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== The Basics ==
 
== The Basics ==
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PvP only occurs in [[:Category:PVP Zones|specific zones]]. Outside of those zones the collars worn by all players use electric shocks to actively prevent players from harming each other. Whatever made the collars doesn't want the players to kill each other, but in some regions of the [[Grand Canyon]] the radiation and such is so bad that it blocks the collars' sensors.<ref>{{Cite web |url=http://forums.fallenearth.com/fallenearth/showthread.php?t=793 |title=Question of the Week: April 4, 2007 - So, what's up with PvP? |publisher=Fallen Earth.com |accessdate=2007-07-19 }}</ref>
   
 
There are no regen pods in PvP areas. Characters always spawn in safe locations. Roughly a third of the territory of most sectors is PvP active. You receive a warning before entering a PvP zone, so if you wish to avoid the area you will be able to do so.
PvP only occurs in specific [[zones]]. Outside of those [[zones]] the [[collars]] worn by all players use electric shocks to actively prevent players from harming each other.
 
Whatever made the [[collars]] doesn't want the players kill each other, but in some regions of the [[Grand Canyon]] the radiation and such is so bad that it blocks the [[collars]]' sensors.
 
   
 
Fallen Earth's PvP combat is not structured to be a never-ending struggle of who can resurrect fastest. Due to the fact players become less effective the more often they die, at least in the short term, characters will eventually have to leave battle because they're just not able to keep up. Also, they have to return from a regen pod outside the PvP zone if no one on their team can restore them. Characters do not receive death penalties when they are restored by a teammate, only if they go to a regen pod. This means if you're under siege in a conflict town, you get taken out, and no one helps you, you're stuck on the outside of the PvP area, possibly with hostiles between you and your allies. This system benefits players who work as teams, keep each other up, resuscitate each other, and don't go running off by themselves.
There are no regen pods in PvP areas. Players always spawn in safe locations. Roughly a third of the territory of most sectors is PvP active. You receive a warning before entering a PvP zone, so if you wish to avoid the area you will be able to do so.
 
   
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In PvP zones you can hurt anyone, even your teammates. Be careful.
Our PvP combat is not structured to be a never-ending struggle of who can resurrect fastest. Due to the fact players become less effective the more often they die, at least in the short term, players will eventually have to leave battle because they're just not able to keep up. Also, they have to return from a regen pod outside the PvP zone if no one on their team can restore them. Players do not receive death penalties when they are restored by a teammate, only if they go to a regen pod. This means if you're under siege in a conflict town, you get taken out, and no one helps you, you're stuck on the outside of the PvP area, possibly with hostiles between you and your allies. This system benefits players who work as teams, keep each other up, resuscitate each other, and don't go running off by themselves.
 
   
 
In short, PvP in Fallen Earth is not about killing other players. It's about reaching goals that can best be reached by killing other players. A fine distinction, but an important one. Large-scale PvP battles are going to be about securing resources for your [[Clans|guild]], controlling territory, and finding rare [[knowledges]].
Players can alter their faction ratings through the use of a number of mutations or special abilities. For example, many of the Stealth special abilities allow the player to masquerade as a member of another faction. By the same token, players can use other abilities to try and cancel out these disguise powers, and if you're an Enforcer who's whose cover gets blown in a [[CHOTA]] town you're in deep trouble.
 
 
==Open World PvP==
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To activate open world PvP use /pvp chat command. Your name will have indicator (PVP) that means you can attack other people with open world pvp. No level restrictions, no limits! Just you and your opponents. Other can't interfere your fights, can't heal or resuscitate you. Only PvP enabled can do that. To turn open world off, type /pvp again and wait 15 minutes for effect to expire.
   
 
== Forms of Factional PvP ==
In short, PvP in our game is not about killing other players. It's about reaching goals that can best be reached by killing other players. A fine distinction, but an important one. Large-scale PvP battles are going to be about securing resources for your [[guild]], controlling territory, and finding rare [[knowledges]].
 
 
== Forms of PvP ==
 
   
 
=== Conflict Towns ===
 
=== Conflict Towns ===
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[[:Category:Towns (Conflict)|Conflict Towns]] are PVP areas where factions fight for control of towns by completing missions from your faction camp. Once control is established, factions can complete missions to bring in merchants and defenses. Depends of merchants tier, they can have uncommon or hard to get materials for sell.
   
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Sector 2
Conflict towns are the most common and most important version of PvP in Fallen Earth. Conflict towns begin appearing in [[zones|Sector]] 2 , also known as Northfields, and are present in every sector from then on. There are 5-8 Conflict towns per [[zones|Sector]], with most having 7. This means, statistically, about a third of all towns are conflict towns.
 
   
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*[[The Dump]].- Maximum Level '''30'''.
At the start, conflict towns are neutral and anyone may enter them. Folks in the town will have missions for players to complete, sell goods, offer training, etc. Outside the town are camps for each of the major factions where you can get missions to help destabilize the town and take control of the town for that faction. These missions are tailored to the feel of the different factions. For example, the [[Travelers]] may have to get into town and bribe the mayor; the [[Enforcers]] may have to deal with some troublesome raiders in the area; the [[CHOTA]] may have to rough someone up; the [[Vistas]] may have to escort a grain shipment into town. All of these missions are done inside the PvP zone, so players can ambush and sabotage the efforts of their enemy [[factions]] to take over the town. Some of these missions may also be at exactly cross purposes, such as a [[techs|Tech]] mission to take out the grain shipment the [[Vistas]] are guarding. These missions are tracked in a series of point totals and once a [[factions|faction]] gets over a certain point total, which is checked every few days, the town changes its allegiance to the faction with the most points. We're going to keep the change schedule as mysterious and unpredictable as possible so folks don't feel like there's no point fighting in a town because it won't switch for a few days.
 
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*[[Wind Farm]].- Maximum Level '''30'''.
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*[[The Gallows]].- Maximum Level '''20'''.
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*[[Tinkersdam]].- Maximum Level '''30'''.
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*[[Hollister Point]].- Maximum Level '''30'''.
   
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Sector 3
When the town changes allegiance, all of its NPCs change. The guards are now members of the controlling faction, as are the instructors, mission givers, etc. New missions become available, new merchants show up selling goods that may only be available in that town, new instructors appear (including special knowledges only available in that town), etc. The controlling faction now has to keep doing missions in the town to keep their control points up and thus keep control of the town, while the other factions continue to do missions to destabilize the controlling faction and claim the town for themselves. Once a [[factions|faction]] controls the town they have to work to keep its guard numbers up, keep supplies coming in, etc.
 
   
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*[[Waste Farm]]
Conflict towns are structured in such a way that you don't get the rewards for going and killing a bunch of players for no real reason, but if you go out and take out folks of other factions trying to aid their own faction, you can make a huge difference in who controls the town. Also, if your faction controls the town, you've got at least three other factions looking to take it away from you (though you've hopefully got some helping you as well), and an all-out assault certainly can go a long way towards doing that, so you'll need to keep the town defended. Your reward isn't taking their loot, but getting access to all the new missions, equipment, special abilities, mutations, and crafting knowledges you can only get in that town.
 
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*[[Fender Gate]]
=== Raid Goals ===
 
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*[[Haietta]]
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*[[Park City]]
   
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Deadfall
In PvP areas there will be goals that players can take possession and fight for control of, such as claiming an oil derrick and being able to get a bunch of petroleum. Whoever can control the area around the objective and keep other factions away from it will get extra resources, money, etc. This also may include more complex tasks like rescuing Enforcer leaders from [[CHOTA]] camps, guarding [[techs|Tech]] operations from [[vistas|Vista]] commandos, etc.
 
   
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*[[Foothills]]
=== Arenas ===
 
   
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Sector 4
Arenas where players can participate in battles with other players will be found in most sectors of the game. These will allow a number of different team structures, such as one-on-one or five-on-five and specific level ranges, and each arena will be an instanced area with only those participating inside. Players can compete for rewards in these battles and will be able to bet on them as well.
 
   
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*[[Blockade]]
=== Factional PvP ===
 
   
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To capture conflict town you have to do missions in faction camps, capture most flags in the zone, keeps and hold for some amount of time.
Players can get missions from their factions to hunt down members of other factions, such as an [[enforcers|Enforcer]] asking players to kill five [[CHOTA]] players.
 
   
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===Faction Keeps===
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Conflict towns usually have a number of faction keeps. Holding these buildings are key to control area, one method to flip conflict town to your side. To capture the keep first you must get in the keep. The building is defended by reinforced door that must be taken down in order to get in. Doors can be repaired and reinforced by defenders, as well they can shoot from ramps to push off the attackers. When the door is breached and defenders killed, activate the flag and wait 5 minutes to claim keep to your faction. When keep is on your side, it will be immune to attack for one hour and you have full access to merchants, auctioneer and all types of vaults. Use 1 hour immunity to set up defences before retaliation of former defenders - repair and reinforce the door. Optionally, you can repair lesser LifeNet pod inside that allows you to spawn in keep after death. You will keep respawning until pod is destroyed.
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=== Raid Goals ===
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Goal of your faction is to control most of the keeps and conflict towns. In reward your faction offers you merchants with uncommon materials, randomly spawned crates with resources that only your faction can open, reputation and death toll chips. Faction that control most of keeps and confict towns in game gets Global Territory Control buff, increasing xp, dt and reputation earnings, buffs to power and attack skills and all merchants and towing discount.
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=== Factional PvP ===
 
Characters can get missions from their factions to hunt down members of other factions, such as an [[enforcers|Enforcer]] asking characters to kill five [[CHOTA]] members.
   
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== References ==
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<references />
Source: http://forums.fallenearth.com/fallenearth/showthread.php?t=793
 
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[[Category:Main Category]]

Latest revision as of 00:14, 8 July 2022

The Basics

PvP only occurs in specific zones. Outside of those zones the collars worn by all players use electric shocks to actively prevent players from harming each other. Whatever made the collars doesn't want the players to kill each other, but in some regions of the Grand Canyon the radiation and such is so bad that it blocks the collars' sensors.[1]

There are no regen pods in PvP areas. Characters always spawn in safe locations. Roughly a third of the territory of most sectors is PvP active. You receive a warning before entering a PvP zone, so if you wish to avoid the area you will be able to do so.

Fallen Earth's PvP combat is not structured to be a never-ending struggle of who can resurrect fastest. Due to the fact players become less effective the more often they die, at least in the short term, characters will eventually have to leave battle because they're just not able to keep up. Also, they have to return from a regen pod outside the PvP zone if no one on their team can restore them. Characters do not receive death penalties when they are restored by a teammate, only if they go to a regen pod. This means if you're under siege in a conflict town, you get taken out, and no one helps you, you're stuck on the outside of the PvP area, possibly with hostiles between you and your allies. This system benefits players who work as teams, keep each other up, resuscitate each other, and don't go running off by themselves.

In PvP zones you can hurt anyone, even your teammates. Be careful.

In short, PvP in Fallen Earth is not about killing other players. It's about reaching goals that can best be reached by killing other players. A fine distinction, but an important one. Large-scale PvP battles are going to be about securing resources for your guild, controlling territory, and finding rare knowledges.

Open World PvP

To activate open world PvP use /pvp chat command. Your name will have indicator (PVP) that means you can attack other people with open world pvp. No level restrictions, no limits! Just you and your opponents. Other can't interfere your fights, can't heal or resuscitate you. Only PvP enabled can do that. To turn open world off, type /pvp again and wait 15 minutes for effect to expire.

Forms of Factional PvP

Conflict Towns

Conflict Towns are PVP areas where factions fight for control of towns by completing missions from your faction camp. Once control is established, factions can complete missions to bring in merchants and defenses. Depends of merchants tier, they can have uncommon or hard to get materials for sell.

Sector 2

Sector 3

Deadfall

Sector 4

To capture conflict town you have to do missions in faction camps, capture most flags in the zone, keeps and hold for some amount of time.

Faction Keeps

Conflict towns usually have a number of faction keeps. Holding these buildings are key to control area, one method to flip conflict town to your side. To capture the keep first you must get in the keep. The building is defended by reinforced door that must be taken down in order to get in. Doors can be repaired and reinforced by defenders, as well they can shoot from ramps to push off the attackers. When the door is breached and defenders killed, activate the flag and wait 5 minutes to claim keep to your faction. When keep is on your side, it will be immune to attack for one hour and you have full access to merchants, auctioneer and all types of vaults. Use 1 hour immunity to set up defences before retaliation of former defenders - repair and reinforce the door. Optionally, you can repair lesser LifeNet pod inside that allows you to spawn in keep after death. You will keep respawning until pod is destroyed.

Raid Goals

Goal of your faction is to control most of the keeps and conflict towns. In reward your faction offers you merchants with uncommon materials, randomly spawned crates with resources that only your faction can open, reputation and death toll chips. Faction that control most of keeps and confict towns in game gets Global Territory Control buff, increasing xp, dt and reputation earnings, buffs to power and attack skills and all merchants and towing discount.

Factional PvP

Characters can get missions from their factions to hunt down members of other factions, such as an Enforcer asking characters to kill five CHOTA members.

References

  1. Question of the Week: April 4, 2007 - So, what's up with PvP?. Fallen Earth.com. Retrieved on 2007-07-19.