Eladiun wrote on Apr 30
th, 2013 at 12:21am:
How is Firefall? Siss and I were eyeing it.
I've been having a blast with it. Of the games that I'm currently playing, Firefall gets the most time by a stretch.
It has more of a sandbox feel to it, but there is always plenty to do. As more of a sandbox game, crafting is a big part of it.
Instead of choosing a "class", you put on a battleframe. You can change frames as often as you like anytime you find a battleframe station, so you can play as any "class" you need to at any time. Experience earned is used as a currency to purchase frame upgrades (more mass, power and cpu - each frame has it's own XP bar) which allows for equipping higher tier modules (which give you your skills, and thus increase the effectiveness of those skills via being higher tier). These modules are crafted, as are upgraded weapons (again, crafting plays a large role here).
As for the crafting, the thing I usually hate about it is resource collection. In this case, said resource collection isn't about finding a node and clicking on it. It's about searching the environment for a good source and calling down a thumper to collect it for you. The thumper will call mobs as it works, and you need to defend it, so it turns resource collection into on-demand content. Different types of thumpers are available, ranging from easy mode single player style (with little resource collection) to large scale full party chaos style (with great resource collection) and everything in between.
There are also plenty of events that occur, and time trial style races, etc, as well as the overarching theme of an invasion by enemy forces. When enemy forces attack a certain area you must repel them or lose the area. If an area is lost, either you'll have to take it back, or it can possibly become inaccessible for three hours depending on it's location relative to the edge of the map (which moves as areas are lost to the enemy), so getting there to help is highly encouraged.
In a nutshell, that's the game. It was a bit confusing and aimless for a little while at first, but I've found it to be far more fun than I expected once I figured things out.
There are also a couple of PvP maps if that's your thing, as well as open world PvP in the works eventually, and another patch next week which will be making some changes. {edit: and reports of a PvE story line coming eventually as well at some point}
Basically, for a sandbox game there is an impressive number of things that you can do, and if nothing suits your fancy at that moment you can simply thump and work towards some upgrades.
Their goal is to eventually have the world cover approximately 10% of the planet Earth. A lofty goal to say the least. And they may need it. I love the game right now, but I can see it getting repetitive and grindy after a while. A HUGE game world will solve a lot of that simply by the events and enemy incursions that happen. As it stands now, the world is fairly small (to very small, depending on your outlook), so this will be an issue for a while I think. But even so, grindy shooters feel less grindy than other types of games. Especially when you have gliders and jetpacks.
The Dev team is impressively responsive to player feedback, and are constantly making adjustments and trying different things based upon that feedback. This is by far the best player to dev interaction I have ever witnessed in a beta. Hands down. Which is probably why the beta has gone on for so long. They have literally redesigned the game mechanics twice, meaning they have essentially built the game three different times. They're really trying to get it right. Since open beta starts in July, they're getting to where they feel it's close.
They just sent me another set of invites, too. So hit up my inbox with an email addy if you want to try it out. If you take one, you will also get five invites of your own to spread around.