View Full Version : Implants on PTS
Dougnifico
2014-04-25, 01:57 AM
So there's no thread about the implants on PTS. What does everyone think?
Azzzz
2014-04-25, 02:29 AM
Boo.... ;)
KesTro
2014-04-25, 04:47 AM
They need to open them up to cert options or have them some how obtainable through in game means. That's a lot of power for an only Stationcash option. Don't get me wrong I throw money at this game like wildfire but it's not good for them to cross that already perceived line of pay-to-win.
They need to open them up to cert options or have them some how obtainable through in game means. That's a lot of power for an only Stationcash option. Don't get me wrong I throw money at this game like wildfire but it's not good for them to cross that already perceived line of pay-to-win.
https://forums.station.sony.com/ps2/index.php?threads/ready-for-testing-implants.184178/
They are not pure SC items. Only cosmetics that offer zero power are SC only.
Its definitely a cert sink, especially with the randomness of the packs.
CraazyCanuck
2014-04-25, 10:52 AM
COPIED.
Implants
Implants are now available on PTS for testing!
We would love to see your feedback and are monitoring bug reports via both the in-game reporting tool and other communication channels.
We have revamped the system a few times based on player feedback. Here is a quick recap of the resulting changes:
•Implants are no longer timed, consumable items
◦Implants are permanent items
◦Implants are now powered by an implant power core (details below)
•All players start out with a default implant
•Players can earn implant rewards through gameplay in addition to buying them with Certification Points or Station Cash like a standard item
•Implants can now be equipped in custom loadouts instead of only equipping them on the character
Here is a summary of the system:
•Implants are occasionally earned from experience rewards (this doesn't currently work on PTS due to some item delivery complications)
•Implants are equipped in custom loadouts
•Implants use implant power core energy only when they are actively equipped
•Energy is acquired by chargers
•Chargers are occasionally earned from experience rewards (this doesn't currently work on PTS due to some item delivery complications)
•Unwanted implants can be constructed into new implants or chargers in the new construction interface
•Implants can also be acquired in the Depot for either CP or SC via random implant packs
•Stronger versions of some implants have a chance to drop or can be crafted
Some implant features are still in progress:
•Improving the drop messaging
•Improving the random implant pack messaging
•HUD indicator polish
•Item creation polish
◦Greying out components as they're eliminated from possible construction plans instead of removing components from the list
◦Sorting implants by alphabetical order
◦Adding a shortcut to speed up the construction process animation
◦Adding a more robust user guide and help menu
•Some effects are not quite complete – when they are not complete, they have Dev Notes in their descriptions that state the final intent of the implant effect
•MAX implant rules
Here is a list of known issues:
•Getting a drop generates a claim message but does not actually deliver the item on PTS
•Random implant pack items are not displayed in the purchase success screen
•The default implant is not always automatically equipped on existing characters
•There is no “No Energy” state on the HUD indicator
•A drop earned on one character can be claimed on another character
ChipMHazard
2014-04-25, 03:18 PM
Only implant I have an issue with atm. is the regen one. Too powerful at present.
KesTro
2014-04-25, 05:10 PM
Didn't get a chance to read the PTS notes before I posted. So long as these are cert options I have no issue with 'em.
Dougnifico
2014-04-25, 08:56 PM
I don't like the awareness one, where your killer gets spotted. Its a major nerf to light assault and infiltrator. EOD hud is ok. Regeneration is fine as long as there is a delay. I do predict that battle hardened and sensor shield are going to be the most used.
I just don't know how I feel about the energy system. You can now buy power directly and it will increase the gap between rich and good players vs. everyone else.
I just saw Zoran's video on implants and I think its worth a watch. He makes a lot of good points.
https://www.youtube.com/watch?v=DcBRmvKHMyQ
Crator
2014-04-25, 11:04 PM
The perma implant with the energy charger sounds alright to me. As long as you can obtain them with cert points. The crafting thing is dumb imo. Bunch of people standing around in warp-gates skewing population numbers...
bpostal
2014-04-26, 04:41 AM
What? No surge?
ChipMHazard
2014-04-26, 05:01 AM
What? No surge?
Heh, aye all we need now are Jackhammer heavies using surge:p
ringring
2014-04-26, 05:19 AM
Err, what is a 'drop' can anyone explain?
ta
Rolfski
2014-04-26, 08:26 AM
This is one of those features that is really hard to test on PTS, especially when some of the key features haven't been implemented yet.
ChipMHazard
2014-04-26, 08:28 AM
Aye, won't really be able to properly test the drop chance part of the system.
HereticusXZ
2014-04-26, 12:47 PM
They need to open them up to cert options or have them some how obtainable through in game means. That's a lot of power for an only Stationcash option. Don't get me wrong I throw money at this game like wildfire but it's not good for them to cross that already perceived line of pay-to-win.
This
bpostal
2014-04-26, 02:09 PM
Err, what is a 'drop' can anyone explain?
ta
A random chance to get free stuff (such as implants). If you killed 30 Orcs in World of Warcraft and only 10 dropped the Orc tongues that you need for the quest, those tongues are the 'drops' and there's a 0.33% drop rate (1 in 3 Orcs will drop a tongue).
KesTro
2014-04-26, 04:40 PM
A random chance to get free stuff (such as implants). If you killed 30 Orcs in World of Warcraft and only 10 dropped the Orc tongues that you need for the quest, those tongues are the 'drops' and there's a 0.33% drop rate (1 in 3 Orcs will drop a tongue).
Give me your tongue, Terran.
I'm coming for it.
Vanir
2014-04-26, 05:58 PM
Can anyone explain what Hold breath dose exactly? There is no drowning in the game so why do you need to hold breath?
Cruciall
2014-04-26, 06:16 PM
some scopes in this game sway, sniper and INRV. you can press shift to hold your breath and this will prevent them from moving for a short time.
synkrotron
2014-04-28, 07:29 AM
I'm going to be selfish here and say that I hope Implants never go live.
For me, who does not want to get into RPG style elements, it means I will be slightly disadvantaged by now bothering with Implants.
I find it hard enough as it is getting my head around the current elements of the game, like learning how to optimise your loadouts for a given situation...
But, as I said, that's me being selfish.
ringring
2014-04-28, 08:56 AM
On the one hand we had implants in PS1 so I'm used to the idea.
The bit about them being consumable also doesn't scare me, after all this is a game where you never stop gaining certs, so I suppose it won't hurt me at all. But, new players often have a bit of tro0uble getting enough certs as it is. I'm thinking it will hurt for them.
The crafting bit is a bit stupid. I never could be bothered with crafting. Boring.
And this random chance stuff. I don't know how it will happen but to me it sounds naff.
bpostal
2014-04-28, 11:17 AM
On the one hand we had implants in PS1 so I'm used to the idea.
The bit about them being consumable also doesn't scare me, after all this is a game where you never stop gaining certs, so I suppose it won't hurt me at all. But, new players often have a bit of tro0uble getting enough certs as it is. I'm thinking it will hurt for them.
The crafting bit is a bit stupid. I never could be bothered with crafting. Boring.
And this random chance stuff. I don't know how it will happen but to me it sounds naff.
To me, increasing any disparity between newer players and established players is my major concern with the implant system. We, as players, are going to have to test the absolute piss out of this once they get it (in it's entirety) in place on the PTS.
BlaxicanX
2014-04-28, 01:09 PM
I'm going to be selfish here and say that I hope Implants never go live.
For me, who does not want to get into RPG style elements, it means I will be slightly disadvantaged by now bothering with Implants.
I find it hard enough as it is getting my head around the current elements of the game, like learning how to optimise your loadouts for a given situation...
But, as I said, that's me being selfish.
I'm assuming you use a gun. I'm assuming you've upgraded that gun with various attachments, and have upgraded your class with various class sidegrades. I'm assuming you've purchased those attachments and sidegrades with certifications, which, I'm assuming you've accrued via gaining experience.
If all of those assumptions are true, you're already balls deep in the games "RPG elements".
PurpleOtter
2014-04-28, 01:31 PM
I really detest the fact that some of the implants will be class specific and or not usable by specific classes. Currently, you can't equip implants on the MAX loadout screen on the PTS.
BlaxicanX
2014-04-28, 02:01 PM
Why do you detest that? It encourages classes having specific roles.
synkrotron
2014-04-28, 03:55 PM
If all of those assumptions are true, you're already balls deep in the games "RPG elements".
Well... you've got me there dood, although, as I've said, I do find loadouts and whathaveyou a PITA too. Even after 578 hours of play and earning some 30,000 Certs my loadouts are somewhat simple, in my opinion anyway.
Vanir
2014-04-28, 06:33 PM
I love Awareness! Too many times in this game I get killed because I start taking damage and I have no idea where I am getting shot from and I end up dying without having a chance to at least shoot back, it is quite frustrating. This solves this issue! Cloakers should not have a problem with being spotted as all they have to do is cloak and they are no longer spotted.
Dougnifico
2014-04-28, 07:41 PM
I'm just very apprehensive about the whole energy system. I understand SOE needs a good cash sink, I'm just very nervous about it. It all depends on the drop system. If you can get energy with relative ease, then fine. The implant packs are a cheap cash in, but apparently PS2 needs it. They'll be slightly pay to win for a couple months, but then everyone else will catch up. Its just the energy system. $5 for 10 hours of energy on a tier 3 makes me a bit nervous.
ZephyrBurst
2014-04-28, 08:16 PM
I can't get on the test server, does anyone know if Awareness spots for everyone around you like the normal spotting rules, or does it only spot for the user with Awareness. I've got no issue if Awareness is user only, but the description is vague.
Mordelicius
2014-04-28, 10:20 PM
I love Awareness! Too many times in this game I get killed because I start taking damage and I have no idea where I am getting shot from and I end up dying without having a chance to at least shoot back, it is quite frustrating. This solves this issue! Cloakers should not have a problem with being spotted as all they have to do is cloak and they are no longer spotted.
Imo, the best way to fix sniper advantage is to remove their stealth capability. Stealthing is for infiltrating, not for sniping. Their ability is stacked, having two advantages:
- Range
- Selective visibility (cloaking)
Range is good enough advantage over normal guns. Ability to cloak on top of that is overkill. Hence, remove the stealth ability for players equipped with sniper rifles. And leave the stealth ability to the true infiltrators.
Dougnifico
2014-04-28, 11:57 PM
See, I tried to make the case for 2 separate classes (Recon and Infiltrator), but it just never panned out.
What would be a cool idea for implants is to have an energy bar and give the light assault an energy pack. It would be very accessible and would give the light assault a greater team role. Unfortunately (legitimately as SOE is a business) there is no real way to monetize that.
In the end, I think they need to look at different monetization options. I had an idea where you could bring back auraxium for auraxium level members (and watch membership numbers skyrocket). You could take a lesson from DICE and sell "warpacks" that give random weapon attachments (need to make more), select camos, and tools for building a decal on the death screen (combined with the previous system could also have auraxium). You could also have a big bundle to go along with the release of a continent (couple weapons, few camos, 6 month boost; basically like alpha squad).
Azzzz
2014-04-29, 05:23 AM
See, I tried to make the case for 2 separate classes (Recon and Infiltrator), but it just never panned out.
What would be a cool idea for implants is to have an energy bar and give the light assault an energy pack. It would be very accessible and would give the light assault a greater team role. Unfortunately (legitimately as SOE is a business) there is no real way to monetize that.
In the end, I think they need to look at different monetization options. I had an idea where you could bring back auraxium for auraxium level members (and watch membership numbers skyrocket). You could take a lesson from DICE and sell "warpacks" that give random weapon attachments (need to make more), select camos, and tools for building a decal on the death screen (combined with the previous system could also have auraxium). You could also have a big bundle to go along with the release of a continent (couple weapons, few camos, 6 month boost; basically like alpha squad).
Seriously brah, you have an epic hard on for DICE... :groovy:
defghi
2014-04-29, 07:27 AM
i tried it on the pts and really hope they dont put that live. i play planetside for the shooting , not crafting. i like the implants though. instead of just having one implant slot, our infantry should have three. the first implant slot we get free with regen, the next one cost 500sc /500 certs, next 750sc/ 1000 certs, or you can earn an achievement to recieve them, like conquer 20 enemy tech plants. each implant costs 250sc/certs . or you can recieve through an achievement, and choose which one you would like to use, no random generator crafting game. those that are subscribers would recieve the two other implants slots while they are an active member , but would still need to acquire the implants the same way.the way they are charged is from a rechargable battery . each use of the implant will drain the battery some until its depleted, ammo packs can recharge it after a few seconds, friendly and enemy alike. you can purchase a battery with 100 sc/certs as a consumable that would fill your utility slot.
CraazyCanuck
2014-04-29, 08:09 AM
I was on tinkering with it yesterday. I like what they have in place thus far as it is quick and painless which is key for me since I hate crafting.
So far they have only three tiers for implants. Not including the drops out there, you can get a three pack or a 5 pack of random 1 tier implants. Not sure if they will implement having higher tiers drop.
3 Tier 1 implants cashed in - random Tier 1 implant. Good if you have a shit load of an implant you don't use.
5 tier 1s and you get a tier 2.
Rinse and repeat for Tier 2 to get Tier 3.
Power wise rather easy to get more power. Craft two implants from different tiers together and you get a power cell. You can also buy a power cell.
IMO the implants are not powerful but are useful depending on your current playstyle. For instance the EOD implant will eventually work in vehicles which will give the vehicle drivers the means to counter mines.
ChipMHazard
2014-04-29, 08:16 AM
We won't really be able to judge power properly until we get to test out the drop rate [On the live server].
PurpleOtter
2014-04-29, 02:21 PM
Why do you detest that? It encourages classes having specific roles.
Because I can pretty much predict that SOE is going to exclude the really useful one: Battle Hardened. It mitigates screen shake and concussion effects. I want the freedom to equip any implant. "Hey! Let's bar engineers from using EOD HUD, because that will make their job to easy.." See where this is going...
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