View Full Version : News: Implants Delayed due to Feedback
Hamma
2013-07-17, 08:21 PM
https://twitter.com/j_smedley/status/357656064591798274
https://twitter.com/j_smedley/status/357656148125560832
OCNSethy
2013-07-17, 08:23 PM
Thank goodness for that... Interesting that is from Smed and not Higgles :)
WSNeo
2013-07-17, 08:25 PM
FUCKING THANK YOU!!
Holy shit that was close!!
Seriously just make them similar to the PS1 modeljust make them similar to the PS1 model (http://wiki.planetsidesyndicate.com/index.php?title=Implants). Every implant in PS1 was viable and worked fine. If you want to monetize it we understand, but TALK TO THE COMMUNITY about pricing models. We know what we would pay for, please just ask us rather than (almost) forcing it on us.
We love this game and want to see it succeed as much, if not more than you guys do.
DirtyBird
2013-07-17, 08:27 PM
They'll be back. :evil:
OCNSethy
2013-07-17, 08:32 PM
They'll be back. :evil:
No doubt about that Bird but hopefully they will have a workable model next time :rolleyes:
Mordelicius
2013-07-17, 08:34 PM
Suggestion:
Just make the resistance-type implants a % chance to succeed, instead of 100% success every time.
Example: Gets thrown a concussive grenade (or flash grenade etc.)
game message: Successfully resisted concussion grenade or failed to resist concussion grenade
Give them like 50-75% chance to succeed. I believe alot of players don't like elements of the gameplay removed 100% of the time with implants.
Purestorm
2013-07-17, 08:34 PM
That's very good news.
I'm hoping that the next versions of the implants will be like the implants that were in pre-beta; very minor benefits that couldn't turn the tides of a battle on their own.
OctavianAXFive
2013-07-17, 08:37 PM
Cute Explosion - YouTube
I knew they would. It was only a matter of time. Though I figured it would be Higby to spill the beans.
Calista
2013-07-17, 08:38 PM
At the very least they should have had enough common sense to hold off something like this until after SOE Live. Either way, hurray!
Lonehunter
2013-07-17, 08:43 PM
FUCKING THANK YOU!!
What he said
I'm still shocked they planned on adding all these new cool game mechanics that add many counters to the game, and they wanted to fucking charge for them? lol Either with money via SC or time via certs, either way is too high of a cost.
I thought they'd be bought with resources
To me, temporary benefits should be purchased with temporary or renewable resources.
I'd love to see implants kinda like a universal cert pool. You cert it, get improvements for it, but pay resources to actually use it.
ChipMHazard
2013-07-17, 08:48 PM
Let this be a lesson to those who claimed that the devs don't listen to feedback.
Hardy Har Har, Mr. Smart Guys!
Yes I am a small and petty, petty man.
AThreatToYou
2013-07-17, 08:50 PM
PRAISE BE TO THEE WHO DELIVERS THY BONUS CHECK
that makes no sense but ima roll with it
what I liked were the implants themselves. The implementation though was going to be shoddy. glad they went back on it.
Dragonskin
2013-07-17, 08:55 PM
Let this be a lesson to those who claimed that the devs don't listen to feedback.
Hardy Har Har, Mr. Smart Guys!
Yes I am a small and petty, petty man.
True. Glad that they do and if they read this, then THANK YOU!
camycamera
2013-07-17, 08:57 PM
i would be disappointed, but after realising the effects it could have on the game, it was a good move. good to know they are still actively listening and staying away from unbalanced-ness and P2W.
DirtyBird
2013-07-17, 09:06 PM
How long have they been on the Roadmap being discussed?
Edit: Looks like they have been a work inprogress since January.
Perhaps if they had participated in the thread it could have been sorted earlier.
The good old Roadmap is nice in theory but until shit actually hits the PTS its no point worrying about it.
Calista
2013-07-17, 09:09 PM
How long have they been on the Roadmap being discussed?
Since late January. The 23rd to be precise.
EDIT: I see you found it. A basic guideline they should follow is not to create an implant that negates something someone put many hours into certing up to high levels of usefulness. Surge would be a good example of such an implant that would be acceptable. Quick burst of speed where you cannot use a weapon during it's use and doesn't really overshadow anyone's hard earned abilities other than requiring players to shoot a fast moving target that can't fire back.
typhaon
2013-07-17, 09:40 PM
Don't make them universal.
Make these ideas into skills for specific classes.
* It will make more sense.
* Classes need more depth.
* It will still cost players certs to buy them.
* Players will appreciate their permanence.
* It will be infinitely easier to balance them.
Timealude
2013-07-17, 09:55 PM
Let this be a lesson to those who claimed that the devs don't listen to feedback.
Hardy Har Har, Mr. Smart Guys!
Yes I am a small and petty, petty man.
this
Crator
2013-07-17, 10:09 PM
Good move. The amount of people saying they would quit altogether was kind of nuts.
Fenrys
2013-07-17, 10:15 PM
What a relief.
I'm so happy, I could just shoot someone in the face with lasers (in the kindest of ways).
KesTro
2013-07-17, 10:23 PM
Pat yourselves on the backs guys, crisis adverted. :P
Badjuju
2013-07-17, 11:02 PM
Suggestion:
Just make the resistance-type implants a % chance to succeed, instead of 100% success every time.
Example: Gets thrown a concussive grenade (or flash grenade etc.)
game message: Successfully resisted concussion grenade or failed to resist concussion grenade
Give them like 50-75% chance to succeed. I believe alot of players don't like elements of the gameplay removed 100% of the time with implants.
God no! Nothing is worse than RNG, especially in a competitive game. You should not be winning or loosing battles based the luck of the draw, or elements that are out of your control.
OCNSethy
2013-07-17, 11:17 PM
God no! Nothing is worse than RNG, especially in a competitive game. You should not be winning or loosing battles based the luck of the draw, or elements that are out of your control.
The only things you have control over is your own loadout and your actions... everything else, in this game, is out of your control... but I get what your saying :)
DirtyBird
2013-07-18, 12:03 AM
https://twitter.com/j_smedley/statuses/357656064591798274
If they are going back to the drawing board I wonder how long it will take for them to come up with something new.
Last effort took 6mths.
And why did it take until a week before release for us to find out what they were.
Could have saved them a heap of time.
Hope they dont make the same mistake again, they must be very disappointed in the time they have wasted.
Roadmap, a new way to interact with the development team providing feedback on game direction, updates and content. Be a part of the development process!
AThreatToYou
2013-07-18, 12:18 AM
Don't make them universal.
Make these ideas into skills for specific classes.
* It will make more sense.
* Classes need more depth.
* It will still cost players certs to buy them.
* Players will appreciate their permanence.
* It will be infinitely easier to balance them.
No, classes need less depth. Every soldier likewise needs more depth.
See? we can disagree! sharply, without compromise!
artifice
2013-07-18, 12:27 AM
Implants should be permanent and something you cert, not pay for with SC. If they want to keep players happy and playing, they need to make the game better, not just pile on things to buy for real money.
Sirisian
2013-07-18, 01:03 AM
I'm glad to see they changed their mind. With the resource revamp I was hoping they'd roll implants into that system.
Also I was very disappointed in the lazy design of them. Sure we can have a few passive implants, but the real goal of implants should be based around active abilities. Things that change the gameplay due to a player's choice rather than just some buff they happened to equip. I digress since there's a ton of good ideas in the implant thread on the roadmap. It's like they didn't even read any of the awesome suggestions.
Ruffdog
2013-07-18, 01:47 AM
http://24.media.tumblr.com/tumblr_m4zc1fMLux1rwcc6bo1_500.gif
Hell yes.
camycamera
2013-07-18, 02:11 AM
https://forums.station.sony.com/ps2/index.php?threads/implants-will-not-be-released-with-gu13.141521/
Hey all -
After reading through player feedback on the Implant system we've decided to take it back to the design phase. As a result GU13 will not include Implants, more details on the redesign of Implants will be forthcoming as we work out new details.
As always, thank you for all for your feedback!
-
mh
EvilNinjadude
2013-07-18, 02:33 AM
FUCKING THANK YOU!!
Holy shit that was close!!
What he said.
Now excuse me while I go clean my Keyboard.
(jk, but seriously, this is great to hear. Let's meet on the Roadmap, everyone.)
Pella
2013-07-18, 03:08 AM
I think the Devs are looking at to many implants. Just add basic ones for now and see how the player base adapts to using them.
o Solei o
2013-07-18, 03:34 AM
I really don't understand all the hate.
Essentially implants were utility-slot style consumables that you could also acquire with Smedley Coins.
Price point seems to be the issue. If they are super-cheap, they make an effective nickle & dime revenue stream for the game, a good source of cheap cert purchases, and a good cert sink for late-game players. If they are super pricey, they generate lots of community grief and nobody wants that.
As to whether they were OP or not, I would really like to see people calm the hell down and let PTS actually test and balance things, instead of just screaming the moment the first pass hits test that it's broken and horribad.
Airorudo
2013-07-18, 03:37 AM
Every time when we get closer to GU - roadmap becomes smaller and smaller. Sorry Mario, but your new features in another GU! :mad:
Carbon Copied
2013-07-18, 03:48 AM
It's kind of refreshing to know that the team take this feedback seriously - I think the muffled wall of silence bar the odd post here and there to the concerns raised (not just on PSU but Reddit and other community sites) maybe just fueled the "we're plowing ahead regardless" mindset. Rightly or wrongly.
To me the implants were effectivley like these booster packs that single player games have started doing; where you pay for a new ability or something that makes the game easier - you might not need them but it makes your game "easier" without the work regardless. That aside though it's a good oppurtunity for suggestions on how to implement them later on.
torokf
2013-07-18, 05:20 AM
Thanks SOE, i want to think that someone in the sales section came up with this idea and Higby knew that our reaction would‘ve been something like this, so on the Sales guys has been fired (jk) and my faith in SOE has been strenghtened! :)
EvilNinjadude
2013-07-18, 06:07 AM
Price point seems to be the issue. If they are super-cheap, they make an effective nickle & dime revenue stream for the game, a good source of cheap cert purchases, and a good cert sink for late-game players. If they are super pricey, they generate lots of community grief and nobody wants that.
>Super-cheap
>good cert sink for late-game players
Late-game players typically earn more certs, you know. Like how your repair tool repairs faster at higher levels and gives XP per points repaired?
As someone else said, if they're super cheap, they won't be a good cert sink at higher levels. If they're too expensive, they will be a good cert sink at higher levels, but will be inaccessible to newer players, causing them to become UP as all hell.
Rolfski
2013-07-18, 07:29 AM
Besides the straight upgrade/p2w issues involved, I really don't like the concept of rental items to begin with. Not being able to permanently acquire an item/implant, but instead being forced to constantly throw in-game currency (SC/certs) at it, is just a frustrating game mechanic imo.
KesTro
2013-07-18, 07:40 AM
Besides the straight upgrade/p2w issues involved, I really don't like the concept of rental items to begin with. Not being able to permanently acquire an item/implant, but instead being forced to constantly throw in-game currency (SC/certs) at it, is just a frustrating game mechanic imo.
Exactly this. Not to mention no new player in their right mind would favor these over saving up for upgrades to their classes. Unless they didn't know better but hey that's our job to educate 'em isn't it?
Dodgy Commando
2013-07-18, 08:05 AM
A wise move.
Obstruction
2013-07-18, 08:26 AM
add implant types for vehicle specialists, please. not even extra powers, just enough to retain functionality versus the things you add to infantry.
it's enough already that we're going through all of our vehicles to pay 200 certs to regain the functionality lost in the night vision nerf.
then the very next thing proposed is an implant to remove the functionality we just paid to regain, with no counter balance available. this is yet another indirect nerf.
i get it that you are still punishing us for the excesses of the early stages of the game when these guys all farmed thousands and thousands of kills. but those guys have all moved on to the new flavor of the month for score per minute, and some of us still just prefer air or armor, as a playstyle, despite repeated direct and indirect nerfs.
it doesn't even take deep organization or high skill to counter any particular vehicle, it just takes 3 or 4 no skill lock on infantry to deter or destroy a vehicle threat, at no resource cost and infinite respawn. keep in mind here that i'm not even complaining about this; this is how infantry balances vehicles. they have many AV tools at low cost and fast infinite respawn, while vehicles cost, but are a force multiplier.
if they do wish to spend infantry resource, it becomes even easier, with rampant abuse of squad deploy and suicide tactics that have always been available and rarely suffered a reduction in efficacy. again i am not complaining, simply pointing out that any half educated infantry has multiple avenues to respond efficiently without further buffs.
so enough already, please.
Assist
2013-07-18, 09:25 AM
Originally scheduled for end of April, hopefully they make it before 2014.
Guess we're just spoiled, expecting content updates for an MMO!
Inb4 Esamir delayed.
Rahabib
2013-07-18, 10:35 AM
I hope they revamp the resource system and then tie the implants to that. Maybe that will motivate them to getting a decent resource system in place.
Stomps
2013-07-18, 10:36 AM
lets hope they dump them completely
Climhazzard
2013-07-18, 11:04 AM
To me, temporary benefits should be purchased with temporary or renewable resources.
Certification Points are a renewable resource.
Galron
2013-07-18, 11:06 AM
Temporary duration=not with it. Already getting nickel and dimed with sub+boosts+weps+camos. Either put them on a separate resource mechanic or bundle your choice of one of them that comes free with a sub.
Slackermagee
2013-07-18, 11:15 AM
I really don't understand all the hate.
Essentially implants were utility-slot style consumables that you could also acquire with Smedley Coins.
Price point seems to be the issue. If they are super-cheap, they make an effective nickle & dime revenue stream for the game, a good source of cheap cert purchases, and a good cert sink for late-game players. If they are super pricey, they generate lots of community grief and nobody wants that.
As to whether they were OP or not, I would really like to see people calm the hell down and let PTS actually test and balance things, instead of just screaming the moment the first pass hits test that it's broken and horribad.
Well, there are two mechanically imbalancing things about implants. The first, is that the imbalance of power between new and old players would have been greatly worsened. We're all in the same server, there's no avoiding the BR100s. You can kill them as a BR1, it is imminently possible but unlikely given the balance of power. With the implants that already tight overlap of 'chances to outplay someone with better kit' would have been shortened considerably. Mainly by sensor shield. The high BR players would have the consumable certs to always have one on. The low BR players would either deal with it, or get nickel and dime'd.
The second thing, is how ruinous they would have been to how the game operates right now. Spotting, radar, and minimap awareness are so key. Having an auto-spot implant when you are damaged, an implant that erases you from the minimap when radar is in play, a series of implants that ignore commonly used grenade types in building clearing offensives... that was going to be terrible. That was not a change many of use were looking forward to at all.
This leaves out the implications of P2W too, this is just the mechanical stuff that some of us had objections to.
SixShooter
2013-07-18, 04:25 PM
I'm really glad to see that they were able to hit the brakes on this one, especially since the choice to do so was based on player feedback. It wasn't really a terrible idea but the some of the implant ideas were a bit too much and to implement using SC is just a bad idea IMO.
Rolfski
2013-07-18, 05:24 PM
lets hope they dump them completely
That would be a bad design decision imo. It's an MMO so any additional option to personalize your character to your preferred play style would be in potential a welcome addition that deepens the game play.
So implants are good on paper, they just need to put better thought into it:
Make them persistent, rental systems that keep asking for your certs/SC to stay competitive are just frustrating money grabbing mechanics.
To prevent this game from becoming p2w: If you can buy them with SC, they can never be upgrades, only side grades or convenience/cosmetics items.
Balance them out better, some of the current ones on PTS sound pretty OP.
SixShooter
2013-07-18, 05:39 PM
That would be a bad design decision imo. It's an MMO so any additional option to personalize your character to your preferred play style would be in potential a welcome addition that deepens the game play.
So implants are good on paper, they just need to put better thought into it:
Make them persistent, rental systems that keep asking for your certs/SC to stay competitive are just frustrating money grabbing mechanics.
To prevent this game from becoming p2w: If you can buy them with SC, they can never be upgrades, only side grades or convenience/cosmetics items.
Balance them out better, some of the current ones on PTS sound pretty OP.
Totaly agree. If done correctly they can be great for the game. They just need to be reworked (sidgrade instead of upgrades), and they need to be implemented in a better way.
EvilNinjadude
2013-07-19, 05:04 AM
Now that we've got all the negative feedback, thrown it at the devs, and the devs have heard us... No better time to collect all the positive feedback and suggestions!
Make them persistent, rental systems that keep asking for your certs/SC to stay competitive are just frustrating money grabbing mechanics.
To prevent this game from becoming p2w: If you can buy them with SC, they can never be upgrades, only side grades or convenience/cosmetics items.
Balance them out better, some of the current ones on PTS sound pretty OP.
...aaand I think that covers it all quite well.
Except for some people who added the idea that persistent implants could be bought Per Loadout, so that paying players will dump more certs (as they will likely use more loadouts since their implementation last update.)
Sonny
2013-07-19, 05:32 AM
Pretty amazing work by the community to push this one back, it was really the first time I really feared for PS 2's future. Way to dump on the competitive gaming aspect of PS 2 by giving richer players an advantage.
I watched the 'Paying to Win (http://www.slideshare.net/bcousins/paying-to-win)' presentation by Ben Cousins of EA (who worked on Battlefield Heroes) and was pretty horrified by his blasé attitude to the concerns of his community that paying for power-boosting items could kill the game. So what if you get more cash for it, going down such a route is only worth it if you have no interest in creating a fair, competitive game. I doubt that many players have respect for Battlefield Heroes now.
Shogun
2013-07-19, 06:45 AM
too many things wrong with the implants, and smed didn´t say anything about WHAT they are going to change.
will they change what implants do?
will they change them to permanent implants?
will they make them battlerank related instead of smedbuck buyable?
i am not convinced that they will make the right decisions (all three together).
especially when smed interferes...
Carbon Copied
2013-07-19, 08:14 AM
The issue with Battle Rank linked implants is that there's the increasing number of people already at BR100 so it's just an instant "pow have instant access to all these boosts that Joe BR1 doesn't" ok you can argue that it's that BR "privilege" but it's nothing more than a very tenuous carrot on the stick in all honesty; if they turned round and revamped the BR's to actually mean something per class then I could about roll with it but seeing as there's no (apparent) plans of this then it's very unlikely. Overall very boring and lacklustre system.
I think to make it "fair" you have to look down the route of them using resources (and integrated to the upcoming resource revamp maybe re-introducing Auraxium?) and a potential time sink of combining them. It'd be interesting to see something along the lines of a trade skill/combining implementation of them where they're combined at the various tech/bio/amp stations (call it the implant lab area) giving more value to the POI's both in a defense and attack element. The implants themselves being persistent (but only one at a time applications) yet high resource costing.
This could also bring in a new style of play for more "spec ops" where players that like that sort of thing have the ability to sneak in outside lattice links and destroy these "Implant lab areas" in the complexes breaking the supply of them to the opposing faction - industrial espionage.
It's only an idea however its a potential solution that might solve who gets what reasonably fairly. It probably wouldn't sit well with SOE as it's not a cash cow to milk as easily but you can turn to other things like combining boosts or something along those lines I guess.
Polar North
2013-07-19, 09:01 AM
I kinda jumped for joy when they delayed the release of the implants, and personally I think they didnt think it through AT ALL.
In my opinion they shuld totally overhaul the implant system, make it another customisable option that u can buy for certs, that add a constant passive ability. Obviously theyd have to redesign all those 100% chance of blocking flashbangs etc. (maybe reduce them to 5% or something) and the health regen (maybe make it 5 seconds till it kicks in, and reduce how fast the ur health regens).
Dunno, just my opinion, just think the more customisable ur character is the better :)
CraazyCanuck
2013-07-19, 09:07 AM
Bringing back Auraxium would give them an opportunity as CC said for further mission variance. Throw in a lab/mining complexes for Auraxium and we just added a new alert variable, added another tactical target, and would make getting boosts even more attractive so SOE would make more coin off it on top of improving the game.
With the lattice though, not really any possibility of going behind enemy lines and snuffing our a faction's Auraxium supply as we'd still need connectivity to take out any generators controlling the process.
Though they could take this as an opportunity to create underground mining complexes that are not lattice oriented that would be an infantryman's wetdream for combat. Topside influence could be as much or as little as they deemed fit. Multiple topside entry points at each of these complexes could be fought over, with/without the implementation of no deploy zones.
Spawnbeacons would be nadda. Sundy's nadda. All spawning would be facility only unless they implemented ventilation shafts to the surface at varius points to allow for squad beacons. These ventilation shafts would be hotly contested. They could "instance" these complexes which may give them the opportunity for different environment effects. These different environment effects may not be completely debilating but more of an annoyance that could be avoided if someone certed into envirosuits particular for that complex.
There could be several control points related to the process, each could also have shield gens on top of the control points.
1.) Control center for the mining bots.
2.) Ore processing center.
3.) Transfer Station
4.) Power Station with multiple generators that could be destroyed to disrupt the interconnectivity relays, jumpads, teleporters, fast tunnel transport between each station and center.
Sky's the limit. :P
Carbon Copied
2013-07-19, 11:08 AM
@Crazy Canuck: I like the sound of your game. Scheduled ETA? :p
I like the development of the concept for sure, there are after all alot of mountain side doors around Indar and Amerish that aren't being used yet - I'm sure theres room for a couple on the other continents too ;) the ideas could get pretty high in the sky like you say. End of the day I'd like implants to somehow take the game forward with the birth of something new; perks/implants/traits whatever you want to call them have been done to death through other franchises, why not make them an actual part of the game?
I'd rather wait several months for it to be done right and with some innovation behind it than some re-hashed, copy and paste generic FPS lacklustre bolt on.
CraazyCanuck
2013-07-19, 12:31 PM
@ CC
Kickstarter perhaps?? :)
Add in a fun turn on it too. Say you get all your ducks lined up from the mining bots up and a faction has everything under conrol and all that's left is say a final timer on the transfer station which has to be calibrated to relay the resources to your WG. Enemy insertion team, instead of trying to disrupt the process, breaks through to the Transfer station control room and hacks the relay terminal while holding off attempts to retake it. If the insertion team is successful (reach end of hack timer) They receive bonus xp/Auraxium, and their faction gains the control of the complex and the Auraxium until control is disrupted. Faction that was in control, has only one option while this is going on and that is to regain the control room as the Insertion team hasn't technically gained control of the complex yet and they can't blow their own shit up. Once the hack goes through its open season again.
I also have ideas for taking over and/or neutralizing WGs but's it's off topic :)
Dodgy Commando
2013-07-19, 12:49 PM
@Crazy Canuck: I like where you are going with your concept.
Sounds like a lot of work to implement though (mainly the art assets, also insuring they do not interfere with performance).
Here's an idea based loosely on your concept:
- The facilities are placed on the continent like any other facility.
- They are not part of the lattice. Instead they are based on the Hex system.
This way we can promote spec ops as these facilities can be attacked, even if there are no lattice links, provided your faction owns a Hex adjacent to the target facility.
Work in an Implant system tied to the facilites, and you now have legitimate targets that can hacked behind enemy lines without rendering battle flow chaotic as before (in theory, I don't know what anyone else thinks about this).
Just a quick idea off the top of my head. I haven't really worked it out in depth.
Perhaps make implant effects incremental, based on how many of these facilites you own (without making the maximum bonus cap OP). This way you can aid/hinder your allies/enemies, giving smaller or specialised outfits a new tactic to gain an edge for their faction.
As for Implants themselves, I'd go for the per loadout basis that has been suggested before. Have them cost certs with limited slots for equipping them (possibly as low as one slot). Not sure if they would also need a re-equip time or not, I don't see any issues with this, implants being a new slot within a loadout (thus interchangeable like any other itme in the loadout).
Then again, I could be encroaching on module territory with all this. It feels a tad similar to what Core Combat brought to PS1.
CraazyCanuck
2013-07-19, 04:22 PM
@ DC - lost my initial response as we lost power here.
Yes would be a lot of work to implement. Artiscally I thought an instance instead of tying it in with the open continent would be easier to pull off. Not sure, just basing this off of experience with previous MMO.
Yeah exactly. Not apart of the lattice and the ability to participate at these facilities tied to the hex system.
A few things come to mind when you suggest to tie the implants directly to a facility. I think one option is that each facility provides a distinct implant(s) for the faction that controls that facility. All players have 1 slot to choose an implant, with the selection based on which facilities they control. These implants need to be powered, and in turn an Auraxium cost will be deducted for each time interval of use (1 hour??) Loose the facility, immediately loose any implant provided by that facility or loose it at the next power cost interval. A timer for switching out implants will also be required though minor, considering the chaotic nature of how quickly implants can switch hands. There will be an immediate powering cost upong choosing an implant. If you do not have the Auraxium, the implant powers down.
Other ideas that stem from this. Each implant could have a base power. A boost could be implemented based on the number of these facilties within a faction's control (easier to manage) or (tougher) a secondary synergy effect either chosen by the player based on the facilites in a faction's possession (though a lesser effect if that same implant power was chosen as a primary implant) or automatically assigned based on which facilities are controlled. For ease of management and simplicity I would opt for the straight but minor boost to the implant's power.
Edit: Never played PS1, but based off what vets have described I think I would have really enjoyed it.
SternLX
2013-07-19, 06:48 PM
Originally scheduled for end of April, hopefully they make it before 2014.
Guess we're just spoiled, expecting content updates for an MMO!
Inb4 Esamir delayed.
Yup, catch 22. Players expect Roadmap items to be completed and then other players whinge and nash teeth when its about to go in so they pull said item.
PS2 Devs can't win for loosing with this playerbase that seems to have a Median age of... 13-16 years old.
EvilNinjadude
2013-07-20, 05:05 AM
Yup, catch 22. Players expect Roadmap items to be completed and then other players whinge and nash teeth when its about to go in so they pull said item.
PS2 Devs can't win for loosing with this playerbase that seems to have a Median age of... 13-16 years old.Being 17, I thought I'd be seeing people from 10-30 years of age. Imagine my surprise when people I talk to have kids, have a job, and play in the evening after work.
I KNOW I KNOW, I heard people say Planetside 1 was a game for adults who could think, not for kids who could shoot... but damn, I never really believed it, ya know?
Obstruction
2013-07-20, 05:21 PM
Imagine my surprise
try NC, that's where you find all these armchair Sun Tzus who haven't got their manly voice yet.
it's like the pimple guy at the fast food place on The Simpsons, but he starts every sentence with "hey guys" and usually complains or rage quits when no one cares to do what he says.
they have that guy, and they have the creepy older guys who are usually drinking alone.
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