insurance. Literally 5 seconds after words I died again to 2 guys sneaking behind me.
Now since some of us have a hard time finding guns, and some don't, I had no defense. Not even a knife.
Now, imagine all that was retail. How much starting cash do you think they'll give you? 50k? I'd say less than 5k, probably 1 or 2. Thus forcing you to do a few missions to gain some cash which I understand. Point being starting out you might not have the money or means to either A, buy more clones and insurance or B, the ability to GET TO a Medi Station to purchase said items.
And one last point (this goes out to those who chaulk this game up to roleplayers) the last time I logged into play (by last I mean final), I vortexed into Berlin from my appt as usual, I counted at least 23+ people (not cops or guards) campiing the vortex beam with high powered rifles killing EVERYONE that vortexed in.
For that much hassle and grief, I'll continue to give my money to KK at least they got their shit somewhat together compared to FC.
a) starting money has been stated on IRC as 50k for clans, 50k for FDC and LED and 100k for companies.
b) Berlin was being held down by BoS and Mercs, and one who was enemy to them was shot, i was there, we didnt shoot mercs, BoS or our allies/nuets (unless the was a conflict), as i understand it there were warnings going out on more faction chats
c) tip, you dont need to buy more clones once the insurance is on, it auto supplies you with them
I really don't think the average gamer is mature enough to play FoM in the way that it was intended. The implementation of the justice / penalty system is quite.. adventurous.. when you consider that it is enforced by players. As for all you FoM haters out there, I think you need to dunk your head in a bucket of cold water and look at the truth - it has the potential to be a very good game, but it isn't as similar to Neocron as many of you would like. For that reason, I don't think it is any more a threat to NC as any other new MMORPG, stealing as it will a few % of the players. Here, as if you cared, is my full comparison of the two games:
Indoor Engine:
NC: BSP-based. With the higher-res textures (particularly in DoY) it can look quite nice. There aren't many nice engine features and the polycount is quite poor - at least in the older zones. Spawnable objects always look out of place (fences, doorbells and the like), but this is usually because of the difference in texture quality. Character and NPC / mob detail is ok.. character and npc models are average to good, with good textures on the character models. Excellent variation in the mobs, though the textures are looking dated.
FoM: Uses a version of the Lithtech engine. Good rendering capability with consistent, hi-res textures. Yes, they may have gone a bit overboard with the env maps, but who cares.. it's just eye-candy. Poly count looks to be the same as NC, but it seems to be used better. Character models are great, with good high-res textures but the animation smells faintly of wee. Haven't encountered many NPC's and mobs, though there are aliens - haven't seen them yet so I can't comment.
Winner: FoM
Outside Engine:
NC: You can tell the maps are height-map generated, and the lack of sheer drops / edges leaves it feeling a little bit like you are playing the original Delta Force. View distance could be better, but with the vegetation detail switched on (which STILL kills my FPS) it looks quite pretty.
FoM: Doesn't have one at all - can't compare.
Winner: NC by default
Character Creation:
NC: Because of the (really) quite different game system, the character generation process is quite detailed when it comes down to numbers. Avatar customisation is okay-ish.. it allows for considerably more combinations than, say, World of Warcraft or Guild Wars but once character generation is complete, you can't do anything to "add" to your character, visually. Even if the old Rokkwear terminals were working, you still can't customise beyond the starting options.
FoM: Pretty basic, but again that's down to the system. Quite a few choices per faction when customising your character, but as far as I know there is no way to change it after creation. Some items are visible on the character (like helmets and implants) so there is a little flexibility here.
Winner: Draw. You can't compare the process easily because the game system is so different. On avatar customisation, they are about the same.
Character Progression:
NC: The first really big difference between NC and FoM - NC is from the classic MMORPG (and RPG) mould, and that means levels, stats and skills. For those who like to achieve something quantifiable, this is a very good thing and the tweaking of skills and stats to squeeze that extra bit of functionality of performance out of a character is something many people love. Of course, progression of this kind is finite, so capping brings you to a dead end.
FoM: There is no progression beyond the ability to move up (and down) in the faction leadership structure, which is closely linked with the mission distribution system. There is more pressure on the player, however, to "keep" their progress. Not playing means loosing out, and possibly getting demoted. This lets the player concentrate on the RP and the PvP, without worrying about "levels".. a bit like Planetside, but this isn't for everyone.
Winner: NC - but to be fair, it depends on which you prefer - freeform gameplay (FoM) or structured gameplay (NC). I say NC because of the greater depth.
PvM:
NC: Pretty good, though it does seem to suffer (as any MMORPG does) from balancing PvP and PvM within the game system. AI isn't all that great (or maybe it is, but perhaps the path-finding is terrible) but the variety of creatures makes mob slaying fun for a while. Some high-end mobs to fight, but risk / reward is questionable.
FoM: No fixed PvM, so nothing to compare. The FDC do get to hunt aliens, but I haven't encountered them yet.
Winner: NC for offering the "expected" PvM experience.. but FoM's bug hunting with the FDC might be a fair match. Have to wait and see.
PvP:
NC: Neocron is marketed as a PvP game, and PvP it supplies. There is a drop system which, governed by soullight, might yield dropped items. The old faction system has been dropped in favour of a red vs blue style of pvp, but as the system isn't rigorously controlled, it doesn't work very well. Outposts are the main source of contention, and are the focus of the "best" PvP. Incidentally, NC actually uses a very cleverly disguised combat system that would not look out of place in, say, EQ. It *is* turn based (frequency on weapons determines length of turn) and it is skill based (fully minimised reticule does not guarantee a hit).
FoM: The PvP system is more fragmented thanks to the many factions, but is better controlled by the penalty point system. The effectiveness of the prisons remains to be seen, but adversarial combat is more realistic than NC; A Red Orchestra to Neocron’s UT Deathmatch. Again, there are installations to be fought over, but currently PvP revolves around "taking" cities.
Winner: Draw. One system promises a lot but often fails to deliver, and the other system is untested in light of the mentality of the average beta tester and could go either way.
Economy:
NC: Some people like player run economies, some don't. I don't, but NC is trying to hit the right combination - NPC vendors for low level items (though not all low level items are attainable), enough vendors to buy un-wanted items, and a promised player shop system that will allow the free trade of just about everything.
FoM: No vendors this time, and no loot to sell either, means the success of the economy is based upon the success of the tradeskill system. At the moment, players can buy from market terminals ala SWG, but with a wider scope (not just one city at a time). With time, sensible players will sell items at affordable prices and the morons who charge premiums for everything will simply run out of customers. This hasn't happened yet, though.
Winner: Draw. Both systems suffer from a problem common to player based economies - the people with the most items and the most money set the prices, and those prices are set to make them more money, not to distribute the items evenly. NC has the advantage of the NPC vendors, but this is offset by the current lack of player shops.
Tradeskills:
I'm actually not going to cover this. Tradeskills send me to sleep. I am familiar with NC's skills, but not FoM, so it isn't fair for me to compare them.
Items / Mounts / Pets:
NC: Again, a very different situation to FoM, and this is due to the vastly different style of play. NC is a collectors game. Not in a huge way because it seems to be against the design laws of NC to waste DB space on creating "almost the same but a bit different" items, but never the less, NC is as much about material possessions as it is about PvP. There are hundreds of weapons (indeed there are more "classes" of weapon than FoM has "actual" weapons) and a good selection of vehicles (again, more choice for mounts than any other MMORPG I can think of, although they aren't customisable in any way). No pets though, and having wee crabs in your apartment doesn't count, and neither do the naff soul clusters.
FoM: A good selection of weapons that seems happy to present only one or two weapons per class (pistol, energy pistol, smg etc). Not many collectable items because there is no loot system, but this seems to be to concentrate the players attention on the core game - RP and PvP. Loot and levelling tend to go hand in hand, after all. No vehicles at all (shame) and no pets either. Unless you count the minions below you in rank as pets..
Winner: NC. Just like the character progression, it depends on what you like doing during your time logged into a MMORPG, but I think most people will prefer NC's approach.
Speaking of hunting in FoM, other than Aliens FDC's can look for, are there ANY other mobs to hunt in the game?
Most of my time in it I spent just roaming the cities, looking for ANYTHING that wasn't a player or NPC to kill. AFAIK missions were the ONLY way to level. From what I gathered you made a new character, did missions to level, or production to build shit, sell shit, or gank other players. I saw no actual linear progression it was just a handful of things you could do, some that might let you gain levels, some that just had you shooting others.
Well that's just it - there are no "levels" or "xp", so there is no need for mobs to kill. Completing missions gives you money, and makes you more eligable for promotion, but thats it. The aliens are part of (some of) the FDC missions, but I haven't found any yet.
For better or for worse, this game is mostly freeform.
Zork, A hell of a lot of people have moved over to FoM from other games than NC, the real Role Playing games, like AO, EvE etc.
Quote:
Originally Posted by Nikabolokov
This game pretty much seems to target players of Eve, AO, SWG, Planetside more than NC. For me NC is far to easy now. I've done everytin possible and the case of tryin to get the best rares just got boring for me. The hunting got tedious and tiresome too just for the sake of getting rareparts.
That said I have not left NC, I just have not been able to afford it anymore. I probably will comeback soon but depends on how much will improve by then. If I still see the same problems that have been present since NC1 then most probably move on for good.
Personally I dont think most of the community in NC has the patience or the ability to adapt to a new game type with completly different rules (not meaning it in a bad way to you all as even my bro has a problem with FOMs concept).
Oh and on the final note FOM is not a carebear game as its concepts are far more on the realistic level, something I missed from the start of NC1.
atm i see it this way. Fom completed the steps that NC ppl where afraid of.
NC and fom have it factions. nc have a basic reputation system build in and all the basic missions base on that points. THATS ALL
Fom Takes that step. they simply "make more faction points" so you dont get all in one day.
in NC you are able to vote for a faction council. but once you are there there is nothing for you to do but talkin to leaders of clans that contain unfriendly players.
in fom you advance in a chain of ppl if you are good you get good rankings by your leaders and once you are a leader you only can advance if you are "able to lead". ppl need to follow you to advance.
in NC there was a tab clan missions .... Fom Did them.
NC have a semi player based economy Fom make a complete one.
(€: the semi based econemy is better imo but it need to get spread over all items. all consted items/armour/weapons need to be better them shop stuff)
NC have all the different chems and items .... FoM have them too and even better, they use them.
Quote:
Originally Posted by msdong
Yes thats right its like a chemical labratory where if You meddle with different combos You get something different.
I say look at there forums and look at the recent announcement made there.
dude alot of those chems are drugs lol, like MDMA, thats extasy, and Tetrahydrocanibanol is weed lol (well almost), i was like wtf when i say them lol