View Full Version : Classes? FUCK NO
p0intman
2011-07-07, 11:14 PM
Source: live stream, they're implementing 'classes' ala bf2 and such with planetside 2.
FUCK NO, TERRIBLE IDEA. Let me customise MY character regardless of what I pick.
SKYeXile
2011-07-07, 11:16 PM
yea, thats one off the good things about the current planetside you build your own character. i think if they wawnt a high amount of customisation like they say, classes isnot the way to go.
sure when you have to many cert points like the current PS, its OP, but with 23, its fine.
Raymac
2011-07-07, 11:17 PM
Lets hear how it will be implemented. It sounds like they want to emphasize customization, so it may just be a launching point for your loadout.
dpranker
2011-07-07, 11:18 PM
personally I don't see the issue, people already have their "class" loadouts, I always had my pilot loadout, HA/REXO loadout, MAX Loadout, etc, so if they make it easy to switch I don't think you will even see much of a difference
not to mention it could open up a lot of interesting progression paths to do (more leveling up of seperate classes = people playing for longer)
Sirisian
2011-07-07, 11:19 PM
wow that skill thing and classes honestly scared me. What the hell are they thinking? Are they going to go micro-transaction on this and try to charge us to get skill points early? What is this? We're supposed to be all on a level playing field in the game. Not a "subscribe for 2 years and you'll do 10x more damage with an upgrade".
Baneblade
2011-07-07, 11:19 PM
Considering there are only four 'classes' in PlanetSide Uno... agile dropper, Rexotank, infil, and newbie... I doubt this will be a bad thing really.
etheral
2011-07-07, 11:19 PM
From the way they talked about, it seems that raymac is right. Also, Im sure they did mention that you can change classes on the fly (please correct me if im wrong)
Surge72
2011-07-07, 11:19 PM
There were classes in Planetside anyway. What were 'Agile', 'Rexo', 'Max' and 'Infiltrator' if not classes?
They said you can switch from class to class at will. But each one will have it's own progression tree. So you might be a lvl 18 max and a level 2 medic and from the way they worded it it seemed like you could switch when you respawn.
SKYeXile
2011-07-07, 11:21 PM
they talked about having medic and enginner classes, thats not really like the planetside armours.
Sirisian
2011-07-07, 11:22 PM
Good point it can't be that bad. I mean you'll just need to get your learning skills up and you can unlock heavy assault in 3 months after you unlock the suppressor after 1 month. :P
wolfkrone
2011-07-07, 11:23 PM
I hate shooters with classes...
Dorest0rm
2011-07-07, 11:24 PM
Hamma, ask classes questions.
LOTS OF THEM
Surge72
2011-07-07, 11:24 PM
they talked about having medic and enginner classes, thats not really like the planetside armours.
Suppose not, but I wouldn't freak out about what they have said. They made it clear that it won't be classes in the same sense as MMORPG classes. Perhaps the idea of classes ala Battlefield isn't too bad, and they also made it clear that there will be a lot of customisation, so I'm sure we'll still be choosing our own load out.
MgFalcon
2011-07-07, 11:25 PM
I can see this as a familiarization for players who have never played the first. The ones who also have been stuck playing shit like Battle Field and such, bringing in more players from other games
I don't want classes. Fuck waiting for a med or engi to heal you.
crunchBWZ
2011-07-07, 11:29 PM
He did use the word "certifications" a couple times when talking about the 'classes'. I think he was generalizing the term for the masses. I think they fully understand that the certification system was successful for PS. It might mean that you might have the MA certfication, but you've used it enough that you are (for example) level 5, thus you can use the red dot scope (or something futuristic-like) or other things that bump ease of use but not necessarily power of the weapon (or they start you out with modifications that are just as powerful as the higher level modifications, but not as specific).
Tigersmith
2011-07-07, 11:30 PM
Soo Suprised right now. was excited now It seems like the dream :( is failing
come on SOE :cry:
Naeadil
2011-07-07, 11:30 PM
Planetside 1 cert system + Planetside 2 graphics/engine = best game ever
hope they get this right before planetside3
p0intman
2011-07-07, 11:31 PM
Soo Suprised right now. was excited now It seems like the dream :( is failing
come on SOE :cry:
you must have a giant fanclub with the people trash talking you on the live stream chat. my god.
Raymac
2011-07-07, 11:33 PM
Do you really think they are going to make Planetside 2 into a "Looking for healer" orgy? Let's give them a little credit.
Plus how many of us stary from our 10 favorite loadouts very often? I almost never do.
I am afraid of the class system with the limits it will put on characters. I don't want to see higher level assaults only having access to those weapons while raping everything else in site. In PS a BR1 could cert anything in the game. It better be the same for this game as well.
wolfkrone
2011-07-07, 11:34 PM
I don't want classes. Fuck waiting for a med or engi to heal you.
That would be a dealbreaker.
Surge72
2011-07-07, 11:40 PM
In PS a BR1 could cert anything in the game. It better be the same for this game as well.
I'm pretty sure at BR1, a player didn't have enough cert. points to get anything, considering certs. with prerequisites.
I'm pretty sure at BR1, a player didn't have enough cert. points to get anything, considering certs. with prerequisites.
They have access to any weapon with that first 7 cert points. You could still have access to HA for instance even wanting support you could go ADV Med or Hack.
Doctor Digit
2011-07-07, 11:47 PM
Honestly, as stated earlier we JUST got information on this, and very brief info at that. Let's see where they take this class system before getting all riled up. I for one am still extremely excited and looking forward to see where this will go.
Raymac
2011-07-07, 11:47 PM
They have access to any weapon with that first 7 cert points. You could still have access to HA for instance even wanting support you could go ADV Med or Hack.
Chill, there's nothing wrong with unlocking stuff as you advance. It's pretty common in games.
Chill, there's nothing wrong with unlocking stuff as you advance. It's pretty common in games.
I just don't want a system like BF. You having to be a certain level to access higher end equipment, but you cannot get it when you first play. Total BS if that is the case.
Vancha
2011-07-07, 11:50 PM
I'm pretty sure at BR1, a player didn't have enough cert. points to get anything, considering certs. with prerequisites.
7 certs at BR1. MA + Engineering + Transport, or Infil + Medical + AMS
Xenostalker
2011-07-07, 11:51 PM
I think everyone needs to take a chill pill and just see how the Classes are going to pan out for the game when more information is released. Hating on vague details isn't doing anything for anyone: why not see the upsides?. Personally, I find the class system mentioned to force squad play to be more tactical: you can have your grunts clearing the path with their assault weapons while having your dedicated medics/recon/pilots, etc. Sure, argue all you want that PS let you customize your own version of these classes; in the end, many players were more-or-less lone wolf (that's where healing yourself shines as a benefiting factor for lone-wolf styles). The game is about tactical play on a massive scale, or so it is described - with people mentioning how they favored the "arcade-style" gameplay (on live stream, forum etc), I'm not seeing how tactical PS1 really was for some people. Classes simply reinforce the idea of players being dependent on one another. Combine this with the resource motive and you have players being dependent on one another using their available classes to complete objectives that benefit for their overall faction instead of just their own experience points to reach the next rank.
SKYeXile
2011-07-07, 11:51 PM
I don't want classes. Fuck waiting for a med or engi to heal you.
THATS IT!
i HATE that about every class based mmo i play, and why i love planetside.
i hate it how having tanks and healers and class balance is required in other mmos.
planetside, 5 homos login, all HA/pilots, its not...oh no we dont have a healer or a tank we cant play...its shit yea...lets go waste some bitches. screew classes.
Raymac
2011-07-07, 11:57 PM
THATS IT!
i HATE that about every class based mmo i play, and why i love planetside.
i hate it how having tanks and healers and class balance is required in other mmos.
planetside, 5 homos login, all HA/pilots, its not...oh no we dont have a healer or a tank we cant play...its shit yea...lets go waste some bitches. screew classes.
Whatever, Sky. You'll still be pwning me all day in your pilot class.
Plus like I said before, do you honestly think they are going to make us go "LOOKING FOR HEALER"? I know opinions of SOE are low, but are they that low? Hopefully, the dev panel tomorrow and give us more detail on the classes.
I think everyone needs to take a chill pill and just see how the Classes are going to pan out for the game when more information is released. Hating on vague details isn't doing anything for anyone: why not see the upsides?. Personally, I find the class system mentioned to force squad play to be more tactical: you can have your grunts clearing the path with their assault weapons while having your dedicated medics/recon/pilots, etc. Sure, argue all you want that PS let you customize your own version of these classes; in the end, many players were more-or-less lone wolf (that's where healing yourself shines as a benefiting factor for lone-wolf styles). The game is about tactical play on a massive scale, or so it is described - with people mentioning how they favored the "arcade-style" gameplay (on live stream, forum etc), I'm not seeing how tactical PS1 really was for some people. Classes simply reinforce the idea of players being dependent on one another. Combine this with the resource motive and you have players being dependent on one another using their available classes to complete objectives that benefit for their overall faction instead of just their own experience points to reach the next rank.
Screw that whole post of yours. :rofl:
You must of never played with a coordinated outfit.
Xenostalker
2011-07-08, 12:06 AM
I was simply trying to see why they would implement classes at all.
Thank god, however, that we have productive Planetside players like yourself:
Screw that whole post of yours. :rofl:
The game you described isn't PlanetSide. So your post isn't relevant.
SKYeXile
2011-07-08, 12:11 AM
i really just still dont get why they would do it, they claim they want to have an open sandbox, why then bottleneck people into defined rolls?
Raymac
2011-07-08, 12:14 AM
Perhaps to give new players a starting point? Some guidance would be a good thing to help the learning curve.
Hopefully they still give veteran players more versatility.
i really just still dont get why they would do it, they claim they want to have an open sandbox, why then bottleneck people into defined rolls?
Only to appeal to the CoD kiddies unfortunately. Though that group will be so enthralled with MW3 later this year they won't care about PS. To top it off I doubt they will pay monthly for the game.
Xenostalker
2011-07-08, 12:16 AM
The game you described isn't PlanetSide. So your post isn't relevant.
You're right, let me put it into more accurate terms:
Assault tower, capture.
Assault base, capture.
Recycle & repeat.
You're right, let me put it into more accurate terms:
Assault tower, capture.
Assault base, capture.
Recycle & repeat.
Sorry you missed the game during its prime time. The game that it is today is nothing, but a former shadow of it. If thats not the case you never hooked up with a good outfit to experience the game to the fullest.
Doctor Digit
2011-07-08, 12:22 AM
i really just still dont get why they would do it, they claim they want to have an open sandbox, why then bottleneck people into defined rolls?
I can sorta see where you're coming from, but we still don't have any clue how the system will work. Even from the live feed details we will supposedly be able to switch easily from a specific class to another, and I suppose if they are doing this "Cert Tree" thing, then as you switch your certs would to, similar to the Battlefield Series. To me it just doesn't seem like it's bottlenecking anyone into defined rolls, a little more restricted than the original Planetside, yes. But not bottlenecked.
Xenostalker
2011-07-08, 12:23 AM
Sorry you missed the game during its prime time. The game that it is today is nothing, but a former shadow of it. If thats not the case you never hooked up with a good outfit to experience the game to the fullest.
I got my good share of outfit play (can't remember the name I think it was Shadow something) for about a year when populations were still decent, but I don't see how classes will hurt that experience. It should reinforce the idea of working as a team at the very best.
I don't see it reinforcing anything to be honest. With the current cert system you had outfit able to specialize for specific tasks (Fast response, spec ops) up to being all out armies with everything (gotr comes to mind). I just do not see this working in the a class model. Plus having 1 guy with med healing having to heal 10 guys with a bunch of enemies always come in to resecure a hack sounds stupid. Please do not say have more meds as I just see enemies coming in with assault class/maxes and raping the shit out of the squad if its 50/50 assault/support.
SKYeXile
2011-07-08, 12:35 AM
what you say is true, classes does make a game more team based. people are jumping to conclusions right now, but this is a game forum for a game yet to be released, more info wont end the speculation, it will simply create more and more until beta, so get used to it.
if they want to encourage more teamwork, they simply lower the cert points given to people, to 18 or 20 or something.
for a team to work effetive and say hack and hold a backline base with 10 people you're going to need people with adv med, hacking, AMS, a max or 2, some AV, heavy weapons, possibly some CE.
im under the impression you would be able to changes classes at a terminal, or perhaps were looking at it all wrong, and you pick multiple classes say 3, and build your characer and its certs based off that. BUT FOR THE LOVE OF GOD IF I LOGIN TO CREATE MY CHARACTER AND I HAVE TO SELECT MAX, HA, MEDIC ETC, IM GOING TO FLY OVER TO THE U.S. BUY ONE OF YOUR EASILY OBTAINABLE AUTOMATIC WEAPONS PROBABLY FROM SOME HOMIE AND GO ON A KILLING SPREE.
Xenostalker
2011-07-08, 12:38 AM
I don't see it reinforcing anything to be honest. With the current cert system you had outfit able to specialize for specific tasks (Fast response, spec ops) up to being all out armies with everything (gotr comes to mind). I just do not see this working in the a class model. Plus having 1 guy with med healing having to heal 10 guys with a bunch of enemies always come in to resecure a hack sounds stupid. Please do not say have more meds as I just see enemies coming in with assault class/maxes and raping the shit out of the squad if its 50/50 assault/support.
It's hard to imagine medics as having a "healing" persona rather than reviving downed team members or doing post-conflict tending. Besides, we don't know what the PS team has in store yet for cert/skill placement. There could possibly be equipment types that all classes can use to heal or repair etc etc. I am not quite sure why I even tried to post on such vague information. The Planetside 2 panel was so short.
This is what happens when people have so little to go on and have been starving for info for years now ;). I am hoping the dev panel clears this up tomorrow. Just suck if you had to be med and be stuck with a MA rifle and the other guy has HA. You already know where that is going.
Doctor Digit
2011-07-08, 12:44 AM
Oh no, I completely Agree Sky. If it makes you choose a class while creating a character, then fuck that. I'm currently under the impression that in the game we can alternate between certain roles, though I pray to god that they don't do a specific class creation at the start. That would ruin it.
Here's hoping that he was talking about classes to just describe the cert, or maybe suit, system in general...
etheral
2011-07-08, 12:52 AM
Yeah, thats the issue for me too. I have absolutely no problem with a class system if they let you switch classes ingame ON THE SAME CHARACTER.
Having to choose a permanet class at character creation, however, is a no-no
Westy543
2011-07-08, 12:53 AM
Could be interesting. We'll see how it works. Maybe less screw-ups in the certs department? I bet the classes are presets you can modify.
I was a pretty downs-y cert package maker back in the day. :smith:
Baneblade
2011-07-08, 12:58 AM
Perhaps their class idea is sort of like how the original SWG skill system was. As in each tree is more involved than just MA+HA/AV. Anything to get away from the Universal Soldier thing tbh.
Xenostalker
2011-07-08, 01:00 AM
Yeah, thats the issue for me too. I have absolutely no problem with a class system if they let you switch classes ingame ON THE SAME CHARACTER.
Having to choose a permanet class at character creation, however, is a no-no
I'm 99% positive they have no intent to make it a pick-your-permanent-class type of game. They simply mean (for comparison reasons) a system (my guess) based on games like the Battlefield series or Homefront. How they are branching this into their cert/skill/whatever-it-is system is what hasn't really been touched in the recent previews. :love:
Grimster
2011-07-08, 01:00 AM
Well I am not going to judge this until I have more info on excatly how it will work. :)
On a sidenote I hope that was a Magrider we saw on the trailer because it looked awesome. :D
Xenostalker
2011-07-08, 01:02 AM
Well I am not going to judge this until I have more info on excatly how it will work. :)
I think we're all too excited to hold back our opinions :P
On a sidenote I hope that was a Magrider we saw on the trailer because it looked awesome. :D
I believe it was as well.
SKYeXile
2011-07-08, 01:05 AM
On a sidenote I hope that was a Magrider we saw on the trailer because it looked awesome. :D
i hope it was the threasher.
Grimster
2011-07-08, 01:07 AM
I think we're all too excited to hold back our opinions :P
I believe it was as well.
Yeah absolutely I agree. But I think a lot of people here is thinking about the wrong things when they think about classes. :)
Hopefully this question will pop up at the dev panel and hopefully everyone can be at ease after that. :)
Redshift
2011-07-08, 01:38 AM
if you can't get med and eng in the same load out then i fear this will suck :/ the worst thing about PS was standing around as a noob spamming vnm vnr
wolfkrone
2011-07-08, 01:39 AM
I don't see how classes will hurt that experience. It should reinforce the idea of working as a team at the very best.
You can get that experience in Global Agenda, its terrible btw. There is absolutely nothing wrong with voicing concerns over the class system. If it turns out we jumped the gun then fine, there's no harm done. I hope it'll be great obviously, but I'm not waiting until the game is installed on my hard drive to voice my concerns, because its usually too late by then.
And besides that 'glass is half full/blind trust' in the developers shit is really annoying because its got nothing to do with facts or SOE's track record, its just about your positive outlook. So basically, just get over yourself and let people critique whatever they want.
basti
2011-07-08, 01:48 AM
Wow. Everyone take a chill pill, we lack info to be sure what is ment with this classes stuff.
In any way, keep in mind that the guy had 5 minutes time to give a speech. Clearly no time to waste on explaining stuff for people who never played planetside, means he used more general terms. After all, have you ever seen a planetside like cert system in any other game? The easiest way to explain it simply is ' classes you can change on the fly '
DviddLeff
2011-07-08, 02:19 AM
Planetside had "classes" which were defined by the armour type you were wearing.
Hopefully its just the same thing...
Sirisian
2011-07-08, 02:24 AM
Planetside had "classes" which were defined by the armour type you were wearing.
Hopefully its just the same thing...
I think this was mentioned and shot down already, but no. That's now how armor worked in Planetside 1 except for like cloaking and maxes. Armor was just a different configuration and trade against speed and armor and slots. A person in agile could use every weapon in the game and be a medic and repairer and lay down CE. You're looking at armor as a constraint. It was more of a tradeoff. Classes, I fear, (and I hope I'm wrong) is specific configurations, like you can't res someone and also have a sniper rifle. If that is the case then it's going to seriously suck. People are already specialized as a direct result of the limitations of what they can carry.
wolfkrone
2011-07-08, 02:24 AM
It'll get answered on the panel anyway.
Tergeron
2011-07-08, 04:41 AM
http://www.youtube.com/watch?v=uqzK9X_WAGU&feature=player_detailpage#t=485s
This is where he starts talking about classes
"Classes are really going to allow you to have a distinctive combat role when you play the game"
"You'll be able to switch between classes seamlessly, and they'll all have their own upgrade paths."
"Each class is really going to have a specific purpose in battle, and those of you who are more support oriented might gravitate towards Engineers or Medics; Where as the people who are more interested in the in your face gung-ho infantry action might be interested in playing Heavy Assaults or Maxes."
Bleh, personally I DO NOT LIKE IT AT ALL. I really need to hear the devs talk about this in depth to understand how much diversity and restriction each class role might bring. For instance, as an Engineer can I still use a medic gun but simply not res people like an Adv Med does? And as a Medic can I still use a engi gun to repair my own personal armor but not repair vehicles or place CE? Will armor even still be something we have to worry about as an infantry? Someone who's at the fan faire PLEASE ANSWER THESE QUESTIONS.
Princess Frosty
2011-07-08, 05:26 AM
As primarily an infiltrator player I don't like this idea, I used things like combat engineer to give me "tools" to use to help me cause trouble when I needed to, it sounds like with classes it will essentially restrict you to one main role and not let you mix/match which was one of the best aspects of Planetside.
The devil is in the details it depends entirely how it's implemented, certainly my first reaction to the news isn't positive.
I SandRock
2011-07-08, 05:47 AM
The FAQ says you can switch between roles so I think it's not a big deal. If it means you have to 'level' roles individually, so what? That sound so bad to me. Seems kinda fair in fact. Obviously the caveat is that you can really customize each role/class whatever like you could with CERTs.
Lunarchild
2011-07-08, 08:15 AM
I'm not sure about this whole classes system... Then again, they can take this lots of ways. Hey, even COD:MW /MW2/BO had a "class system" that allowed 100% customization.
Heck, you could even take it like Final Fantasy 14: You switch classes as you use a different piece of equipment. This would mean that you can create a loadout with your healing, repair, hacking tools, and still have a decent gun on your back.
So, waiting for some answers ^^
PsychoXR-20
2011-07-08, 08:46 AM
Everyone is looking at classes as restricting your choices and your character, but has anyone considered the possibility that they will be more of a buff t your character?
For instance, he mentioned if you are a support player you may gravitate towards the medic or engineer. What if the engineer class simply has a bonus to engineering, such as is capable of repairing faster, carrying more or being more ammo efficient, maybe even access to some sort of special all-in-one repair tool, maybe extra dedicated inventory space just for engineering equipment. Same with the medic, dedicated med app. holster slot, unlimited ammo, faster healing/ressing etc..
These would all be bonuses to playing that role without restricting your character. An "Assault" class would still be capable of carring around a med app. and a BANK, but would have a PS1 level of efficiency (they would take up precious inventory space, be "regular" speed, ammo would take up inventory space etc.)
SgtSnarf
2011-07-08, 09:26 AM
One of the best things about the initial days of Planetside were people actually playing roles. You would be in Sanctuary with people actually calling out for Gal pilots, Heavies, Scouts, Medics, MAXes, etc... I imagine that one of the primary reasons behind the "classes" will be to help reduce the existence of the "super-solider" that can do nearly everything due to combined certs-sets.
Games like Planetside are made even more fun when you need to be strategic about your group make-up instead of just doing everything yourself. Depending on other people forces a lot of different game dynamics, and it also makes people feel important and valuable to the team for serving their role in the fight. I know that I always felt good being the galaxy pilot or the adv. hacker or the combat engineer to do what I needed to do when my team was en route, prepping base defense, or preparing to assault.
So, I wouldn't get too crazy about the notion of "classes" -- they could be a very good thing for promoting teamwork and strategy.
-SgtSnarf
I think you all need to calm yourselves...yes they did mention the WORD classes...but you know what word i also heard? CERTIFICATIONS...soo..not to worry.
Brokinarrow
2011-07-08, 09:40 AM
WHATS WITH THE FUCKING THREAD TITLE? U MAD BRO " FUCK NO" GTFO KIDDO
SHUT THE FUK UP BECAUSE THE CLASS SYSTME THEY TALKING ABOUT IS THE SAME AS PS1
NOOB, WHATS UP WITH THE VULGURE LAGUAGE? FUCK NO? SHUT THE FUCK UP AND WAIT FOR THE DEVS, U LITTLE WHINY PRICK ARROGANT MOTHERFUCKER GO MAKE THE GAME URSELF , O WAIT, U CANT, FUCKING MORON DIPSHIT...
Chill out dude...
Brokinarrow
2011-07-08, 09:54 AM
NO I Hate that THIS FORUMS Puts no RULES AGAINST BAD LANGUAGE
THIS KID just puts FUCK No to the thread title and i find it very unappreciate of his part because he doesnt appreciate the workt hat soe puts in to this
AND he just goes FUCK no and mods and shit are all cool with it, so I guess its cool to curse around here and crap, what up
Either way, you just sound like a kid throwing a tantrum. Make some valid arguments or just keep it to yourself, lest mommy comes and puts you in a time out.
Anyway, to me the class thing doesn't sound too bad, but I definitely need some ore info. I'm gonna play the game either way though :D
Stickywaffle
2011-07-08, 10:01 AM
ROFL GET TROLLED HARDCORE SCRUBLETS NUB
vWHATS WITH THE FUCKING THREAD TITLE? U MAD BRO " FUCK NO" GTFO KIDDO
SHUT THE FUK UP BECAUSE THE CLASS SYSTME THEY TALKING ABOUT IS THE SAME AS PS1
NOOB, WHATS UP WITH THE VULGURE LAGUAGE? FUCK NO? SHUT THE FUCK UP AND WAIT FOR THE DEVS, U LITTLE WHINY PRICK ARROGANT MOTHERFUCKER GO MAKE THE GAME URSELF , O WAIT, U CANT, FUCKING MORON DIPSHIT
I AM ATHENE MOTHERFUCEKR, BEST GAMER IN THE WORLD
ROFL GET TROLLED HARDCORE SCRUBLETS NUB
vWHATS WITH THE FUCKING THREAD TITLE? U MAD BRO " FUCK NO" GTFO KIDDO
SHUT THE FUK UP BECAUSE THE CLASS SYSTME THEY TALKING ABOUT IS THE SAME AS PS1
NOOB, WHATS UP WITH THE VULGURE LAGUAGE? FUCK NO? SHUT THE FUCK UP AND WAIT FOR THE DEVS, U LITTLE WHINY PRICK ARROGANT MOTHERFUCKER GO MAKE THE GAME URSELF , O WAIT, U CANT, FUCKING MORON DIPSHIT
I AM ATHENE MOTHERFUCEKR, BEST GAMER IN THE WORLD
:ban:
Brokinarrow
2011-07-08, 10:09 AM
:ban: no kidding, i hate trolls.
basti
2011-07-08, 10:14 AM
Classes? As far as i understand it, its like this:
Class defines what certs you can train. Means a Medic can go into the full medic Cert tree, but wont be able to drive all vehicles or use the kick ass big weapons.
Means you wont be able to choose as freely as you could in Planetside, like Lasher + Adv Med. On the other hand, now you wont have everyone doing mostly the same. But since you can change classes pretty quick (propably when you spawn/take your equipment from the terms?), that would just mean that you wont have super soilders with adv med, Engi, HA, AV and exp hack anymore, and thats a good thing!
As for the leveling while offline: As far as i understand it, you still gain BR by playing, killing and taking stuff (bases AND territory in general!). Based on your BR and other factors, you can train deeper into your certs, and this training is completly time based. Higher BR means faster training, and propably unlocking more options to train.
Tigersmith
2011-07-08, 11:11 AM
Classes - Found this and taken from
http://www.rockpapershotgun.com/2011/07/08/the-return-to-auraxis-planetside-2/
There’s also a new skill certification tree. “It uses an offline time-based learning method – if you’re familiar with Eve Online, how they unlock skills, it’s similar to that.” Each skill is locked to a battle-rank though – a player can’t progress past a certain point unless they actually play. “It allows players with not much time to game to keep up with friends who have nothing but free time, and it allows us to have bonuses for players who are actively playing.”
The skills tree is extensive, to say the least – Higby mentions thousands of skills. “Every vehicle will have its own skill tree, every weapon will have its own skill tree. You’ll be able to completely customise your soldier to the exact playstyle you want”. Squad leaders will retain their separate advancement tree, allowing them to command larger groups, whilst outfits will both be able to specialise further and customise their appearance. Higby envisages a purpose-built outfit for air cavalry with customised reapers and bonuses to air combat, or armour outfits so that “if you see these guys coming over a hill in customised prowlers, you’ll know who they are.”
To make ad-hoc combat easier, there’s a new customisation addition; a class system, replacing the pseudo-classes of the original. You can seamlessly switch between classes that you’ve unlocked; so you can can play as a medic or engineer, or switch to maxes and heavy assaults, depending on what your squad needs. It seems to be a way of creating a soldier that fits the individual’s play style but still feels useful and recognisable in the battle. “The FPS elements we’ve taken are for faster paced combat; we like the Battlefield games.”
Rbstr
2011-07-08, 11:13 AM
I like EVE-Online style levelling.
I LOVE “The FPS elements we’ve taken are for faster paced combat; we like the Battlefield games.”
The stuff they're saying about gameplay is about exactly what I hoped to hear. Assuming they do a decent job implementing things.
I don't quite like
One large change followed on what Higby describes as Planetside’s number one lesson; “get people into the action quicker.” Because of this each factions’ sanctuaries are gone, and with them the Hart shuttle. Instead, each continent has an uncapturable foothold for each faction.
The idea you could take and hold a whole continent or even push another empire back to the sanc was a good part of the original.
Firefly
2011-07-08, 11:14 AM
I like EVE-Online style levelling.
I don't. What, log in periodically to update my skills that are developing whilst offline? No thanks, not for me. Play the game, get XP, level. That works for me.
Tigersmith
2011-07-08, 11:21 AM
lets just hold off and see what they answer this afternoon for us
On the Class System
The skill tree and classes go hand in hand, you can switch between roles as often as you want depending what is needed at the time. Things like weapon attachments will be based on the skill tree. Also you will be able to queue up 24 hours of skills to train so you can train your characters offline. However there will still be battle rank involved which will prevent you from training all skills unless you advance in battle rank. Skill training will also occur quicker when you are online.
I still don't think that clears anything up. I just want to know if I can carry at least a med app on me besides being a "medic class". Who knows if they still will have the armor repping in the game too. I don't have anything against medic classes in general as it is my favorite class in TF2 plus my top played. I just don't see the mechanic working in PS2.
Firefly
2011-07-08, 12:11 PM
lets just hold off and see what they answer this afternoon for us
This is good advice. I think many of us are trying to interpret what's been said as what's going to happen based on other game models, and we're getting ahead of ourselves.
From PSU Live Blog:
You will be able to deeply specialize in trees as well as be a jack of all trades. It will be a time based offline and online training system.
I am happy after reading that.
Raymac
2011-07-08, 01:28 PM
The more I hear, the cooler this game is sounding.
2coolforu
2011-07-08, 01:29 PM
I know I've posted it before, but this is my honest opinion
After watching the video from the Fan Faire I have some happy thoughts and some nasty thoughts so here's my 2 Cents
The idea of adding resources and making all the map useful is good, capturing territory should be given some reward, additional customization and personalization of characters is great as it can immerse you in the game more and creating detailed environments with a lot more depth is brilliant. The mention of sea battles and urban warfare made me cream my khakis I must say.
The bad however is getting worrying, the first thing that shot up to me is the 'EVE style skill trees'. I don't know if SOE has read any of EVE's monthly reports but about 90% of the kills made are young players of age less than year, even characters older than a year have a low chance of survival because they are dominated by characters that have been playing longer and have more diverse and complex skill trees. The beauty of Planetside was that a BR5 and a BR20 were roughly equal in any 1 on 1 fight, the advantage of being a BR20 was that you could drive your squaddies into battle in a deli or heal yourself after the gunfight. Of course now that the max Battle Rank is 500 or some horse shit and the high-ups can cert every skill and hop from hacking to BFR to tanker the balance is gone and there is a distinct advantage, but the original game was well balanced in this respect.
Now the worst thing a game can have is unbalance, look at Call of Duty, its almost unbearable if everyone is using the power weapons or the Model 1887's or what ever guns Activision adds in to make the youtube 'zzIiinsaneSKILLZz guys feel pro.
Now I'm open to SOE somehow balancing this EVE skill method so that it is perfect in every way, however they are going to need to do some serious beta-testing and alpha-testing.
Secondly the idea that there will be no sanctuary, this is incredibly stupid. The best feeling to Planetside was capturing that last base and wiping the enemy off the continent, the war stories are always 'We were holding that last base on Ish' or 'In Tore we held for 6 hours before wiping the Vanu off the continent". Now we have an 'uncapturable foothold' on every continent, this sounds horrible to be frank, absolutely horrible. I don't know if Smed wants to clarify this in any way or if anyone has an answer but this totally goes against Planetside, now we can just spawn constantly on any continent? There is nowhere to develop massive raids? The fights will always be the same, on the same bases from the same foothold? SOE Have you not listened to any TR talk about the constant fucking backhacking at Dagda and how fucking dull it was since that was generally a constant link the VS had to Forseral, having a sanctuary meant that many links to neutral conts came from other captured bases elsewhere meaning attacks could come from different areas, we could experience different terrains and angles. I can't see how you could ever 'control' territory if the opposition has a constant foothold on EVERY continent, it just sounds dumb.
The other set of problems I have comes from this article "http://www.pcgamer.com/2011/07/08/planetside-2-what-we-know-so-far/"
The first thing that glared out to me is 'Mosquito fighter can upgrade that vehicle’s handling, damage, or armor – or unlock secondary weapon slots like AA or anti-infantry cannons"
No, just no. You can't balance all these different aspects and upgrades, one will trump the others and people who chose the other paths before this was known will get the short end of the stick. Over complication is the main way to cause unbalance and stagnation, merely look at the difference between Modern Warfare 2 and Modern Warfare 1; In the first there were far fewer various perks and attachments, in the second there were ten buttloads of everything which led to huge unbalance (lightweight tac knife, lightweight Ump-45, blah de blah blah) its also horrendous giving a player who has spent more time such a huge advantage. This isn't getting red armor this is a serious advantage, having a second gun or giving the mosquito capabilities beyond what the standard version has.
"Players can swap between classes in between deaths (Medic, Engineer, Infiltrator, Heavy Weapons, etc.), which essentially act like weapon/armor loadout"
Why do we have classes? What was wrong with allowing a player to set up his own 'class' and get the weapons he wants. One of my favorite elements of Planetside was creating my own class, this should be adding on the customisation - not removing it and adding set classes. Classes are ridiculously inflexible, a player who has been in the game for years knows far more than the developer who probably played fleeting inhouse alpha game sessions, a player can create classes specific for exact situations that pre-set classes cannot.
I see ideas that are really good, outfit customisation, new bases, resource management and territory defense and capture, large continents, naval warfare, urban warfare and larger scales however a lot of the ideas are also totally un-Planetside.
There are a few other things I would like to add: Smedley, SOE, If you are listening DO NOT ADD a spawn on squad-leader ability. I know Battlefield 3 is doing it but its a fricking retarded idea in a planetside style world, Please keep AMS's kthxbye, seriously imagine gen holds with 'magical spawn on leader' abilities, or any base hold with this ability, its dumb.
Secondly, do not fucking add kill-streaks. I know CoD does it but CoD sucks.
Ravanos
2011-07-08, 02:23 PM
I don't. What, log in periodically to update my skills that are developing whilst offline? No thanks, not for me. Play the game, get XP, level. That works for me.
or do both like most did in eve.
I love the sound of planetside 2 one thing i hated about PS1 was the jack of all trades rambo supersoldier nonsense. having classes makes the game more tactical and well rounded.
Sifer2
2011-07-08, 02:26 PM
I don't know what to make off this yet. However I think I kind of have an idea of what they are attempting to do with the offline training stuff. They know a lot of people maxed their ranks really fast in the original an had nothing to do. So they are adding this time element like Eve to make it so that its going to take you months to max out no matter what. No doubt a part of their strategy to make Planetside 2 more profitable than the first.
As for the class's. I need to hear more to pass judgement on this. My first reaction is that it sounds like it might ruin a good thing we had going. Of choosing your own loadout an making your own role. If it allows for more distinction an diversity then it will be good. But if its like we fear an just limits what you can do then it will probably suck. They seem to be taking possibly too many ideas from Battlefield here. With this Iron sights an Squad spawn i'm hoping it still feels like Planetside.
I know I've posted it before, but this is my honest opinion
After watching the video from the Fan Faire I have some happy thoughts and some nasty thoughts so here's my 2 Cents
The idea of adding resources and making all the map useful is good, capturing territory should be given some reward, additional customization and personalization of characters is great as it can immerse you in the game more and creating detailed environments with a lot more depth is brilliant. The mention of sea battles and urban warfare made me cream my khakis I must say.
The bad however is getting worrying, the first thing that shot up to me is the 'EVE style skill trees'. I don't know if SOE has read any of EVE's monthly reports but about 90% of the kills made are young players of age less than year, even characters older than a year have a low chance of survival because they are dominated by characters that have been playing longer and have more diverse and complex skill trees. The beauty of Planetside was that a BR5 and a BR20 were roughly equal in any 1 on 1 fight, the advantage of being a BR20 was that you could drive your squaddies into battle in a deli or heal yourself after the gunfight. Of course now that the max Battle Rank is 500 or some horse shit and the high-ups can cert every skill and hop from hacking to BFR to tanker the balance is gone and there is a distinct advantage, but the original game was well balanced in this respect.
Now the worst thing a game can have is unbalance, look at Call of Duty, its almost unbearable if everyone is using the power weapons or the Model 1887's or what ever guns Activision adds in to make the youtube 'zzIiinsaneSKILLZz guys feel pro.
Now I'm open to SOE somehow balancing this EVE skill method so that it is perfect in every way, however they are going to need to do some serious beta-testing and alpha-testing.
Secondly the idea that there will be no sanctuary, this is incredibly stupid. The best feeling to Planetside was capturing that last base and wiping the enemy off the continent, the war stories are always 'We were holding that last base on Ish' or 'In Tore we held for 6 hours before wiping the Vanu off the continent". Now we have an 'uncapturable foothold' on every continent, this sounds horrible to be frank, absolutely horrible. I don't know if Smed wants to clarify this in any way or if anyone has an answer but this totally goes against Planetside, now we can just spawn constantly on any continent? There is nowhere to develop massive raids? The fights will always be the same, on the same bases from the same foothold? SOE Have you not listened to any TR talk about the constant fucking backhacking at Dagda and how fucking dull it was since that was generally a constant link the VS had to Forseral, having a sanctuary meant that many links to neutral conts came from other captured bases elsewhere meaning attacks could come from different areas, we could experience different terrains and angles. I can't see how you could ever 'control' territory if the opposition has a constant foothold on EVERY continent, it just sounds dumb.
The other set of problems I have comes from this article "http://www.pcgamer.com/2011/07/08/planetside-2-what-we-know-so-far/"
The first thing that glared out to me is 'Mosquito fighter can upgrade that vehicle’s handling, damage, or armor – or unlock secondary weapon slots like AA or anti-infantry cannons"
No, just no. You can't balance all these different aspects and upgrades, one will trump the others and people who chose the other paths before this was known will get the short end of the stick. Over complication is the main way to cause unbalance and stagnation, merely look at the difference between Modern Warfare 2 and Modern Warfare 1; In the first there were far fewer various perks and attachments, in the second there were ten buttloads of everything which led to huge unbalance (lightweight tac knife, lightweight Ump-45, blah de blah blah) its also horrendous giving a player who has spent more time such a huge advantage. This isn't getting red armor this is a serious advantage, having a second gun or giving the mosquito capabilities beyond what the standard version has.
"Players can swap between classes in between deaths (Medic, Engineer, Infiltrator, Heavy Weapons, etc.), which essentially act like weapon/armor loadout"
Why do we have classes? What was wrong with allowing a player to set up his own 'class' and get the weapons he wants. One of my favorite elements of Planetside was creating my own class, this should be adding on the customisation - not removing it and adding set classes. Classes are ridiculously inflexible, a player who has been in the game for years knows far more than the developer who probably played fleeting inhouse alpha game sessions, a player can create classes specific for exact situations that pre-set classes cannot.
I see ideas that are really good, outfit customisation, new bases, resource management and territory defense and capture, large continents, naval warfare, urban warfare and larger scales however a lot of the ideas are also totally un-Planetside.
There are a few other things I would like to add: Smedley, SOE, If you are listening DO NOT ADD a spawn on squad-leader ability. I know Battlefield 3 is doing it but its a fricking retarded idea in a planetside style world, Please keep AMS's kthxbye, seriously imagine gen holds with 'magical spawn on leader' abilities, or any base hold with this ability, its dumb.
Secondly, do not fucking add kill-streaks. I know CoD does it but CoD sucks.
Well said.............
Zerikin Loukbel
2011-07-08, 02:48 PM
They had better not make it so the BRXXX players are way more powerful then a noob with a couple hours of play time. One of the geniuses of the first PS was you unlocked stuff that let you have more options but a single digit BR rank character could get enough stuff to be good at one role.
TheRagingGerbil
2011-07-08, 03:20 PM
Skill tree on equipment will work. Like battlefield 2142, yeah a vet had access to better toys making it easier to kill new players but a new player was still a viable fighter. Put an unskilled vet against a skilled newb, and I would put money on the newbie.
Squad spawning similar to BF2142 would work as well. Make it a deployable, usable only by the squad leader, that takes up an inventory slot. Put restrictions on it that it has to have a view of the sky and all is well.
CutterJohn
2011-07-08, 03:29 PM
They had better not make it so the BRXXX players are way more powerful then a noob with a couple hours of play time. One of the geniuses of the first PS was you unlocked stuff that let you have more options but a single digit BR rank character could get enough stuff to be good at one role.
And be farmed/bored when there was no use for that role.
Versatility is not a minor advantage when it comes to fun. You have more options, can do what you want.
LZachariah
2011-07-08, 03:44 PM
Classes? As far as i understand it, its like this:
Class defines what certs you can train. Means a Medic can go into the full medic Cert tree, but wont be able to drive all vehicles or use the kick ass big weapons.
Means you wont be able to choose as freely as you could in Planetside, like Lasher + Adv Med. On the other hand, now you wont have everyone doing mostly the same. But since you can change classes pretty quick (propably when you spawn/take your equipment from the terms?), that would just mean that you wont have super soilders with adv med, Engi, HA, AV and exp hack anymore, and thats a good thing!
As for the leveling while offline: As far as i understand it, you still gain BR by playing, killing and taking stuff (bases AND territory in general!). Based on your BR and other factors, you can train deeper into your certs, and this training is completly time based. Higher BR means faster training, and propably unlocking more options to train.
I think that Basti has captured the soul of what SOE seems to be doing here. I liked Planetside 1's totally amorphous leveling system, wherein you could be a Galaxy Pilot, Uni-Max, Advanced Medic, and Heavy Weapons, but I'm not automatically afraid of this change. I think that a class system is a lateral move from the original certification system: it isn't necessarily better, but I don't think that it will be worse, it will just be different. And with the ABUNDANT customization they're talking about, I think that we will be very satisfied with how we sculpt our characters. Like Basti is saying, I think it will work like this:
I myself am ALWAYS Special Infantry- medium assault weapons and combat engineering, often with Basic Medic to heal myself, so I can survive far afield as a commando, laying mines, boomers, and automated weapons. I think it is possible that there will be a lot of common pool certs you can buy (so that medics can use guns and so that assault characters can at least heal themselves if they want). This will prevent characters from running around yelling for a medic every one mico-billi-second. However, I think that there will be a cap of sorts, wherein advanced progression into a class (such as Engineer, for instance) leads to a drop-off in assault skills, medic skills, vehicle skills, etc, and opens up IMPRESSIVELY complex engineering skills, such as (perhaps) advanced explosives and deployables, perhaps salvaging the smoking wreckage of a destroyed vehicle (effectively "rezzing" a dead vehicle), etc. You can only use those skills (and their accompanying equipment) when you outfit yourself in the Engineer class. So, perhaps you set a bunch of mines, repair every vehicle, repair all the tower turrets, and all the armor damage of your squadmates. Nice job. Then, if you want, you go to a terminal and select your MAX-pilot class, because the enemies are on their way and you prefer to engage them in a less...subtle fashion. Now all your MAX skills and resources are available to you.
I think that's how it will work. Now, I believe, with all this customization they're talking about, that we'll be able to lean VERY heavily in certain directions with these classes. For instance, I really have no personal interest in repairing vehicles or turrets. I mean, if I can, that's fine, but I am interested in explosives, traps, sentry guns, and anything else that allows me to tactically control the battlefield. I'm also interested in assault weapons; not the heavy stuff like a Lasher (I'm Vanu) but things around the level of a Pulsar (it can engage at farther range and is more agile than the heavier guns). So when I level up my Engineer, I won't be putting all my talents and specializations into advanced repair, I'll be putting them into all the ways that engineering can turn Terrans and New Conglomerate soldiers into ashen craters.
I think this new class system's merits will outweigh its drawbacks :)
~Zachariah
I am very worried about classes, vehicle upgrading, and spawning on teammates, hopefully they explain these and/or flat out remove them.
Lunarchild
2011-07-08, 04:14 PM
The certification tree will be revamped. Classes in PlanetSide 2 are completely free form you will be able to switch seamlessly. You will not be locked into specific roles.
You will be able to deeply specialize in trees as well as be a jack of all trades. It will be a time based offline and online training system.
I read this as you can customize your class as you see fit... Allowing you to put in there what you really want... Basically: The Planetside 1 system, except you can switch between cert loadouts.
BlazingSun
2011-07-08, 04:22 PM
I'm not totally against it ... it really depends on how they will implement it and how much freedom you will have. Limiting the ability to heal and repair infantry to specific classes might not be the best idea though. I think everyone should have access to some basic healing/repairing tools/abilities. This would be my biggest concern regarding classes. If classes just limit possible weapon combinations like HA+AV and HA+Sniper etc, I'm fine with that.
Vancha
2011-07-08, 04:27 PM
Regarding healing, I imagine everyone will have access to things like medpacks, regenation, second wind etc. It'll be the med-app that medics get specially.
LZachariah
2011-07-08, 04:30 PM
I agree with Vancha, that sounds reasonable yet balanced.
DviddLeff
2011-07-08, 04:31 PM
I'm with the guys who say that a class system should be able to work although it totally depends on how restricted you are in that role.
We are now used to being able to do a whole range of things with one load out and this does need restrictions, just as was the case back at launch when people had a limited cert pool.
I agree with Vancha, that sounds reasonable yet balanced.
No, no, and no. I don't want to use medpacks and implants to heal myself.
Yes but say your in one of those moments where you and your outfit go, "Oh if only we had more maxes".... what is limiting people from just switching to the max class and owning up a place. See the certifications restricted the player in a brilliant way that allowed for balanced gameplay. It's another thing if there were timers on class switching...but there aren't...you have everything you need from the start and can jump between roles at a blink of an eye......not cool.
Raymac
2011-07-08, 04:38 PM
No, no, and no. I don't want to use medpacks and implants to heal myself.
Wow, you are really in love with the Med Applicator, arn't you? Well I'm sure you will still be able to shoot guns if you choose the "Medic Class" or whatever it will be.
I don't think they are going to emphasize customization as much as they are and then try to pigeon hole us into WoW-like classes. Don't panic.
basti
2011-07-08, 04:38 PM
I'm with the guys who say that a class system should be able to work although it totally depends on how restricted you are in that role.
We are now used to being able to do a whole range of things with one load out and this does need restrictions, just as was the case back at launch when people had a limited cert pool.
This.
As we now know the basic principles of the system, the remaining question is who can do what. If a Heavy assault guy can still use a med ampli to heal himself slowly and still has some basic transport to get from a to b, then it would work out well and perfectly fine.
But if said heavy assault guy would completly lack anything else besides his Heavy assault, then problem may occur.
But no worrys here guys, the exact details of each "class" (we need to come up with a better term, class is just not fitting really for this) arent yet here, and are propably subject to change during beta. After all, Sony has a good idea about how things propably work out in the end with the servers full and battles raging, but the only way to be sure is beta.
Wow, you are really in love with the Med Applicator, arn't you? Well I'm sure you will still be able to shoot guns if you choose the "Medic Class" or whatever it will be.
I don't think they are going to emphasize customization as much as they are and then try to pigeon hole us into WoW-like classes. Don't panic.
Yes I am. Just give me a basic med app, so that I can myself if I'm in an other class. With the med class allow for increased healing rates, healing others, revives, aoe heals, or w/e you want. Just give me something to heal myself properly.
Raymac
2011-07-08, 04:50 PM
Whats funny is that before yesterday, people were saying the biggest problem with PS1 today is that everyone can do everything so you have a bunch of one-man-armies running around. People were saying it was ruining the game.
Now, the devs just mention the word "classes" and many people on this thread are now complaining that they won't be able to do everything they want.
Damned if you do, damned if you don't.
As much as I want to get up in arms about this I'm going to have to see if they were just using class for people who don't play PS to understand. Going to see how this actually works first.
Whats funny is that before yesterday, people were saying the biggest problem with PS1 today is that everyone can do everything so you have a bunch of one-man-armies running around. People were saying it was ruining the game.
Now, the devs just mention the word "classes" and many people on this thread are now complaining that they won't be able to do everything they want.
Damned if you do, damned if you don't.
To be fair, there's a difference between the two. For one, the one-man army approach is kind of gamebreaking and totally against what the original game premise was about.
Classes on the other hand, could be good or bad. I understand why people are so freaked out about them. In tf2, for example, different classes have different health levels and speeds. In PS, that would be like limiting each class to a specific armor, which is bad. People like the choice of whether they want to be more combat oriented or more task oriented. Given this, I don't think SOE would make that huge of a change.
One way I could see classes working is that they base it around hacking, engineer, medic, and maybe pilot, and have you select your combat style from that. Pure speculation though.
I have some faith in sony, and I think that a quasi-class system could work out. I just wish that they would be faster in giving out game information, rather than just slowly letting it drip out.
Whats funny is that before yesterday, people were saying the biggest problem with PS1 today is that everyone can do everything so you have a bunch of one-man-armies running around. People were saying it was ruining the game.
Now, the devs just mention the word "classes" and many people on this thread are now complaining that they won't be able to do everything they want.
Damned if you do, damned if you don't.
Yes there is one man armies, but that really was not an issue until the introduction of BR40. Lets not forget the veteran reward for Rexo making it free, so thats another 3 certs right there. I don't think BR23 was even that bad, but BR20 was perfect. Most people are freaking out at the notion of not being able to repair themselves. Completely different from one man armies having everything from HA, AV, Reaver, Adv Hack, and full out CE.
basti
2011-07-08, 06:43 PM
Yes there is one man armies, but that really was not an issue until the introduction of BR40. Lets not forget the veteran reward for Rexo making it free, so thats another 3 certs right there. I don't think BR23 was even that bad, but BR20 was perfect. Most people are freaking out at the notion of not being able to repair themselves. Completely different from one man armies having everything from HA, AV, Reaver, Adv Hack, and full out CE.
Yep.
But now, lets say they keep the old system, and just go to BR25 again, without the free rexo. That would mean they would be NEVER, EVER able to add new BR, otherwise Jonny Mckillwhore could spend those new points to become a one man army. And people will call for new BR as soon as they add new certs.
I agree that the cert system of planetside was perfect, but it has its limitations, a point where the players ability to choose completly freely can be exploited to gain an unfair advantage (HA AV Engi med, thats all you need to be an one man infantry army).
The Classes system they now put in stops that, making one man armys impossible, while allowing the devs to add more vehicles, more certs, and more classes to the game.
BlazingSun
2011-07-08, 06:53 PM
It's another thing if there were timers on class switching...but there aren't...you have everything you need from the start and can jump between roles at a blink of an eye......not cool.
Where does that come from? I think what they really ment is, that you can switch between classes at terminals, not in the middle of nowhere, when you feel like it.
2coolforu
2011-07-08, 06:55 PM
This is how I picture OP :P
http://www.youtube.com/watch?v=31g0YE61PLQ
I can understand the limitation of having certain weapons together as you noted with AV/HA. People can adapt to using say MA with HA as long as there is a viable close range weapon with it. The sweeper was trash honestly till the ammo clip buff as you would have people with PS, SW, and med packs. If we can avoid that I think we will be good. My main point about the engi/med class is having to rely on other for heals/reps would be stupid. Let any class at least do that.
basti
2011-07-08, 07:02 PM
I can understand the limitation of having certain weapons together as you noted with AV/HA. People can adapt to using say MA with HA as long as there is a viable close range weapon with it. The sweeper was trash honestly till the ammo clip buff as you would have people with PS, SW, and med packs. If we can avoid that I think we will be good. My main point about the engi/med class is having to rely on other for heals/reps would be stupid. Let any class at least do that.
Lets just wait for beta, okay? There, and only there we can make sure it is done the right way. :)
Rbstr
2011-07-08, 07:10 PM
Classes are OK with me.
I see two preferable implementations:
1. Lots of diverse classes that are easy to cert into - you can readily pick up what you'll want to play without too much hassle.
2. A few "Basic" classes, basically just armor type/weapon type restrictions. Then with the skills you can mold it into a number of areas.
I lean toward #2
Lets just wait for beta, okay? There, and only there we can make sure it is done the right way. :)
Hey if we want to wait till Beta we might as not talk about the game :P.
basti
2011-07-08, 07:16 PM
Hey if we want to wait till Beta we might as not talk about the game :P.
Goku 1 : Basti 0
Damn you! :P
Raymac
2011-07-08, 07:18 PM
Hey if we want to wait till Beta we might as not talk about the game :P.
Good point. There's alot to talk about right now. I don't know if I've ever seent he forum blowing up like this. How about we wait until beta before we start to panic?
I've got a good feeling about the Creative Director Higby. Even though he looks like a young Bill Compton from True Blood, his passion for this game is clearly evident. I've got alot more faith in the quality of PS2 today than I did 3 weeks ago.
Goku 1 : Basti 0
Damn you! :P
Winning!
In regards to freaking out. I think everyone is just over reacting to finally hearing all of these features in regards to PS2. We've all been waiting for this, since the confirmation it was being worked on sometime I think in 2009. I am sure we will be back to disagreeing about gen blows, air cav, SA balance, and so on with in the next week :).
I have calmed down a lot, since hearing them coin the term jack of all trades. There will something mirroring how the current cert system is setup I believe from this. Even if there is specific classes I think that will be great for Meds and Engis as those certs lacked a lot in the beginning. Only Engi got attention unfortunately with the CE update in PS.
Raymac
2011-07-08, 07:27 PM
Winning!
In regards to freaking out. I think everyone is just over reacting to finally hearing all of these features in regards to PS2. We've all been waiting for this, since the confirmation it was being worked on sometime I think in 2009. I am sure we will be back to disagreeing about gen blows, air cav, SA balance, and so on with in the next week :).
Well said. I was wondering what we would be argueing / debating about in PS2 once we heard about it. lol Today it's "classes" and "offline leveling". I wonder what we will be arguing about next week? lol
Well said. I was wondering what we would be argueing / debating about in PS2 once we heard about it. lol Today it's "classes" and "offline leveling". I wonder what we will be arguing about next week? lol
Lets hope for more info about PS2. We can agree the constant fuss over all those topics I mentioned balance for PS2 using PS mechanics was getting boring for the past 6 months ;).
Wakken
2011-07-10, 04:06 AM
I just hope they have some kind of certs in PS2. I really loved that system in PS1, however I would like to know more detail and what they mean exactly by "classes". I kinda hope it just was a term for new people to kinda understand what they mean.
I just hope they have some kind of certs in PS2. I really loved that system in PS1, however I would like to know more detail and what they mean exactly by "classes". I kinda hope it just was a term for new people to kinda understand what they mean.
Matt: We're definitely still in the meat of the development cycle, which means that more passes are being done on art, systems, balance, particles, etc.
- the cert system is really, really free-form. You can be as specialized or generalized as you want to be. If you want to put all your advancement time into Reavers you can do that, and you'll have a more maneuverable, durable and powerful vehicle with plenty of options for secondary weapons and fun gadgets. If you want to spread your certification across lots of different things and be more of a jack of all trades, go for it.
- The flight mechanics are a lot more realistic than the flying camera PS1 vehicles. We're using PhysX for all our vehicles.
Matt: I have for years used the Planetside cert system as an example of an absolutely ingenious and well-executed system, so I'm right with you on it's brilliance. It works incredibly well to let players grow in meaningful but horizontal ways. Our system does a lot of the same things
Matt: What you're describing is basically what we're doing. You can switch classes, loadouts, etc situationally. Either when you respawn or at equipment terminals.
-I agree the ps1 had a great system, we're definitely keeping the spirit of that system in ps2. What you won't have is a dude that looks like a medic rolling around with a rocket launcher, or a light assault dude with a jump jet who also can use a chaingun. We're offering a lot of cool, divergent gameplay styles that in a completely freeform style system would be way, way too easy to stack and exploit.
This.
Essentially by improving the system they want to get rid of the current issues with it:
- BR25+ super-soldiers
- 'achievement' requirements to unlock ex. Galaxy Gunship
Plus it will allow them to grow BR and cert system further post-release.
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