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Face of Mankind
Face of Mankind Continues
Sunday, 18 January 2009 22:53
It looks like Face of Mankind will be continuing support of their game again. FOM will now be allowing free accounts with micro payments for additional in-game features and options.ย Here's the press release:ย 

Berlin, Germany - December 1, 2008 - Duplex Systems and Nexeon Technologies proudly announce that Duplex Systems' massively multiplayer action RPG "Face of Mankind" will be launched again in a joint cooperation.
After the server shutdown in late November 2007 and Duplex Systems' former publisher Ojom GmbH leaving the project, their developers were facing difficult times. Despite all the obstacles, work on the project forged ahead during the entire time. The networking and server technologies were rebuilt from scratch, featuring new networking technology and a completely rewritten server.

In an effort to bring back Face of Mankind to the public, Duplex Systems secured the complete rights to all assets needed to operate and distribute their MMO independently. To divide work force and concentrate on developing, improving and operating the game, Duplex Systems has partnered with Nexeon Technologies, a company with a wealth of professional expertise in game services and server hosting. Nexeon will provide billing services, server hosting and operating forums for Face of Mankind. Due to the newly developed server architecture, the Face of Mankind servers will be located both in North America and Western Europe, while still being one single persistent universe.

"It has been a pleasure working cooperatively with Duplex Systems on the Face of Mankind project so far; we are looking forward to helping with the advancement of the game in order to make it an overall success. We plan on offering seamless billing solutions and quality servers worldwide to help ensure this success." Nexeon Technologies

Some previously unannounced features and changes will debut in this Face of Mankind re-launch. The developers spent significant time on rethinking all game features in order to realize their original vision of a completely player-driven MMOG with real-time combat.
Some features had to be removed, while others had to be improved or expanded. Professions and squads were dropped and the concept of missions, campaigns and objectives has been simplified. Item handling, mining, production and the markets have received a complete revision as well. Plus, world takeover (previously known as colony takeover) has been improved to make it more exciting.
All these changes had a final goal to focus everything on the ultimate Faction vs. Faction Face of Mankind experience offering a huge amount of player freedom.

"It has always been my original vision to create an online game in which you could become everything by using your own skills, regardless of character levels or classes. In Face of Mankind you can even become the leader of one of its 8 factions, without being a game master. Everything is possible; you just need to fight your way up the ladder. How you achieve that is totally up to you."
said Marko Dieckmann, Managing Director of Duplex Systems,

"It's that kind of freedom that makes Face of Mankind attractive to all those who want more than the current MMOG uniformity has to offer."

Along with the Face of Mankind re-launch comes a new marketing concept. Free accounts will be available for everyone. These free accounts are without time limitation. However, additional features and options are available for subscribers. These premium accounts will be available at a low rate, which is yet to be announced.

Watch out for new developments and register your free account now at www.faceofmankind.com
Last Updated on Sunday, 18 January 2009 22:57
 
Top 10 most overlooked reasons why pre-MS1 played better than post-MS1
Thursday, 10 January 2008 16:24

We all know of the major reasons why the old FoM was preferred over the new FoM (droppable items, no professions, mining system, character models and skins, factions, etc.) but Iโ€™ve decided to dedicate this to the subtle reasons that tend to be overlooked. Shall I begin?

10. Voice Emote Hotkeys

Coming in at number 10 would have to be the ability to activate voice emotes without navigating a menu. Even though every character of the same gender had the same voice, it brought a sense of audible communication that proved to be quite useful at times. One example was LED using โ€œDrop your weaponโ€ during an apprehension and criminals retorting with a โ€œDrop deadโ€ followed by a struggle to resist. For the most part, it helped supplement the roleplay atmosphere for common scenarios that took place. After this feature was removed, many players never even bothered using voice emotes in these types of situations again.

9. Stunning

There was no separate ammunition for stunning and depleting stamina, there were only rubber bullets. As a result, it took more shots to get somebody in a stunned state, which didnโ€™t grant you invincibility and gave your screen a dizzying effect. It was considered a legitimate tactic back then as opposed to its unacceptance in retail. Exceptionally skilled players can take out overwhelming forces by stunning individual targets and nading them or focusing on other targets, that otherwise wouldnโ€™t have been possible with just using lethals.

8. M-Rated Content

Inflicted characters would emit a spray of blood mist upon each hit, not only psychologically satisfying the marksman, but also providing a visual cue for each successful hit. Club 69โ€™s signs and posters werenโ€™t censored, language was unregulated and humping was a popular player-created emote. DPSโ€™ attitude was much more laid back during this period when faction high ranks had the power to manage their own page at fomportal.com with their own content and freely withdraw/exchange faction funds.

7) Armor

What made the armor of dayโ€™s past superior to the revision of MS1 was that none of them were faction-specific nor were they categorized in level-tiers. Subsequently, loot was more valuable to the average player as damaged armor was typically replaced with scavenged armor with higher percentages. Each set of armor also had a purpose according to what you wanted to protect yourself against, had practical names and were slick, militaristic and rugged in appearance,ย  complimenting the gritty models perfectly.

6. Grenades

Everyone agreed that the new grenades were unfavorable. By the time your character stopped clumsily fumbling around with the pin on the grenade, everyone had already scattered like roaches. Although, they werenโ€™t perfect, the old grenades were more efficient to use in combat as you didnโ€™t need to switch from your primary weapon, they were thrown immediately after the press of key, and were also somewhat difficult to tell who they were coming from.

5. Tubes

The old tubes were simply more fluid. While the new tubes functioned like elevators, the old tubes felt like they were powered by pressurized air systems. When entering a tube, you were either sucked up like a vacuum or glided down as if gravity was slightly decreased. You could heal but also take damage inside of tubes so it was actually well balanced. In conclusion, interacting with them was a more enjoyable experience and they were less prone to abuse.

4. Implants

Using the Shield was a staple and you didnโ€™t have to sacrifice your torso armor to use one, nor did you have to sacrifice your leg armor to use a Resistance Amplification. You had a total of 3 slots to place any combination of implants you desired. If only there was wider selection to choose from.

3. Mission Beacons and Abstract Objectives

The allure of mission beacons over the later implemented โ€˜VRโ€™ mission rooms, as well as abstract objectives over the defined hard-coded objectives were quite simple in nature, the former system allowed user input and flexibility. Missions were completed out of passion, since objectives were hand-fabricated by high-ranking players who would inevitably go over and examine missions and evaluate member performance. Mission leaders also wrote a review/summary of the events that occurred during each mission. Setting up clandestine meeting locations and having to follow the instructions to the rendezvous point was very intriguing, too. You had to be at the right place at the right time or you wouldโ€™ve been a no show.

2. Climbing

Climbing was one of the leading components of early beta that added an immense amount of depth to the game. Discovering new areas and ways to reach what were thought to be unreachable was an artform. Some players excelled at it, others didnโ€™t, making it a significant tool players used to their advantage in many ways. Covert operations and long-range engagements involved a lot of climbing. Unfortunately, after the severe altering of climbing, FoMโ€™s heart and soul took a devastating crush.

1. Lighting and Shadows

It was basically a toss-up between climbing and lighting/shadows, but this takes the number one spot just because immediately after they tweaked it, the stealth element in FoM was watered down to a shameful facet; it was such a fundamental ingredient that was under appreciated by everyone including Marko. Why was it so important? Because characters can literally disappear in shadows, giving night vision goggles/shoulder lamps a real purpose. Donโ€™t think for a second that turning up your brightness wouldโ€™ve helped you either, the shoulder lamp was by no means a toy, it actually illumunated whatever area it was shone at, just like how a flashlight would work in real life.

Sneaky players utilized shadows skillfully and effectively, blending in dark surroundings in order to evade foes, stalk prey, spy on targets, eaves drop on unsuspecting players and go unnoticed. It was amazing.

Itโ€™s too bad that Marko never realized or noticed how much he fucked the game up. Plus, there was no way you couldโ€™ve recreated this in post-MS1, even if you played with the graphics settings. Something went utterly wrong involving lighting/shadows and it was never able to be redeemed.

Honorable Mention

Spatial chat. I didnโ€™t add this to the list because it was present for the majority of post-MS1 beta and retail. However, hereโ€™s among the many reasons why it was highly regarded:

โ€œLupi Yondergirl is just one of the people I had high respect for when I started. She held these giant meetings in the BoS HQ to tell us what our goals would be. She sent two people outside to the soccer field and the train station (the only places people could hear into the BoS HQ from) to make sure no one was listening in. Then she would tell us about our new enemies and how we would be liberating their colonies.โ€ - Meat (from fomplanet forums)

Genjuro aka Sroek

Last Updated on Thursday, 31 July 2008 23:00
 
First Signs of Hope [ Face Of Mankind biweekly DevBlog ]
Wednesday, 28 November 2007 01:47

 

fom

Here it goes , two days ago the FOM developers team released the first version of their biweekly blog to track down the game changes before its new release, codenamed "Rebirth".ย 

 

You can find the download link HERE.

Last Updated on Wednesday, 20 August 2008 02:37
 
Face Of Mankind developers announce :" the game will keep going "
Saturday, 17 November 2007 01:09

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Face Of Mankind Official News (( November 13th , 2007 )) :

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ย FOM

After the shocking news we've heard about Face of mankind the past weeks , it all occured to us that it might and probably will go down or turn completely to a free2play game , but as for the FOM developers , they announced that the spent a lot on this project and they're not willing to stop it now .

Developers' team official word :

Dear FoM Community,

many of you are waiting to hear word from us about the future of Face of Mankind.
Since we have been informed about the cease of service by Ojom at the end of november, we had to do a lot of thinking and planning. The main questions were whether we would be able to continue hosting the game by ourselves and if we would be willing to take the financial risks involved.
We have spent a lot of efforts, diligence, money and even health into the project, and we are not willing to give it up that easily. So we decided to go on, with a few changes, but at least go on.

In order to be able to host the game on our own, we need to simplify everything a lot. During the last weeks we've come up with a concept for this, which I'd like to present to you roughly.
By simplification I mean the game, the server structure and the portal.


1. The Portal
The portal will be reduced to the minimum necessary to present the game to the public.
We will no longer host an official forum or irc channel. We want to give that into the hands of you, the community. As the developer we will present all necessary information through the portal or the game. Also, we are going to implement a biweekly development blog with all kinds of information that would be interesting to you, both official and internal. That is to give you an insight view of how hard it is to create and manage an MMORPG.


2. The Server Structure
The server structure has to be simplified in order to allow for an easy administration, setup and expansion of the cluster. There will be a master server to which all available world servers will connect. Clients who are registered on the master server, will receive a list of world servers they can connect to. The importance of the world server will be increased compared to before. You will find out what that means when you are able to test it for yourself.


3. The Game
The changes to the game will be rather dramatic. But rest assured, these are necessary changes for FoM to survive and hopefully grow later on.

First of, the accounts. There will be two kinds of accounts, a free one and a premium account. Free accounts have no time limitation (so they can be used forever) but limited features. With such account your character can't evolve beyond a certain point. With premium accounts all limitations are lifted. They will cost a yet to be defined monthly fee. We are also considering the option to purchase premium game time to remove the necessity of having to "subscribe".

Next, there's the game mechanics. During the last years with FoM we could gather a lot of experience and let's say "maturity". We've tested a few very revolutionary features, if we remember the first versions of the mission system. After a few more iterations, we have to admit that some things just won't work, at least not yet. Some have worked out, others rather not. We took a very honest view at all of the features in FoM and decided to do the following changes. I'm going to list them here as notes only.

- Introduction of Clans
- Factions: each faction will be turned into some sort of profession and the old professions will be removed, each faction will give the character a speciality
- Planetary Overview when logging into the game, no more travelling between worlds through vortex gates
- There are worlds for combat and worlds for socializing
- Local economy only, "what is generated on the world, stays on the world", this includes everything from mining, production, market sales and removes transporting
- Storages work like safes
- Introduction of Bio Updates: Character stats, features and options can be enhanced
- Introduction of Bases: On each world, there will be a certain number of bases that can be conquered by clans. Bases consist of a number of linked energy plants that have to be taken out for the force shield to come down. A lot of the PvP oriented gameplay will be about bases
- Turrets are linked to bases
- The mission system as we know it will be no more, instead there are going to be tasks with waypoints that can be defined by clans on a world
- Permanent death will be removed
- Re-Implementation of aliens
- Other world AI (birds, rats, civilian NPC's, server controlled vehicles etc) has to be simplified, the chat AI will be removed and NPC responses will be streamlined


4. Timeline
What we cannot do is giving you an exact timeline. What we will do is trying to keep posting regular (weekly or biweekly) development updates on the portal, so that you can get a picture of the progress yourself. Before the relaunch, we are going to set up another closed beta test to make both the client and the server as stable as possible.


5. The Future
This first relaunch will be called "Face of Mankind: Rebirth".
If things are going well and the customer base grows, additional world servers will be added step by step.
When we reach a state where we are able to generate a stable income, further development steps are planned. The next stage will be called "Face of Mankind: Evolution". We are not going to give out any details about that yet. They are still too undecided to publically announce them.


At the end, we would like to thank everyone involved in the creation of Face of Mankind again and each customer for their loyalty. We will try our best to bring the game back to life, since (and you will most likely agree on this) the concept deserves it.

The Face of Mankind Staff

The brief on this that the team decided to decrease some services introduced by them as the community site and irc channel and the developing team will afford running the servers , they'll also add a free account in order to increase population in the game ... so just we need to wait for the launch of : Face of mankind rebirth .

For further news check : www.fomportal.com

Sign a new account : http://fomportal.com/index.php?page=newaccount

Download the client : http://fomportal.com/index.php?page=dl_client

 

 

Last Updated on Wednesday, 20 August 2008 02:39
 
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