Goldeh
2012-12-05, 07:40 PM
I think that a lot of problems that PS2 stems from is a symptom of a much larger issue and that issue is how exp is earned. Currently, the marjority of gaining certs is from kills and the exp system is mirroring that of smaller scale titles such as CoD and BF3 (see: kill-streaks) but already we see problems croping up in the meta game.
What we have now in terms of AA is that ESF is being allowed to free-roam. Now the problem is that no one wants to pull that skyguard or go in that turret or pull that max because in a game that has progression based mostly on kills, you're not gonna see a lot of kills as AA. And because you don't see a lot of kills from AA is the reason why no one bothers in AA which is the reason why air is everywhere which is the reason why people complain about rocket pods because no one is pulling AA and thus the cycle loops. Considering that it takes more than one max or turret to effectively put a dent in airpower then no one is gonna pull one. The meta game is borked.
Thus, if the exp system was changed from kills to damage, this will incentivise people to going into AA, even dedicating themselves to it. Exp being based on damage and not kills will make people feel like they are not wasting their time just scaring away aircraft or even other mentionables. Deterrents don't give any rewards unless the guy/girl you're shooting at dies. This is a problem.
A exp system based on damage is a lot more rewarding for the player instead of straight up kills. You could have situations where you did damage someone but they got away for whatever reason, maybe you meant to scare them off, knowing that you couldn't take them alone. But the game would still reward you for your efforts. Versus. Not giving anything at all.
Further more, exp system based on damage would incentivise people to defending more, as you could see the whole amp stations aa turrets filled for a chance to get those pot shots at ESF, libs, galaxies, tanks, etc.. Then once you have a system based on damage and not kills you can balance based on the many and not the few because everyone gets a chance to earn something. People in ESF rocketpods would be less inclined to hover and instead strafe the target, knowing that they'd get rewarded for it, you could even then buff AA based on that one notion. A exp system based on damage could even aid those who are poorer in FPS, instead of outright dying and getting nothing out of it.
In conclusion the current exp system is terrible and downright silly for a game of this magnitude, and when the games philosophy stats that kills don't matter. Then the exp system should reflect that philosophy.
What we have now in terms of AA is that ESF is being allowed to free-roam. Now the problem is that no one wants to pull that skyguard or go in that turret or pull that max because in a game that has progression based mostly on kills, you're not gonna see a lot of kills as AA. And because you don't see a lot of kills from AA is the reason why no one bothers in AA which is the reason why air is everywhere which is the reason why people complain about rocket pods because no one is pulling AA and thus the cycle loops. Considering that it takes more than one max or turret to effectively put a dent in airpower then no one is gonna pull one. The meta game is borked.
Thus, if the exp system was changed from kills to damage, this will incentivise people to going into AA, even dedicating themselves to it. Exp being based on damage and not kills will make people feel like they are not wasting their time just scaring away aircraft or even other mentionables. Deterrents don't give any rewards unless the guy/girl you're shooting at dies. This is a problem.
A exp system based on damage is a lot more rewarding for the player instead of straight up kills. You could have situations where you did damage someone but they got away for whatever reason, maybe you meant to scare them off, knowing that you couldn't take them alone. But the game would still reward you for your efforts. Versus. Not giving anything at all.
Further more, exp system based on damage would incentivise people to defending more, as you could see the whole amp stations aa turrets filled for a chance to get those pot shots at ESF, libs, galaxies, tanks, etc.. Then once you have a system based on damage and not kills you can balance based on the many and not the few because everyone gets a chance to earn something. People in ESF rocketpods would be less inclined to hover and instead strafe the target, knowing that they'd get rewarded for it, you could even then buff AA based on that one notion. A exp system based on damage could even aid those who are poorer in FPS, instead of outright dying and getting nothing out of it.
In conclusion the current exp system is terrible and downright silly for a game of this magnitude, and when the games philosophy stats that kills don't matter. Then the exp system should reflect that philosophy.