Is fallen earth a good game yahoo




















The irony ,Already terrible just got worse because i watched fallen earth - a movie about how bad is. There is some spec of a baselevel watchable plot , like iv seen student films much much worse than this. This movie follows a 16 year old boy trying to navigate his way in a post-oil crash USA.

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About 2,, search results. Watch Fallen Earth Prime Video www. View all. Author: Blacktooth. Fallen Earth. Unique and challenging, this post-apocalyptic MMO is definitely not for everyone. By Nic Stransky Updated: 9 May pm. Released in the US by Icarus Studios last month, Fallen Earth drops players among mutated survivors of the deadly Shiva virus in a post-apocalyptic American Southwest in the year First-person shooter-style ranged and melee combat, a rich crafting system and deep character customization allows players to find their own path to survival and uncover the truth about the GlobalTech corporation.

You've heard the story before -- someone screwed up and ended life on Earth as we know it. Civilization is scattered across a dilapidated wasteland full of crumbling buildings, mutated animals, and canned dog food that is now just called food. As a clone you were a slave to an evil mega-corp that sent you to your death a thousand times, but you're free now and you want some answers. Thematically, this game draws on some very familiar examples from popular culture and entertainment.

Allow me to acknowledge the elephants in the room -- that award winning first-person RPG that starts with "Fall" and those movies that end with "Max. Fallen Earth is not for everyone. We've only had a few weeks to experience Icarus Studios' vision of a shooter-MMO hybrid, and even though the game's rough edges will surely be smoothed out over time, its fundamental combat mechanics and player progression will simply not appeal to certain gamers.

These design decisions were intentional, and combine to create challenging but rewarding gameplay for the MMO fan looking for something unique.

In a market brimming with fantasy, Fallen Earth risks rejection by offering a virtual world based more closely on our own reality — set in a version of our own planet. Law and order has broken down, and life is hard. Exploration is dangerous, scavengers and marauders are everywhere, and I was almost afraid to leave town. The world feels a little like the old west, and its gritty realism transported me to a different, but believable reality.

The game justifies the usual conceits: Players have superhuman abilities because their DNA has been mutated; horses are the most common mode of transportation because gasoline is scarce; players can come back to life after dying because they are clones. By providing a semblance of truth the designers give the player the opportunity to suspend their disbelief, and further invest themselves in the world. Players start the game in an instanced tutorial, which is successful at giving players an introduction to the gameplay and the world.

However, once they are out on their own the learning curve becomes quite steep. Players are never told to look for the red "X" on their mini-map to find the target of their quest. I had no idea that I had mutant buffs at level 1 -- they were in a window I didn't stumble across until someone mentioned it in the Help chat channel.

The interface does not provide enough mouse-over tooltips to help newbies learn the abundant number of windows and options. Something as basic as learning how to loot all items from a corpse I had to figure out on my own. I didn't know I could buy a horse at level 2, or even where to buy it. I was level 5 before I found out. These types of issues are inexcusable for a live game. Yes, within a few hours all of these things could be discovered, but they should be explained clearly to the player, especially when they are getting their first impressions of the game.

Not everyone is going to forgive these early transgressions. Fans of the MMO genre have their own set of standards and expectations, and it would be a shame to discourage well-seasoned MMO players from giving Fallen Earth the chance it deserves because of a welcome that is less than warm. Giving players what they expect in an unexpected way is fine, but Fallen Earth needs to do more to bridge that gap. Combat is the largest departure from conventions in the game and, but for a few faults, it is successful overall.

I did not see many groups, except for the odd quest group that breaks shortly after the quest is complete. The game does not appear to be preparing players for a group dynamic, so I can only assume that PVE raiding will not be a focus of the game. Players are not required to group to get to the max level, and while that doesn't mean there won't be plenty of reasons to group at some point, be prepared to spend most of your time soloing.

Combat is driven more by stats and equipment than on traditional twitch skills and I found the PVE combat in the game underdeveloped. Headshots may be more important in player versus player combat, but versus enemies they aren't worth much more than one good shot to start the fight. Players can run and shoot, and can even shoot while on their mount, but moving decreases accuracy even if the reticle is perfectly aimed.

Melee combat involves standing close to the enemy and holding down the mouse button. This is not all that different from other MMOs, except that it changes the way one might fight multiple targets.

Instead of trying to tab to the correct target, which isn't possible in this game, you just turn and face them. The maximum cap for this skill is based on Dexterity and Perception.

Dodge This skill determines the base value of your Melee and Ranged defense, and partially negates bonuses other players get on you from Power and Precision skills. The maximum cap for this skill is based on coordination and perception. Determines the effectiveness, critical chance, weapon selection and special attacks while using melee weapons.

The maximum cap is based on perception and coordination. Escape Artist This skill offers an arsenal of skills that aim to increase your ability to escape death, like speed buffs for a few seconds and snare removals. The maximum cap for this skill is based on Dexterity plus Coordination. The maximum cap for this skill is based on intelligence and coordination. First Aid This skill offers bandages and other tools to remove debuffs and resuscitate.

The maximum cap for this skill is based on intelligence and perception. Melee Determines the effectiveness, critical chance, weapon selection and special attacks while using melee weapons.

Pistol Determines the effectiveness, critical chance, weapon selection and special attacks with pistols, sawn-off shotguns, zip guns and sub-machine guns. The maximum cap for this skill is based on dexterity and perception. The maximum cap for this skill is based on Strength and Willpower. Precision This skill increases your chance to get a critical hit with Melee, Pistol, and Rifle. Critical chance is capped at , and this skill is countered by Dodge which decreases the critical chance bonus. The maximum cap for this skill is based on Dexterity and Intelligence.

Rifle Determines the effectiveness, critical chance, weapon selection and special attacks with rifles, crossbows, shotguns and some grenade launchers. The maximum cap for this skill is based on dexeritv and perception. Social This skill decreases the cost of items from merchants and increases the value of the items you sell to merchants by up to This skill works on a percentage basis: you can get the full benefit even on a Ivl 10 character.

The maximum cap for this skill is based on charisma and perception. Mutations are extra skills that will unlock special ability aimed to damage enemies, heal your team and more. Disrupt: Defense debuff that stuns NPCs. Gird: Toggled ability that raises max health. Bolster: Toggled ability that raises power and max stamina. Empathic Healing mutation; note that it heals others a lot more than it heals you. Share Life: Resurrects others at the cost of your health. Benevolence: Direct heal, much weaker if used on self than on others.

Restoration: Healing-over-time, much weaker if used on self than on others. Preservation: Ailment removal. Enhancement Support mutation focused on buffs that increase armor. Reinforce: Increases armor. Calibration: Increases the primary armor of all teammates within 30 meters Ablate: Increases primary, secondary and tertiary armor. Regenerate: Improves the recovery rate of Health and Stamina. Resilience: Increases the save ratings of all teammates within 30 meters Dissolve: Damage-over-time ability.

Endless Reserves: Raises max gamma and stamina, but lowers max health. Nano-Manipulation Healing mutation focused on healing others only. Reconstruction: Resurrects teammates in a cone-shaped area. Filtration: Status removal that also restores health. Vital Osmosis: Team-only heal in a cone-shaped area. Revitalize: Raises the health regeneration of all allies close to the caster.

Patho-Transmission Debuffing mutation focused on impairing enemies. Sapping Sickness: Reduces the speed of those hit by it. Primal Physical, melee-oriented mutation. Primal Vigor: Toggle that lowers your max gamma to raise your max health. Beast Might: Prepared attack that costs health, but deals extra damage. Rampage: Raises damage and health for a bit and then leaves you weakened.

Sonic Influence Damage-focused mutation. Catastrophic Dissonance: Deals damage to those nearby. Telekinesis Mutation focused around aimed mutation attacks. Propel: High damage aimed attack with long cooldown. Always Armed: Low damage aimed attack with short cooldown. Thermal Control Mutation focused around aimed mutation attacks. Cold Snap: Cold damage to aimed enemy.

Hypothermia: Cold damage-over-time to aimed enemy. Napalm: Fire damage-over-time to aimed enemy. Molotov Cocktail: Fire damage to aimed enemy. Tradeskills allow players to craft items by learning instructions, collecting the appropriate tool kits and components, and spending the required time to make the item. Tradeskills are raised through use, up to double the base value of the skill.

There are 10 core tradeskills:. Armorcraft Used to create pieces of armor. Ballistics Used to create ranged weapons and ammunition.

Cooking Used to create consumable items like food and drinks. Geology Allows the player to harvest minerals and refine them. Medicine Making first aid kits, anti-venoms, radiation treatments, etc. Mutagenics Creates mutation-related injectors and gamma-converters. Scavenging Allows for harvesting recyclable materials from junk nodes around the world. Science Used to create thrown acids, bombs, refined chemicals, enhanced armors, gas-masks, gunpowder, vehicles and optics such as scopes or equippable goggles.

Weaponry Used to create melee weapons and harvesting tools. It is then very recommended to build proper build templates. I and DRLP will test many builds and try to give you the best templates available. The Assault Build is focused on maximizing damage, defense and healing ability while also maximizing your crafting ability.



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