Global Agenda 2nd Feb & Pricing

Discussion in 'Upcoming Games' started by Jello, Dec 4, 2009.

  1. Jello
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    Global Agenda 2nd Feb & Pricing

    Global Agenda is coming 2nd Feb & available on steam.

    Global Agenda Pricing Details Announced

    [​IMG] October 20th, 2009 | [​IMG] Author: hirezstew

    ATLANTA, Oct. 20, 2009 - Global Agenda players will be able to experience the major features of the game after a one time purchase via digital download or box sale, with no monthly subscription required. An optional subscription package called Global Agenda: Conquest will be available for those players who wish to participate in the persistent Alliance vs. Alliance territory control game-play and access ongoing content updates.
    "Throughout our Beta process, our fans, players and reviewers have consistently told us that Global Agenda’s combat system is exceptionally fun and that they would love to play it as a multiplayer shooter" said Todd Harris, Executive Producer. "This single-purchase, non-subscription model will enable players to fully experience Global Agenda’s award-winning persistent shooter gameplay."
    "At the same time, many players are seeking a deeper experience, and want to engage in large-scale campaigns between player-created groups over limited territory and resources. These players can opt for the Conquest subscription plan which includes our persistent AvA world domination gameplay, and other features typically associated with MMOs."
    The specific features associated with each pricing option are as follows:
    Global Agenda (one time purchase - $49.99 MSRP) includes:

    • Creation of up to eight different agent characters
    • Character visual customization
    • Access to all combat weapons and devices
    • Cooperative Player vs. Environment missions against the Commonwealth NPC faction, AI-controlled enemies, and Boss Fights
    • Matchmade Player vs. Player missions with five different game types and over 20 unique maps
    • Character progression through 30 levels
    • Achievement and unlocks system for individual characters
    • Player Inventory for suits, flair, dyes, upgrades, and loot
    • Virtual Reality practice fighting area
    • Vendors and accumulation of in-game currency
    • Text chat with multiple channels
    • Built in voice chat during missions
    • Ability to join an established player-created agency
    • All play is on our single-shard, hosted server environment to ensure convenient and consistent gaming experience.
    • Ability to sign up for one free month of subscription at registration (credit card required, can be cancelled at any time)
    Global Agenda: Conquest ($12.99 per month, $11.49/mo for 3 month, $9.99/mo for 6 month) includes:

    • Access to Alliance vs. Alliance (AvA) World Domination gameplay
        • A massive scale campaign between player created agencies and alliances over scarce territory and resources on a persistent world map.
        • Attack and Defend Territories in zones that match your agency’s schedule
        • Agency and Alliance Management – Create and maintain persistent player groups and officer ranks
        • Creation and Upgrading of Facilities - Control production and output
        • Base Raids – involving up to 60 players per side; coordinated between 6 different strike teams within linked territory instances
        • Agency Achievement System, Leveling, and Recognition
    • Auction House with bidding and buyouts
    • Mail System
    • Upgrade Text and Voice chat to support multiple channels and strike teams
    • Player Crafting with blueprints
    • Additional character customization options including elite character suits, dye colors, and seasonal flair
    • Ongoing Co-Op content at max character level
    • Ongoing AvA content, multiplayer PvP content, and new social areas
    Global Agenda is currently in closed beta testing and scheduled to be development complete by the end of this year toward a Q1 2010 release.
     
  2. Hansuke

    Hansuke Descriptor Detective ;)

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    I'll probably be required to buy the basic version, because of my unwritten contract with Epic to purchase all games built using the UT3 engine. But I'm still miffed at these guys because, at first they said there would be no monthly fee, meaning the whole experience would be like Guild Wars: Buy a game at full price and play in a persistent world.
     
  3. Jello
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    Yeh, I remember them saying that originally & the one off payment doesn't give you the experience of the MMO part of the game, swines :mad:.

    I was waiting for this game but might be thinking twice now as there are other games coming out that are it's equal without paying a monthly fee.
     
  4. WhaCk
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    WhaCk Retired GC

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    I have been thinking about that Jello and I'm in the camp of theres no way I want to get roped into a monthly subscription ...but I still am interested in just the standard setup...has Co-Op and Multiplayer
    I will also like find out about the server setup as I'd be keen to get a server going if there's enough interest

    Initial search looks like there's official servers only :( will keep digging and see what i can find

    Cut and pasted below some of the info on the std and subscription pack
    also the latest system requirements


    • Create your agent - Create, customize, and develop multiple agent characters, complementing your FPS skills with accessible RPG-style progression. Unlock weaponry and cuttingedge devices including jetpacks, grenade launchers, mines, deployable turrets, stealth suits, holographic decoys,robotic droids and HUNDREDS of others.
    • Co-Op with friends online - Four players share the same online mission experience - working as a team,communicating via built-in text and voice chat, infiltrating facilities, defeating end bosses, and earning technology upgrades.
    • Compete in fast-paced, multiplayer matches - Teamwork and tactics are paramount within objective-based game types designed from the ground up to support intense and balanced player vs. player combat.
    INCLUDED WITH OPTIONAL CONQUEST SUBSCRIPTION PACKAGE
    • Conquer persistent territory - Player formed agencies compete for scarce territory, resources, and technology on a persistent world map. Create and upgrade facilities, attack and defend territories, and engage in Base Raids, production, politics and deception on your way toward world domination. Learn more about Conquest.

    Minimum System Requirements


    OS: Windows XP SP2, Windows Vista SP1 or Windows 7 (32 or 64 bit)
    Processor: 2.4+ GHZ Single Core
    RAM: 2 GB (XP), 3GB (Vista, Windows 7)
    Video Card: 256mb video ram or better with Shader Model 3.0+ (GeForce 8 series or higher/Radeon HD3000 series or higher).
    Hard Drive: 15 GB free space
    High bandwidth internet connection (DSL, Cable)

    Recommended System Requirements



    OS: Windows XP SP2, Windows Vista SP1 or Windows 7 (32 or 64 bit)
    Processor: 2.4+ GHZ Dual Core
    RAM: 3 GB (XP), 4GB (Vista, Windows 7)
    Video Card: 512mb video ram or better with Shader Model 3.0+
    Hard Drive: 15 GB free space
    High bandwidth internet connection (DSL, Cable)

    Note: Due to potential programming changes, the Minimum System Requirements for Global Agenda may change over time.
     
  5. Jello
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    That's a thought Whack. The only thing going down this path is that then you are only really getting just an FPS game. I don't quite understand how it works.
     
  6. WhaCk
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    WhaCk Retired GC

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    Well I think with Co-Op missions will be something like Borderlands

    were as Multiplayer as they say "Teamwork and tactics are paramount within objective-based game types designed from the ground up to support intense and balanced player vs. player combat."

    I think would be like say some of the different UT game types Onslaught, vehicle capture the flag etc so yes a FPS and with Co-Op the 4 can verse the machine

    well just have to wait now and see what happens with the game and server situation
     
  7. Hansuke

    Hansuke Descriptor Detective ;)

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    Here's a suggestion: Buy UT3 and forget about the non-subscription GA. You will be much happier, and I will get new opponents. ::)
     
  8. Jello
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    LOL
     
  9. WhaCk
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    WhaCk Retired GC

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    Already have it Hans ;) and if GA turns out shite then I will most likely go down that road
     
  10. WhaCk
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    Well I have Global Agenda and haven't subscribed to the monthly fee for conquest mode
    I will say initially i wasn't blown away by the game but it has grown on me a bit and I play it when I get the chance in the PvE mode atm while I get my skills up and work up my character levels there is also a PvP mode as well they are releasing a patch today or tomorrow to add some more features to all modes so well see how it goes.

    Patch Notes: Version 1.2, Slated for Deployment on Tuesday March 16, 2010

    Global Agenda Version 1.2 introduces a variety of enhancements and improvements to the game's Alliance vs Alliance (AvA) gameplay, including Theft missions, Defense Facilities, a No-Facility Mission Type, as well as a variety of map adjustments and rule modifications.
    In addition, the patch brings a 4v4 Arena Queue, in which pre-made teams of four battle each other for supremacy and reward.
    Additional information on the Version 1.2 patch, including screenshots and more descriptive information on the new features, is found on the Official 1.2 Announcement blog posting under Blog on the Global Agenda Website.
    NEW FEATURES:

    New items and features in this patch include:

    • 4v4 ARENA QUEUE: The 4v4 Arena Queue is for pre-made teams of four players, and offers two new maps built specifically for 4v4 combat.
    • THEFT MISSIONS(AvA): Agencies may now launch Theft Missions against enemy production facilities. Theft missions are launched just like capture missions, through a new option available on the bid window. Winning a theft mission grants an immediate reward to the attacking strike force, and shuts down operation of the facility for 15min (during which time the facility is also in lockdown). What you steal is dependent upon the tech level and type of the facility you ar raiding.
    • DEFENSE FACILITIES (AvA): A Defense Facility allows you to SHIELD any two adjacent territories of your choice. These shields operate just like those made available from a base - they prevent all attacks on the shielded territory unless tactical missiles are used to break through the shield (from a Missile Complex in range). Unlike base shields, however, the shields provided by Defense Facilities can be removed by attacking the defense facility directly.
    • TRADING AND ABANDONING TERRITORIES (AvA): Agencies will be able to trade or abandon territories! Both options are handled from the Agency Screen. For trading territory, you must offer the territory to a player who is currently online, and has permission to manage Agency Facilities for the Agency they are in. No more ghosting needed.
    • LOCKDOWN TIMERS INCREASED (AvA): All lockdown timers for defending a territory will be increased to 15min.
    • TERRITORY TAX CHANGE (AvA): Territory not connected to your Agency HQ will count as double towards calculating territory tax in a zone. This means crossing a river, or owning territory in an additional zone, is going to become increasingly more expensive. If you are expanding around your HQ, you will not be affected by this tax change. (Note for large Alliances: We suggest making use of the new trading territories feature also in the content patch to better group your agency holdings).
    • BIDDING CHANGE - PERSONAL CURRENCY (AvA): All bidding for attacks now comes from PERSONAL INVENTORY rather than AGENCY INVENTORY. This will allow more players to lead strike forces, and it also helps fight some of the griefing we've seen in allowing a large number of players access to Agency funds. Agency members with the correct permissions can still withdraw any Agency funds they need prior to bidding.
    • MAXIMUM PLAYER TAX CAP (AvA): The maximum tax rate an Agency can set for it's members is now capped at 50%. Agencies needing to get more funds from their players can always ask for donations (anyone can donate to the Agency bank!)
    • REQUIREMENT TO FORM A STRIKE FORCE (AvA): Agencies with fewer than eight (8) members can no longer form strike forces.
    • MAP ADJUSTMENTS: Bases now only shield the six hexes immediately around them. We recognize this change will affect a number of groups, but felt it was necessary with the implementation of Defense Facilities. Bases still offer better defense - as they require missiles to break - and we'll be adding on to what bases provide in the near future. We've also made some ADDITIONS to resource bonus areas. No resources have been removed.
    • NEW NO-FACILITY: Battles in a territory where the facility is destroyed now play in a new map, with a new mission type.
    • CITY CHAT CHANNEL: Version 1.2 introduces a City Chat channel, which spans all public instances (Dome City and VR Arena). This is useful for looking-for-group communications. By default, the City Channel appears only under your "ALL" tab, but remember that you can configure your tabs using SETTINGS | CHAT.
    CONQUEST ZONE CHANGES

    Each conquest zone is now open for 2 hours instead of 2.5 hours. Production will tick every 8 minutes instead of every 10. Zone start times have been adjusted for Daylight Savings Time (additional Daylight Savings Time adjustments will be made as Europe and Australia switch to DST later in the Spring). See article at: http://hi-rez.custhelp.com/app/answers/detail/a_id/168
    BUG FIXES, DEVICE MODS AND MINOR ENHANCEMENTS:

    Bug fixes, device modifications and clean-ups in this patch include:

    • General: Added generic icons for Helmet and Armor Suits.
    • General: Fixed issues with the alliance invite timeout and sending notice to new agency after accepting invite.
    • General: Fixed queuing issue where users could get stuck in queue if a map doesn't launch correctly.
    • General: Fixed issue with push objectives colliding with player cameras sometimes.
    • General: Fixed issue with character customization slider when using "Back" button.
    • General: New UI sound for Level Up.
    • General: Fixed animation issue with player mesh not culling when camera enters it from ceiling.
    • General: Fixed issue where player mesh does not cull when the camera enters the pawn's collision from the ceiling.
    • General: Optimizations to memory use. May resolve some client-side crashes.
    • Device: Medic Regeneration now properly influenced by Heal Duration skills.
    • Device: Pain gun modified to provide buff points of 2, on top of normal damage effect. User will accumulate buff points on scoreboard from use.
    • Device: Fixed the Recon Stim Duration skill to increase the duration of the damage buff portion of the Visual Scanner.
    • AvA: Added ability to give a hex to an agency.
    • AvA: Fixed issue with transfer hex accept/decline box not going away when invite times out.
    • AvA: Transferring of territory to another agency now clears any production queue first.
    • AvA: Added credit reward for AvA (100 credits for every minute of a match, up to a max of 10 minutes -- so 1,000 credits max per mission).
    • AvA: Players can now bid with personal funds rather than agency funds.
    • General: Deployables and turrets now remember their health percentage correctly if they are picked up while deploying.
    • AvA: Fixed display issue with building a defense facility on a resource hex.
    • AvA: Fixed issue with steal missions going into overtime and requiring defenders to push objective all the way back to beginning.
    • AvA: Minor cleanups on cargo screen.
    • Crafting: Added paging buttons to crafting screen.
    • AvA: Fixed UI issue with facility production queue display not being readable.
    • AvA: Fixed issue where AvA turrets would color incorrectly if they just became relevant.
    • AvA: Transfering of territory to another agency now clears any production queue first. Resolves issue with incorrectly transferred items.
    • AvA: Fixed issue with deletion of strikeforce inventory stacks.
    • PvE: Fixed issue with Minion Ballista appearing to fire from face.
    • PvE: Improvements to strafing on Minion Ballista.
    • PVE: Improved animations on Boss Switchblade.
    • PvE: Boss Viking, Boss Vanguard and Support Guardian no longer shoot behind themselves.
    • PvE: Boss Shrike machine gun doesn't fire out of both sides.
    • PvE: Added AOE Stomp support to Uberwalker tree.
    • PVE: Improvements to Support widow tractor beam and other animations.
    • PvE: Fixed animation mesh issues with Boss Vanguard.
    • PvE: Improved death animation on bosses.
    • PvE: Added muzzle flashes to Boss Reaper.
    • PvE: Fixed animation mesh issues with Boss Switchblade.
    • PvE: Improved fire animations on support utility drone.
    • PvE: Added new lance style effect for the melee punch animation on the Boss Vanguard.
    • PvE: Fixed issue with Boss Viking spinning while deploying.
    • PvE: Fixed issue in which mesh on Support Utility Drone would go into ground slightly when idling.
    • Voice: Cleanup on Voice Settings menu.
    • Auction House: Clicking buyout properly pops up confirm box and locks out clicking in grid.
    • Auction House: Fixed issue with Combo Box on Auction house.
    • Mail: Fixed issue with mailing multiple quantities of same item.
    • Mail: Fixed issue where replies were sometimes not recognizing player names.
     

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