View Full Version : So.. I'm going to SOE Next week. Top Issues?
Hamma
2012-10-07, 04:38 PM
So Jennyboo and I will spend a couple days at SOE next week and then of course SOE Live 2012. What are some of the major issues you guys would like to know more about?
Crator
2012-10-07, 04:40 PM
Well, if they haven't fixed it by the time you get there, the biggest issue I can think of is: Population balancing between continents. What are the plans to fix it?
Cryofire
2012-10-07, 04:45 PM
The biggest issue for me personally is that in a proper fight, my fps is 8, oh well, I suppose that's better than last week, last week I had below 1 fps in a proper fight. And in warpgates my fps can reach to 50.
sylphaen
2012-10-07, 04:49 PM
I second the server population/continent population balance concerns.
I am also curious about their medium-term/long-term plan for the evolution of continents, their facilities and overall map interaction/gameplay. Will we have a framework to structure combat/strategy (e.g. PS1's lattice)?
(hex contiguity+resources currently doesn't cut it)
Serpent
2012-10-07, 05:03 PM
Any further tweaks to the guns? I don't feel any of it...
Also: Continent Conquer? Will we be able to capture a whole continent and force the other 2 factions out of it for some time?
Thanks!
Zulthus
2012-10-07, 05:13 PM
I have some time to throw together a list...
Bases
They need to be much more complex. They don't feel like a base, and the placing of spawn rooms is terrible. Everything is too open and prone to vehicle camping, especially the spawn room. Once the enemy pushes you out of the main base you're pretty much done. Spawn rooms need to be underground, below the main base. There needs to be some sort of infantry combat indoors with places that are easily defensible. As it is now, enemies can come from anywhere around you and it's just a giant clusterfuck.
Different capture mechanics. Hack/hold and LLU were nice, since there was only one control console you needed to defend. Having 3+ objectives to hold is no fun because you're constantly running back and forth to cap them. I haven't seen any sort of defense of these points. It's fine that some bases have it, but not all of them should. It is getting annoying and boring.
Bring back the Dropship Centers and Interlink Facilities. Give each facility its same benefit from PS1.
We need the Lattice system. Instead of massive battles, there are lots of small ones spread thin all along your empire's frontline. The lattice will give each empire a direction in which to capture territory.
The World
ADD SANCTUARIES. We desperately need them. Footholds are just home to AFKers who soak up resources/auraxium and take up slots on the continent, preventing other people from playing there. We also need the extra buildings and a cease fire area. The one building in the warpgate isn't cutting it. People TK and throw grenades just to get to terminals because the density of people is so high. Add in the HART system again, but lower the timer significantly.
Once Amerish is added, give each empire a home continent and allow continents to be 'captured'. Hopefully sanctuaries will be in by that time, so 2 out of the three warpgates on the continents can be broadcast warpgates.
I'll continue this later, I have other things to do.
The Kush
2012-10-07, 05:39 PM
The bases need to be more complex.
Sanctuaries.
Sphere of influence.
Frame rate.
Lattice system instead of hexes.
Hamma
2012-10-07, 05:49 PM
ADD SANCTUARIES.
They hate sanctuaries for some reason so this would fall on deaf ears. :(
GuyFawkes
2012-10-07, 05:57 PM
Bringing sanctuaries back. Footholds are a failed experiment in my eyes. Cause more problems than they were intended to solve. At least if someone goes afk in sanctuary it dosen't affect continent population. If you are in sanctuary or a warpgate you earn no resources or points. No resources are needed in sanctuary to access vehicles or equipment, but a timer is still present at all times wherever you are.
Removal of Auraxium as a resource, instead make it an accumulative player based commodity directly related to points earned in game. Make killing, support, capping points, and strategy all have equal weighting for points.
Removal of kill:death as a default statistic, and replace it with points. keep the kills but remove the death part, its a negative stat that discourages effort. You can still have it in there, but make it an option rather than default exhibit.
Make BR count, its quite useless right now. I think giving people a points and cert bonus for levelling , as well as what they have now is the way to go. Unlock vehicles at set battle ranks, atv by default , lightning at br2, vanguard at br8, and so on. You unlock something and have a nice bonus of certs to spend on your new toys. As it is you get access to everything at br1 , and the rest of 'progress' is meh from then on. No limit to BR.
I'd like to bring back armor color changes as you level, berets and backpacks. I know theres the cash shop, but having small nonsensical rewards have that kudos pat on the back type of encouragement to keep playing.
Resources. Where to start with this one? They should be a finite entity shared among the empire according to that population, not everyone gets x amount every tick for being online. Thats also why I want auraxium removed as a resource. Reward people for playing, jumping ship with 4th empire should have a negative effect not be encouraged by the game. You join the 40% empire but you all have to share the same bag of M&M's. Less enemy to fight = less points to earn=less auraxium.
Resources shouldnt be given just for being on a continent. These resources need to be logistically moved from base to base with an additional pipeline lattice, which can be defended, broken and countered. It also allows movement of resources between continents via warpgate connection. This is where they can add the old ps1 logistics and meta game in, without changing the hex or anything. It would be a simple tactical map overlay representing the lattice. It also gives a way for a empire trying to enter another continent a means of gaining resources without using the global 'per tick' nonsense. People taking down a resource link earn resources for themselves, and likewise defenders get a bonus for resecuring.
If you take a base or defend it, give them a resource, cert and xp bonus for doing so, according to the size and length of the fight and the amount of points you earn while there.
Allow people to use certs so they can reduce the resource cost for their chosen specialisation. Also allow them to turn excess of whatever they rarely use into the resource they want, same again, certed. For example,you rarely use catalysts so turn them into polymers, not 1:1, maybe 1 polymer from 3 catalysts. Limit this to per character, not per class.
Classes. I'd like to see them tweak this. You can choose to play all the classes as is now, and put certs into general ones that affect all of them, but once you cert into a particular class, that locks your certs to that class until you get to some magical point where you can then unlock a 2nd class, and so on. Link classes to relevant vehicle types. This is all to reduce the amount of magrider type spam that exists in the game. Plus you need a Battle Rank to gain access to them. For instance, you would need to be BR8, and have certs in engineering or heavy assault to use a magrider. You would need to be BR6 , engineer or light assault to use esf. Or BR2 ,medic or infiltrator to use an ams.
You can still play all the other classes as is now, but need to commit to certain ones to unlock vehicle relevant to your class via certs.
Bring in a 24 hour reset timer also.
Edit: a nod to Eliminatorr :bring back the wishlist :P
GuyFawkes
2012-10-07, 06:08 PM
They hate sanctuaries for some reason so this would fall on deaf ears. :(
I fear you are right, but in practice the reason for having footholds ie getting back into the fight quickly, will always be defunct as long as people can earn anything from doing nothing.
I can log into any server, on any faction and I guarantee there will be more people in there staring at walls than the first hotspot I go to.
If they dont bring in sanctuaries, they really must put an end to passive gains while inside the warpgates at least.
julfo
2012-10-07, 06:13 PM
Bringing sanctuaries back...
Removal of Auraxium as a resource, instead make it an accumulative player based commodity directly related to points earned in game. Make killing, support, capping points, and strategy all have equal weighting for points.
Removal of kill:death as a default statistic, and replace it with points. keep the kills but remove the death part, its a negative stat that discourages effort. You can still have it in there, but make it an option rather than default exhibit.
These 3 things are, in my opinion, crucial. They really need to get this right, and I have complete faith in them to do so. And pretty much the rest of what GuyFawkes said as well, there's no point me rehashing it and adding my superlatives; he said it how it is.
psijaka
2012-10-07, 06:37 PM
Well, if they haven't fixed it by the time you get there, the biggest issue I can think of is: Population balancing between continents. What are the plans to fix it?
^ this. NC were at 91% and Esamir was entirely blue up to the warp gates at 0800GMT this morning. A game killer - top priority.
I like the hex system, by the way. Has a lot of potential.
RodenyC
2012-10-07, 08:30 PM
Really the Sancs should be forced upon them Hamma.Ask them why they don't want it when fans do.Show them post among post of people asking for it.
Baneblade
2012-10-07, 08:32 PM
They hate sanctuaries for some reason so this would fall on deaf ears. :(
They hate e/e animations too. Silly devs, fluff is crucial.
Tatwi
2012-10-07, 08:52 PM
Please ask them to stop monitizing TIME, by making the base game a slow grind to encourage players to buy XP boosters. Sell us actual stuff, not our own time back.
Zulthus
2012-10-07, 09:03 PM
Playing this game more and more, I really, really dislike the class system. I miss being able to make my own custom inventory.
No one ever said "Man, this game sucks. I have too many weapons to choose from."
I hate posting stuff like this because I already know it won't change anything.
Tatwi
2012-10-07, 09:10 PM
Playing this game more and more, I really, really dislike the class system. I miss being able to make my own custom inventory.
No one ever said "Man, this game sucks. I have too many weapons to choose from."
I hate posting stuff like this because I already know it won't change anything.
I feel the same way actually. When I tried Planetside for the first time in 2011 I honestly felt the game was genius. Inventory, certs, animations, vehicle variety and handling, the engineering stuff, and the base design blew me away (and defined the word Planetside to me). All of it is missing in PS2, even simple things like doors and windows with glass on a winter continent aren't in PS2.
Helwyr
2012-10-07, 09:15 PM
What are some of the major issues you guys would like to know more about?
I really want to know what's going on with the Infiltrator Class.
1) When will we get to test a PS1 style Infiltrator?
- Related to this why was the "Stalker Camouflage cloak" removed along with many other certs from the Infiltrator skill tree in the latest build?
2) Where is the Wraith ATV?
3) Regarding Radar's proliferation in PS2, when will we start seeing some counters to this.
elementHTTP
2012-10-07, 10:06 PM
Please ask them to stop monitizing TIME, by making the base game a slow grind to encourage players to buy XP boosters. Sell us actual stuff, not our own time back.
This is crucial point !
other then that
- population imbalance - its not fun to have 60+ % of one faction dominate continent (warp gate camping its not fun nether for defenders or attackers ! ), because of current capture system you cannot concentrate defense to stop advancing of larger force - you are stretched to tin
- UI changes for information system on map - where i need to attack /defend , what is being captured (how long dose it take ), do i need to respond , who is responding ...
Canaris
2012-10-08, 03:15 AM
I'd like a Yes or No answer, Is the Prolwer going to get redesigned?
Malorn
2012-10-08, 03:53 AM
They hate sanctuaries for some reason so this would fall on deaf ears. :(
I've seen a few good arguments for them. Saying "we need sanctuaries!" isn't going to get very far, but explaining why they are needed might.
So far the arguments in this thread for sanctuaries are not very convincing. The AFKing is a resource/auraxium issue, not a foothold issue. Even if there was a sanctuary people would still AFK in the warpgates or somewhere remote on the continent. The problem is Auraxium gain, not the foothold system. I believe Cutter put it well many moons ago... Foothold = Sanctuary + Warpgate - Loading Screen.
If you want a sanctuary back there should be a reason why the sanctuary should be its own continent. The only real problem that I believe a Sanctuary addresses uniquely is population distribution and allowing people into the game when the continents are locked so they can at least socialize or get into a continent queue like in PS1. Effectively it becomes a lobby in the game, though it could serve multiple purposes. There are other possibilities like having zero resource costs in the sanctuary so you can always pull vehicles or having a super fast resource recharge rate while there so you can use it for staging / recovery purposes, or just to learn how to drive vehicles without having to wait for the resources (a way to get the same result as VR training).
I see sanctuaries as more of a scaling issue and handling population changes throught the day or between continents. It could also give people a place to come back and have fun.
The downside to sanctuaries (and the reason why I believe they do not like them) is that it's another layer removed from the action. I've already seen several videos and testimonials from friends that they get into the game in this warpgate and have no idea where to go or what to do. Sanctuary can't be something people start out in or get easily transported to - we really need new players to start out in the action as soon as possible. The game is boring until they see the massive combat. Sanctuaries are another way for a player to end up in a place without action and not being able to figure out how to get out of that situation because they need to understand how warpgates work. Warpgates are bad enough for a new player to get stuck, if they happen to end up in a sanctuary chances are that is a player that will get lost, bored, and quickly grow tired of the game.
So they need to serve a necessary purpose and they need to not be boredom traps for new players who stumble upon them.
bullet
2012-10-08, 04:24 AM
Bringing sanctuaries back. Footholds are a failed experiment in my eyes. Cause more problems than they were intended to solve. At least if someone goes afk in sanctuary it dosen't affect continent population. If you are in sanctuary or a warpgate you earn no resources or points. No resources are needed in sanctuary to access vehicles or equipment, but a timer is still present at all times wherever you are.
Removal of Auraxium as a resource, instead make it an accumulative player based commodity directly related to points earned in game. Make killing, support, capping points, and strategy all have equal weighting for points.
Resources. Where to start with this one? They should be a finite entity shared among the empire according to that population, not everyone gets x amount every tick for being online. Thats also why I want auraxium removed as a resource. Reward people for playing, jumping ship with 4th empire should have a negative effect not be encouraged by the game. You join the 40% empire but you all have to share the same bag of M&M's. Less enemy to fight = less points to earn=less auraxium.
Resources shouldnt be given just for being on a continent. These resources need to be logistically moved from base to base with an additional pipeline lattice, which can be defended, broken and countered. It also allows movement of resources between continents via warpgate connection. This is where they can add the old ps1 logistics and meta game in, without changing the hex or anything. It would be a simple tactical map overlay representing the lattice. It also gives a way for a empire trying to enter another continent a means of gaining resources without using the global 'per tick' nonsense. People taking down a resource link earn resources for themselves, and likewise defenders get a bonus for resecuring.
If you take a base or defend it, give them a resource, cert and xp bonus for doing so, according to the size and length of the fight and the amount of points you earn while there.
These issues but mainly the concepts of Footholds/Sancs/Cont Locking/Continental conquest. How do they plan on adding Continental conquest in if they don't have sanctuaries? I feel sancs were the key element to continental conquest. You had to kick the opposing factions from the continent and send them back to their sancs.
Auraxium is another huge concern of mine. Auraxium basically = Money. People actions are controlled far too much by the passive auraxium gain. Malorn made a great post on the official forums about different ways of doing auraxium gains but I think the general idea is to tie the gains to player actions. I'd like to know how they plan to fix the masses who jump ship for free auraxium, or the auraxium whores who camp warpgates for hours on end.
ringring
2012-10-08, 05:29 AM
Sanctuaries - but as others have said they go together with a bunch of other issues, ie more continents with a conquest and a global strategic met-game.
@malorn .... (congratulations btw) ... I see the point about getting people (especially new people) into the action quicker but I'd argue that there are other issues to consider and are more important.
Is loading up in sanc and pressing esc+I quicker that loading up in a foothold and pressing esc+I? No I don't know that it is.
Or, as happens now, you load up and you speak to your outfit and your first question is -- this always happens now -- "which continent are we on?"
And for new people .... the first thing you do when you initially log in is to orientate yourself ...... many games have a 'bootcamp' type thing which introduces you to the basic controls and concepts; and wouldn't be good to have a VR? This type of stuff is best done in a safe zone.
There again there are many things in the game that are non-friendly - only one example if which is trying to navigate your way around facilities, how do I know which building are which?
Anyways.
The main issue right now is Auraxium gain (I'm sure Marlorn has ideas).
Ask about the status of the fourth continent. Is it Searhus and has conceptual work started.
Ask about the heavy infantry weapons, ie Lasher, Jackhammer and MCG ..... also ask what will be the effect on TTK? These weapons are supposed to have a quicker TTK than the other weapons, how how will they fit in game and are we going to see an even quicker ttk's overall?
Livefire
2012-10-08, 06:00 AM
1.Crewed main battle tanks (change it back to PS1 style and give the lighting a purpose) -test it for at least a couple weeks in beta and see what the data says:) Would like coax machine guns to be added to the tanks main turret like in most modern FPS's and RL but controlled by a dedicated gunner of course. A third dedicated gunner could control the top weapons that you choose to put on, AA, AI, AV. Would not mind having the TR and NC having 3 persons tanks like the prowler used to be.
http://planetside-tracker.com/issues/
2.Sanctuaries and shuttle system-(Good for all the AFKers and need it for Continent Locking, just make the shuttle faster this time like it was tested at in PS1 one time)
3. Continental conquests-(Continent Locking/Meta Game)
4.Dedicated driver class - Sense it does not cost certs to pull a vehicle could we get a dedicated driver/pilot class that can't do much other then drive or fly there attack vehicels i.e. tanks, Reavers, Liberators? I would also be fine if even the crew for these attack vehicles where that dedicated class as well. It would help to cut down on vehicle spam a lot. Only Sunderers and flashes and maybe galaxy's should be driven by any class including (HEAVY ASSAULT)
5.Ask about getting A sophisticated command system and the Mission system for us PS1 Vets and the hardcore gamers to use as we get are command rank and get the "casual gamers" doing something useful. Gonna have to be a lot more advanced then PS1 as we will have so many BF3 and COD players in the game that are not used to MMO's and especially ones as grand as PS (Organising Chaos if you will)
6. Will we ever get vehicle specialisation modifications like the much talked about 2 person Reaver gunship that was originally drawn and used in alpha before it was turned into an interceptor in beta or is that going to have to wait for the player studio system for players to make them selves?
And you can give the devs my compliments on a couple things. The graphics and art is awesome. I like the hex system, I prefer this more open free battle system, but we really need some serious command tools with this system to organize the big battles we all want. I like the resource system but it will need some tweaking obviously. Love the low TTK and realistic game play(as a big fan of tactical shooters and arma, would not mind if it went even lower).
sylphaen
2012-10-08, 06:36 AM
The AFKing is a resource/auraxium issue, not a foothold issue. Even if there was a sanctuary people would still AFK in the warpgates or somewhere remote on the continent. The problem is Auraxium gain, not the foothold system.
Agreed. Auraxium should not be gained from land rent like other resources.
If you want a sanctuary back there should be a reason why the sanctuary should be its own continent. The only real problem that I believe a Sanctuary addresses uniquely is population distribution and allowing people into the game when the continents are locked so they can at least socialize or get into a continent queue like in PS1. Effectively it becomes a lobby in the game, though it could serve multiple purposes. There are other possibilities like having zero resource costs in the sanctuary so you can always pull vehicles or having a super fast resource recharge rate while there so you can use it for staging / recovery purposes, or just to learn how to drive vehicles without having to wait for the resources (a way to get the same result as VR training).
Good points again.
The downside to sanctuaries (and the reason why I believe they do not like them) is that it's another layer removed from the action. I've already seen several videos and testimonials from friends that they get into the game in this warpgate and have no idea where to go or what to do. Sanctuary can't be something people start out in or get easily transported to - we really need new players to start out in the action as soon as possible. The game is boring until they see the massive combat. Sanctuaries are another way for a player to end up in a place without action and not being able to figure out how to get out of that situation because they need to understand how warpgates work. Warpgates are bad enough for a new player to get stuck, if they happen to end up in a sanctuary chances are that is a player that will get lost, bored, and quickly grow tired of the game.
The million dollar question: what assumptions should be taken for the IQ level and attention span of SOE's target average PS2 player ?
I introduced a friend's 14 y-o brother to PS2 by getting him a beta key. When I visited his family 3 days later, his brother still had not figured out there was an "Instant Action" system (and that's back when it was not limited by a 30 minutes timer).
What they did manage to find is the sniper class. The younger brother rolled VS first because they looked "cool" but then he found sniping sucked. I told him to go NC and with the OSOK headshot, he was much happier. He still stopped playing the game after a few weeks though.
For my friend, he plays very casually but still gets confused about choosing where to go and what to fight. He basically goes where the action is to shoot at targets and that's about it. He is not at all concerned about what's happening on the map. If he sees a point to capture, he does get that it's useful to capture but that's about it. He would rather stand still and shooting at targets of opportunity than try taking a point. I think it's because he does not understand the interest of points: as long as he can spawn with his rifle and get cert points to upgrade his character, there is no problem.
He did manage to go straight to the x12 zoom !
:D
In short, noobs and short attention span people need a lot more help to understand the game. When you come from small maps games, there is a set of understanding you do not have when you switch to a game like PS2. A new game will always be too complex to learn for a new player. What's important is to keep the new players interested as they learn and better understand all the aspects of the game.
Also, not playing alone is super important.
Captain1nsaneo
2012-10-08, 07:34 AM
This thread is to make a list of issues Hamma can talk to the devs. This is not to make a list of things to be sent to the video game wizard who can snap his fingers and make them real.
http://imageshack.us/a/img842/1700/1349575118081.png (http://imageshack.us/photo/my-images/842/1349575118081.png/)
Well done by Malorn for pointing out the flaws in the presented arguments about Sancs. However, the argument for Sancs ignores the problem that removing them was trying to fix and didn't. The need for players to get into the fight quickly. The complaint of "How do I get to the fight?" was one of the most legitimate complaints I heard from players who picked up the game but didn't get hooked. The problem isn't Sancs or Warpgates, it's something that Planetside has always been bad at.
Tutorials.
Normal MMOs have a kidy pool where new players can get into a fight and be able to learn before letting into the deeper game. Planetside doesn't have that. Never has. There is no 'end' game for people to practice through there just is 'the' game. CoD has its single player to act as the tutorial for its multiplayer (remember 'The Pit' level in mw2?) When players say "I can't find a fight" what they're actually saying is "I don't know how to find a fight" and right now there is no way for them to learn how to besides fumbling.
The Devs are probably eyes deep in making the game right now so I'd suggest to ask some broader questions because they'll have plenty of time to fix the mag's turning/fps issue but once the game goes live they're stuck with their payment model.
What kind of game do they want to make? Not "The best MMOFPS ever" but things like combined arms, rotating cont control, and the place of resources. What are they supposed to be when they're done?
If we get this information we can give better feedback.
Infantry resource costs vs Vehicle resource costs.
Size of the world vs size of the war. Which is supposed to feel larger?
The pace of combat when looked at over hours.
Player distribution, is the idea of splitting the fight out over a base still holding?
What about distribution over the map?
What are engagement distances now? Tank engagement distances? Do the maps support it?
What vehicles are pulled most? Least? Why?
Why do certs cost what they cost? Does the cert justify the cost?
Legolas
2012-10-08, 07:51 AM
- Accessibility for new players.
- Population imbalances.
- Amerish.
- Weather.
- Less hexes on Indar.
Canaris
2012-10-08, 08:50 AM
oh and speaking of redesigns are bases/outpost layouts going to get some also?
If so will we see more infantry only only areas soon?
Exmortius
2012-10-08, 09:04 AM
not being able to load textures and actually play lol win8 is borked right now. i'm sure they will fix it but that is my big issue. i can't even log in to see what works with the newest patch.
Ritual
2012-10-08, 09:52 AM
I think the best questions to ask are the simplest.
What do they feel about the meta game?
What do they feel about the base design and base variety, and the combat they are creating? Too vehicle campy? Needs more indoor spaces? Needs more focus on air support for base captures? Too spread out? Not enough walls? Outlying objective buildings too small? Need more base types? More variety within bases of the same type?
What do they feel about the new player experience and adding tutorials?
What do they feel about the strengths and weaknesses of Indar and Esamir? Are new continents going to be more like Esamir or more like Indar? Or somewhere in between?
And of course I always like to hear about what they are working on besides all the "hot topic" stuff. So be sure to ask.
Timealude
2012-10-08, 10:57 AM
As far as bridge battles go PS1 used to have amazing ones, do they feel that bridges are under utilized in PS2 and if so do they think bringing water or some form of obstacle will add more bridge battles to the game?
Malorn
2012-10-08, 11:38 AM
In this discussion about sancs I saw several more great usability topics Hamma could ask about. :)
This is an interesting video to watch - brand new player first twenty minutes in PS2.
Planetside 2 Beta: No way, José - YouTube
Interesting things I saw
1) He immediately dismissed the pop-up that gave him an introduction to the game (without reading it). I think internet ads and Windows have trained us to click those things away as soon as possible. We just don't like pop-ups, so I can't blame him for doing that. Though I did find it amusing he dismisses a welcome pop-up and then claims he's confused and doesn't know what to do. Clearly need something more effective there.
2) He never once found Instant Action.
3) It took him about 15 minutes after he got into the game to find a fight. I think there's a good chance many players in our short-attention-span world would not have waited that long. He said after about 3 minutes "I'm bored"
4) Some of his "wow!" moments came when he opened the map and saw how big it was, when he saw the vehicle options at the ground terminal, and when he actually got into the fighting he seemed to enjoy himself. He also admired the graphics of the game, though I don't think he played long enough to realize there was a day/night cycle. He probably would have enjoyed that too.
Could learn a lot from this video as a case study. Its something I consider an important issue to the game. It's key to hooking new players. If you want people to shoot at and a healthy PlanetSide 2 community and a well-funded post-launch project then this should be one of the top concerns. New player retention.
Canaris
2012-10-08, 12:02 PM
As far as bridge battles go PS1 used to have amazing ones, do they feel that bridges are under utilized in PS2 and if so do they think bringing water or some form of obstacle will add more bridge battles to the game?
the reason why PS2 so far has had no good bridge battles is the fact that you can just drive around them, no water/lava = no reason to go over a bridge if it's tough.
The waterways and latice system of PS1 created choke points that forced players to use the bridges, the ensuing mega battles of them were a by product.
So yes indeedy I do think water would make them more used.
bjorntju1
2012-10-08, 02:57 PM
Ask if they are going to increase the cert gain. The way it is right now sucks ass, way to slow and many things are way to expensive.
Also if there are going to be more different bases, and if those (current) bases are getting a full fledged interior as it was in PS1.
Ruffdog
2012-10-08, 04:15 PM
They hate sanctuaries for some reason so this would fall on deaf ears. :(
Like I tell my 3 year old daughter: "turn your ears on".
+sanctuaries
PS Sancs felt immersive. When I first joined I wasn't confused or frustrated. I actually liked the uniqueness of a safe zone and the chance to practice in the VR arena when I was an utter noob and get my xp up via missions. Later on it was ace to gather up your outfit in tanks or galaxies, dream up a strategic warp jump and go off to make trouble. Footholds don't feel immersive they feel fake to me. Why can't they be taken? With no resources to mount a hardware-backed defence they are just a pain in the ass. There should be conditions to capture these territories.
Hell the word foothold even sounds temporary
EVILoHOMER
2012-10-08, 04:15 PM
1. WASD + Arrow keys for flight like Battlefield for those of use that don't want to use the mouse in an aircraft.
2. Make the camera follow the rotation of the aircraft like in first person when you're in third person.
3. Put Fog into the weather system rather than something that is there the whole time making the game look ugly.
4. Allow us to turn off The distance blur, the crazy amounts of bloom and turn on AA and High resolution textures in the game settings.
5. Change the way you move from island to island via a UI pop up when you get inside the warp gate area, rather than the tiny terminals that people struggle to find or fight over.
6. Streamline the UI down to make it more user friendly, right now it is so complex even I still feel lost, it's a big turn off. I love the art to it all, it's just things like the symbols at the bottom don't even have any text on them to tell you what it is. Other things like making where and why you should spawn at a place more obvious, for some reason lots of people I know just keep spawning at the WG.
7. I'd like to see the resource system and over long vehicle timers gone. They stop you from playing how you want to play, I never had this problem in Planetside but in Planetside 2 I find myself running a long way because I don't have any resources or waiting for a 18 min timer........
8. Get rid of the class system, bring back an inventory and have the suits decide what you can and cannot carry. It was a much much flexible system. I thought I'd like classes because it makes each one unique like TF2 or something, instead it has just taken some of the fun away, you cannot combine certain things like you could in Planetside.
9. Bases need to be more enclosed because right now they're impossible to defend and you never have big epic sieges. Most the time it's just people camping inside the base while vehicles rape the door ways.
10. Speaking of door ways, they all need to be protected and windows included so vehicles cannot just camp outside and constantly shoot through. I thought it was a problem in Planetside but it's even more of a problem in Planetside 2.
11. Tone down all the floating icons, at night it gives me seizures, it's all too erratic and and bright, it just drowns everything out. On top of that night time needs to be made brighter, you cannot see anything half the time because the lighting is over powering but also the first thing you see is the triangles....... I don't want to be shooting at enemy I haven't seen. It was stupid in BF3 and that is why most people play the hardcore servers....
12. Make knives equipable, not just quick knife, BF3 does this and it's fun to just run around with a knife.
13. Branching off that can the veterans have a Vanu Glowing force blade as a reward for being a Planetside veteran? It's something all us Vanu loved especially and when it was removed I died a little inside. I've been asking for it to come back for such a long time, it would just be fun for it to be a gift in Planetside 2.
http://images.mmorpg.com/images/galleries/full/332008/0092b7ec-b5cb-421a-bddd-53a2f70ae0ca.jpg
There is more but that will do for now.
14. Oh yeah and please make the character models on the login screen look sharp instead of blurry.
sylphaen
2012-10-08, 04:21 PM
Can you interview Malorn ?
;)
EVILoHOMER
2012-10-08, 04:27 PM
They hate sanctuaries for some reason so this would fall on deaf ears. :(
I think the Warp Gates are acting like Sancs anyways. I found Sancs to be boring areas that I only ever went to if I got sent there because the cont was taken over when I logged in or because I went through one to get to another cont quickly.
In Planetside 2 you have a home base at the Warp Gate and each gate will lead to every single Island I'm guessing. It's a far better system but it just needs to let you take your vehicles through the warp gate instead of having to run to the terminals.
I just cannot see any people benefiting from Sancs other than people who seemed to like them in the original.
Drakkonan
2012-10-08, 04:46 PM
I know you're just going to go with the top issues so I'll +1 to Sanctuaries. That being said, if you're desperate for questions, I'm curious if they're done balancing the point system. There seems to be a large discrepancy between points awarded for kills and points awarded for support actions (base caps, heals, revives, resupplies etc...). BF3 had the best distribution, which makes sense because they had been using the same basic standard, and refining it since BF2.
KDR being the top stat along with kills, instead of points is not a good thing. They should know this. Once again, DICE realized this, and were still able to appease the casual no-scope 360 headshot kids.
WildEagle
2012-10-08, 05:26 PM
Ask them why they're so afraid to build off the foundation that was already laid in PS1 i.e sanctuaries, HART, meta game, etc. instead of trying to be consistent with "modern shooters". I really don't understand how the devs can continually read posts where people complain about the same things over and over again and do nothing about it.
Did not read through all posts yet.
But one thing i am dying to find out.
WHY did they decide to steer away from so many good idea from PS1?
Base designs and why no doors(i doubt they are meant to be camped by tanks).
Base capturing, why in the world go for a BF cap design.
While PS1 hack design was 100x better.
Why so few vehicles and continents upon launch.
How many do they even got in development?
I am playing PS2 beta, will play live.
But all this is a big disappointment so far, and they seem to ignore these complaints.
Fanglord
2012-10-08, 07:18 PM
not being able to load textures and actually play lol win8 is borked right now. i'm sure they will fix it but that is my big issue. i can't even log in to see what works with the newest patch.
I'm on win 8 and havnt had a problem so far, like not a sausage above the usual beta type bugs.
My bug bear to pass along is I have no idea where the 'real' front is half the time, the little combat marker doesn't really give any infor on who/what/where ect.
Dagron
2012-10-08, 07:53 PM
I'd just like to know how the devs feel about the way the strategic aspect of the game is coming along. Many people seem unhappy with the resource system, with how we mostly see zergs, with hexes, footholds, etc.
It would be nice if they talked about what they've learned so far that does/doesn't work and what they're planning about these things, and how far are they willing to go to improve the situation (i.e. i think it's unlikely they'll scrap the whole resource system, but who knows... would they be willing to if it doesn't start working well soon?).
Oh, and i'd also like to know how soon can we expect to see more weapons, be them melee, shotguns, grenade launchers, chain guns (any heavy weapons really) and even different engineer turrets (AV maybe?).
Baneblade
2012-10-08, 08:28 PM
Ask them why they're so afraid to build off the foundation that was already laid in PS1 i.e sanctuaries, HART, meta game, etc. instead of trying to be consistent with "modern shooters". I really don't understand how the devs can continually read posts where people complain about the same things over and over again and do nothing about it.
SOE is the company that fubared SWG. And those players were much more vocal about it.
Captain1nsaneo
2012-10-08, 08:29 PM
In this discussion about sancs I saw several more great usability topics Hamma could ask about. :)
Interesting things I saw
1) He immediately dismissed the pop-up that gave him an introduction to the game (without reading it). I think internet ads and Windows have trained us to click those things away as soon as possible. We just don't like pop-ups, so I can't blame him for doing that. Though I did find it amusing he dismisses a welcome pop-up and then claims he's confused and doesn't know what to do. Clearly need something more effective there.
2) He never once found Instant Action.
3) It took him about 15 minutes after he got into the game to find a fight. I think there's a good chance many players in our short-attention-span world would not have waited that long. He said after about 3 minutes "I'm bored"
4) Some of his "wow!" moments came when he opened the map and saw how big it was, when he saw the vehicle options at the ground terminal, and when he actually got into the fighting he seemed to enjoy himself. He also admired the graphics of the game, though I don't think he played long enough to realize there was a day/night cycle. He probably would have enjoyed that too.
Could learn a lot from this video as a case study. Its something I consider an important issue to the game. It's key to hooking new players. If you want people to shoot at and a healthy PlanetSide 2 community and a well-funded post-launch project then this should be one of the top concerns. New player retention.
Tutorial problem! It's all a tutorial problem! He didn't know if the NC were his friends or foes, didn't know about bullets, and ATV roll overs! (though to be fair that last one happens to all of us a lot)
Good illustration there Malorn on exactly what I've been hearing from people who tried PS and didn't like it. The story always is that they got in and couldn't find a fight and so left. There are two solutions to this, have a tutorial (which I don't think SOE has much experience in just due to their games' natures) or to have players actively find and train new players which is something that shouldn't be necessary.
The problem with the pop up window is that people are both trained against pop ups and that they don't like being handed a book to read when they want to play. If you are going with the text method DO NOT PUT IT ALL ON 1 SLIDE. It blurs together and people will gloss over it as we saw as he starts to look at it and determines that it's too much and just closes it.
Tutorials are difficult for this style of game. One possibility is similar to PS1's eventual tutorial system with the VR areas and the arrows the lead you around to things (though the tutorial in PS has always been so buried under things it's almost impossible for a new player to find). You could do it via videos the first of which is difficult to skip and tells you where to find the rest of the videos (E.Y.E. I believe does this and has a text dump). Has the downside of making patching require a lot of changes to the system but doesn't present a barrier that has to be run totally through each character creation. Either way something needs to be done.
Crator
2012-10-08, 08:30 PM
Ask them why they're so afraid to build off the foundation that was already laid in PS1 i.e sanctuaries, HART, meta game, etc. instead of trying to be consistent with "modern shooters". I really don't understand how the devs can continually read posts where people complain about the same things over and over again and do nothing about it.
Didn't know what they had? Just a guess.
Hamma
2012-10-08, 09:18 PM
Thanks guys - great feedback so far I've been noting it and keeping track of it. So keep it up!
Rolfski
2012-10-08, 10:50 PM
The following issue has no top priority but is an extremely annoying one nonetheless and has been brought up multiple times by the community:
Please, fix the stupid issue that forces people to re-login every time into the SOE forums
Livefire
2012-10-09, 05:37 AM
First off, their website. (You gave me a reason to rant and by God i am going to do it.)
The multiple threads of people just blatently BITCHING about the same exact thing over and over and over is just too much. If people that haven't played Planetside or Planetside 2 yet come and just check out the forums without registering, all they see in general chat is just BITCHING. Also the developers who try to respond to those bitching constantly.. Man that has GOT to be demoralizing as Fuck!
Obviously the performance. It will run on an i5 but not an i7 or on my core2quad but not an i5. It just needs to be hammered out. I have faith it will be but if you are looking for a point that needs attention, that's another one.
Sanctuaries. Make the bloody bastards off continent, on continent but out of reach, in space or on the water but get the damn things off the mainland where people camp.. I You have 1300 OTHER people playing the game, what in the the hell made them think ONE of those guys wouldn't come troll the "sanctuary", then God forbid get sanc locked....
Logistics. In it's entirety, the game virtually lacks any logistics. People continunally take places, nothing is "home", the need for resources is useless when capped at 750 plus the gain is phenominal and the auraxiam resource locations are poorly placed.
I could go on and on but I aint.
Now you know why so many people and especially Vets are complaining on the forums, there is a good reason. Major game systems that have been in PS for 10 years and worked perfectly as they were refined over that time were just left out of the game for some reason all together, as if they never intended to add them in the future. This has lead to all the problems currently in game as thought SOE never made the first one and is doing this for the very first time or something. It is very strange.
bullet
2012-10-09, 08:33 AM
In this discussion about sancs I saw several more great usability topics Hamma could ask about. :)
This is an interesting video to watch - brand new player first twenty minutes in PS2.
Planetside 2 Beta: No way, José - YouTube (http://www.youtube.com/watch?v=cz9W8GJ-NDE)
Interesting things I saw
1) He immediately dismissed the pop-up that gave him an introduction to the game (without reading it). I think internet ads and Windows have trained us to click those things away as soon as possible. We just don't like pop-ups, so I can't blame him for doing that. Though I did find it amusing he dismisses a welcome pop-up and then claims he's confused and doesn't know what to do. Clearly need something more effective there.
2) He never once found Instant Action.
3) It took him about 15 minutes after he got into the game to find a fight. I think there's a good chance many players in our short-attention-span world would not have waited that long. He said after about 3 minutes "I'm bored"
4) Some of his "wow!" moments came when he opened the map and saw how big it was, when he saw the vehicle options at the ground terminal, and when he actually got into the fighting he seemed to enjoy himself. He also admired the graphics of the game, though I don't think he played long enough to realize there was a day/night cycle. He probably would have enjoyed that too.
Could learn a lot from this video as a case study. Its something I consider an important issue to the game. It's key to hooking new players. If you want people to shoot at and a healthy PlanetSide 2 community and a well-funded post-launch project then this should be one of the top concerns. New player retention.
Watching that reminded me of my login to Planetside. Somehow I found the IA button and it ported me next to a tower on Forseral. I was still lost from there, but I was atleast near the action. I did go through that Tutorial they had when the game first shipped, so I don't know if they taught you about IA in there or not. He did find IA in the video but it dropped him on Peris which was even farther away. -.- GG IA.
There definitely needs to be a tutorial or a step by step guide explaining things when you first log in otherwise we can, and will, lose players due to the non instant action/confusion of this game. I want a good solid tutorial along with gameplay to ensure the longevity of this game.
Q:How do they plan to snag the new players when they first get in game? The video posted above is an obvious outcry for tutorial or some hand holding at least.
http://penny-arcade.com/patv/episode/tutorials-101
My favorite tutorial guide, or something. Great info there.
Shogun
2012-10-09, 08:44 AM
my top concerns:
change permanent fog into a weather phenomenom that only occurs in the morning or during bad weather.
engineer and medics need more versatility. the actual system castrates them to only be able to do one thing. the class system is too limiting for support players! it is ok to prevent jack of all trades uebersoldiers, but it is far too limiting right now.
the overall awareness has to improve a lot. i can´t tell enemys from friends all the time (if i even notice that there is someone in the first place)
need something like the improved targeting implant from ps1 or i will not see any enemy when camos come in. also navigating is far too hard.
and last but not least... fix the joystick deadzone/nocalib issue already! i want to test the airplanes but i am not going to try again with keyboard and mouse.
ringring
2012-10-09, 10:31 AM
A question just (re) occurred to me.
could you ask about CE ....
the number of mines that can be laid is rediculously low, also the fact that they vanish when you change class ... and also I suspect after a period of times (unknown at present).
Hamma
2012-10-09, 11:42 AM
Please, fix the stupid issue that forces people to re-login every time into the SOE forums
This is a security thing, after the big SOE hacking thing they ramped up this sort of stuff.
Valcron
2012-10-09, 12:05 PM
This game in it's current form is essentially a disaster. They have stripped out EVERY SINGLE POSSIBLE great thing about Planetside 1 from it and basically made a glorified Battlefield 3 game. It sucks, and I just got my refund for the stupid alpha squad.
sylphaen
2012-10-09, 12:16 PM
This game in it's current form is essentially a disaster. They have stripped out EVERY SINGLE POSSIBLE great thing about Planetside 1 from it and basically made a glorified Battlefield 3 game. It sucks, and I just got my refund for the stupid alpha squad.
With Malorn on board, good things may happen concerning the metagame. Keep hope !
EVILoHOMER
2012-10-09, 12:29 PM
Can we have handbrakes on vehicles so we can sit on the side of hills without having to play a balancing mini game with W and S?
Babyfark McGeez
2012-10-09, 01:12 PM
Personally i would like to know their thoughts on two gameplay things:
- Resource system and population imbalance (with the problem of becoming locked out of vehicles/aircrafts when being "warp-gated")
- The meaning of bases aside from resource gain (i recall the bases in ps1 giving "perks")
Boomzor
2012-10-09, 01:14 PM
I cannot repair an enemy turret or terminal
I cannot hack a destroyed turret or terminal.
A lone infiltrator can more or less deny any vehicle spawning from an entire base on his own by hacking and destroying the terminals.
Any plans to counter this?
Timealude
2012-10-09, 02:15 PM
I cannot repair an enemy turret or terminal
I cannot hack a destroyed turret or terminal.
A lone infiltrator can more or less deny any vehicle spawning from an entire base on his own by hacking and destroying the terminals.
Any plans to counter this?
It could be just a glitch but idk if it is or not, i know you get grief points for blowing up your own terminals and turrets maybe they should up it more to discourage it.
Sharkdog
2012-10-09, 03:42 PM
TR and VS have approximately half the ammo to damage done ratio of the NC sniper.
Maybe raise NC hand gun ammo a bit to compensate for the close range discrepancy.
But it should be addressed.
PhoenixDog
2012-10-09, 04:01 PM
I'd love to know where they stand on the Intra-Continental Meta-Game...The ability to take over an entire continent like the last game.
EVILoHOMER
2012-10-09, 04:27 PM
Hamma can you please ask them about being able to turn off the blur and bloom in the distance? I just want everything to look really sharp instead of having this blur effect over the background.
FortySe7en
2012-10-09, 04:33 PM
Honestly I just want to know what kind of system they are optimizing for. I have no problem upgrading, but since I have a pretty beefy machine already, I am wondering what they optimization plans are in the future.
Thanks bud
Livefire
2012-10-09, 07:50 PM
Can we have handbrakes on vehicles so we can sit on the side of hills without having to play a balancing mini game with W and S?
Another thing I apparently took for granted PS1 on ground vehicels "space bar brakes".
RodenyC
2012-10-09, 08:57 PM
Also can something please be done about the NC sniper rifle.Make it a strong 2 shot instead of one shot.I really don't get how as a VS Heavy I get shot once by a sniper and I am dead.
Also when the hell are we getting E/E animations or delays.I'm tired of sniping a engineer only to see him instant in his prowler or vanguard.Or about to blow up a tank.Instant out to only to get shot up while I about to take the last rocket shot.It's bullshit.
cellinaire
2012-10-09, 11:45 PM
BTW, can you get a few infoz on EQnext from th...... uh nope.
And finally, someone brought the vehicle handbrake with 'space bar'. Yay!!
(While you are there, how about asking them what they think about prone/crawling?)
=)
texico
2012-10-09, 11:57 PM
Playing this game more and more, I really, really dislike the class system. I miss being able to make my own custom inventory.
No one ever said "Man, this game sucks. I have too many weapons to choose from."
I hate posting stuff like this because I already know it won't change anything.
I feel the same way actually. When I tried Planetside for the first time in 2011 I honestly felt the game was genius. Inventory, certs, animations, vehicle variety and handling, the engineering stuff, and the base design blew me away (and defined the word Planetside to me). All of it is missing in PS2, even simple things like doors and windows with glass on a winter continent aren't in PS2.
- I'll second this too Hamma. It's clear a chunk of the playerbase don't like the class system but not a single thing is looking like it's going to be done. It feels like a restrictive dumb-down from the inventory system and doesn't even offer any benefits for the actual player; if they wanted to play like a particular class with the invent system they could just build their inventory that way.
- Map needs more information on it! This was outlined really well here: http://www.planetside-universe.com/showpost.php?p=842550&postcount=29 Basically, status information needs to be made clearer on the map so that people can monitor and organize a response to changes properly. As he points out, questions like these are not always clear; what belonged to who previously? How long ago did something flip? Can we/I infer that place is OVERWHELMED or easily retakeable? etc. etc. etc. etc. It would result in much tighter and more organized battle flows as "respond-ability" improves amongst everyone.
- I feel like they need to up the scale by coming up with an outlined plan for proper inter-continental combat. The continents THEMSELVES should be able to be captured and owned and lost like bases. PlanetSide 1 was a battle for CONTINENTS to win Auraxis, whereas so far PS2 is just a battle for bases to win a continent; that's a scale reduction.
- Continental design... I had a thread about Square Continents last week. Is there plans to make more aesthetic continents or are they all set to be roughly like squares....
I honestly think if those first 3 issues were addressed the game would improve 10-fold.
cellinaire
2012-10-10, 04:46 AM
- I'll second this too Hamma. It's clear a chunk of the playerbase don't like the class system but not a single thing is looking like it's going to be done. It feels like a restrictive dumb-down from the inventory system and doesn't even offer any benefits for the actual player; if they wanted to play like a particular class with the invent system they could just build their inventory that way.
- Map needs more information on it! This was outlined really well here: http://www.planetside-universe.com/showpost.php?p=842550&postcount=29 Basically, status information needs to be made clearer on the map so that people can monitor and organize a response to changes properly. As he points out, questions like these are not always clear; what belonged to who previously? How long ago did something flip? Can we/I infer that place is OVERWHELMED or easily retakeable? etc. etc. etc. etc. It would result in much tighter and more organized battle flows as "respond-ability" improves amongst everyone.
- I feel like they need to up the scale by coming up with an outlined plan for proper inter-continental combat. The continents THEMSELVES should be able to be captured and owned and lost like bases. PlanetSide 1 was a battle for CONTINENTS to win Auraxis, whereas so far PS2 is just a battle for bases to win a continent; that's a scale reduction.
- Continental design... I had a thread about Square Continents last week. Is there plans to make more aesthetic continents or are they all set to be roughly like squares....
I honestly think if those first 3 issues were addressed the game would improve 10-fold.
I hope the devs who's going to be at SOElive will hear all this. I know they have their plans and ideas and would like to say, "hey you haven't seen all the things we 've planned yet. Have faith and wait" so I understand them for some degree, but there needs to be a firm foundation first before doing innovation, especially for the case of PS2. Let's build 'uncertainty' over 'certainty' :groovy:
robocpf1
2012-10-10, 09:41 AM
One word: Outfits.
-Outfit certifications and specializations - it would be nice to see a teaser or at least see some solid ideas.
-Outfit ranks and customization - more.
-Longer Message of the Day
-Make the default rank "Recruit" instead of Member
-Possible outfit bind? Like we had in PS1? I know that's a stretch, but it would be cool to "bind" one of our respawn points to a base so we can redeploy there quickly, like in PS1. I mean, they could make it an Outfit Cert.
-If you only get to ask one question or make one suggestion on outfits - Outfit Certs and Specialization.
maradine
2012-10-10, 11:36 AM
Hamma.
Joysticks.
Say it with me:
Joysticks.
I will send them a Joystick, so they can see how it works.
I will pack it with a bottle of Talisker 30, if that gets their creative juices flowing.
But the point it this.
Joysticks.
EVILoHOMER
2012-10-10, 12:53 PM
I'm not decided on the class system.
From the get go they all seem really generic with tiny differences and so that isn't fun. However can we really judge that? Most of the class content is locked away and we've only really played the basic foundations.
I don't want the game to be made easier, we need that carrot on the stick of things we want to unlock, and there needs to be a fine balance because if purchasing the weapons is easier than playing the game then the game is pay to win, they both need to be even.
I really think atm the price point for items is going to be $5-15 for weapons and like $2 for camo and stuff like that.
They'll probably do weapon bundles for like $30 or something...
I'm fine with high prices on the store, it adds value to items and having it take long to unlock them via playing makes you justify purchasing them, however not lots of them because you don't want to break the bank.
Sort of like how TF2 works where you can spend ages trying to craft a certain item or you can just buy it for $10. It works with TF2 very well.
I really hope SOE adds some sort of Player created content store like TF2 as well.
Fanglord
2012-10-10, 01:19 PM
Oh I completely forgot! Whats really pissing me off is the waste of vehicles, I get theres a lock to stop douche baggery. Though when they have clearly been left/or owner killed it jus seems like wasted resources and is very immersion breaking; maybe a minute timer on an abandoned vehicle before it becomes usable by team mates?
EVILoHOMER
2012-10-10, 02:00 PM
Oh I completely forgot! Whats really pissing me off is the waste of vehicles, I get theres a lock to stop douche baggery. Though when they have clearly been left/or owner killed it jus seems like wasted resources and is very immersion breaking; maybe a minute timer on an abandoned vehicle before it becomes usable by team mates?
Or Engs reclaim it for resources of their own.
Which would make a great cert.
Shogun
2012-10-10, 03:34 PM
Or Engs reclaim it for resources of their own.
Which would make a great cert.
but equipping this would strip the engineer of some other needed feature in the current class system. this needs to change. we need more slots on the support classes!
Tatwi
2012-10-10, 03:51 PM
Or Engs reclaim it for resources of their own.
Which would make a great cert.
9 times out of 10 I use a mossy/lib/galaxy it's for disposable transportation, so I am down with that!
On a different note, I see that SOE is hooking up with Wikia and I was wondering two things:
1. Hamma, how do you feel about this and where does Planetside-Universe fit in there.
2. Do you think you could ask SOE to make the Planetside Syndicate (http://wiki.planetsidesyndicate.com/index.php?title=Main_Page) wiki the official wiki for PS1? I don't have any affiliation with the site, I just noticed that it's a really comprehensive, detailed wiki for Planetside (that has more content than any of the others I have looked at). No sense reinventing the wheel for a PS1 wiki. :)
Dagron
2012-10-10, 05:24 PM
Actually, i think they don't want to encourage individuals to spawn a galaxy just to get from point A to B and then trash it. :p
GuyFawkes
2012-10-10, 06:08 PM
Oh I completely forgot! Whats really pissing me off is the waste of vehicles, I get theres a lock to stop douche baggery. Though when they have clearly been left/or owner killed it jus seems like wasted resources and is very immersion breaking; maybe a minute timer on an abandoned vehicle before it becomes usable by team mates?
Or just give you a refund. PS2 could be the first game to offer a green solution and reward you for recycling;)
Any chance on asking if they can change the V macros back to ps1 type.
Buggsy
2012-10-12, 01:30 AM
Multicrewed tanks didn't have this problem, drivers didn't run over people repairing them.
Chinchy
2012-10-12, 02:41 AM
So Jennyboo and I will spend a couple days at SOE next week and then of course SOE Live 2012. What are some of the major issues you guys would like to know more about?
The biggest issue is I'm not in the line up on you're SOE live stream! Get me in there I wanna show off my red shirt!
Finarfin
2012-10-12, 08:14 AM
Performance optimisation (combating graphical and network lag) should be given the highest priority. Nothing is as anticlimatic as your epic battle turning into a slideshow.
Hamma
2012-10-12, 11:42 AM
Thanks all for your continued questions. I will be putting the final touches on my list today so if you have anything else post it soon.
BTW, can you get a few infoz on EQnext from th...... uh nope.
Yea this bad boy is totally under lock and key these days. I am hoping to talk to Dave Georgeson a bit - but he won't be telling me anything about EQ Next ;)
[quote=Tatwi;On a different note, I see that SOE is hooking up with Wikia and I was wondering two things:
1. Hamma, how do you feel about this and where does Planetside-Universe fit in there.
2. Do you think you could ask SOE to make the Planetside Syndicate (http://wiki.planetsidesyndicate.com/index.php?title=Main_Page) wiki the official wiki for PS1? I don't have any affiliation with the site, I just noticed that it's a really comprehensive, detailed wiki for Planetside (that has more content than any of the others I have looked at). No sense reinventing the wheel for a PS1 wiki. :)[/quote]
Considering they never contacted us about our Wiki, I don't see this happening.
We have been trying to obtain the content from that wiki for a while now to supplement our own.. still working on it. The main architects of that wiki are now working on our Wiki project.
maradine
2012-10-12, 12:21 PM
Did I mention joysticks?
Fazed
2012-10-12, 12:27 PM
Ask them if they will give better waypoint management to leaders, just like I suggested there ==>> http://www.planetside-universe.com/showthread.php?t=48209
xenoneo
2012-10-12, 02:34 PM
I really want to know what's going on with the Infiltrator Class.
1) When will we get to test a PS1 style Infiltrator?
- Related to this why was the "Stalker Camouflage cloak" removed along with many other certs from the Infiltrator skill tree in the latest build?
2) Where is the Wraith ATV?
I completely agree.
One of the original top issues of PS2 was how the infiltrator was nothing more than a sniper.
Although the addition of hacking is welcome, the overall issue of the infiltrator combat mechanics not being fleshed out is still a problem.
The unique play style of a melee range cloaker could perhaps be the culprit, since all the other classes are focused on gun mechanics, making it a priority.
It does make me very worried that they removed the stalker cloak and the melee damage boost certs after the wipe.
I want to sneak around unseen and gut people with my blade, not hide a mile away and do head-shots.
VelRa
2012-10-12, 03:52 PM
Thanks all for your continued questions. I will be putting the final touches on my list today so if you have anything else post it soon.
Yea this bad boy is totally under lock and key these days. I am hoping to talk to Dave Georgeson a bit - but he won't be telling me anything about EQ Next ;)
Considering they never contacted us about our Wiki, I don't see this happening.
We have been trying to obtain the content from that wiki for a while now to supplement our own.. still working on it. The main architects of that wiki are now working on our Wiki project.
If you haven't gone ahead yet and finalized that list, I'm curious to hear how the Light Assault stacks up against other classes in terms of numbers. I'm concerned that they're a bit directionless about where to take the class. Have there been any discussions on what would be included in "Light Assault: Tools" certs? And how are they processing all the posts asking for LA and Medics to switch weapon classes?
Arovien
2012-10-12, 04:20 PM
top issue: pop imbalance. No question.
another major issue is the fact that support activities do not generate enough xp to be appealing enough.
Have fun over in San Diego. Try Vallarta Express (http://vallartaexpress.net/). The SOE SD folks should know of the place.
ringring
2012-10-12, 04:49 PM
Multicrewed tanks didn't have this problem, drivers didn't run over people repairing them.
cos the driver got out to repair while the gunner stayed on board to protect from roaming enemy. :)
Hamma
2012-10-12, 05:08 PM
I'm going to go ahead and finalize the doc for now, tons of feedback guys thanks for that! The document is pretty long ;)
Did I mention joysticks?
I already know they are messing with this stuff, Higby has a crazy Joystick on his desk.
Hamma
2012-10-22, 11:28 PM
So I got *most* of the questions you guys asked answered. Some of them will be revealed in an interview with Higby that will be up tomorrow. Some were already revealed last week when I was live tweeting from SOE. The rest I haven't figured how I will reveal. Likely I will type them or possibly talk about them in an AGN Instant Action video I will be doing this week.
Canaris
2012-10-23, 08:23 AM
So I got *most* of the questions you guys asked answered. Some of them will be revealed in an interview with Higby that will be up tomorrow. Some were already revealed last week when I was live tweeting from SOE. The rest I haven't figured how I will reveal. Likely I will type them or possibly talk about them in an AGN Instant Action video I will be doing this week.
awesome can't wait to read or watch :D
Ritual
2012-10-23, 08:32 AM
OK so it's tomorrow, wheres the Higby interview?
Haha I look forward to reading it. Especially if you asked the questions in this thread.
Hamma
2012-10-23, 10:27 AM
Soon(tm)
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