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Face of Mankind: Rebirth

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Face of Mankind » General Discussion » So much potential gone to waste.

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jsw40  2/10/07 11:57:17 PM

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I played FoM during the open beta, and I was just thinking back on it a few days ago. It had a fresh idea behind it, absolutely no grinding and an atmosphere and gameplay style that promoted roleplay - and actually worked. Pretty much everyone roleplayed; you had cops patrolling streets and arresting terrorists, you had the military constantly running defense missions against attackers, etc. It was genuinely fun for the first few days.

But, the game had its downfalls. The combat was completely crappy, you could shoot someone in the head for minutes and have them not die, or a single person could take down an entire squad with questionable tactics. There wasn't much to do besides the crappy combat and roleplay, so every faction was at war with eachother to find something to do.

All in all, if this game had a better combat system and a lot more depth, it would be my #1 MMO by far.
 
RPGnub  2/18/07 10:18:34 PM

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I wholeheartedly agree with your view since FoM was the game that introduced me to the concept of roleplaying. What I loved about it was how alive the world and its inhabitants felt. You could see people chattering in the streets, cops patrolling, people selling drugs. As opposed to most MMoRPGs I tried where the main concern of most people was to level their character there was actually *stuff* happening in FoM. There were wars, revolutions, alien attacks, conspiracies, betrayal and even more wars. At first this felt great since you'd almost constantly run into some random event, happening around you and this coupled with the very hostile world provided a very tense atmosphere. The crippling points of it however were as you said the bad combat system but also boring crafting and most importantly the fact that you couldn't do much besides roleplaying, fighting and crafting. The RP was almost enough to make this a great game but when you can't actually physically affect the world around you in some way you can only do so much with roleplaying. The game had probably more freedom than most games out there but at the same time too few game mechanics to actually support what you were doing.Sadly because of this the game started to feel like a sandbox made out of concrete after a while

Still it was great while it lasted and I would love if someone decided to steal the core concept and make a much more polished game from it.
 
dmrusso  2/19/07 1:06:55 PM

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I found this game too player-driven. The locations were not very big and it seemed rather empty. Most, if not all of the missions seemed to be exclusively player created.
 
TheRedDread  2/25/07 2:54:19 PM

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I agree, Face of Mankind had so much potential, but lack of development. Just like Neocron 2....
 
obselov  2/26/07 2:31:51 PM

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"But that's too easy..."

I played FOM on the open beta for a few weeks before it finally went live.

The player driven politics affecting alliances, even the possibility of interfaction violence in some cases impressed me most.  The players at the top ranks of the factions and companies effectively run the government,  which I've never seen in a game before.

On my first weekend of play (I had joined the Freedom Defence Core, aka FDC), I was still trying to find my way around the game when the Shadow (mercenaries) attacked Tiergarter in Berlin.  For the remainder of the weekend the Freedom Defence Core had constant attack missions running to retake Tiergarter.  By Sunday evening, while our missions were still classified as attack, we were merely running mopup and patrol missions while enforcing martial law.

During that weekend-long battle (remember that one hour in real life is four hours in game), several civilian players (typically players working for one of the corporations) were killed when they would wander into the middle of an ongoing street battle between the FDC and the Brotherhood of the Shadow.  The spate of killings caused an outcry by the corporations, whiched forced the police (the Law Enforcement Department, known as the LED) to send LED members as "monitors" on all missions with the Freedom Defence Core ensure that the soldiers aren't just shooting at anything that moves.  Effectively, placing such soldiers under arrest.

In the game, getting arrested lands you in jail, where you have to work (during game time) until your release.

I started out in Paris, and found that using the sale terminals there caught many players off guard when their characters were robbed and murdered by petty thieves (living in South Africa, my cautious ways to not turn my back to just anyone came in handy there).  Once killed by another player, and the game server perceiving your death as having been committed in cold blood, you'll find a chit in your inventory after you respawn (assuming you have clones left).  By passing this chit to an LED terminal, you effectively report the crime.  Eventually, the LED will run into that player, and arrest them.

I myself found it difficult to not run out of cash all the time, (having to equip myself to help the cause, while the cause was not helping me), and I was eventually recruited by a team of Freedom Defence Core members who were selling protection services to the corporations.  We were essentially mercenaries, and the money from our work paid for our weapons and even our allowances.  We were properly outfitted, and it made me a happy soldier.

However, as FDC command realised that sub factions existed that weren't following supreme orders (unless our commander okayed it first), they tried to disband our group.  It came to a head when, while we were guarding the EuroCore buildings in Paris, the building was blocked off by conventional FDC soldiers (mostly rookies), who attempted to storm the installation.  These were the same soldiers who weren't properly equipped by the army.  We taunted them as we heard them chatter outside.

After failing to take the building, the ranking FDC officer that caused the building to be stormed did not get his way (our commanding officer made an agreement with Field Marshall De Winter to incorporate us as a seperate battalion reporting directly to him), he quit the FDC and joined the brotherhood, which in turn sent a small squad of mercenaries to attack the EuroCore building on the same day.

A few weeks after I had stopped playing, I heard from other players that Field Marshal De Winter was assasinated (by perma death).  It was probably staged, but the political effect is important.

I believe there is much to this game, and it should be developed even further.  If the game engine works well, and the concept of earning game cash by doing missions as work is fluid, that a politically affected game is quite possible.  Now if only I could more easily get around, and not get murdered every time I spawn in Brooklyn...

Revisiting the website almost a year later, I can say that the site has not changed at all.  I still struggle to use the interface, odd bugs appearing here and there.  I wonder whether the game has had any success since?

 

 

Ta,
ObseloV

LethalShadow  2/27/07 5:39:01 PM

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Tactics, redefined

I played for a few months towards the end of Beta, and the first month of P2P and I too agree that it had a mass of potential, but was wasted. I remember when Ace Stars of Eurocore used to run around hacking and own our entire squad, I remember giving meds to the highest rank BoS when we raided Pegasi 51. I remember calling the GoM 'tree huggers' and mas producing meds and ammo to hand out before raids. I remember the last day of free play when i got given 2 million from a GM in game when i asked sarcastically for some spare change, and when i told some others about it and they tried to get some too, the GM spawned monsters and killed everyone. Got some nice pics of some of the colony dancing in a friend's penthouse that day....good times.

Anyhoo, I think the idea of centralising colony actions, wars etc on the higher rank players was good, especially as it was something I hadnt seen, although naturally there were a couple of downsides, such as limited money appointed to them to be offered for missions, and ultimately they never gave out very big rewards to conserve it, and the missions tended to be rather empty patrol missions. Naturally, this would be the case because if you died you lost everything aside from up to the 3 guns you had equipped and your physical money. The more real you make things, the more risky it becomes, as the surrealism is something that some people desire, and the more 'real' the cost of death is, the more scared people become. Still, at least you had the ability to kill people of any rank as soon as you start. No exp limits for anything.....at all. The game went P2P with no use of exp. the only use would be incorporated by players, and its past use for the BoS being the first 2 ranks was scrapped almost as soon as i achieved the exp

But money was a problem for multiple reasons. Some people learned to hack regarding money, so could make a shedload of items and sell them extremely cheap. Not too cheap, or itd be notiecd naturally. Second, the production system originally could be left alone whilst you run around, so tons of people were producing many at a time, and the gradual decrease in cost meant that much money was saved. The system then changed near the end of beta, and the cost figures were bizarre. i had spent a while writing down costs and testing but i couldnt figure it out.

But anyhoo....i didnt play for too long, but it was relatively fun. got to know a lot of people, still keep in touch with a couple of them, since some games in different ventrilo channels i now play, but ill never forget it. Its one of the games that you dont forget since its so player orientated and you have to involve yourself. Hope the fixed it all up for the sake of the players. ill hold onto my pics and 100mb trailer to remind me of the past, and hope its problems are all better now

jsw40  3/01/07 9:01:41 AM

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Let's all gather 'round the campfire and sing songs about what FoM could've been.

 
RvLeshrac  3/05/07 6:49:45 PM

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I agree with most of the above, actually. I was halfway up the LED COC for a short while, and while the game was interesting and had some nice concepts, it all falls apart in practice. There's little "meaning" in a game like this, where the majority of the story is player-driven RP. "Leaders" in the various factions simply can't exert any control over faction members, especially given the above lack of an overarching storyline, and the "law enforcement" factions (LED, FDC) have no real power at all, given that they are beholden to the exact same combat as the rest of the factions (you can be excellent at combat as an LED or FDC member, but why bother when you can simply join an "outlaw" faction and do just as well without the RP restrictions?), and are thus frequently outnumbered by players of equal or greater skill.

A huge waste of potential - this could be a great game if it were more focused and had a more effective way of dealing with troublemakers.

 
Fa|con  3/06/07 9:21:00 PM

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Yes, this game had huge potential, but with some work it just may get better. I haven't been around for a long time though. I use to be a R6 LED, but I'm thinking of coming back in the future.
 
Jaklet  3/09/07 9:01:39 AM

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tbh, I played the beta and saw a lot of potential too, I didn't pick it up straight away once it went gold but I gave it another go recently and I have to ask, wtf happened? Shame, indeed.
 
grimboj  3/11/07 11:21:21 AM

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Game hopping since 2003.

Originally posted by jsw40
The combat was completely crappy, you could shoot someone in the head for minutes and have them not die, or a single person could take down an entire squad with questionable tactics.
I filled my bank slots in half a dozen cities in a day because LD never get combat experience :) I'd never go back though, the community isnt what it could have been.

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Eichenkatze  3/24/07 1:20:45 AM

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Public forums. You will never find a more wretched hive of scum and villainy. We must be cautious.

My best experience in FoM was during beta, way back when no one really knew about it yet. I remember figuring out the door codes were all something to the lines of 77777, 55555, and 45454. Running around to different planets and exploring them for the fun of it. Messing with the master controls and just having a good time exploring. When the game launched, I decided to give it a good try for old times sake and was bummed to find the game how it was. It still has a little potential but needs work (as do alot of games today i'm seeing...) and the ammount of work it needs is enough to keep it busy for a good long while. What upsets me the most as others have mentioned is the combat. Frequently i'd charge into combat with a nice little ol' machine gun and end up taking down no one, but having my whole squad mowed down by one or two guys... Whats with that? Whatever it was, i wasn't going to take much of it and ended up quiting. Another peeve was missions. Standing at the entrance to your faction's home base or outpost for an ammount of time while you went on 'patrol'. Afterwards getting paid a meager ammount. Just not worth it. Maybe down the road it'll improve.


Everquest - 2000 - '02
Anarchy Online - '01-'02
Earth and Beyond - '02-'04
Star Wars Galaxies - '03-'06('07)
World of Warcraft - '04-'07
Age of Conan - '08 - shelved.
-Waiting on-
Stargate Worlds

Vortigon  8/28/07 3:49:37 PM