NewSith
2012-09-06, 08:18 PM
I made a post on the official PS2 forums (http://forums.station.sony.com/ps2/index.php?threads/the-gameplay-feels-too-unlimited.14951/), here's the conent. I really want to know what you guys can say.
Okay this may sound odd, but let me elaborate:
I was thinking what made these posts
PS2 is BF3 as of now, just with persistence.
Each facility, not counting outposts, is basically a Battlefield 3 map with 2-5 minute breaks between matches (except for Zurvan for a change, which is more like the classic base and feels way more intuitive, and Peris being somewhat of a tug-of war, that you can still easily lose, though which needs to be reimagined). As I said, right now PlanetSide 2 needs waaaaay more polishing before it "kicks bf3 in the sack" and I hope that happens before launch (or even Open Beta, because of later being a Demo version in fact).
TBH, Battlefield 3 kept me interested longer than the current state of PS2 Beta. There's something about it right now that makes it very boring to play. Mostly considering how now the fighting only occurs at the pre-defined locations - North-SouthWest Biome Border, The Crown, Allatum, Hvar, Peris and Zurvan. Not like this is happening 24/7, but it is getting boring really fast. And the game also feels very incomplete, but not in small details as in certs and weapon balance, but on a more global level... Must be a prejudgement, but it almost feels like the devs skipped forming the summary feel of the game and went straight down to trivia, without hesitation.
actually true for me. Now after some consideration I think I realised something. I'll try to keep it as short as possible.
PlanetSide 1 was a game with very limiting mechanics - only two ways of spawning (mobile spawn and tube spawn), lattice, terrain, high TTKs, low flight ceiling... The devs are officially stating that they want player options to be unlimited in the new game.
Now here's the thing. I, for one, am not a fan of "unlimited". Here's why: Thinking about what I said about the Global Picture, I realised - one major thing I dislike about the Beta is that, in fact, I can do ANYTHING in it. And the game doesn't really punish me or demands a price for playing some certain way. While it may not be up on the surface, because of classes and stuff, it IS true. Just think about it - cooldown timers can be removed, resources replenish endlessly, HEX map presents a big chessboard, that, in fact, has no "neutral" areas (PIC1 (http://i123.photobucket.com/albums/o287/NewSith/Scheme1.jpg) and PIC2 (http://i123.photobucket.com/albums/o287/NewSith/Scheme2.jpg) to elaborate my point) limiting the strategical choices for hexes, which also brings up another problem - rather bold accessibility of most of the hexes, with the adjacency rule or without it. Even the map (which is as of now our only map) basically puts NO restrictions on moving inside the biomes, the only limits are there on the biome borders and South-East biome that can still EASILY be overwritten by a spawnpoint that can actually fly... Not to mention the br40 concept.
So what I say is the devs are all talking about Rock-Paper-Scissors. Now let me remind you that the famous RPS game has the most severe limitations. It has no water to sink the rock and the scissors, it has no high temperature fire to melt the scissors and burn the paper, it has no Death Star to destroy all three. Now I know this is all good and stuff, but what is the main difference between any game (be it connected to physical or mental activities) and LIFE. It's that games have limitations, usually - rules, the unbreakable ones in fact, otherwise it stops being a game and becomes life. People don't usually play games to live another life. Even players of "Second Life".
I don't understand why it didn't cross my mind earlier, but I think that's THE EXACT reason quite a few people are getting bored with it really quickly, and I bet at least half of them didn't yet realise what I did. There's no incentive to "challenge the system", because there is no system...
Okay this may sound odd, but let me elaborate:
I was thinking what made these posts
PS2 is BF3 as of now, just with persistence.
Each facility, not counting outposts, is basically a Battlefield 3 map with 2-5 minute breaks between matches (except for Zurvan for a change, which is more like the classic base and feels way more intuitive, and Peris being somewhat of a tug-of war, that you can still easily lose, though which needs to be reimagined). As I said, right now PlanetSide 2 needs waaaaay more polishing before it "kicks bf3 in the sack" and I hope that happens before launch (or even Open Beta, because of later being a Demo version in fact).
TBH, Battlefield 3 kept me interested longer than the current state of PS2 Beta. There's something about it right now that makes it very boring to play. Mostly considering how now the fighting only occurs at the pre-defined locations - North-SouthWest Biome Border, The Crown, Allatum, Hvar, Peris and Zurvan. Not like this is happening 24/7, but it is getting boring really fast. And the game also feels very incomplete, but not in small details as in certs and weapon balance, but on a more global level... Must be a prejudgement, but it almost feels like the devs skipped forming the summary feel of the game and went straight down to trivia, without hesitation.
actually true for me. Now after some consideration I think I realised something. I'll try to keep it as short as possible.
PlanetSide 1 was a game with very limiting mechanics - only two ways of spawning (mobile spawn and tube spawn), lattice, terrain, high TTKs, low flight ceiling... The devs are officially stating that they want player options to be unlimited in the new game.
Now here's the thing. I, for one, am not a fan of "unlimited". Here's why: Thinking about what I said about the Global Picture, I realised - one major thing I dislike about the Beta is that, in fact, I can do ANYTHING in it. And the game doesn't really punish me or demands a price for playing some certain way. While it may not be up on the surface, because of classes and stuff, it IS true. Just think about it - cooldown timers can be removed, resources replenish endlessly, HEX map presents a big chessboard, that, in fact, has no "neutral" areas (PIC1 (http://i123.photobucket.com/albums/o287/NewSith/Scheme1.jpg) and PIC2 (http://i123.photobucket.com/albums/o287/NewSith/Scheme2.jpg) to elaborate my point) limiting the strategical choices for hexes, which also brings up another problem - rather bold accessibility of most of the hexes, with the adjacency rule or without it. Even the map (which is as of now our only map) basically puts NO restrictions on moving inside the biomes, the only limits are there on the biome borders and South-East biome that can still EASILY be overwritten by a spawnpoint that can actually fly... Not to mention the br40 concept.
So what I say is the devs are all talking about Rock-Paper-Scissors. Now let me remind you that the famous RPS game has the most severe limitations. It has no water to sink the rock and the scissors, it has no high temperature fire to melt the scissors and burn the paper, it has no Death Star to destroy all three. Now I know this is all good and stuff, but what is the main difference between any game (be it connected to physical or mental activities) and LIFE. It's that games have limitations, usually - rules, the unbreakable ones in fact, otherwise it stops being a game and becomes life. People don't usually play games to live another life. Even players of "Second Life".
I don't understand why it didn't cross my mind earlier, but I think that's THE EXACT reason quite a few people are getting bored with it really quickly, and I bet at least half of them didn't yet realise what I did. There's no incentive to "challenge the system", because there is no system...