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There are literally
thousands of missions available for all play styles in Fallen Earth.
One emphasis of the mission system was to make branched quests where
a player doesn’t have to follow a linear system just for experience
points. Instead, players can work through alternate lines if they
wish.
The game world is divided into sectors, counties and towns. Sectors
encompass a variety of counties, towns, instances, levels, and
encounter areas. Each division has its own story lines which are all
inter-connected. A number of story arcs last for the entire game,
each faction has it’s own story arcs, and each of the villain
factions (approx. 10) have their own story arc - though not all of
them go through the whole game.
Most missions will be soloable. A solo player will be able to
experience most of the content in the game, but getting into most of
the larger levels (prisons, missile silos, mines, etc) requires
multiple players due to the density of the creatures in these areas.
Some story-related levels require multiple players or even multiple
groups of players to complete, as the players have to carry out
several tasks at once.
Not all missions require combat; there are a large number of
missions that can be solved without violence.
NPCs that have missions available to a character will have a yellow
biohazard symbol over their heads. If, for reasons such as lack of
level, faction, stat, skill, etc, a character cannot take missions
from that contact, no biohazard symbol will be seen. Upon accepting
the mission, the biohazard symbol will change from yellow to red;
when the mission is completed the biohazard symbol will turn green.
Mission giving NPCs will show up on your mini-map as yellow dots,
merchants will show as blue ones, and hostile critters (or their
bodies) show as red. These mini-map dots will show up only if the
character is within a certain radius of whatever the dot indicates.
Players will have the ability to return to do some lower level
missions. There are some restrictions though, such as faction
and earlier mission choices. In other words, if a player has
been following one faction's story line and wishes to return to a
lower level and do missions for an enemy faction, that character's
faction standing will still be affected. Likewise, making a
choice to follow a specific path early on (i.e. choosing one side
over another in a town rivalry) will prevent the player from
returning later to do missions for the opposing side. Most failed missions may be redone, although few may be repeated if completed successfully. Missions that reward APs can never be repeated if they end successfully, but can usually be re-attempted if failed.
When teamed, mission rewards are only given to those players who
finish the mission. XP for kills are divided based on the character
level of those on the team and a small bonus is given based on the
number of players involved.
Only the player who is at the top of a creature’s aggro list can
search and harvest that creature.
Tutorial
The tutorial is a single-player instance designed to teach players
about the game. Players will wake up one day in a LifeNet Pod,
wearing a collar, only to find themselves in an underground
laboratory. The Tutorial is currently undergoing a revamp, and
updated information will be posted as it is released.
Instances
The majority of the game world is intentionally zoneless so
instances will be used as sparingly as possible – mainly for
locations with more complexity and importance to the story than
normal areas.
Resources:
3, 7, 12, 13, 14, 17, 18, 19, 20, 21, 22, 23, 24, 26, 27, 28, 33,
34, 42, 54, 55, 61, 89, 94, 96, 98, 99, 118, 123, 135
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