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Neutral Calypso
2013-02-17, 08:46 PM
...from Planetside 1?

I was just looking at some old Planetside 1 gameplay vids, and while I am sure the gameplay was awesome, I must say I would've expected better graphics from a game released in 2003.

That being said, what do you miss from Planetside 1 the most that isn't in Planetside 2?

OCNSethy
2013-02-17, 09:01 PM
Ive not had the pleasure of playing PS1

duomaxwl
2013-02-17, 09:09 PM
The Phantasm, classic cloaking, a reason to take bases besides XP, a higher TTK so a smaller squad could take on bigger groups and have a better chance of survival and not get wooped by zerglings. It really had a lot more depth to it.

Rbstr
2013-02-17, 09:49 PM
Buggies, the larger amount of empire-specificity.

Certainly not the mechanics.

Sifer2
2013-02-17, 10:00 PM
Yeah the empires felt more different in terms of weapons I liked that.

I also miss the Sanctuaries, and how you had real continent conquest going on.

And about the higher TTK yeah. Standard Heavy Assault in that game felt like a MAX in this game. So the medic was actually useful for something besides reviving the dead. And a group working together could survive, and hold off many times their number rather than dying to one grenade.

It was also fun how your role was more defined. It originally took 24 hours to respec your character. So you had to choose what you wanted to do. Focus on Infantry with a well rounded HA character. Or focus on being an Infiltrator. Or maybe a vehicle driver/engineer. You couldn't just run to a terminal an swap roles any time you wanted. It made it deeper, and required more planning/teamwork.

Ghoest9
2013-02-17, 10:01 PM
Carrying 2 weapons.

BIGGByran
2013-02-17, 10:53 PM
Carrying 2 weapons.

Whatcha talking about! You are carring 2 weapons. Main Gun, Pistol, well 3, and a knife! and 4 if your a HA with the rocket. Maybe +1 if you count grenade as a weapon. :p

AThreatToYou
2013-02-17, 10:59 PM
From PlanetSide 1, what I miss the most is...

The maps. PlanetSide 2's levels are very cluttered and hilly, and you can't go for very long without bumping into something (be it a steep hill or object). Maybe this is just nostalgia kicking in, but it is a trend I notice with more modern games. Of course, the main reason PS1's maps were so barren was mostly due to that player's machines couldn't handle it if it were as cluttery or had nearly as high a geometry scale as PS2.

If I'll give that Tribes: Ascend game any credit, it handled the hardware scale compared to T2 and T1 very well and kept it mostly on the same level of "big", at least between bases. Of course, it only did this because skiing.

Sifer2
2013-02-18, 12:20 AM
From PlanetSide 1, what I miss the most is...

The maps. PlanetSide 2's levels are very cluttered and hilly, and you can't go for very long without bumping into something (be it a steep hill or object). Maybe this is just nostalgia kicking in, but it is a trend I notice with more modern games. Of course, the main reason PS1's maps were so barren was mostly due to that player's machines couldn't handle it if it were as cluttery or had nearly as high a geometry scale as PS2.

If I'll give that Tribes: Ascend game any credit, it handled the hardware scale compared to T2 and T1 very well and kept it mostly on the same level of "big", at least between bases. Of course, it only did this because skiing.


Have you fought much in the SW region of Indar? That's the most enjoyable place in the game to fight to me. Seems like the hills help provide some cover for Infantry without restricting where they can move so much. It's what Amerish should have been to me. It's like if I want to run or drive straight to any facility I easily can but there is still enough hills/trees to provide a little cover too. Where as on Amerish you either have to stay on the roads or you better just fly. Impassable cliffs everywhere. And then places like northern Indar/Esamir are just too open providing zero cover.

Wahooo
2013-02-18, 05:56 AM
Every time I log in to PS2 there is a building list of things I miss about PS1.

PredatorFour
2013-02-18, 06:23 AM
Proper cloaking no sniper class bullcrap. Dedicated driver gunner in mbts the bigger scale maps.

I actually miss the shooting mechanics people have often moaned about. It actually felt like you had armor with the TTK being like it was. So you didn't have ADS(iron sights)... well i hipfire most of the time in PS 2 anyway + its the same as PS.

ringring
2013-02-18, 06:44 AM
Oooh lots, but possibly cr5 chat most. PS1 was more social.

Also caves and the more defined targets yadda yadda yadda.

In terms of vehicles, probably nothing. Yea I liked raider nights and that they could go on water but maybe only that.

For infantry, as sifer said I miss that the weapons were more distinct plsu longer ttk and 3rd person. It was all less frantic and more considered althought it did have it's moments.

Oh and epic resecures.

I could go on.....

Figment
2013-02-18, 07:08 AM
Pffft... Where to start?

- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops
- Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance.
- Instant CC resecures
- EMP grenades
- Vehicle hacking/hijacking
- Deliverer/Thunderer APCs (amphibious warfare!)
- Water obstacle and Thunderer vs Magrider playground
- Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc)
- Lodestar (transport role)
- Galaxy cargo bay
- ANT / NTU base supply siege mechanics
- More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually.
- Auto-repair
- 540º angle base turrets
- Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not)
- Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death)
- Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...)
- Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning
- Vehicle trunks
- Fixed vehicle entry-exit points per position in the vehicle
- Vehicle entry/exit animations
- No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures
- Restricted cert system for characters (BR20-25)
- More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters)
- Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools
- More chance to be viable as a solo player due to customizable inventory
- Stamina / implant system
- Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina)
- Holstered weapons
- Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs)
- Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing.
- Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around)
- Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility
- Strong keep
- Walkways from strong keep to wall.
- Infantry only indoor CQC in extensive underground bunker system
- Courtyard not too big and accessable by attackers so defenders could really control it
- Sphere's of Influence (blocking HART droppods)
- Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method)
- World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population
- Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed.
- Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice.
- 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!)
- Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat
- IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in).
- Zoomable minimap
- Automated indoor map (clear)
- Entire platoon visible in HUD
- Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant)
- Combat Engineering HUD (showing amount of placed objects and how many more you can place)
- Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases
- Map showing the location of your deployables and that of your allies
- No /y chat
- /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map)
- /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient)
- CR3 platoon command tools (map drawing)
- Facility status windows (double click on facility for overview)
- Pop up menus instead of full screen menu
- Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike.
- Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview).
- No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices.
- AMP shield on vehicles
- No indoor deployables aside from motion sensors and boomers
- Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.)


That's some points, for starters.


Could make a list with things I won't miss as well:

- Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost)
- Core Combat Module Buildings (pretty much same camp story)
- Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent)
- Confusing cave layout for new players
- Annwn
- Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats.
- Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship
- Galaxy Gunships
- BFRs
- No roofs over facility walls
- Too limited amount of vehicle and airpads
- Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees)
- Armour buffed Reavers
- BR40
- SOE events (Rabbit, Homecont Defense, Black Ops)
- Post-bending "world", I mean "universe" map.
- Annual "gifts" to players (free cert groups) that mess up the cert system balance
- Unrestricted amounts of base virals
- Pre-nerf Thumper plasma spam
- Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse)
- Oversimplified aircav flight controls
- Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield)
- Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere.
- Uni-MAX
- Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area).

Hmr85
2013-02-18, 07:49 AM
Pffft... Where to start?

- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops
- Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance.
- Instant CC resecures
- EMP grenades
- Vehicle hacking/hijacking
- Deliverer/Thunderer APCs (amphibious warfare!)
- Water obstacle and Thunderer vs Magrider playground
- Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc)
- Lodestar (transport role)
- Galaxy cargo bay
- ANT / NTU base supply siege mechanics
- More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually.
- Auto-repair
- 540º angle base turrets
- Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not)
- Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death)
- Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...)
- Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning
- Vehicle trunks
- Fixed vehicle entry-exit points per position in the vehicle
- Vehicle entry/exit animations
- No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures
- Restricted cert system for characters (BR20-25)
- More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters)
- Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools
- More chance to be viable as a solo player due to customizable inventory
- Stamina / implant system
- Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina)
- Holstered weapons
- Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs)
- Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing.
- Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around)
- Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility
- Strong keep
- Walkways from strong keep to wall.
- Infantry only indoor CQC in extensive underground bunker system
- Courtyard not too big and accessable by attackers so defenders could really control it
- Sphere's of Influence (blocking HART droppods)
- Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method)
- World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population
- Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed.
- Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice.
- 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!)
- Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat
- IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in).
- Zoomable minimap
- Automated indoor map (clear)
- Entire platoon visible in HUD
- Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant)
- Combat Engineering HUD (showing amount of placed objects and how many more you can place)
- Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases
- Map showing the location of your deployables and that of your allies
- No /y chat
- /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map)
- /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient)
- CR3 platoon command tools (map drawing)
- Facility status windows (double click on facility for overview)
- Pop up menus instead of full screen menu
- Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike.
- Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview).
- No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices.
- AMP shield on vehicles
- No indoor deployables aside from motion sensors and boomers
- Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.)


That's some points, for starters.


Could make a list with things I won't miss as well:

- Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost)
- Core Combat Module Buildings (pretty much same camp story)
- Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent)
- Confusing cave layout for new players
- Annwn
- Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats.
- Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship
- Galaxy Gunships
- BFRs
- No roofs over facility walls
- Too limited amount of vehicle and airpads
- Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees)
- Armour buffed Reavers
- BR40
- SOE events (Rabbit, Homecont Defense, Black Ops)
- Post-bending "world", I mean "universe" map.
- Annual "gifts" to players (free cert groups) that mess up the cert system balance
- Unrestricted amounts of base virals
- Pre-nerf Thumper plasma spam
- Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse)
- Oversimplified aircav flight controls
- Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield)
- Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere.
- Uni-MAX
- Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area).

QFT!!

Mastachief
2013-02-18, 07:53 AM
Many many things but on top of them all is the LATTICE

bpostal
2013-02-18, 09:00 AM
Many many things but on top of them all is the LATTICE

Ya know, I really hated the lattice in Planetside. Felt too constricting in places and you knew the LLU was going to pick the longest link before you even hacked the base.

That said, I fucking miss it so much!

Rat
2013-02-18, 09:15 AM
Dedicated tank driver, Jammer grenades, LLU runs.

Calisai
2013-02-18, 10:11 AM
I was just looking at some old Planetside 1 gameplay vids, and while I am sure the gameplay was awesome, I must say I would've expected better graphics from a game released in 2003.

They were trying to pull numbers by letting more medium powered PCs be able to play. As it was, I always played with Graphics turned down as low as possible due to having higher frames being a huge advantage.


I miss (in no particular order)

Cloaking (true sneaking around and being useful... opening doors, blowing terms/gens, etc)

Indoor base fights... I mean really epic Interlink fights... I miss the meatgrinders... the actual back and forth pushes...

Last second hotdrop/resecures on a base... stopping the hack and hold with a sneaky infil or a couple mossie hotdrops to the top of a tech plant

Fast moving buggies... Thresher was my favorite vehicle... zip around the battle doing damage and being a target... always at full speed (you'd be bounced all over the frickin place in PS2... all the rocks and hills/valleys)

Calisai
2013-02-18, 10:14 AM
Ya know, I really hated the lattice in Planetside. Felt too constricting in places and you knew the LLU was going to pick the longest link before you even hacked the base.

That said, I fucking miss it so much!

I know right... but at least there you could plan for the worse and co-ordinate a skyguard and air cover. Some of the most exciting llu runs for me were the AJA runs half way across the map with mossies/reavers on our tail.

Bocheezu
2013-02-18, 10:36 AM
Base drains/gen holds

Especially base drains. It was all very exciting and unpredictable. You never knew how strongly the opposition would respond; sometimes it would be just a few guys trickling in, sometimes it'd be a lot of guys and you needed some epic teamwork to get the ANTs down before they deployed. Either way, there was a lot of build up and excitement.

Mox
2013-02-18, 10:51 AM
Many many things but the most important thing is a lattice.

MaxDamage
2013-02-18, 01:39 PM
Lattice.
BFRs. Hahahaha. >:|
Hacking enemy Magriders to ride them.

Not 15min static base caps that Buzzcut wants back.

RodenyC
2013-02-18, 01:55 PM
Pffft... Where to start?

- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops
- Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance.
- Instant CC resecures
- EMP grenades
- Vehicle hacking/hijacking
- Deliverer/Thunderer APCs (amphibious warfare!)
- Water obstacle and Thunderer vs Magrider playground
- Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc)
- Lodestar (transport role)
- Galaxy cargo bay
- ANT / NTU base supply siege mechanics
- More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually.
- Auto-repair
- 540º angle base turrets
- Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not)
- Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death)
- Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...)
- Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning
- Vehicle trunks
- Fixed vehicle entry-exit points per position in the vehicle
- Vehicle entry/exit animations
- No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures
- Restricted cert system for characters (BR20-25)
- More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters)
- Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools
- More chance to be viable as a solo player due to customizable inventory
- Stamina / implant system
- Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina)
- Holstered weapons
- Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs)
- Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing.
- Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around)
- Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility
- Strong keep
- Walkways from strong keep to wall.
- Infantry only indoor CQC in extensive underground bunker system
- Courtyard not too big and accessable by attackers so defenders could really control it
- Sphere's of Influence (blocking HART droppods)
- Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method)
- World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population
- Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed.
- Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice.
- 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!)
- Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat
- IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in).
- Zoomable minimap
- Automated indoor map (clear)
- Entire platoon visible in HUD
- Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant)
- Combat Engineering HUD (showing amount of placed objects and how many more you can place)
- Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases
- Map showing the location of your deployables and that of your allies
- No /y chat
- /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map)
- /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient)
- CR3 platoon command tools (map drawing)
- Facility status windows (double click on facility for overview)
- Pop up menus instead of full screen menu
- Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike.
- Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview).
- No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices.
- AMP shield on vehicles
- No indoor deployables aside from motion sensors and boomers
- Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.)


That's some points, for starters.


Could make a list with things I won't miss as well:

- Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost)
- Core Combat Module Buildings (pretty much same camp story)
- Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent)
- Confusing cave layout for new players
- Annwn
- Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats.
- Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship
- Galaxy Gunships
- BFRs
- No roofs over facility walls
- Too limited amount of vehicle and airpads
- Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees)
- Armour buffed Reavers
- BR40
- SOE events (Rabbit, Homecont Defense, Black Ops)
- Post-bending "world", I mean "universe" map.
- Annual "gifts" to players (free cert groups) that mess up the cert system balance
- Unrestricted amounts of base virals
- Pre-nerf Thumper plasma spam
- Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse)
- Oversimplified aircav flight controls
- Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield)
- Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere.
- Uni-MAX
- Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area).

This.And more this.And some more this.This quote.

Mox
2013-02-18, 03:47 PM
Pffft... Where to start?

- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops
- Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance.
- Instant CC resecures
- EMP grenades
- Vehicle hacking/hijacking
- Deliverer/Thunderer APCs (amphibious warfare!)
- Water obstacle and Thunderer vs Magrider playground
- Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc)
- Lodestar (transport role)
- Galaxy cargo bay
- ANT / NTU base supply siege mechanics
- More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually.
- Auto-repair
- 540º angle base turrets
- Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not)
- Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death)
- Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...)
- Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning
- Vehicle trunks
- Fixed vehicle entry-exit points per position in the vehicle
- Vehicle entry/exit animations
- No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures
- Restricted cert system for characters (BR20-25)
- More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters)
- Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools
- More chance to be viable as a solo player due to customizable inventory
- Stamina / implant system
- Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina)
- Holstered weapons
- Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs)
- Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing.
- Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around)
- Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility
- Strong keep
- Walkways from strong keep to wall.
- Infantry only indoor CQC in extensive underground bunker system
- Courtyard not too big and accessable by attackers so defenders could really control it
- Sphere's of Influence (blocking HART droppods)
- Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method)
- World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population
- Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed.
- Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice.
- 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!)
- Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat
- IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in).
- Zoomable minimap
- Automated indoor map (clear)
- Entire platoon visible in HUD
- Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant)
- Combat Engineering HUD (showing amount of placed objects and how many more you can place)
- Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases
- Map showing the location of your deployables and that of your allies
- No /y chat
- /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map)
- /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient)
- CR3 platoon command tools (map drawing)
- Facility status windows (double click on facility for overview)
- Pop up menus instead of full screen menu
- Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike.
- Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview).
- No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices.
- AMP shield on vehicles
- No indoor deployables aside from motion sensors and boomers
- Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.)


That's some points, for starters.


Could make a list with things I won't miss as well:

- Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost)
- Core Combat Module Buildings (pretty much same camp story)
- Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent)
- Confusing cave layout for new players
- Annwn
- Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats.
- Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship
- Galaxy Gunships
- BFRs
- No roofs over facility walls
- Too limited amount of vehicle and airpads
- Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees)
- Armour buffed Reavers
- BR40
- SOE events (Rabbit, Homecont Defense, Black Ops)
- Post-bending "world", I mean "universe" map.
- Annual "gifts" to players (free cert groups) that mess up the cert system balance
- Unrestricted amounts of base virals
- Pre-nerf Thumper plasma spam
- Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse)
- Oversimplified aircav flight controls
- Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield)
- Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere.
- Uni-MAX
- Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area).

Thats the way the roadmap should look like. Not the actual pile of shit higgles showed us..

Babyfark McGeez
2013-02-18, 04:11 PM
Now i could just say "what Figment wrote", but i feel this list needs to be quoted over and over and over again and at best be spam-mailed to higby and co 24/7.

Pffft... Where to start?

- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops
- Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance.
- Instant CC resecures
- EMP grenades
- Vehicle hacking/hijacking
- Deliverer/Thunderer APCs (amphibious warfare!)
- Water obstacle and Thunderer vs Magrider playground
- Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc)
- Lodestar (transport role)
- Galaxy cargo bay
- ANT / NTU base supply siege mechanics
- More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually.
- Auto-repair
- 540º angle base turrets
- Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not)
- Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death)
- Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...)
- Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning
- Vehicle trunks
- Fixed vehicle entry-exit points per position in the vehicle
- Vehicle entry/exit animations
- No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures
- Restricted cert system for characters (BR20-25)
- More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters)
- Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools
- More chance to be viable as a solo player due to customizable inventory
- Stamina / implant system
- Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina)
- Holstered weapons
- Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs)
- Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing.
- Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around)
- Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility
- Strong keep
- Walkways from strong keep to wall.
- Infantry only indoor CQC in extensive underground bunker system
- Courtyard not too big and accessable by attackers so defenders could really control it
- Sphere's of Influence (blocking HART droppods)
- Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method)
- World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population
- Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed.
- Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice.
- 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!)
- Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat
- IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in).
- Zoomable minimap
- Automated indoor map (clear)
- Entire platoon visible in HUD
- Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant)
- Combat Engineering HUD (showing amount of placed objects and how many more you can place)
- Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases
- Map showing the location of your deployables and that of your allies
- No /y chat
- /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map)
- /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient)
- CR3 platoon command tools (map drawing)
- Facility status windows (double click on facility for overview)
- Pop up menus instead of full screen menu
- Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike.
- Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview).
- No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices.
- AMP shield on vehicles
- No indoor deployables aside from motion sensors and boomers
- Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.)


That's some points, for starters.


Could make a list with things I won't miss as well:

- Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost)
- Core Combat Module Buildings (pretty much same camp story)
- Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent)
- Confusing cave layout for new players
- Annwn
- Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats.
- Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship
- Galaxy Gunships
- BFRs
- No roofs over facility walls
- Too limited amount of vehicle and airpads
- Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees)
- Armour buffed Reavers
- BR40
- SOE events (Rabbit, Homecont Defense, Black Ops)
- Post-bending "world", I mean "universe" map.
- Annual "gifts" to players (free cert groups) that mess up the cert system balance
- Unrestricted amounts of base virals
- Pre-nerf Thumper plasma spam
- Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse)
- Oversimplified aircav flight controls
- Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield)
- Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere.
- Uni-MAX
- Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area).

Hamma
2013-02-18, 10:53 PM
I miss being able to be more effective as a small outfit.

Larington
2013-02-19, 07:43 AM
Probably the worlds. In Planetside 1, mountains were big mountains, forests were big forests, lakes were big lakes, rivers were big rivers, coastlines could be fought along and small furry creatures from Alpha Centauri were real small furry creatures from... wait I'm getting off track here... In Planetside 2, handcrafting the world has drastically hampered the number of places we can fight over. I wish they'd gone for a hybrid approach - Create computer generated somewhat randomised terrain like in Planetside 1, then build those worlds up over time to add hand crafted design into different parts of the world most often fought over.

I'm still amazed they didn't at least get the groundwork for water in during beta, a single light jetski for crossing water and mechanics handling infantry movement in and around water.

Truth is though, there're so many things beyond just that I would choose. Countless things. What I want to see *least* in PS2 that was in the original would be:
BFR's.
Such long thin corridors in bases.
Anti-vehicle rocket pods that are effective against troops.
Orbital Strikes (Largely because we ended up lots of 'commanders' who were only in it for the orbital but thought they knew how to lead, which usually consisted of cussing out the empire for perceived failings).