Friday, December 26, 2014

Taikodom (Part One)

Well...to be honest, back when I was still covering on Defiance, I had already heard about ArcheAge and was itching to do a feature on it next.

However, as I deemed that it would be "too much" to do two games by Trion Worlds back to back (and having just done RIFT a couple of months earlier too), my original intention was to push it back just a little and wait until I was finished with F.E.A.R. Online.

At least that was my plan initially...

But as Fate would have it otherwise, a sudden tiny glitch in the Glyph launcher popped up (most probably due to the introduction of ArcheAge's game client into the launcher I suspect) and I had extreme difficulty in trying to download the game client.

It just simply refused to resume...and downloading the entire 8+ gigs, in one session, was out of the question for me.

So without a choice, I had to settle for a last minute interim...a filler...to make up for some time whilst I find another way to get my hands on the ArcheAge's game client. (After much trouble, I did eventually get the client via a torrent provided by another fellow gamer, but that's another story for another time.)

Anyway, as I was saying, I needed some interim filler...something small in size that I could download immediately and start on "information collection" asap.
Taikodom
That's when Taikodom, a game I had used to play before (in 2009), came up. And as a result, that will be what I'm gonna feature...for now.

The Download
Taikodom - Game Download
Now if you just follow the link given above to download the game's client, everything should be pretty simple to manage (and its only about 1.5 gigs in filesize).

However, as you would have noticed by now, the sad thing is that the game no longer has an English version.

As such, if you have a desire to continue forth with the game, you WILL have to resort to using the Google Translate eventually (which is what I did).
I did had a go at downloading an alternate version, by another publisher GamersFirst, which is supposed to be in English. But sadly, it doesn't seem to be in service any longer and I was pretty much just stuck at the login.

Character Creation
Since the entire gameplay revolves totally about flying around in your ship, the character creation section is very much simplified and there's hardly anything customizable to talk about.
Taikodom - Character Creation Faction
There's a faction selection part whereby you would have to choose between being either a "Consortium" or a "Renegade".

This, however, is mostly just for PVPing purposes. There is not much storyline involved and there's hardly a difference between choosing one or the other, except for your starting locations.
Taikodom - Character Creation Ship Selection
Next comes your ship selection section.

In this part, there's three kinds of ships for you to choose, Assault (Assalto), Vanguard (Vanguarda) and Suppressor (Supressor). The Assault's your typical "damage dealer", the Vanguard's your "tank" while the Suppressor plays the role of "support".

Apart from being a deciding factor of your role in a battle, it also affects the kinds of "sub-routines" (kindda like "skill trees" in typical fantasy MMOs) that you will get as well as locks in and restricts the type of ship that you'll be able to pilot when within the game.
Taikodom - Character Creation Name And Gender
The last section of character creation just deals with the entering of your character's name and its gender, female (feminino) or male (masculino).


Next: Taikodom (Part Two)

Friday, December 19, 2014

FEAR Online (Part Three)

Gameplay (Continued)
The rest of the gameplay is just your run-of-the-mill FPS concepts (like Ghost Recon Online for instance).
FEAR Online - Store WeaponsFEAR Online - Store Gear
There's your familiar "grind/progression" routine of upgrading your avatar's damage capabilities or gaining of additional benefits/bonuses via the purchasing of a variety of weapons and gears at the in-game "Store".
Naturally, of course, these require you to level up your rank (before you can buy and use them) as well as needs in-game cash that you've earned from completing both PVE and/or PVP matches.
FEAR Online - Store Characters
And there's your offering to play as different persons...through the buying of different character looks.
FEAR Online - Psionic AbilitiesFEAR Online - Buying Psionic Ability
But the primary importance of acquiring these different characters isn't so much as for their looks (okay, okay...maybe it is...maybe...), but rather the amount of psionic ability slots that they possess.
Some of them have only one slot, while others can have up to three of these "open".
To these, you can equip various sorts of psionic abilities that you've purchased...thereby allowing your character to gain those benefits whilst your playing as them within the games.

But do note which particular game modes that your bringing these abilities into. They might not be enabled or active in all of the game modes. You will have to read the ability's description to find out.
FEAR Online - Crafting Grenade BowFEAR Online - Crafting N3
Other than that...there isn't much left to the game except for a "rudimentary" crafting feature whereby the players grind through and complete PVP/PVE missions for the chance to loot precious, rare ingredients which are needed for when they craft certain special weapons.

And from what I can tell, it should be safe to assume that the smaller the quantity of that "ingredient" which is needed to make that weapon, the "harder" it is to obtain it (through regular free-to-play means).
If I'm not wrong, there should likely be an easier method of obtaining these "ingredients" as well...most probably via the usage of the in-game "item mall" and "Aeria Points".
Anyway, all in all, if your playing it as just another FPS online game that you can while away your free time at, then by all means...do give FEAR Online a try. However, if your out chasing for the same kind of suspense and psychological thrill that you've had in the F.E.A.R. series of games, then your looking at the wrong online game, my friend.



Previous: FEAR Online (Part Two)

Friday, December 12, 2014

FEAR Online (Part Two)

Gameplay
FEAR Online - Game Lobby
The above shows the FEAR Online game lobby. On the left side are your usual FPS game modes while on the right...we have your Co-Op scenarios.
FEAR Online - Death MatchFEAR Online - Blood Lust
And since we're talking about FPS game modes here, I doubt it will require much explanation actually.

There's your typical two teams, X-a-side (X can be any number like 4, 6 or 8), the team to reach the designated number of kills first wins kind (death match)...there's your bomb defusals (demolition) and there's your knife-only matches (knife fight).

The only more peculiar one would be "Blood Lust", in which the players are allowed to transform into a hideous monster for a limited time duration (but ultimately still follows the regular death match rules).

During this transformation, although the player will have overwhelming damage capabilities and HP, its attacks will be reduced to a very short range (almost melee distance).
FEAR Online - Co-Op Tunnel
As for the co-ops, these are just PVE missions where you can play with up to 3 others to fight NPC mobs, clear the given objectives and make your way to the end of the scenario.

However, you must take note that these missions aren't really short and will take some time to finish (depending on the co-op). Furthermore, since you WILL need to complete them in one sitting, do make sure you have ample time on your hands or you will be forced to quit suddenly in the midst of one.
FEAR Online - Co-Op Check Point
And as far as I know, for any one co-op, the entire mission can be roughly broken down into multiple "sections"...each with its own checkpoints.
FEAR Online - Co-Op Player DeadFEAR Online - Co-Op Check Point 01
In between each "section", the players only have "one" life. Dying whilst in this section, will leave the player "hanging" in "Spectator Mode" for the rest of the section.

However, if even any one of your teammates makes it to the check point (for that section), all of those whom have died previously will immediately revive and continue on with the co-op. So don't quit even if your dead.
FEAR Online - Co-Op Player Revive
Alternatively, if you could make it to the "downed" player just in time (before he's truly dead), you can still revive the player there and then (instead of having to wait until the check point).
From what I can tell, there's no limit to the number of times that you can revive a person in this way. However, I have found it to be pretty difficult when trying to get a clear access to revive the person...especially when there's a crowd of monsters surrounding him (or you for that matter). So do take note of that.
But in such cases, the rescuer will have to do an on-the-spot decision I guess...whether its safe to try and save the player OR will it be more feasible to head for the check point (prioritize survival).
This...is a tough thing to make a call for. Sometimes, you would just have to take the risk and revive the person (instead of running away) so that you will have enough firepower to reach the end.
FEAR Online - Co-Op Reward
If you and/or your team manages to survive till the end (complete the scenario), you will each get a chance to choose an "item box" (that contains some random reward), some EXP as well as GP (in-game currency).

But there's a couple of things to note...

Though fun (at least initially), these co-ops are pretty much "fixed" and "linear". They do not offer much replay value when you've completed them once. You will mostly be grinding them just for the chance to loot some rare item rewards...which might be useful in the "crafting" of your own weapons.

However, for those hardcore "junkies" out there (looking for a challenge), these co-ops do come in varying difficulty levels.
FEAR Online - Difficulty Rotation
Each day or two, the difficulty level of the co-ops will rotate and change between 1-star to 3-stars. At 1-star level, the NPC mobs that you encounter are pretty mild and tame. But at 3-stars though, they WILL become your worst nightmare...practically at "hacking/cheating" level. But naturally, of course, the corresponding rewards that you might get will be better too.
FEAR Online - Operation PlansFEAR Online - Buying Operation Plans
Other than that, you will just need to remember that "Operation Plans" are required in order to enter and participate in these co-ops.

Upon the successful completion of a co-op, one of these operation plans will be consumed. If the co-op's a failure, none of them will be used though.
"Operation Plans" will automatically recharge itself once every 8 hours...and up to a maximum of 3 plans can be stored at any one time.

For extra plans, apart from waiting every 8 hours, you will have to resort to buying them from the "item mall" using "Aeria Points" (obtainable only by paying real life cash).


Previous: FEAR Online (Part One)Next: FEAR Online (Part Three)

Friday, December 5, 2014

FEAR Online (Part One)

FEAR Online
I believe it was right about a year ago in 2013, that I discovered this next game that I'm gonna be talking about called "F.E.A.R. Online". And because this game was related to the F.E.A.R. series of video games, which was so successful, I was pretty much hyped and excited to look into what this online version would offer.

However, because it was still closed to the general public back then, I had to put it on the back burner instead...but had been checking back to see when it would start its open beta (which it did in October 2014).

Anyway, it wasn't until I was in the midst of covering Defiance still, that I found out about the open beta and so proceeded to downloading (and trying out) the game.

But long story short, it wasn't quite as exciting as I had hoped it would be.

In my mind, or what my imagination made it out to be, I had hoped that it would stick back and follow the original genre it had. One of paranormal, psychological and horror kind of feel...much like Silent Hill or the like...one that would keep your adrenaline pumped up. Well...at least for the multiplayer Co-Op parts (which should presumably follow the storyline).
Certainly, I shouldn't be the only one to think and feel that it would be nice if we could be scared by the game together with another couple of friends right?
But as far as that "thought" was concerned, only a sliver of it was found in the tutorial section of the game. The look and feel that I had expected was found there and it had my adrenaline going for a tad bit whilst I was in there...never quite knowing what to expect.
FEAR Online - Tutorial Scene
Especially this part where you had to pass through the hospital's morgue. You just know that something's BOUND to happen in there and yet you must go through it in order to pass to the next area.

And just when you thought that only a couple of those chambers would open to scare you...WHAM!...all of them did instead. (Though that was pretty much just about it. Nothing ever did came out. Hahahaha.)

However, sad to say, the rest of the game was just your usual online FPS gimmick. Stuff that you could find in just about any other games of the same kind, Death Match, Demolition, Knife Fights, etc...

Anyway, let's take a closer look at the game, shall we?

The Download
FEAR Online - Client DownloadFEAR Online - Patch Download
The downloading of the game client is unexpectedly smooth I should say. All you need is to install "Aeria Ignite" (the publisher's "download manager") and it will help u to manage everything else.

With it, you can temporarily pause your downloads to regain your bandwidth whilst loading articles and surfing the web. Or you can close it, shutdown your PC and resume it at a more appropriate time. Its simply "beautiful" for us users with slow internet connections.

But a couple of minor hiccups that I should mention is that...although the game client is resume-able, the patching isn't. For the patching part, you WILL have to finish it through one sitting or risk having to start all over again, I'm afraid.

What's more, each time you start up the client loader to try and play the game (despite having finished updating), you will still have to wait for a couple of minutes in order for it (the client loader) to do some forced "file checking" procedure (probably some uncaught bug in the program I reckon).

Its only after this checking is done, will you be able to enter the game and start playing.
As of this post still, the FEAR Online game folder is currently sitting in my HDD at about 7.40 GB in filesize.


Next: FEAR Online (Part Two)

Saturday, November 29, 2014

Defiance (Part Four)

Weapons
Of all the things in Defiance, I've found that the weapons are the most interesting aspect of this game.
Defiance - Weapons Galore 001Defiance - Weapons Galore 002
From rocket launchers to detonators, machine guns to sniper rifles, pistols, shotguns and even bio-magnetic guns to boot, there's simply so many of them out there that you'll literally be spoilt for choice. However, that's not all though...

Even between the same type of weapons, there can be quite a significant difference in how they work. Like for instance, some rocket launchers are guided while some require manual aim. Some detonators fire sticky rounds and some fire bouncy ones. There's rapid-fire shotguns and then there's the ones that need reloading after every shot. There's burst-fire assault rifles and there's also full auto ones.
With that many kinds around, it is definitely a MUST for you to try all of them out and find the ones that you work best with. But I've digressed and so lets get back to the point, shall we?
Defiance - Weapon Info
The above shows two random weapons that I own. And out of all the stuff that can be found on the weapon's info, the most important ones to takeaway are as follows.
  • Encryption
    As far as I know, this tells you whether the weapon (or item) is encrypted or not. If it is, the weapon can no longer be upgraded in "rarity" (refer Salvage Matrix section on how to upgrade). However, an encrypted weapon will typically have a tiny bonus to their stats compared to one that is unencrypted (with all other things being equal).
    There are five ranks of rarity for any weapon or item found in Defiance. White represents the most common, Green represents uncommon, cyan equates to rare, purple means epic while orange depicts legendary. And just like in typical MMOs, the better the rarity, the better their corresponding stats...but the harder it is to find them too though.
  • Nano Effect
    Nano Effect modifies the type of damage that a weapon deals. Its like the elemental damages in typical MMO games. And just like in those games, it has its advantages and disadvantages (when used in certain scenarios) as well as its associated procs.
    NameEffectProc
    Defiance - Nano Effect Biological
    Biological
    Deals additional damage to armor plates.Places a black goo on the target, reducing its movement speed, jump capability as well as ability to deal damage.
    Defiance - Nano Effect Electrical
    Electrical
    Deals extreme damage to shields but little to health.Stuns the target for a brief moment, along with any other enemies nearby.
    Defiance - Nano Effect Incendiary
    Incendiary
    Deals extreme damage to health but little to shields.Lights the target on fire, causing additional damage over time.
    Defiance - Nano Effect Radiation
    Radiation
    Damage bypasses a portion of the target's armor.Covers the target in an effervescent and debilitating kinetic gel, causing it to take more damage (than usual) from attacks.
    Defiance - Nano Effect Syphon
    Syphon
    Part of the damage dealt is returned as healing.Tags the target with a purple swirl, causing life and shield energy to transfer from the target to the shooter.
  • Mod Slots
    Needless to say, mod slots are slots in which you may insert various sorts of mods into...to improve the stats of a weapon.

    There are four of these mod slots, Stock, Barrel, Magazine and Sight. And as you can see (from the Weapon Info pic), a weapon can randomly have none or up to four of these slots all unlocked.
    Defiance - Pistol Mod VendorDefiance - Automatic Mod Vendor
    The mods themselves can easily be acquired from their respective mod vendors like as shown (but will typically be of lower rarity), can be looted off monsters or gained as rewards from quests. However, what you must know is that there are certain "installation requirements" to obey.

    A pistol mod may only be installed on a pistol, rocket launcher mods on a rocket launcher, shotgun mods on a shotgun, sniper rifle mods on a manual/semi-automatic sniper rifle and automatic rifle mods on an assault rifle/submachine gun/light machine gun.
    I don't think its necessary to also mention that you can only install a stock, barrel, magazine and sight mod into their respective mod slots and nowhere else, right? Right?
    Defiance - Scope CommandoDefiance - Scope Tactical
    While most of the mods only affect the stats and nothing else, you must especially take note of the sight mods though. These have different magnifications to them (depending on the mod's name) and they also tend to alter/change the look when you use the weapon to zoom in.

    In my opinion, you should match the sight mod according to the optimal range of your weapon instead of just randomly attaching any. Its pretty pointless to use a high magnification sight on a close-ranged weapon, don't you think so? Its damage will simply fall off too quickly to be of much use anyway.
  • Synergy
    Synergy is something that's very closely related to the mods that you insert into a weapon's mod slots. If a weapon has a certain type of synergy on it and you attach mods with the same kind of synergy into the weapon, you will be able to unlock the bonuses associated with that synergy (as shown on the weapon itself).
    The number in brackets beside the bonuses reflects the amount of mods (of that synergy) that you will need to install into the weapon in order to unlock the bonus.
    However, if the weapon does not have any synergy at all, then installing any kind of mods with a synergy into it is useless and actually wasted.
  • Mastery
    The purpose of this "Mastery" thingy is two-fold as far as I can tell.
    Defiance - Weapon Skills
    Firstly, it has got something to do with your "ability" to use any type of weapons...otherwise known as your weapon skills or weapon proficiencies.

    As you use a particular type of weapon to kill monsters, your skills in that weapon type will gradually increase and rank up. And with this increase in rank, you will gain all kinds of weapon skill bonuses whenever you use that particular type of weapon to kill stuff.

    However, the increase in your weapon skills is limited by this "Mastery" on a weapon. The gradual increase will only happen if you use weapons which you have not yet mastered. Once mastered, your weapon skills will cease to increase (if you continue to use this mastered weapon).

    That is why you will need to change your weapons ever so often in order to facilitate the ranking up of your weapon skills. At least until you've hit the maximum of level 20 and have unlocked all the weapon skill bonuses (for that weapon type).

    Secondly, once you've maxed this mastery on a weapon, the weapon will also gain a random mastery bonus. But unlike the weapon skill bonuses, which are applicable to all weapons of the same type, this mastery bonus applies only when your using the mastered weapon itself.
  • Weapon Bonus
    These are random modifiers that affect the stats of a weapon and makes them fundamentally unique from one another. The number of these modifiers that a weapon may have is dependent upon the rarity of the weapon.
    A "Rare" weapon can have up to three of these (one white, one green and one cyan), an "Epic" may have up to four (one white, one green, one cyan and one purple) while a "Legendary" would have up to five of them (one white, one green, one cyan, one purple and one orange).
  • Weapon Stats
    These roughly tells you how well the weapon can perform. However, from what I've noticed, they aren't exactly that helpful to be honest and may sometimes misguide you in certain situations.
    Defiance - Weapon Stats
    For instance, take the two submachine guns above. The VOT Pulser shows a lower rate of fire than compared to the FRC Sub-Carbine and so one would think that the sub-carbine pumps out more rounds per second. However, if you really do take these two out for a spin, you would actually find that the pulser ends up firing at a faster rate instead...because the sub-carbine fires in burst mode instead of full auto.
    Defiance - Weapon Stats 01
    Now how about these two shotguns? Although they seem to have about the same reload speed, the FRC Berzerker Shotgun "appears" to reload faster and in one shot while the Blackened Hellfire Fragger requires a couple of "hand actions" to finish its reload.
    But the advantage is that the Fragger can interrupt its reload to continue firing while the Berzerker has to finish its reload action in order to resume fire.

Salvage Matrix
The following shows the "Salvage Matrix".
Defiance - Salvage Matrix
This is the place to go when you wish to tweak the equipment that you have. (Well...its usually just for your weapons and shields actually.)

For the most of this section, all you need to know about its uses are as follows.
  • Breakdown to Resources
    This option allows you to break down anything that is in your inventory into "Ark Salvage", a kind of resource that is needed when you mod things.
    But since there's already an abundance of it (Ark Salvage) when you hunt and loot monsters, this option is sort of redundant except for when your desperately in need of inventory slots and your too far away from an NPC Vendor.
  • Attach/Remove/Retrieve Mods
    These three options allow you to attach mods onto or remove and retrieve mods from a weapon.
    When attaching mods onto a weapon, what your doing is to insert the mod into the weapon (well, duh). However, if there is any existing mods in that slot, it will be overwritten.

    When removing mods from a weapon, what your doing is to clear the mod slots on a weapon. To this effect, all of the mods will be destroyed...although the weapon itself will be preserved.

    When retrieving mods from a weapon, what your doing is to take out the mods on the weapon. To this effect, all of the mods will be saved...but the weapon will be destroyed.
  • Add Mod Slots
    This option will usually appear for a weapon when it does not have the full number of mod slots (Stock, Barrel, Magazine, Sight). Each time you use the option, it will randomly add one more mod slot to the weapon until you've unlocked all four of them.
  • Upgrade Rating
    This option is used to keep the EGO Rating of your weapons and shields up-to-date with your character's. Each time you use this option, it will increase the EGO Rating of the item by 100.
    But because it uses a harder to obtain resource called "Arkforge", I would typically advise that you be selective in what you choose to upgrade.

    These "Arkforges" can be earned only if you perform very well (get high scores) in Arkfalls and Incursions.
  • Change Weapon Mastery Bonus
    This option allows you to reset the weapon mastery bonus that was given to a weapon that you've mastered...in order to re-roll for a new one.
    However, in doing so, I believe that you will need to level that weapon all over again though.
  • Upgrade Rarity
    This option is used to upgrade the rarity of your items by one rarity rank (eg. a rare item will become an epic). However, each item may only perform this upgrade once...upon which it will be encrypted and barred from future rarity upgrades.
    As it is a very costly feature to use (requires quite a hefty amount of arkforges), I would recommend using this on only the best items that you have (those that you can't live without).



Previous: Defiance (Part Three)

Friday, November 21, 2014

Defiance (Part Three)

Equipment Loadout
Below shows your character's equipment loadout interface. You can access this interface by pressing "L" on your keyboard.
Defiance - Equipment Loadout
This is the place you would go to in order to set what sort of weapons, shields, grenades, spikes, stims, EGO power and perks that you wish to bring with you to a battle.

Each loadout (1, 2, ...) acts like a "slot" and allows you to customize yourself with different equips...that are meant for you to handle the different kinds of situations that you may find yourself in.
Sadly though, if your "Free-To-Play", you will only have two of these loadout slots. But with the limited amount of items that you can carry (unless you purchase more of them), two slots is more than enough in my opinion. (You still need space to loot stuff, mind you...)
You could have loadouts that are optimized according to what you fight. For instance, Hellbugs only have HP and armor while Volge have shields, HP and armor. Hence, weapons that are suitable for killing hellbugs quickly might have a tougher time against Volges...with their shields put into the equation.

Or perhaps you could have loadouts which are made for the situations that you put yourself into. Like for example, setups that are good for PVE may not perform all that well when put into PVP situations. And because of this, it can be pretty tiring to have to manually switch things out to prep yourself for one or the other.
Defiance - Changing Loadout
Just note that this switching of equipment loadouts does have a minor penalty though. One will need to manually access this interface and click on the slot numbers to activate the switching. There is no "quick button" or "hotkey" for this.

Furthermore, during this switching of loadouts, your character will be immobilized for the entire duration until the completion of the switch (takes about one or two seconds, I believe).

Grenades, Spikes And Stims
Defiance - GrenadesDefiance - Spikes And Stims
Grenades, Spikes and Stims are support items to aid you in your battles. You should find a plethora of these if you just visit any of the supplies vendor.

However, do note that those that you will get there are of common or uncommon rarity only. Their stats and effects would typically be sub par as well.
The better rarity ones are mostly found as limited time offers (if sold in the vendors) or looted off monsters that you kill.
Defiance - Hatchling GrenadeDefiance - Spikes
There are different types of grenades, spikes and stims. Each of them are unique in their own way and offers vastly different effects.

You should take your time to find something which suits you (or your usual circumstances) best...as the situations in which those effects would be useful are different as well (depending on your style of play).

But generally speaking, grenades are useful for crowd controls, spikes are your stationary AOE "buffs" and stims only work on your own self.
To use them, all you need is to press the appropriate hotkeys. "G" allows you to throw a grenade, "2" uses one of your spikes and "3" is your stims.
Defiance - Grenade Charge
However, do note that these grenades, spikes and stims work on a "charge" system. Each time you use one, you will consume one of its "charges". You can only replenish these charges by looting their corresponding "charge" from monsters killed.
If you do not have any type of grenades, spikes or stims equipped, looting these won't replenish any of your charges at all.


Vehicle
Apart from "Fast Travel Points", vehicles are your primary mode of transport within Defiance. And as far as I know, there are only a couple of types of these vehicles...each with their own stat differences. The rest of them are merely color variances and would mostly hold the same kind of stats so long as they are of the same type.
Defiance - Vehicle VendorDefiance - Item Mall Vehicles
There are a few sources to acquire these vehicles from. Some of them can be bought with scrips (the in-game currency), some with "faction reputation" (earned via completing tasks for the faction) while others are bought from the in-game item mall (cash shop) using bits.

As you do not lose these vehicles even if you had them destroyed, they are (in my opinion) mostly of cosmetic purposes. Just buy what you can afford or is attracted to. The stats are of not much importance...unless your arsed about being the first to get somewhere (like arkfall or incursion spots).

Abilities And Perks
The following shows you your character's "EGO Grid". (Or at least a part of it.)
Defiance - EGO Grid
The huge square in the middle is an "Ability" or "EGO Power" (one of the four available) whilst the smaller squares are "EGO Perks".

Basically, the idea is for you to fight, kill monsters or enjoy whatever other game features that are available...to try and earn XP points for your character. The XP points earned will then be used to fill up the "EGO Units" bar. And whenever you've manged to do so, you will gain one "EGO Skill Point".

You can then use these skill points to unlock new abilities and perks or improve existing ones. However, the rule that you will have to conform to is that you may only unlock abilities and perks that are adjacent to your existing (unlocked) ones.
Defiance - DLC Perk
And as far as I know, there should be enough points available for you to unlock and max everything. But do note that certain perks might be DLC only. You will need to purchase the appropriate DLC packs to acquire the right to learn them.
Your character will always start with one of the four EGO powers (of your choice). You will have to work your way (from there) to unlock the others.
Defiance - Ability Perk Slots
To further explain, an "EGO Power" is something which you equip into the "Ability" slot in your equipment loadout to allow your character to perform or use the specified power (press "1" on your keyboard to use).
  • Decoy - An EGO Power that sends out a mirror image of you. Press the Power button again to swap places with the decoy.
  • Cloak - An EGO Power that makes you invisible to enemies for 15 seconds. Cloaking activates immediate shield regeneration.
  • Overcharge - An EGO Power that increases weapon damage for 10 seconds. When activated, it instantly reloads your current weapon.
  • Blur - An EGO Power that boosts your movement speed by 50%. While active, your melee attacks deal full damage against shields.
As there is only one of these slots, your character can naturally only choose to use one of it at any point in time.

"EGO Perks" on the other hand are typically stuff that you equip into the "Perk" slots (also in your equipment loadout) to give your character some kind of added bonuses. These bonuses may include boosts to your character's defense, faster reloading speeds, increased duration to your EGO Powers and other whatnots.

However, these bonuses can be always active or they may be situational (requires certain conditions to trigger).
  • Deadly Cascade - You deal bonus damage for every additional enemy caught in an explosion.
  • Fortitude - Increase your health.
  • Pumped Up - Fully reloading a weapon recharges your EGO power.
  • Overload - While Overcharge is active, you reload faster.
  • ...
As there are only nine of these slots, you should ought to take your pick carefully and make sure that the perks compliments each other, with your chosen EGO power and style of play.
Perk slots are unlocked by getting your character's EGO ratings to the corresponding levels indicated. And as far as I know, your EGO ratings is dependent on how much of the game's content you've experienced. The more variety of content that you've played and enjoyed, the higher your EGO ratings.

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