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robocpf1
2013-02-26, 01:01 PM
Here's the idea: "small things".

I think many of us, myself included, look to the big, grand, overhaul ideas when we're thinking about improving Planetside 2. I don't want anything big or grand in this thread - what are some small things that can be tweaked? What are some (theoretically) easy to implement additions or alterations to the game or interface that would make it easier to play, or alleviate a little bit of frustration that we have? I'll post some examples I've found (not all are my original ideas). Post your own! Include a couple of lines or a paragraph of explanation. How is this an improvement, technically, mechanically, or physically?


Numerical timers for base captures in addition to the Tug-of-War meter

Because of the way influence works, the current system should stay in to give us a visual representation of how the base is flipping. In addition, an actual numerical timer on the interface would allow players to know more clearly what kind of time frame they have for responding. This is important due to the territorial aspect of the game - while outfits and players may know the amount of time it takes to form up and fly from point A to point B, if we don't know how much time we have to prevent point B from flipping, it can be difficult to tear ourselves away from the current fight. It's too unpredictable. Furthermore - is there a downside to adding the timer? Will it break core gameplay? I do not think it will.

Allow "Squad Objective" markers to be placed on any objective from across the base

Squad leaders currently have a tool that allows them to highlight an objective on the minimap and HUD by holding Q (or the spot key) on the marker for point [A], or a specific generator, etc. However, while a squad leader can mark any of the capture points [A], , [C] from anywhere around the base, they can only mark generators and SCUs if they have line of sight on the generator itself. If they have line of sight, they're probably in a position to deal with it themselves. Allow squad leaders to mark capture points, generators, SCUs, and perhaps some other objectives like tanks, galaxies, or doors with this tool from anywhere around - not just with line of sight. (Disclaimer, part of this might just be a bug)

[B] Add more of the objective icons to the HUD panel

When you're at a facility, you can see all three capture points in the bottom left of your screen, above the minimap. You see them update in realtime if they are being taken, and you see the player/cap ration (0/6, 1/6, etc). Add the shield generators and the SCU to this small panel, many times they're just as important as the actual capture points [A] and . Then you could see which generator is being compromised, or if the SCU is being taken down instead of trying to find the icon around the edge of your screen.

[B]More waypoints

Waypoints are an important tool for organized operations. The smoke signals have good uses like designating enemy positions, a rally point, or a "safe zone" because they can be seen by the whole empire - however, they also don't appear on the minimap or HUD, and it can be difficult and confusing to use them in many situations. "Which one is our smoke?" Instead, for a single squad, give the leader both the green and orange waypoints to use. For a platoon, give each squad leader a waypoint of their squad's color, give the platoon leader the orange one and also access to each of the squad leader's waypoints. In this way, the platoon leader can set each squad's waypoint for them, but can also see all of them at the same time. An organized group can then use the waypoints for other purposes.

Instant Action "No Drop Zones"

As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy lines.

A plea: Fix the squad beacon 21 day timer

This is ruining squad based gameplay. I know this isn't a choice thing, obviously the team isn't purposefully keeping this bug in the game, this is just a plea to prioritize this particular bug above some of the others.

MAX Timers on the Esc interface, just like Vehicle timers now are

In a recent patch, vehicle cooldown timers were added in red numbers to the Esc menu for Vehicles. This is a fantastic addition - I would like to request that the same be implemented for MAXes, which also have cooldown timers.

Tooltip clarification

Tooltips on Certs, especially, can be kind of vague sometimes. For example, the Passive Acquire Timer on the Lightning can be reduced by 60 seconds for each level of certs invested. Instead of telling us how much the timer is being reduced by, why not tell us what the timer has been reduced to? "This cert reduced the cooldown timer of the lightning to 5 minutes" instead of "This cert reduces the cooldown timer of the lightning by 60 seconds". Now we know how long we have to wait in total, instead of how long we're not waiting. Other clarifications and alterations to tooltips can be made, I won't list them all here.

Icons for jump pads and grav lifts

The experienced players know by now where the grav lifts and jump pads are in the game. New players have no idea. They can find teleporters and objectives because they have icons on the minimap and the HUD, but jump pads are just as important as teleporters (especially for bases like Vanu Archives) and grav lifts are necessary for safe vertical transit at almost every base. Add icons on the minimap for them, if it won't break anything.

Voice Macro system change

Pressing V then a number 1-9 is difficult with one hand. Muscle memory works only for a single hand at a time, so pressing V+9 is rather difficult with my left hand as my right hand should be on the mouse. Instead, V+N+G for example "We need a Gunner" or V+R+G for "Repair the Generator" allows the hands to stay where they need to stay. It also allows learning the system to be more intuitive and less about rote memorization of which number corresponds to which command.

EVILPIG
2013-02-26, 01:45 PM
Your post is not a small thing.

Dragonskin
2013-02-26, 01:49 PM
Instant Action "No Drop Zones"

As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy lines.

I like this idea the best. Instant Action does absolutely ruin any kind of long term defense when a outfit with a large player base can "STEEL RAIN" a target and then capture it within minutes.

Wahooo
2013-02-26, 01:59 PM
I like this idea the best. Instant Action does absolutely ruin any kind of long term defense when a outfit with a large player base can "STEEL RAIN" a target and then capture it within minutes.

I've felt this way for a while. Though I still think a spawn beacon should be able to bypass these zones.

And the voice macro's. I really really really want the more complex voice macro system.

maradine
2013-02-26, 02:17 PM
Instant Action "No Drop Zones"

As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy lines.


If you're going to do something like that, it should be a destroyable module, similar to a generator.

Dragonskin
2013-02-26, 02:52 PM
If you're going to do something like that, it should be a destroyable module, similar to a generator.

The Iron Curtain generator from Red Alert! I like this. At least you have to work towards being able to mass deploy to an area.

Mastachief
2013-02-26, 03:58 PM
Bin the max changes and give us everything in the first post please. Sorted. To improve this game you need the small things (the sand between the rocks if you like) right now all we have in the jar are massive rocks. Time has come for the pebbles and the sand.

Less shiny things more metagame bits and pieces to help all players out who are not satisfied with zerg rolls over smaller zerg gameplay.

I bitch and moan because i care, when i no longer care you've lost a customer.

Ghoest9
2013-02-26, 07:07 PM
Flinch code

Morsong
2013-02-26, 07:18 PM
Agree with you OP and love your suggestions. Here is one of mine:

I am enjoying this game and I think it's getting better all the time. One thing I was sort of surprised about however is that there are no messages or anything displayed when an empire finally captures a continent. Sure, it is displayed on the map as all territorial control, but I think that even having a simple server-side message displaying to all players that "said-empire captured said-continent" would be more intuitive.

Here's a scenario: You are on Esamir and your empire has been fighting for it for a while. Lets also say you're a soldier of the NC. After a few hours your empire finally captures it and you see that wonderful server side message appear "Esamir has been captured by the New Conglomerate". Everyone sees it on the server and on all continents. This not only boosts the morale of your faction but also alerts to the other factions that they just lost a continent and more reinforcements are needed.

At the end of the day Planetside 2 is about territorial control. Capturing a continent is the entire point IMO, and I think in most other peoples opinions as well. That is why I was a bit taken aback on why there wasn't more of a hoo-rah moment when my empire finally capped Esamir today after a fun and long battle. They have this message when your empire captures/defends a base or outpost. Why isn't this displayed when your empire or another empire captures a continent?

It is wonderful that players get the active benefits from capping a continent (as is the point), but I think there needs to be more emphasis and more of a clear-cut message alerting people that a continent was capped for said reasons above. I honestly think there would be more of an incentive and more faction pride if this was implemented.

It really seems like a simple suggestion, but I'm no game developer. What does everyone think? Should we have some sort of server-wide message displaying the empire that finally won over a continent? This would be beneficial in all areas for every empire and for everyone.

ChipMHazard
2013-02-26, 07:30 PM
Your post is not a small thing.

Small things seldom come in small packages:p

LLRUKK
2013-02-26, 09:51 PM
Fix the voip please. How about that for an idea. Fix it or remove it.

Gatekeeper
2013-02-27, 04:15 AM
Make empire colours empire-specific

If I see a red laser-sight, it should mean it's on a TR gun. If I see a green (well, teal, but you get the idea) healing beam it should mean it's a Vanu medic.

Re-colour medic healing beams and laser sights to be empire-specific - just like Heavy overshields and the shields on Engineer turrets.

This should also apply to camouflage: I don't want to see teal or purple in non-VS camo, blue or yellow in non-NC camo or red in non-TR camo (sorry TR, I think black is probably too generic a colour for you to claim this way).

It's already hard enough to tell friend from foe in this game - letting VS dress up in yellow and blue just puts them in constant danger of me shooting them ;)

Sturmhardt
2013-02-27, 04:23 AM
Nice thread!

Allow a second platoon leader who can set waypoints and change the platoon name/enable recruitment and put players in different squads etc. It's just too much work to lead and do all the organizing stuff for one person while playing and most outfits have at least 2 guys who know what they are doing to help each other out.

.sent via phone.

Binkley
2013-02-27, 08:56 AM
Make crash recovery more graceful by restoring command upon re-log. It happens regularly, the platoon or squad leader unintentionally DCs (client crash or whatever), logs back in to find comamnd has passed to some random player who is unaware, doesn't have a mic, doesn't know how to pass it back, etc. As a regular platoon commander, I've lived this nightmare on many occasions and it just kills the operation.

Phaden
2013-02-27, 02:29 PM
I so badly want the old PS1 Voice Trees for exactly those reasons. Much easier than trying to span the 1-0 keys fumbling around when you could just tap out V-W-A "Incoming Enemy Aircraft!!". So specific and easy.

Badjuju
2013-02-27, 10:13 PM
Instant Action "No Drop Zones"

As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy.

I'm with you here, and possibly the same thing for squad beacons. However by just creating no drop zones for instant action, or dropping outside an SOI like area, you do hinder the ease at which some one can get a squad beacon in a hard to reach place.

It would be nice if they would let us try a SOI like feature for all types of spawning (instant action, squad beacon, sundi). It worked well in PS1 to help control the flow and pace of the battle. It would be interesting to see if it had similar positive effects on PS2, and if it would hinder the Zerg a bit. Personally i think it could be a small part of the answer to forcing more tactical game play, and allowing smaller groups to succeed agains larger forces instead of simply crumbling to the Zerg.

Less chaos and more flow. Less bad chaos at least ;)

Gonefshn
2013-02-27, 11:22 PM
Your post is not a small thing.
Thanks for the feedback... As an outfit leader I would expect better community support from you.

Anyways. Very good suggestions.

I would LOVE to see a time related to territory capture, even though its dynamic and changes it would still be great. It works for torrenting/downloading, the time can change but its still nice to see where it is at in its current state.

Personally I would love to have the ability to change the color of squads in addition to the current additions of custom color options. Currently the only color scheme that works is blue for allies and red for all enemies. any other color scheme creates confusion. Make something (like allies for Ex.) green and it is hard to distinguish from Squad 1 since the color of squad 1 is green. Use empire specific colors and Vanu will be hard to distinguish from Squad 3 since the color of Squad 3 is Purple.

Currently the only color scheme that doesnt cause any confusion with the squad colors is the Blue for allies and red for enemies option. That option makes it harder to tell the difference between your enemies so ultimately is a lame choice IMO.

We need more color management so that we can set appropriate colors that dont get us confused with other things.

Varsam
2013-02-28, 02:56 AM
Scythe landing gear, for God's sake.

Badjuju
2013-02-28, 11:43 AM
Scythe landing gear, for God's sake.

Do ou not like your scythe slowly drifting away from you when you land it? I kind of feel it gives it some personality, makes it feel alive. I've named mine Rupert.

Silent Thunder
2013-02-28, 11:54 AM
Do ou not like your scythe slowly drifting away from you when you land it? I kind of feel it gives it some personality, makes it feel alive. I've named mine Rupert.

I still love the Magmower. Only time I've been TK'd by my OWN vehicle. Course that was way back when just so much as LOOKING at a friendly vehicle could cause your health to plummet.

Morsong
2013-02-28, 12:03 PM
Another small thing I think would be great is if the devs could stretch the "out of bounds" zone a bit more. I hate flying around the outskirts of a base and seeing my screen go red giving me 10 seconds to fly back. Why are the out of bounds so close? They really need to be stretched out a bit more, and that way if people ever want to have a dogfight tournament or something to that nature they can safely do so without having to fear flak hitting them.

Gonefshn
2013-03-01, 09:41 AM
I agree out of bounds needs to be adjusted. Would offer cool options for flyers.