View Full Version : Face of Mankind
Genre
MMORPG-FPS
Developer
Duplex Systems / Nexeon Technologies
Official Website
http://www.faceofmankind.com/
Forums located at http://forum.fomportal.com/
Scheduled Release
Supposedly its:
Closed Beta by the end of December
Open Beta Early Q1 2009
Gold (Launch) Later Q1 2009
Background Story
By the end of the 22nd century, the overcrowding of Earth’s cities, the growing drain on natural resources, and the memories of recent violence caused mankind to desire new and remote locations to start their lives over again. The International Space Administration’s colonization efforts provided the perfect solution – distant havens for hundreds of thousands of Earth’s citizens to take up residence.
As colonization efforts spread and the Vortex-Net brought humanity to the stars in ever-greater numbers, mankind’s footprint became more noticeable on a galactic scale.
Meanwhile, in the late 24th century on Earth, life carries on in a manner that mankind has become accustomed to over hundreds of years. People continue trading, cheating, stealing and fighting with each other over territorial and production control.
The Vortex-Net has made possible nearly instantaneous travel between distant locations, increasing traffic and trade between the thriving cities around the globe, and the globalization of currency has made economic competition a more transparent and universal paradigm.
The Global Dominion is barely able to maintain a fair and democratic system because of corruption, bribery and in-fighting among the many factions and splinter groups. Maintaining constant control and unity of governance requires most of the Global Dominion’s time and effort as a governing body.
Clans are being formed that are creating their own systems within the system – effectively taking various economic aspects of society into their own hands. They are establishing independent mercenary troops in an effort to take over the colonies, seeing the imminent benefit if they can claim them under their own sovereign governance.
The clans are in constant competition with one another, sending spies and agents into the other organizations to observe their progress and to gather information that might give them the upper hand.
As the people get information about the distant wars, many are beginning to fear an eventual spread of the conflict to Earth itself. Brave men and women are venturing into battle to protect the future of their understanding of humanity, each accompanied by only their destiny as they find their way in this dystopian world. Will it be the drive toward corporate profit, a clan’s new idealism, or the iron hand of law and order that proves itself to be true Face of Mankind? Only time will tell...
Eight factions make up the fabric of the society. Each faction can bring a different atmosphere to the game whether by war, control of a colony and its mines or undermining prices on the market.
Factions are led by a leader who is elected by their members and who uses their abilities to take colonies, make deals with other factions to help control the market or hire out as mercenaries. Individual players are citizens of the Dominion, banded together in their factions they become a force to fear.
from FoM forums:
Face of Mankind – The Road Ahead
It’s time for me to leave a few more words about this relaunch of “Face of Mankind”. I’d like to talk a little about the history, the why’s, our expectations and plans for the future.
Face of Mankind is the first massively multiplayer online game we have created. It is the first one for us that went through the entire software development curve: Development, long betas, commercial release, downfall, cancellation and hopefully a promising revival. Not to forget all sorts of problems, both caused by ourselves and rained upon us from others.
We have learned a lot and will never stop to do so.
We are doing this revival for many reasons, but mostly because we lost a lot of blood on the project and put all our souls into it. I believe many of you can see that if you look beyond all the bugs and issues.
We are doing it also for financial reasons. Although it is sometimes better to draw a line, quit on something and start something else from scratch, we had resources lying waste. For a small company like us, this is significant money.
Only a big deal of re-development made this relaunch possible. The server has been rebuilt from the ground up, with completely new architecture, networking and general concept for the game universe. We would not be able to realize running the game independently, without a big publisher supporting us, with the old architecture. We also had to streamline the game concept, cut many things out and focus on the central Faction vs. Faction concept. Only by doing that a relaunch is possible and reasonable in terms of “cost and efforts” vs. “gains”.
I needed to point that out clearly to you, because you maybe won’t understand the reasoning of a few decisions that you will be presented with during the next weeks and months. There will (most likely) be unpopular decisions, and before you start to flame on and question them, please consider that they are necessary, from a technical or financial perspective.
We are listening to your suggestions, but we cannot and will not implement all of them or even the majority of them. There might be a chance we will not implement even one of your suggestions, if it doesn’t fit to our concept or we don’t have the resources to realize it. That doesn’t mean we don’t consider them. We are reading and considering all your input, and we appreciate it, because it gives valuable data and can and will influence our decision making process. Your input will be most definitely helpful (and needed) during the balancing process.
All that being said, let me present a few major decisions, a broad schedule and generally how this relaunch will work out.
We will start small and grow big. What does that mean? Initially, we will launch with a reduced amount of worlds available. From the 30 worlds we had in FoM Retail, we will use 6 and the cloning facility. We are going to add more worlds if it becomes necessary. So there is enough room for updates in the future.
There will be a new closed beta, followed by an open beta. When they start or how long they last will not be announced before it is safe to make solid predictions. Final developments are still going on, so we are not able to make safe predictions yet. News and updates will be announced when we see them necessary. They might be irregular, but we try our best (also in cooperation with our partners at Nexeon) to keep you updated on the most critical topics in a timely manner. There will most likely more updates in these forums than on the Face of Mankind portal.
As laid out in our recent announcement, neXeon is our partner for billing, server hosting and forums. We appreciate this partnership a lot, since it will reduce our workload and makes us focus on game development and in-game support.
We are going to present you with all the game changes and new features step by step, not all at once. We feel we should be responsible and care for your state of health. ;-)
You will be supplied with all the information in smaller, healthier portions. Remember, it’s better to eat small pieces instead of having one big meal. Plus, we obviously want to sustain a level of suspense and anticipation.
-duplex
Development update from Duplex; RE: FoM
As mentioned before, you will see many changes and a few new features in this relaunched version of Face of Mankind. Also, some features have been removed. The general intention was to make the game concept rounder, more transparent, but still keeping the original vision of player freedom.
During the coming weeks you will be presented all the changes and new features bite by bite. We are doing this because you are dying for information out there. We will do this in these forums only, because those who are hungry for information shall get it. The features are not listed in any particular order. I will try to present a good mix in each update, though.
The role of gamemasters
The role of GM’s will change in this relaunch. GM’s will no longer interact in the storyline, faction business or any other player content related things.
Faction leaders will be elected by its members. That will most likely be the first thing to do. All factions will start without leadership in some sort of newborn state. They are all neutral to each other until the leadership is settled and faction relations can be changed and possible wars may rise. This time can be used to setup faction business, rule and all that matters. Again, we (the developers, gamemaster or forum administrators) will not mingle in faction business. Gamemaster will be your first contact for all sorts of in-game problems.
Item Decay (new)
Usable items (weapons, implants) can loose durability per usage. Default durability per Item is 10,000. Durability loss depends on the quality level of items.
Mining + Production
Mining and production has been simplified and made more straightforward as well. Before starting the mining or production process you can define how many items you want to mine or produce. The processor will automatically stop when that amount is completed.
Factory units have been removed. On the production terminal you can see what items can be produced (production materials, production components and all items for which you have bought a production module). You can also see those that you can’t produce yet by filtering for an item type. Production modules can be bought directly at the production terminal.
Once you click on a producible item, its production schemes for the selected quality level will be listed below. They are no longer requested from the server, but hardcoded into the client as well. The server will of course verify everything, but transferring the data is no longer necessary.
Teleporters
For several reasons, Tubes have been removed from the worlds. Instead, we have implemented Teleporters for quick in-world travelling from one area to another. Teleporters are also useful to improve world rendering performance, because the engine doesn’t have to “see” from the location of one Teleporter to another. Areas can be separated from each other more easily this way.
Storage
The storage system is more simple and straightforward now. The storage terminal displays storage contents and one (instead of 2) temporary list for transfer or transport. Items can be moved between all lists via drag’n’drop, also from inventory, weapon slots and equipment slots.
The terminal also shows all your market offers on the current world. Plus, you can put items to the market directly from your storage and/or remove them from the market.
Another important change is that you can put all kind of items to your storage now. Half filled weapons or ammo clips, half destroyed armor and used weapons/implants. There will be a stack for each combination.
Removed Features
Professions
Squads
Safes (item storage inside apartments)
Chemical Lab (edit: this does not mean chemicals or drugs were removed, this is integrated into the normal production system)
Tubes
There are more removed features, but we will not list them all at once. ;-)
First, because it makes more sense to name them when you know more about the other changes and second, it’s less of a shock.
There are many other topics to cover. Watch out for updates in the future.
Security Doors -> Security Barriers (new)
All doors have been removed from the worlds for several reasons, but mostly to reduce errors and problems involved with them. Instead, security barriers were implemented. These are force fields that can be activated/deactivated by a switch next to them. Although they can have security levels from 0 to 3 (0 – unsecured, 3 – maximum security), access codes have been removed. A character either has access (because his/her faction controls the world) or not. Security barriers can be hacked to gain access.
http://forum.fomportal.com/attachment.php?attachmentid=46&stc=1&thumb=1&d=1229340530
World Areas (new)
Each world consists of a certain amount of areas. When you enter a new area, its name is displayed on the screen briefly. This gives a better feeling for all the locations in FoM and helps player orientation.
http://forum.fomportal.com/attachment.php?attachmentid=47&stc=1&thumb=1&d=1229340628
Boosters (aka Drugs)
Drug effects have been streamlined and made more transparent. You can also see that you are under the effect of drugs on your HUD next to the status bars.
http://forum.fomportal.com/attachment.php?attachmentid=50&stc=1&thumb=1&d=1229340695
Equipment Slots
The equipment slots have been placed on top of the screen right next to the body stats figure. Each slot is linked to a changeable keyboard shortcut to activate/deactivate slots (used for implants).
Weapon Slots + Quickslots
Weapon slots and quickslots have been moved to the left of the screen right below the body stats figure. Each slot is linked to a changeable keyboard shortcut for usage.
http://forum.fomportal.com/attachment.php?attachmentid=52&stc=1&thumb=1&d=1229340856
Tooltips
Item tooltips are more detailed. They show useful information per item type. Gender and faction limitations are displayed as little icons for quick recognisability.
Widescreen Support
Face of Mankind now has native widescreen support in both window and fullscreen modes.
Cloning
Instead of 3 clone types, there is just one clone type. Cloning speed and effectiveness depends on Bio Update levels of your character. The delay from time of death to being transferred to the cloning facility has been reduced from 30 to 10 seconds.
Fall Damage
Detection of fall damage is more robust now. The fall distance for immediate death (if your health is at 100%) has been increased from 550 to 800.
Security Pad / Most Wanted List
Murder ID-Cards have been removed; they can no longer be dropped to the security pad. The security pad now only shows the “Most Wanted” list. We gave the “Most Wanted” status more meaning, though. Once you are over a certain threshold of penalty points, a bounty is put on your head. Every player can hunt you for a reward, as long as the amount of penalty point is not reduced, thus making the life of criminals much more difficult and dangerous.
Penalty Points
Murder ID-Cards have been removed. Now, kills of neutral, friendly and allied players automatically cause penalty points. Friendly fire (killing members of the same faction) causes the most penalty points.
In addition, manual distribution of penalty points is under control of the government factions (LED+FDC). They can also reduce someone’s penalty points. In general LED+FDC control the law. What exactly that means will be explained in more detailed in Part 3, along with more details on the factions.
Penalty points are displayed as a gradient bar (green to yellow to red to dark red). There are 3 thresholds.
Threshold 1 (green to yellow border)
Player is considered a Most Wanted. LED+FDC pay a bounty for hunting most wanted players. They are free to kill without penalty consequences. The height of the bounty increases with the amount of penalty points the MW has.
Threshold 2 (yellow to red border)
Player can no longer buy new clones. He can still be cloned though if he has a stock of clones. If he runs out of clones, he will die permanently.
Threshold 3 (red to dark red border)
This is the highest stage and it’s almost impossible to survive. The player can no longer be cloned now. On the next death he will die permanently. This is really tough, since the bounties are now very high also and everybody can use the money to hunt him down.
Permadeath & Clone Insurance
Although, there is still Permadeath, it can no longer happen by mistake. Since the cloning system has been simplified, clone insurance has changed as well. It is no longer something to buy. If there are no clones left and you die, “clone insurance” kicks in automatically and buys a clone for you, but for double the usual price. If there is no money left, it’s time for permadeath.
Players will start with 10 clones and they will now be displayed in the inventory window. If the amount of clones drops below 5, the number will be orange and if it’s 3 or lower, red.
Ranks
The system of automatic promotion will be changed, simplified, some would say removed.
A new rank of Trainee (rank 0) will be introduced. When you start the game or change factions, all your XP will be reset to 0 and you will be a Trainee. You then have to advance your character through objectives (more details about them in one of the next updates) and other tasks to reach rank 1. Superior faction member can not promote you manually from 0 to 1. You are only considered a full faction member once you have reached the first rank.
So, we still keep a level of “auto-promotion”, but it makes more sense and factions will have all 7 ranks available at their disposal.
http://forum.fomportal.com/attachment.php?attachmentid=46&d=1229340530
http://forum.fomportal.com/attachment.php?attachmentid=47&d=1229340628
http://forum.fomportal.com/attachment.php?attachmentid=50&d=1229340695
http://forum.fomportal.com/attachment.php?attachmentid=52&d=1229340856
http://forum.fomportal.com/attachment.php?attachmentid=51&d=1229340845
Another set of updates from FoM developers:
Market
All items except boosters (drugs) and faction items can be put on markets. The market terminal is easier to filter and sort now. It also divides the search result into multiple pages if necessary with 20 rows per page to reduce network load. You can filter for item type, min/max price, min/max quality level and min/max durability of items. There is still a checkbox to only list those items you could use (with regards to faction, gender). (see attached screenshot)
Medical Terminal
It’s simpler now regarding the cloning system. The usual 3 types of treatment are available. The clone bank shows the number of clones in stock, new clones can be bought at a standard rate. (see attached screenshot)
Factions, Penalty Points Distribution
Faction gameplay can be divided into Dominion factions and all other factions. Our initial plans were to give each faction a significant purpose (advantage/disadvantage) or even each group (Dominion, Clans, Corporations), but after a lot of brainstorming we found it would be too artificial and forced and that player freedom would have higher priority.
In the end we decided for a simpler, but still very interesting system.
In FoM we have the government (Dominion) factions of LED and FDC. They control the law and by that how penalty points are distributed or removed. This manual fining of penalty points happens together with higher ranks within the fined player’s faction. It’s basically the same as the old fining system, where higher ranks punish players down the chain within the faction. The change is that now the higher ranks must coordinate this with LED or FDC. They must cooperate with the Dominion in order to fine penalty points.
If LED or FDC member need to fine one of their own, it works the same way as before: higher ranked players can give penalty points to players down the ranks.
They also control cloning, since that is linked to penalty points. Once a player reaches a certain penalty point threshold, a cloning lock will be raised. It can be lifted by LED, FDC at any time by reducing a player’s penalty points. How many penalty points are added or reduced is limited per day. It’s not possible to just add tons of penalty points at one time.
Penalty points are added automatically for the following actions:
- Killing a neutral player
- Killing an allied player
- Killing an own faction member
- Carrying illegal substances (detected by LED using the scanner device)
So, these 2 factions have quite significant power. It leaves enough room for politics and eventually corruption. On the other hand, they cannot takeover a world, but free it (see section World Takeover / Occupation).
LED & FDC will earn their money from fixed taxes on each world for all sorts of world activity (mining, production, market). They will also get their equal share of the clone sales.
The remaining 6 factions (all clans and the corporations) basically have the same features, gameplay wise. They can occupy (takeover) worlds. We first planned to distinguish clans from corporations more, but found it would be up to the players to define their faction’s moral code, attitude towards other factions and general behaviour. Whether they are more focused on the economy or conquest or being hired by other factions as temporary allies will be up to the faction leadership to decide.
The income for the remaining factions is generated from all sorts of world activity (mining, production, market), since they receive royalties on the world income based on their activity there. They will also get their equal share of the clone sales.
World Takeover & Occupation, Royalties on world income
We wanted to give more meaning to world takeover, since this is one of the key Faction vs. Faction concepts in Face of Mankind.
Each world takeover cycle is one week as before. But to be able to really take over the world, the most active faction will hold a final battle against the defending faction at the world. If no faction currently occupies the world, the 2 most active factions will hold the battle.
The military activity of the challenging faction must reach a certain threshold to allow for such a battle. Before the battle starts, all members of the involved factions will be informed. In order to prepare properly for the battle and make it significant enough, it will be scheduled and will last for a certain time.
Faction activities are measured as before. Faction activities are divided into military activity and all other activities. Only military activity is considered for world takeover. All other activities won’t be considered in that equation, but it will be used to calculate each faction’s royalties on that world (see example below).
LED+FDC are not able to occupy a world, but they are able to “free” a world. A free world has no occupying faction and all income is distributed among the factions based on their non-military activity.
The occupying faction receives 50% of all income on the world. The remaining income is distributed among the other factions depending on their non-military activity.
Let’s make an example explaining a few of the special cases.
Example:
BOS is currently occupying Pegasi 51.
At the end of the takeover cycle, LED+FDC have reached the military activity threshold to challenge the current world holder, which is BOS. LED+FDC together also had the most military activity. A takeover battle will take place.
There are 2 possible outcomes.
1) LED+FDC win the battle (they have more points than BOS)
Pegasi 51 is free now. BOS lose their big 50% royalty chunk. All future income on the world will be distributed among all the factions depending on their non-military activity.
2) BOS wins the battle (they have the same or more points than LED+FDC)
Pegasi 51 remains under BOS occupation. BOS keep their big 50% royalty chunk. The remaining future world income will be distributed among all the factions depending on their non-military activity.
Turrets
Turrets are now placed statically at numerous spots on each world. They are used for world defence and are no longer property of LED alone. Everyone can bring them under individual control. If they are under control of another individual, they have to be hacked. Once they are under control, they will serve defence purposes of the player’s faction.
http://forum.fomportal.com/attachment.php?attachmentid=61&d=1229960513
http://forum.fomportal.com/attachment.php?attachmentid=62&d=1229960543
http://forum.fomportal.com/attachment.php?attachmentid=63&d=1229960558
http://forum.fomportal.com/attachment.php?attachmentid=64&d=1229960601
http://forum.fomportal.com/attachment.php?attachmentid=65&d=1229960623
Face of Mankind – Changes and New Features
Part 4
From FOM Forums
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This is Part 4 of our "Changes and New Features" update series. Again, 3 screenshots are attached showing the inventory and cone of fire in action. Enjoy!
World Overview – Face of Mankind Star Map (new)
A Star map is presented after game login with all available worlds to enter/login. The map refreshes itself regularly and shows ping and online players per world. Worlds can be clicked to see their description and login.
We will not show a screenshot of this map, because we don’t want to reveal the initial 6 worlds yet.
Vortex Gates
Direct world to world travelling has been removed, also Vortex Tickets, but there are still Vortex Gates. If you enter a Vortex Gate, you will leave the world and get back to the world overview screen. From there you can choose your next destination.
World Entry Nodes
The amount of world entry nodes is no longer limited to 3. There can be much more per world. Also, you will enter a world at a random node. We have organized the spots of these entries in a way to reduce world hotspots and use all world locations evenly; some areas were visited very rarely before. Commonly used terminals will be located within a close vicinity of such entry nodes.
Inventory + Minimap
The Inventory window has been changed to a new character bar on the right of the screen, right under the minimap (which is slightly bigger now, but fixed in size). The window is automatically sized to the height of your screen resolution. Both windows can be stuck to the screen for display in non-window mode or not.
The inventory window shows all sorts of character info (name, rank, faction logo and department name), a few stats (number of clones, credits, XP, penalty points) and all your inventory items.
Friend List
The friend list is simpler and easier to manage. Character heads have been removed.
You can add everyone to your friend list, but he/she will only become a real friend if he/she added you as well. Unaccepted friends are greyed out and cannot be talked to privately.
Combat
The realtime combat is one of FoM’s most critical gameplay elements. It’s open, fast-paced and depends on player skill and/or equipment only. We found it important to introduce more tactical elements, though.
There is a new cone of fire system. The random weapon deviation depends on movement speed, rotation speed, character stance and the weapon accuracy itself.
Weapons can have low, normal and high accuracy. “High accuracy” weapons usually have a lower fire rate, but longer range. “Low accuracy” weapons are cheaper to produce, have a higher fire rate and usually a shorter range.
Stance is now very important for precise shots. The minimum weapon deviation (for a most accurate shot) is only possible if your character is in the crouching stance.
The cone of fire is visualized as before by making the crosshair more translucent the higher the weapon deviation becomes. It also becomes red when the deviation is very high.
Boosters, Body Enhancements
We have implemented an interesting system to allow for body enhancement, without skill levels or stats, but depending on player skill and tactics instead.
You can affect your character with a maximum of 3 “things” at the same time. There are 3 enhancement slots available. Having an implant active, loading a biocell or administering a medikit or using a drug are all using one slot at a time. Since these are 4 different actions, you couldn’t do them all at once. In addition to the items you know, a range of boosters will be introduced, providing all sorts of effects on your body. Booster can have a body enhancement effect, but also a negative side effect, such as the slower healing rate caused by drugs.
Here’s the tricky part. The combination of body enhancements can cause an additional enhancement or even a negative side effect. You will have to discover all this by yourself and find the best combos for your character per situation.
From the FoM forums:
---
This is the last part of our “Changes and New Features” update series. I saved the most critical changes for this last update. You might not understand the reasoning for some of the single changes, but you should see them together with all the other changes we’ve presented so far.
Also, as stated in our initial FoM relaunch announcement, please be reminded of our plans to simplify things. The mission system is what needed to get simplified the most.
Hacking
Hacking depends on a player’s personal skill in mastering a new mini game. Hacking can be performed through a hacking implant that must be activated.
Departments
Departments are still part of the factions. They can be understood as different cells inside a faction. What’s new is that departments can be founded by all players of rank 6 and the faction leader. Each player can only found one department, for which they are automatically the leader. They can invite and remove players as they wish.
Departments are useful to organize factions. A new player joining a faction will get a good understanding how the faction works by examining all the departments, contacting their leaders or members.
Departments can have headquarters, accessible by all members. Such headquarters can be a small city apartment, a penthouse or an even larger special area (the former squad headquarters).
Faction Relations
There are 2 more relations between factions besides neutral, allied and hostile. Here is a complete list of all faction relations and their meaning:
- Ally: Factions are allies both militarily and economically. They assist each other in defence, possibly offense and in economic questions.
- Economic Ally: Factions are not military allies, but allies when it comes to economy.
- Neutral: Factions are neutral to each other (default setting).
- Sanction: Factions are economic enemies.
- Hostile: Factions are hostile to each other both militarily and economically.
Current faction relations define what kinds of objectives are generated for the faction members.
Faction Goals (new)
Faction leaders can now define different goals for the faction to achieve. Goal might be to (a) occupy a world, (b) defend a world with priority or (c) assist another faction temporarily without changing faction relations.
Existing faction goals define what kinds of objectives are generated for the faction members.
Objectives
Missions as you know them have been removed. There is no more mission meeting room, checkin terminals or campaigns. Also, missions as you know them cannot be created anymore. Now, this certainly is the biggest feature cut, but hold on a little longer while you find out how the new system works, you might like it.
Instead of missions, each player will have a set of 5 objectives available. They are displayed on the right of your screen. From these 5 objectives a player has to complete 3, then the next set is generated. Objectives are generated from the current faction relations, faction goals and which worlds the faction occupies.
Completing an objective will give an immediate credits and XP reward. The height of these rewards will decrease the more objectives are completed in a given timeframe to balance “farming”.
XP
Experience Points (aka XP) have slightly more meaning now. There are 7 XP thresholds, each corresponding to a respective rank. A player needs to have a certain amount of XP to be a valid promotion candidate for a certain rank (you must have reached XP threshold 3 in order to be promoted to rank 3 by a higher rank). Promotion is still up to the higher ranks, but new players can not be promoted quickly from rank 1 to 5.
Apartments
No worries, there are still departments. But you won’t start in them when you login to the game. You will enter your apartment (or department headquarters) through an apartment terminal as before. Other players can enter it as well if they know the access code.
NPCs, Mobs
In this FoM relaunch you will not find any NPC enemies (aka Mobs) to fight. This was the case in old FoM Retail as well, so this won’t change. It might change in the future, though. But implementing a sufficient and quality PvE (Player vs. Environment) system requires significant development time and resources, and we currently lack both.
That wraps up all Face of Mankind changes and new features. There are probably a few more small features that were not mentioned. Those will come as a surprise for you when you enter the game again for the first time.
Speaking of entering the game, we will continue to announce news regularly in the weeks to come. Closed beta will be announced soon.
I'm a bit surprised that this game is still in beta.
I had a beta account in 2004 or 2005 I think, but I spend there only one month.
Now I wonder, if they've maybe redone the whole thing.
It hasn't been completely redone, but shortly after retail the first time around it went down and they've since been redeveloping it for another release, backed by a new partner (neXeon technologies)
MkVenner
02-02-2009, 11:56
backed by a new partner (neXeon technologies)
Who are a bunch of fucking monkeys and will cause the downfall of it, again, I'm pretty sure...
I have heard this from Kitty, although I haven't been active enough on IRC to be informed why
MkVenner
02-02-2009, 13:05
I have heard this from Kitty, although I haven't been active enough on IRC to be informed why
They're old players from the original Beta/Release, and built up a reputation for being, in short, a right bunch of divvy cunts...admitted hackers and the like, the sort of people that turn up in all MMO and CS-esque games...think of the kinda of people who gravitate to the likes of NCAT lol
First I was attracted by that game because pvp, fighting for factions, ranking, players planning missions and such all sounded like fun, but when I joined the beta, I didn't really get involved in that stuff, so I just ran some normal missions, produced equipment and traded it and filed a few bug reports there and then I somehow lost interest.
On the other hand, in my Neocron beta I had a blast and got addicted to it, because it was also my first mmorpg. Actually I didn't want to do anything else than log into Neocron in the beginning. :redface:
MkVenner
02-02-2009, 15:55
First I was attracted by that game because pvp, fighting for factions, ranking, players planning missions and such all sounded like fun, but when I joined the beta, I didn't really get involved in that stuff, so I just ran some normal missions, produced equipment and traded it and filed a few bug reports there and then I somehow lost interest.
On the other hand, in my Neocron beta I had a blast and got addicted to it, because it was also my first mmorpg. Actually I didn't want to do anything else than log into Neocron in the beginning. :redface:
I got seriously addicted to FoM, not as much as I was to Neocron back in the day, but more so than with any other game. I liked the politics of it all the most I think. Working your way to the top of a faction, manipulating one faction to go to war with another one for whatever nefarious purposes I had, building up underground intelligence and drug dealing networks...Then with the 2.0 and 2.1 upgrades it just started going down hill and I lost interest in the end...
I'll probably give the new one a go, but I'm not holding out much hope for it...
Then with the 2.0 and 2.1 upgrades it just started going down hill and I lost interest in the end...
I'll probably give the new one a go, but I'm not holding out much hope for it...
are you sure you're not mistaking fom for neocron? :p
MkVenner
02-02-2009, 20:55
are you sure you're not mistaking fom for neocron? :p
No, although they're sometimes referred to as milestones, milestone 1, 2, 2.1 etc...similarities are kinda spooky tho...shit starts to go down hill at 2, then really fucks up at 2.1...
:D
and then totally fails at 2.2? :)
MkVenner
03-02-2009, 11:33
Well that depends on if this new FoM is gunna be 2.2, or 3.0 lol
But currently all signs point to yes either way :p
http://forum.fomportal.com/showthread.php?p=47306#post47306
Closed beta 20th this month.
looks to me like they killed all of their screenshots as well
MkVenner
06-02-2009, 19:14
Still work for me :s
http://forum.fomportal.com/showthread.php?p=79683#post79683
Just happened to check how far they are and looks like they just started closed beta.
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