One of the things I’d been pondering lately is what MMOs we haven’t heard a lot about lately. Games like WoW, EQ2, Vanguard, PoTBs, Warhammer, TR and AoC are always in the press. One of the games I’m interested in that I have not heard about anytime recently is Fallen Earth, the post-apocalyptic game from Icarus Studios. Well, earlier this week there was an update on their forums by Moonshadow, the Community Manager. The update goes over, at a high level, what the state of Fallen Earth is at the moment and answers a few community questions:
To give y’all an idea of where things stand in terms of progress on Fallen Earth: currently there are around seventy towns or major encounter areas that have been laid out with around fifty that are functionally complete in terms of content (not polished, mind you, just functional); there are currently almost three thousand missions implemented; and our database has around seventy-five hundred items. We’ve gotten a lot done, but we still have a lot left to do. This is a deadline week for us, so things are bit more hectic than normal. This week we’re working on New Flagstaff, Thorne’s Bluff, Last Stop, Dieseltown, Docuer’s Court, and Aesterly
That sounds like a pretty big chunk of work that’s been done. I obviously don’t know what they are shooting for in terms of release content, but it sounds like there will be plenty to do. Most of the questions were about crafting and such, but one answer really stuck out to me as they talked about how much noise you will make based on your gear, and how NPCs might aggro you due to that. So while that NPC may not be able to see you, he might hear you and come investigate:
The clothes and armor you wear produce a certain amount of noise for each step you take, and weapons produce a certain amount of noise each time they are swung. The amount of noise generated depends on the item, the materials it’s made of, its weight, etc. Guns make more noise than knives, for example. Your character’s noise generation is mitigated by his Stealth skill, and NPCs detect enemies out of their range of vision based on a character’s noise vs. the NPCs Perception.

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