PvP

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PvP is completely optional and will be roughly one-third of the game world. Characters receive a warning before entering a PvP area, so if they wish to avoid these areas they may. Outside of those areas the collars worn by all players use electric shocks to actively prevent players from harming each other.

PvP will occur through the entirety of the game rather than being an "end-game" activity. It will take several forms such as fighting over conflict towns, arenas, and large scale raids - in other words, it will have a purpose. Players in PvP areas may attack anyone. Doing so can have more than immediate consequences (such as faction standing), so thought must be given before arbitrary attacks are launched.

There are no LifeNet pods in PvP areas. Players always spawn in safe locations, so PvP combat is not structured to be a never-ending struggle of who can resurrect fastest. Due to the fact that players become less effective the more often they die, at least in the short term, players will eventually have to leave a battle because they're just not able to keep up. Also, they have to return from a 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 LifeNet pod. This means if you're under siege in a conflict town and get taken out with no one around to help 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.

Although everyone is a target (regardless of their group or faction), PvP in this 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 Content

Conflict Towns

Conflict Towns are the most common and most important type of PvP. They will begin appearing in Northfields (Sector 2) and in each sector from then on. There are 5-8 Conflict Towns per sector. Initially, Conflict Towns are neutral and anyone may enter them, do the available missions, conduct business, train, etc. Outside these towns players will find faction-specific camps for each major faction. In these camps players can get PvP based missions that will help destabilize the town and take control of it for that faction. These missions are tracked in a series of point totals and once a faction gets over a certain point total, the town changes allegiance to the faction with the most points. Faction point totals will be checked periodically, but when these checks occur will not be known to the player base.

A conflict town’s affiliation with a particular faction is not permanent. The controlling faction must maintain their control by continuing to achieve goals that allow them to keep that control. At the same time, other factions are completing goals to undermine the stability of the town. So it will be a constant balancing act to retain a controlled town. Some faction towns will set tasks that require resource gathering within a particular PvP zone, and those items will only be found there.  Taken outside of the zone, however, some of them can be used for crafting. Conflict towns, that no faction is actively working to retain control of, will revert back to neutral status.

There are many rewards awaiting a faction that takes control of a conflict town. When a town changes allegiance, all NPCs change as well, so all guards, missions, trainers, etc. will become faction-specific to the currently controlling faction. The rewards for taking a town is getting access to all the new missions, equipment, special abilities, mutations, resources, and crafting knowledges that can only be obtained in that specific town.


Raids

There are PvP objectives that players can take possession of and fight for control of. Whoever can control the area around the objective and keep other factions away will get extra resources, money, etc. Some of these objectives may also include more complex tasks such as guard duty or rescues.

Arenas

Most sectors have Arenas where players can participate in battles with other players. These Arena battles are instanced areas with only those participating inside. There are a variety of team structures available in Arenas. Players can compete for rewards in these battles as well as bet on them.

Factional PvP

Some faction missions will be to hunt down members of other factions.

Clan Wars

Player Clan Leaders are able to initiate Clan Wars, which pits two Player Clans against each other in an agreed PvP zone.  Side wagers are allowed, and additional rewards are being worked on.  See the Clans page for additional information.





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