View Full Version : [Game] Describe Your Perception
NewSith
2013-01-30, 05:01 PM
The game is simple:
Here are the terms:
Metagame
Defensible Designs
Camping
Zerg
Strategy
Tactics
Spec Ops
(Weapon) Balance
Organized Outfits
Zergfits
Continent Capture
... your objective is to give these terms a relatively short definition (not more than 20 words), not based on examples or copypasted stuff. Just type in how you percieve it.
And please be constructive.
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Metagame - A game of choice, set on any interactive level of the game, forcing player to choose something, sacrificing something else.
Defensible Designs - Designs that allow defenders to make more kills and stay alive longer than attackers.
Camping - Process of holding an enemy at a certain chokepoint, going against the honor code. As opposed to bottlenecking.
Zerg - A high concentration of strategicaly unaware players playing casually, controlling the flow of the battle due to numbers.
Strategy - An interactive level of the game that involves planning and coordinating, aimed at the achievement of an end goal.
Tactics - An interactive level of the game that involves coordinating and executing, aimed at the process of achieving an end goal.
Spec Ops - Group of individuals, staying out of the zerg, helping it by providing strategical advantage.
(Weapon) Balance - An aspect of ability of one game entity to be equal to another, or being superior to one, while being inferior to another.
Organized Outfits - Outfits that either execute Spec Ops, or able to fight on a frontline with capabilities to take a base, infested with enemy zerg singlehandedly.
Zergfits - Outfits that do not contribute to strategic play.
Continent Capture - A result which is achieved by capturing all territory and driving enemy off the continent.
Mietz
2013-01-30, 05:05 PM
The game is simple:
Here are the terms:
Metagame
Defensible Designs
Camping
Zerg
Strategy
Tactics
Spec Ops
(Weapon) Balance
Organized Outfits
Continent Capture
... your objective is to give these terms a relatively short definition (not more than 20 words), not based on examples or copypasted stuff. Just type in how you percieve it.
I already have a question.
Do I provide the "theoretical" definitions or the ones used/relevant in PS2?
Because Zerg can mean like 20 different things in 10 different games.
LoliLoveFart
2013-01-30, 05:11 PM
Metagame
Player defined strategies outside of predefined rules.
Defensible Designs
Walls and less clutter.
Camping
Current Meta.
Zerg
Winning strategy.
Strategy
Refer above.
Tactics
Easiest way to form and direct zerg.
Spec Ops
Tasks for smaller squads to effect the battles for larger facilities.
(Weapon) Balance
Easiest way to start an argument.
Organized Outfits
Easiest way to have fun in the game.
Continent Capture
unrewarding sole drive to capture territories.
NewSith
2013-01-30, 05:14 PM
I already have a question.
Do I provide the "theoretical" definitions or the ones used/relevant in PS2?
Because Zerg can mean like 20 different things in 10 different games.
Well, since it's PlanetSide 2 Discussion, try to guess.. :)
Also added Zergfits
NewSith
2013-01-30, 05:20 PM
Metagame
Player defined strategies outside of predefined rules.
Defensible Designs
Walls and less clutter.
Camping
Current Meta.
Zerg
Winning strategy.
Strategy
Refer above.
Tactics
Easiest way to form and direct zerg.
Spec Ops
Tasks for smaller squads to effect the battles for larger facilities.
(Weapon) Balance
Easiest way to start an argument.
Organized Outfits
Easiest way to have fun in the game.
Continent Capture
unrewarding sole drive to capture territories.
And THIS is why we're not getting any worthy changes.
Ghoest9
2013-01-30, 05:23 PM
Metagame - A long term game aspect involving - planning, some form of economy, resource utilization and ownership.
Defensible Designs - bad term - we need simply need bases that are more defensible than they currently are - especially an inner level that requires and infantry assault to clear.
Camping- Ambushing - neither a bad nor good thing inherently
Zerg - The large uncoordinated mass force of players - inherent to all games
Strategy - Coordination and planning beyond one local area. Such as plan to conquer one continent or a plan to conquer multiple continents.
Tactics - Plans for a locol operation - such as taking or defending a single base.
Spec Ops - non-standard operations such as small mobile or furtive units hitting weak and undefended targets or taking vital points before the main force arrives.
(Weapon) Balance - When parallel weapons are roughly equally effective
Organized Outfits - Isnt this self evident?
Continent Capture - When its all your color.
LoliLoveFart
2013-01-30, 05:24 PM
I based my answers on what is currently available in ps2. If you wanted me to post what I wanted it to be, should have said so. :groovy:
NewSith
2013-01-30, 05:31 PM
Organized Outfits - Isnt this self evident?
To make it clearer I posted "zergfits" as one extra term there. What is the difference bewteen an organized outfit and a zergfit? Can zergfits be organized?
Echor
2013-01-30, 05:33 PM
Metagame
Actions to acheive an objective, often thought of as a 'win'
Defensible Designs
Areas that have an architecture that helps the defender
Camping
Sitting waiting for the enemy to get an easy kill.
Zerg
Huge number of people steamrolling over any opposition
Strategy
Actions that are thought out using tactics and planning
Tactics
A planned sequence of actions to acheive a goal, using pre-planned method.
Spec Ops
A small team of dedicated players swifly doing something in a risky environment, not limited by the inertia of huge numbers.
(Weapon) Balance
X = Y = Z
Organized Outfits
A group of organised players working in unision for a common result
Zergfits
A huge group of slightly organised players creating a steamroller effect
Continent Capture
Capture of all enemy territory on a Continent
Sunrock
2013-01-30, 05:38 PM
[QUOTE=NewSith;883284]The game is simple:
Here are the terms:
Metagame The game mechanics that drive the players to care about and continue playing the game...
Defensible Designs: Can mean too many things
Camping: Sitting at one spot for a long time.
Zerg: Large group of players that rush in and kill one person before they die and then renters the fight 10 sec later.; A race in StarCraft.
Strategy: http://en.wikipedia.org/wiki/Strategy
Tactics: http://en.wikipedia.org/wiki/Tactic_%28method%29
NewSith
2013-01-30, 05:39 PM
Defensible Designs
Areas that have an architecture that helps the defender
Do these designs only extend to area architecture?
Continent Capture
Capture of all enemy territory on a Continent
Do you consider the current continental capture to be a proper design?
NewSith
2013-01-30, 05:40 PM
Metagame The game mechanics that drive the players to care about and continue playing the game...
Defensible Designs: Can mean too many things
Camping: Sitting at one spot for a long time.
Zerg: Large group of players that rush in and kill one person before they die and then renters the fight 10 sec later.; A race in StarCraft.
Strategy: http://en.wikipedia.org/wiki/Strategy
Tactics: http://en.wikipedia.org/wiki/Tactic_%28method%29
*cough*
not based on examples or copypasted stuff. Just type in how you percieve it.
*cough*
Rothnang
2013-01-30, 05:41 PM
No definitions, but my thoughts on these.
Metagame
The really important stuff should take days of cumulative effort from your whole faction to achieve or undo. I should never come back after 16 hours and not be able to see anything I did during my last play session still make an impact.
Defensible Designs
The biggest gap in base defense is information. You just can't get people into a base to defend it fast enough, by the time you muster any meaningful force it's already completely overrun. Also not having internal radar in bases makes it way too easy for small groups to just troll base defenders for hours.
Camping
Doesn't bother me, what is a front line if not hundreds of people camping?
Zerg
Shouldn't be an issue once the mission system comes online.
Strategy
There isn't a whole lot of strategy in the game right now since the resource battle really isn't all that meaningful until you've pushed someone back so far that they start running out. Unfortunately that just encourages them to leave the continent, not to fight back. There need to be ways of killing a big army by cutting off their supply lines. Supply lines are the whole reason why defending stuff actually matters in a war.
Tactics
Work pretty well.
Spec Ops
Don't really see this as much of a factor in the game, since there is no expensive infantry. You could theoretically make a squad of top notch players and call them spec ops, but let's be real here: infantry in this game is only as reliable as their spawn point.
(Weapon) Balance
Infantry is so focused on short range urban warfare tasks like clearing buildings in PS2 that there is an extreme emphasis on those extremely fast firing bullet hose guns that pwn in close quarters. I don't know if they are overpowered in all possible scenarios, but they certainly dominate the scenario you most often encounter.
Organized Outfits
As far as I'm concerned there should be more emphasis on outfits being able to harness the Zerg, so that a small group of thinkers and organizers can be a force to be reckoned with without needing hundreds of members.
Continent Capture
IMO needs to be based on an influence system that measures how well a faction is doing over the course of several days to determine who captures the continent, and then again. I don't like being able to snipe a continent in under an hour while it has low population or doing a pinky and the brain cap where every night you take over the world. There needs to be more of a sense of long term cumulative effort. If you held 2/3 of a continent that shouldn't be all for nothing if you couldn't push the enemy all the way back, that should be points on the board that all end up to eventually owning the place. Holding all the regions for an hour shouldn't mean as much as holding half the regions for days.
Mietz
2013-01-30, 05:56 PM
Ok lets play your game
Metagame
Strategy elements and strategic/tactical depth beyond capturing objectives.
Defensible Designs
A design granting a positive benefit for the defender and a negative one to the attacker.
Camping
Repeatedly killing enemies from an unfair advantageous position by design or neglect for the sole purpose of killing.
Zerg
A large amount of uncoordinated players moving in unison.
Strategy
Actions pertaining to resources, logistics, coordination of players and countering/disrupting the same on the enemy side.
Tactics
Actions pertaining to direct disposal of enemy forces in engagements.
Spec Ops
Small scale covert operations behind enemy lines as well as small operations focused on disruption and deterrence.
(Weapon) Balance
A scalable ruleset defining a fair engagement.
Organized Outfits
A collection of organized players with ranks, coordination, communication, leaders and objectives.
Zergfits
A large collection of players without interest in communication, objectives or coordination.
Continent Capture
The removal of all enemy footholds and enemy player presence from a continent.
Catfart
2013-01-30, 05:57 PM
First one is 23, but the rest are under 20.
Metagame
A strategic state, influencing the tactical game with rewards and penalties. Changed by events in the tactical game. Gives a meaning to battles.
Defensible Designs
Designs that, at a minimun, acts as a 2:1 force multiplier in favour of the defenders.
Camping
The tactic of maximising exp by killing enemies as they emerge from Spawning. Generally frowned on and discouraged by design.
Zerg
Strategy
A strategy is the plan of tactical battles that will result in an improvement of the strategic state.
Tactics
The plans, actions and manouvers required to win a tactical battle, and advance the strategic state.
Spec Ops
A tactical task or battle best completed by squad trained and equiped for the specific situation.
(Weapon) Balance
A complex set of parameters that will require tweaking throughout the game's life.
Organized Outfits
An organisational force multiplier. Can: receive strategic orders, implement strategic plans, direct players, provide loyalty
Zergfits
An insult.
Continent Capture
A significant event (compared with an individual battle) that impacts on the strategic state.
Ghoest9
2013-01-30, 06:01 PM
To be honest the whole zerg outfit /organized outfit thing here seems like a contrived way to belittle large outfits.
(for the record Im not even in an outfit)
I have never heard these 2 specific terms used as a contrast before.
There is nothing inherently disorganized about winning with massive overwhelming blunt force.
Echor
2013-01-30, 06:02 PM
Do these designs only extend to area architecture?Architecture can mean anything that is part of the game, gun placement, wall, tunnel etc. I wasn't thinking of building houses, rather building the game.
Do you consider the current continental capture to be a proper design?Its a proper design, just a useless one! I'd alter it in so many ways. Warp gates rather than pseudo sancturies, that were accessible to all would shake things up a bit :) Probably move bases about, roads, hills, mountains, lakes etc
NewSith
2013-01-30, 06:03 PM
To be honest the whole zerg outfit /organized outfit thing here seems like a contrived way to belittle large outfits.
(for the record Im not even in an outfit)
I have never heard these 2 specific terms used as a contrast before.
There is nothing inherently disorganized about winning with massive overwhelming blunt force.
That is your perception, and if you think that way, it's absolutely fine...
See, you aren't the only one thinking that way:
Zergfits
An insult.
ringring
2013-01-30, 06:07 PM
Metagame - The player created cooperation, strategies and coordination that can be found in the game. This is not 'hard-coded' in the game but must be supported by the game.
Defensible Designs - A design that means attackers must bring superior force to capture a base. A ideal ratio is around 60:40 but note 'force' does not necessarily mean numbers.
Camping- Holding a point and repeatedly farming the enemy, usually meant in the context of camping spawns.
Zerg - The large mass of the empire on the continent, seemingly unthinking and seeminly with a joint thought. The zerg will not use tactics, they will attack the next base, whether that is sensible or not.
Strategy - A plan formulated to achieve a goal. Often the goal will be a longer term goal than the immediate target.
Tactics - A plan to achieve an immediate target. This may be executed by an individual or a group.
Spec Ops - A group that undertake an operation, hitting a small descrete target that has an impact of a wider area.
(Weapon) Balance - The characteristics that enable each empire to be equal in 'power'.
Organized Outfits - Outfits that work together, formulate strategies and tactics and carry them out.
Continent Capture - When one empire owns all bases.
Crator
2013-01-30, 06:26 PM
There is nothing inherently disorganized about winning with massive overwhelming blunt force.
True. Not certain about using, inherently disorganized, to describe it but I thought the issue was with massive overwhelming blunt force being able to take something too fast. Not allowing enough time for an equal massive force to react to do something about it.
Grognard
2013-01-30, 07:10 PM
Metagame
Defensible Designs
Camping
Zerg
Strategy
Tactics
Spec Ops
(Weapon) Balance
Organized Outfits
Zergfits
Continent Capture
Metagame = The strategic overlay constructs in game that players may or may not control, but can at least influence.
Defensible Designs = All things in the game that contribute to players actively or proactively protecting what they have control over. Such as base layouts, spawn structures, topographical features, players turrets, troop deployments, etc.
Camping = Suppressing enemy activities from the source, when and where they have the least opportunities to act against you.
Zerg = Disorganized, unreliable, masses of a similar kind, seemingly working towards a common goal, but often present due to happenstance or self motivation.
Strategy = Methods and ideas to achieve relatively far reaching goals.
Tactics = Methods and abilities to achieve short term goals, often in pursuit of a strategy.
Spec Ops. = Assets used, often covertly, for shock, deception, economy/multiplication of force, etc.
Weapon Balance = (In the context of PS2) Ways to make different class items (rifle, pistol, tank, ESF) FEEL as diferent as possible, but as similar in POWER as possible, within their given class. With the goal of making player ability the deciding factor in a given environment. This also applies in the macro to allow factions themselves to be on equal footing worldwide, and over time.
Organized Outfits = Groups of players, with a common allegiance to each other, operating towards a common goal. Ussually with a designated leader(s), or chain of command, working as a "gang-type" entourage (does not work as well when leader is absent), or a quasi-military organization (tends to work just as well when leader is absent).
Zergfits = Outfits as above, ussually the gang type, that more often than not use a "numbers over tactics/strategy" mentality in the course of play as a means to succeed.
Continent Capture = A closure event of some kind that occurs when a single faction has met some game measured criteria for a single landmass to be considered "fully occupied", or "in control". Often securing a benefit as a reward to the successful faction.
I didnt read the others yet, I wanted to try this mental excercise on my own first, so I likely overlapped other answers. Cheers.
Edit: Spelling
Saintlycow
2013-01-30, 07:30 PM
Metagame
Player defined strategies outside of predefined rules.
Defensible Designs
Walls and less clutter.
Camping
Current Meta.
Zerg
Winning strategy. It might not be fun, but at least you get capture points. The opposite is to defend against a zerg, which is no fun.
Strategy
Refer above.
Tactics
Easiest way to form and direct zerg.
Spec Ops
Tasks for smaller squads to effect the battles for larger facilities.
(Weapon) Balance
Easiest way to start an argument. Overexagerated problems
Organized Outfits
Easiest way to have fun in the game. Need numbers to be effective against the vehicle zerg
Continent Capture
unrewarding sole drive to capture territories.
Similar thoughts
NewSith
2013-01-31, 02:16 AM
Keep 'em coming, good fellas!..
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