Rothnang
2013-04-04, 09:38 PM
I see a lot of posts accusing me or other people of having no interest in the game at large, and only wanting to serve themselves with their ideas somehow. I personally think that advocating for the things you care about makes perfect sense, because if everyone speaks out for what they care about we get good arguments for all sides of the issues out of the community.
In this thread I want to encourage people to lay out their points of view on the game, and what they deeply care about in it. Instead of trying to act that though anyone speaks for the whole community, let's embrace the fact that if everyone speaks for themselves we will get a much better sense of what the community as a whole is about.
I'm going to make a list of the core points in my philosophy when it comes to the game, and how I would like to see it changed, and I would like it if other people do the same, and give us an honest look at what they are all about. Having a better sense of where people are coming from will hopefully help us have more healthy discussions.
Alright, so here Rothnangs broader view on the game:
- I play mostly as an Engineer, because I love vehicles. My favorite Vehicle is the Liberator. When I play infantry I often find myself going with an HA, because the added firepower really helps.
- I think that the macrogame for Planetside 2 needs to focus less on conquering a whole continent in a few hours, and instead have long term goals that a faction needs to pursue as a whole over the course of days, if not weeks. To me the only way for map control to be really meaningful is if your impact lasts in some way. It shouldn't matter so much who controls a territory at the moment, it should matter who controls it the most.
- I like specialized players that can genuinely identify themselves as experts at one particular job. I don't mind it if people want to go more of a generalist route, but to me the social aspect of an MMO becomes way more interesting if what someone can do is just as important to whether or not you want them around as how much like you that person is. In real life you always want to recruit the best people, not the nicest people, that's what makes good managers important.
- I dislike any system that doesn't allow me to pull more vehicles because my faction isn't doing well enough. It doesn't make anyone happy if vehicle players are going back and forth between being overpowered and being unable to play with the units they like, so it makes no sense to me to have vehicles be expensive as though they are some kind of treat that you can't always have - that just sets up an expectation that they are way more powerful than infantry. I don't mind some cooldown timer, but never just end of the line, leave the continent or play something you enjoy less.
- I really dislike any game system that rewards people for risky behavior on a unit that incurs no penalty for being destroyed. I don't like things like engineers making mine runs on a Sunderer, knowing that if they succeed they will get a huge amount of XP, and if they fail they can just try again 30 seconds later. High Risk/High Reward makes sense, No Risk/High Reward does not.
- I think Sunderers are the most overpowered unit currently in the game. They are absolutely essential to success in the game, and the whole game revolves around deploying and destroying them at this point more than anything else. To me the Sunderer represents a missed opportunity to get real logistics into the game.
- I dislike infinite respawning. I think dying should carry a small penalty that eventually adds up to losing territory if enough people get killed. People should be made to rely on medics and caution more instead of treating respawns as the first go-to option for quickly getting back in the fray.
- I'm not a big fan of explosive anti infantry weapons, I think it would make a lot more sense if tanks were equipped with machineguns for anti-infantry work. Explosions should serve to flush enemies out of cover, not just instantly kill them so no flushing occurs. If it only takes one shot to kill the infantry the weapon is no longer a tactical tool to get them out of cover, and just becomes a weapon that scores kills while going around cover.
- I dislike how ESFs basically can do the job of all the other aircraft as a one seater and on top of that dominate in air battles. Whenever you pull an equivalent number of ESFs to any crewed aircraft you end up with a unit that does the job better. Even a fully loaded galaxy can't do anything that those players couldn't accomplish in individual fighters as long as they have rudimentary flying skills.
- I play Vanu, but I have an NC character for when I want to drive a tank, because to me the Magrider isn't a real tank.
- The thing that pisses me off the most about recent changes is that they made the Dalton really inaccurate but only gave a tiny little nerf to its blast radius. I don't need a huge blast radius at all on that thing, I want it back to being highly accurate. I have never cared about killing infantry in a Liberator, I want to kill tanks and Sunderers in particular, and the weapon is pretty lackluster for that now.
- I think infantry AA and AV firepower are a bit out of control at this point. It seems like the lethality of combat is going up and up and up. I would have much rather seen changes that made infantry more resilient to vehicle weapons rather than making them just as deadly.
- I think XP sharing needs to be a thing. I think its stupid that the reward structure in this game is practically always based on the individual, since it undermines a lot of advanced strategies. Nobody is happy when a Liberator comes down and bombs their enemies into the ground, because it's not seen as being helped, it's being seen as having your kills stolen. That really sucks, I want to help people, not compete for XP with them.
- To me the holy grail of Planetside 2 is to achieve true combined arms warfare, where infantry and vehicles operate side by side. I want to be able to provide fire support to troops as they call for it, or give them transportation around the battlefield. I want people to be able to designate a target for airstrikes and then get XP if an aircraft kills that target. People should be able to plop a transport request on the map that shows Galaxy pilots where the person is and where they want to go, so you can take them there etc. I want a system that really emphasizes working together with people, and helping other people achieve their goals while everyone gets rewards for doing so.
In this thread I want to encourage people to lay out their points of view on the game, and what they deeply care about in it. Instead of trying to act that though anyone speaks for the whole community, let's embrace the fact that if everyone speaks for themselves we will get a much better sense of what the community as a whole is about.
I'm going to make a list of the core points in my philosophy when it comes to the game, and how I would like to see it changed, and I would like it if other people do the same, and give us an honest look at what they are all about. Having a better sense of where people are coming from will hopefully help us have more healthy discussions.
Alright, so here Rothnangs broader view on the game:
- I play mostly as an Engineer, because I love vehicles. My favorite Vehicle is the Liberator. When I play infantry I often find myself going with an HA, because the added firepower really helps.
- I think that the macrogame for Planetside 2 needs to focus less on conquering a whole continent in a few hours, and instead have long term goals that a faction needs to pursue as a whole over the course of days, if not weeks. To me the only way for map control to be really meaningful is if your impact lasts in some way. It shouldn't matter so much who controls a territory at the moment, it should matter who controls it the most.
- I like specialized players that can genuinely identify themselves as experts at one particular job. I don't mind it if people want to go more of a generalist route, but to me the social aspect of an MMO becomes way more interesting if what someone can do is just as important to whether or not you want them around as how much like you that person is. In real life you always want to recruit the best people, not the nicest people, that's what makes good managers important.
- I dislike any system that doesn't allow me to pull more vehicles because my faction isn't doing well enough. It doesn't make anyone happy if vehicle players are going back and forth between being overpowered and being unable to play with the units they like, so it makes no sense to me to have vehicles be expensive as though they are some kind of treat that you can't always have - that just sets up an expectation that they are way more powerful than infantry. I don't mind some cooldown timer, but never just end of the line, leave the continent or play something you enjoy less.
- I really dislike any game system that rewards people for risky behavior on a unit that incurs no penalty for being destroyed. I don't like things like engineers making mine runs on a Sunderer, knowing that if they succeed they will get a huge amount of XP, and if they fail they can just try again 30 seconds later. High Risk/High Reward makes sense, No Risk/High Reward does not.
- I think Sunderers are the most overpowered unit currently in the game. They are absolutely essential to success in the game, and the whole game revolves around deploying and destroying them at this point more than anything else. To me the Sunderer represents a missed opportunity to get real logistics into the game.
- I dislike infinite respawning. I think dying should carry a small penalty that eventually adds up to losing territory if enough people get killed. People should be made to rely on medics and caution more instead of treating respawns as the first go-to option for quickly getting back in the fray.
- I'm not a big fan of explosive anti infantry weapons, I think it would make a lot more sense if tanks were equipped with machineguns for anti-infantry work. Explosions should serve to flush enemies out of cover, not just instantly kill them so no flushing occurs. If it only takes one shot to kill the infantry the weapon is no longer a tactical tool to get them out of cover, and just becomes a weapon that scores kills while going around cover.
- I dislike how ESFs basically can do the job of all the other aircraft as a one seater and on top of that dominate in air battles. Whenever you pull an equivalent number of ESFs to any crewed aircraft you end up with a unit that does the job better. Even a fully loaded galaxy can't do anything that those players couldn't accomplish in individual fighters as long as they have rudimentary flying skills.
- I play Vanu, but I have an NC character for when I want to drive a tank, because to me the Magrider isn't a real tank.
- The thing that pisses me off the most about recent changes is that they made the Dalton really inaccurate but only gave a tiny little nerf to its blast radius. I don't need a huge blast radius at all on that thing, I want it back to being highly accurate. I have never cared about killing infantry in a Liberator, I want to kill tanks and Sunderers in particular, and the weapon is pretty lackluster for that now.
- I think infantry AA and AV firepower are a bit out of control at this point. It seems like the lethality of combat is going up and up and up. I would have much rather seen changes that made infantry more resilient to vehicle weapons rather than making them just as deadly.
- I think XP sharing needs to be a thing. I think its stupid that the reward structure in this game is practically always based on the individual, since it undermines a lot of advanced strategies. Nobody is happy when a Liberator comes down and bombs their enemies into the ground, because it's not seen as being helped, it's being seen as having your kills stolen. That really sucks, I want to help people, not compete for XP with them.
- To me the holy grail of Planetside 2 is to achieve true combined arms warfare, where infantry and vehicles operate side by side. I want to be able to provide fire support to troops as they call for it, or give them transportation around the battlefield. I want people to be able to designate a target for airstrikes and then get XP if an aircraft kills that target. People should be able to plop a transport request on the map that shows Galaxy pilots where the person is and where they want to go, so you can take them there etc. I want a system that really emphasizes working together with people, and helping other people achieve their goals while everyone gets rewards for doing so.