View Full Version : Bring back these walls?
Riekopo
2013-03-25, 11:30 AM
http://i.imgur.com/BiKrJN1.jpg
Album: http://imgur.com/a/NoJQK
Assist
2013-03-25, 11:41 AM
I'd be for raising the walls at all buildings. They're simply an obstacle right now rather than a defense. Make them tall enough that a Light Assault cannot go over them in one go of the jetpack, so they have to land on the side of the wall at some point.
HiroshiChugi
2013-03-25, 12:51 PM
I'd be for raising the walls at all buildings. They're simply an obstacle right now rather than a defense. Make them tall enough that a Light Assault cannot go over them in one go of the jetpack, so they have to land on the side of the wall at some point.
Oh, you mean like Skydock Mesa, but without the jump pads? xD :D
Hamma
2013-03-25, 05:59 PM
The devs have mentioned that they didn't find the walls fun in playtesting and what you see now is what they came up with.
bpostal
2013-03-25, 06:14 PM
The devs have mentioned that they didn't find the walls fun in playtesting and what you see now is what they came up with.
I would have to disagree with them on that point. Fighting down the wall (that is, horizontally not vertically) offers some of the best combat at an Amp Station. Decent cover from vehicle spam, good infantry cover from 'their' side to 'mine', it's just good times.
Hmr85
2013-03-25, 06:43 PM
We have petitioned for these walls to come back quite a few times. Unfortunately any attempts to get them back have fallen on deaf ears. One can only hope that some time in the future will actually see some real walls at the facility's that are completely enclosed. I personally cannot stand the fact that there are huge openings at the rear of the amp stations.
GrandBastard
2013-03-25, 06:57 PM
Must say I've always been a bit confused by how they've always changed every Amp Station (or other similar facility) across every continent at the same time instead of mixing it up a bit, especially when they seem to have quite a bit of extra art assets lying around that could spice things up a bit.
Baneblade
2013-03-25, 07:21 PM
The devs have mentioned that they didn't find the walls fun in playtesting and what you see now is what they came up with.
Well, to be fair they said a lot of things that are completely wrong. Those walls look awesome.
Badjuju
2013-03-25, 07:29 PM
We have petitioned for these walls to come back quite a few times. Unfortunately any attempts to get them back have fallen on deaf ears. One can only hope that some time in the future will actually see some real walls at the facility's that are completely enclosed. I personally cannot stand the fact that there are huge openings at the rear of the amp stations.
Yea bases are no more than eye candy and an excuse to get people to fight in a given area. The overall design of them is terrible. Instead of bases they gave us mini FPS maps with a cool looking structure in the middle.
It is a shame because early screen shots indicated that they were fallowing design philosophies which we saw work so well in PS1. I am pretty sure many will agree that we wanted updated FPS mechanics in a PS1 world. We got the the FPS mechanics, then they ditched everything which made PS1 special and created a large scale generic FPS shooter.
I hate to keep dishing out the negative complaints recently, but I guess I have just gotten so frustrated with trying to enjoy the game and just being bored while doing so.
Just for clarification, monstrous intricately designed bases which not only resembled what you expected a base to be (inside and out) as well as realistic and dynamic mechanics involved in taking them really set PS1 apart from every other FPS shooter (scale only takes you so far). Non-defensible courtyards with the horrendously boring burning flag system and no actual base is what we got, and it is basically what you get with every generic FPS shooter today.
Bases don't remotely feel like bases to me, they don't feel meaningful, nor are they enjoyable to fight at in their current state.
With how many PS1 vets which have quit or made their complaints clear, and the amount of the overall player base which has quit after just a few months; you would hope they are taking a strong look at base design and the mechanics involved.
Tapman
2013-03-25, 07:57 PM
Please, I don't need them on every base but the absence of walls has prevented Planetside 2 from seeing truly massive and lengthy base sieges that gave Planetside 1 the WOW factor, not to mention the lack of viable base defense continues to complained about in every outlet. Bio labs are the closest because they funnel all infantry into a few tiny killboxes, I would not call that ideal. If you had walls that could be held with large organized groups you create a courtyard staging area for infantry and friendly vehicles which helps the defenders keep the zerg at bay. The problem is that you are extremely exposed to aircraft on the walls that do exist, unless you are a light assault you have to travel what feels like forever just to get back up on the wall should you need to drop down into cover when you start getting rocket podded, assuming you survive the fall.
While we are on the subject of finding ways to spread out the zerg and give organized groups more opportunities to be rewarded, does anyone else think that the design of the Bio Lab is limiting its potential? I would move the teleporters currently surrounding a tiny shielded vehicle term to various distances with the use of tunnels and stairs. For the love of freedom and all things holy, add more vertical levels to the Biolab! You could have some small tunnels that lead to fortifications that defend teleporters, make the important teleporters the ones that are most difficult to attack directly. The stairs going up could go into a multi-level all-indoors combat zone that eventually opened up to what is currently known as the main floor. Buildings should definitely go higher than they do now, or if not buildings then tree limbs that lead up to the final capture point at the highest point in the dome.
Arclegger? Higby? Any dev want to jump in and let us know if higher quantity and more defensible walls are a pipe dream or if it is possible and worthwhile?
Whiteagle
2013-03-25, 08:46 PM
Clearly we need to petition for these Wall to be included on the Testing server.
Riekopo
2013-03-26, 02:41 PM
Test Server please
fierce deity
2013-03-26, 03:31 PM
Yes, we need those walls. At least let us play with them on the test server.
wasdie
2013-03-26, 03:50 PM
I love how so many people would just to conclusions here that the devs are wrong and just because they look awesome means they are awesome.
They are probably scrapped and haven't been polished at all and would take weeks of development to get them to a sort of testable state only for the slight chance they get implemented. Not worth the time.
ringring
2013-03-26, 04:19 PM
I think it needs more than different walls, I think the circumference needs to be a lot smaller too.
You rarely see Amp Stations defended from the walls (you saw a lot of this in PS1) partly because of the distance the spawn room is from the wall you need to be at. This is a key difference with the Bio Dome, everything is within easy reach.
Saintlycow
2013-03-26, 07:08 PM
Yo devs, add these walls to the interlink facilities. Or the TEST server...
Badjuju
2013-03-26, 07:26 PM
I think it needs more than different walls, I think the circumference needs to be a lot smaller too.
You rarely see Amp Stations defended from the walls (you saw a lot of this in PS1) partly because of the distance the spawn room is from the wall you need to be at. This is a key difference with the Bio Dome, everything is within easy reach.
Ps2 walls leak like a sieve so there isn't much opportunity to defend from them.
Hamma
2013-03-26, 09:42 PM
I would have to disagree with them on that point. Fighting down the wall (that is, horizontally not vertically) offers some of the best combat at an Amp Station. Decent cover from vehicle spam, good infantry cover from 'their' side to 'mine', it's just good times.
True, but then again we never played it. :D
Well, to be fair they said a lot of things that are completely wrong. Those walls look awesome.
Lies! :lol:
Don't disagree there.
Climhazzard
2013-03-27, 01:39 AM
You rarely see Amp Stations defended from the walls (you saw a lot of this in PS1) partly because of the distance the spawn room is from the wall you need to be at.
There's a wall tower right outside the back door of an Amp Station's spawn building. At the top are jump pads that allow you to cover large distances quickly.
Although I will admit that you apparently can't jump pad all the way around and that kind of annoys me.
Sturmhardt
2013-03-27, 03:17 AM
Do want real walls :/
.sent via phone.
ringring
2013-03-27, 06:09 AM
There's a wall tower right outside the back door of an Amp Station's spawn building. At the top are jump pads that allow you to cover large distances quickly.
Although I will admit that you apparently can't jump pad all the way around and that kind of annoys me.
Yea, I know ... which is great if that it the point you need to defend from, but the odds are small.
Stanis
2013-03-27, 07:42 AM
If they're going to do walls they could do them properly.
We have shielded gates - quite why we also need 2 gaps that you can drive a sunderer through I don't know.
The exterior of the wall should offer good cover.
It should be difficult for any attacking force to breach the wall as infantry alone.
Ideally the defenders could fire safely from cover. No higher terrain such that tanks can shell HE rounds onto the wall.
The interior of the wall should be fairly open and plain.
This is so that from the courtyard and main base there is very little cover on the walls themselves - defenders get a bonus clearing their walls.
The enemy can deploy a sunderer next to the wall.
Defenders are typially stuck with a sunderer inside the main base - and the spawn room.
Jump pads and tunnels are a fix to allieviate the problem that the enemy can actually put a spawn location nearer to the objective that the defenders.
This is about both the number of generators and their location.
Which is not directly wall related - but it's why in bases are made of swiss cheese.
psijaka
2013-03-27, 08:20 AM
Must say I've always been a bit confused by how they've always changed every Amp Station (or other similar facility) across every continent at the same time instead of mixing it up a bit, especially when they seem to have quite a bit of extra art assets lying around that could spice things up a bit.
^ this. Totally agree. Why must one size fit all?
Would be great if we had a variant of the AMP stations with higher walls and no rear openings; as it is, the fighting gets a bit stale in these "cut and paste" outposts.
Vasquez
2013-03-27, 09:08 AM
Yeah this (old) design looks way better. The towers would need more cover though. Everyone hates the current Amp Staton design.
Hmr85
2013-03-27, 09:20 AM
I would love to see these walls make a return. One of the first things you should notice is that.
A.) They just look better.
B.) There is actual real cover from Air.
C.) There is cover on the outer wall. Merlons as one would put it that you can actually hide behind and shoot over. This is a big plus compared to these giant gaps in the walls we currently have. I mean look how awesome that looks...
http://imgur.com/a/NoJQK#ZavrY
D.) Look at the friggen towers. There is 2 floors that appear to be covered before you reach the roof.
E.) Did I mention that these Walls/Towers just look a hell of a lot better. P
For the love of God put these back in. Then while you are at it clear the rest of the crap out of the CY.... Please :D
Baneblade
2013-03-27, 09:22 AM
I want space castles. But rather than walls expand the gate mechanic to allow for proper breaching.
Basically make what we currently call gates (and the associated generator mechanic) take the place of walls. But keep the towers and wall walkways.
Oh and disable the ability for enemy infantry to just walk through.
Carbon Copied
2013-03-27, 04:03 PM
Aside from whether they work better (or maybe even not), or they may not look "space age" enough; they give what I consider to be an important ingredient to a game: mood and feeling. By that I mean it's like some fortress leering on the landscape that gives that impression of a tough battle from either a defensive or offensive front could be on the cards to take or hold the base. I get the feeling the courtyards could become quite claustrophobic in areas looking at the screenshots. Which is a good thing..
Definitely think that from those few screenshots the base has more character than they currently do.
As well as looking like they would actually play better... like mentioned before though - no need for copy & paste bases; lets try some you know... variety...?
Sturmhardt
2013-03-27, 05:30 PM
I think it's really strange that SOE always claims that those walls sucked in alpha but they never let us test them. Just throw some walls out there SOE, it might save your game!
.sent via phone.
SGOniell
2013-03-27, 05:33 PM
I like them. My issue with the current walls is that the towers lack any sort of "purpose-built" cover. Similar to the barricades in halo, or traditional battlements.
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