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2013-07-09, 01:00 PM | [Ignore Me] #1 | ||
Colonel
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Before I post this anywhere else it would be nice to get PSU's feedback about my proposed resource system. (It includes a redesigned territory system also since it's a large part of the resource system). I've had a few people read it already and give me their stream of thought criticism as they read it. I think I've edited and removed parts to make it generally agreeable, but I need more players to judge its merits. Before commenting I'd ask that you read it in full as some of the components are spread out in the proposal.
Territory and Resource Redesign Proposal (Updated July 14th) (I'd paste it here, but the formatting would take a while and I only want to update it in one place without multiple separated posts). I have my own list of issues with it that I'm still trying to solve, but I don't want to direct the conversation so I won't list them yet. (If you think I need an image for something also say that. I tried to make a few to illustrate the basic ideas. I'm not an artist so keep that in mind). Thanks for anyone that takes the time to read it all.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-07-14 at 05:40 AM. |
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2013-07-09, 02:10 PM | [Ignore Me] #3 | ||
Captain
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Wow,
impressive work, and I like almost all of it. (which is saying a lot because I personally don't know if i've agreed with anything you've ever posted before). I like the larger continent size and agree 100% with the reasoning. I could never quite figure out what the issue was with the current and several iterations of resource gain/territory control that have gone on in this game. I had always thought it was too idealistic. Tying territories to reduced cost vs nerfed gain is a great way to solve this issue of territory either being meaningless or overly gimping the faction that is on the losing end. I'm not 100% on the dropping from space thing for the modules. We are talking about Nanites from the planet to maybe a way to pull them from the ground, rather than from mystery space? I love the huge customizable loadout ideas. I do wonder some about how this affects people who die a lot, or die at a sunder right after spawning... repeatedly. |
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2013-07-09, 03:02 PM | [Ignore Me] #4 | ||
Contributor PlanetSide 2
Game Designer |
Wow that's a ton of stuff! And I thought I wrote a lot!
Some of the core ideas are similar to my general thinking, such as a single resource currency, no-babysitting, engaging/conflict-promoting resource gathering, localized resource impact, and a steer away from territory ownership determining resource income. |
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2013-07-09, 04:08 PM | [Ignore Me] #5 | ||
Sergeant Major
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a lot of the points are very valid, but the nanite costs per spawn etc. are very much like Dust514 and it has its problems as well.
For one, if your team is pinned, its hard to get resources without farming, and it can be very frustrating, and boring on its own. Also a lot of the changes you propose, simply wont happen like doubling the size of the continents. Then again, I said a lattice wouldn't happen either, but I am fairly confident this time that doubling the continent size wont happen . Next, it shouldn't take a PhD to figure out how much you are getting. I know it may not seem as complicated to you, but I had to read many sections twice and still there are some points I am not sure why they needed to exist in the first place. That said, its very interesting and worth some discussion. Its not perfect, but it has some good points.
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>>Make resources matter!<< |
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2013-07-10, 01:58 AM | [Ignore Me] #6 | ||
Corporal
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Holy crud, that was a good read. I really enjoy a lot of the ideas you've put forward!
I'm not sure how much fun it would be to have to constantly micromanage my resources for every different loadout change, but I like the idea of spending resources on spawn. I just wouldn't want to be 5 nanites short of being able to equip my usual gun. |
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2013-07-09, 06:12 PM | [Ignore Me] #7 | ||||
Contributor Lieutenant Colonel
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I'm reading through it now and jotting down some notes as I go.
These thoughts are not on what you're put forward, but on my reading and understanding of these ideas. If I'm dead wrong on a given point, let me know. I promise not to rage (too much). The idea of spreading out the objectives. This is mostly an issue on Indar, Amerish and Esamir aren't as crowded. Areas should be created to allow for a natural ebb and flow of battle between areas. Combat should be encouraged between objectives so that the fights can occur organically throughout the entirety of the continent. The loyalty system is interesting, but IMO players should always be 'rewarded' with at least some resources. No matter their current loyalty level. As a personal anecdote, when I PL I may be sitting in the middle of the fight, looking at my map for a minute or two. Does this mean that I'm not contributing to the overall fight? Should I have to place a way point every 15 seconds to ensure I get my tick? What if I go to shoot a MAX and someone runs in front of me as I pull the trigger? No resources because my factionmate is a figwitted idiot? That doesn't sound rewarding. If I was having a bad day then it might be enough to send me into full on 'fucktard' mode and TK/spawn camp that greenie player for all of the next 5 minutes of my play session because they ruined my experience (Experience experience, not XP experience). A BR 1 destroys my lib by crashing into by by accident? Fuck him and his family for wasting my resources! /ragequit (but plenty of verbal abuse in the form of harassment /t before I go so he knows that he done fucked up). Also, there is a stock MAX loadout. For the Tr it's a Pounder and a DC. Sure it costs resources currently, but so do MBTs and Galaxies and you're talking about letting people pull those stock without penalty. Having just one single resource would help players utilize their individual play style to the utmost. Allowing stock vehicles to be pulled without a real resource drain would be nice for those players who favor vehicle combat. At least they're able to pull something instead of the current nothing. The only exception I can see to that would be AMSes. Spawn points are simply too important in this game (moreso if inter-objective combat is to be encouraged, where every spawn point is player driven) to be held back by resources. As for having certification upgrades cost resources to pull, I'm not so sure about that change. Tiering the upgrades could help, but with TTK being what it is, and combat being as chaotic as it is (PS2 infantry combat in particular is the NASCAR of FPS. You win as long as you keep going in 'circles') denying resources goes against the certification process and, I think, would lead to resentment (I certed into this, why can't I use it) instead of pondering the tactical implications.
Players should never have to resort to only a knife (or absolutely nothing in the case of vehicles) just because there's no engineers and the player is out of resources. Ammo should always be free. 15 seconds is enough to die half a dozen times for an Infantry player, what if the players loyalty level is zero? No ammo for 30 seconds? Longer? Should a player have to redeploy back to the warpgate just to grab ammo? Perhaps returning some of the nanites when reloading from a dropped ammo resupply point?
The idea of sharing the resource cost between players is an interesting one, but I already get people trying to TK my AMSes and Galaxies simply because they're locked to squad/platoon and they can't get a ride. Even if preference is indicated for the owners I can still see a lot of angry people who can't gun or ride because they didn't pay. I can also see players spending upwards of 5 minutes arguing over what kind of vehicle customizations to bring, simply because they're both paying for it. Adding countermeasures to the secondary players in a vehicle is quite an idea and sounds like it would help foster teamwork and communication. I'm all for that, especially in MBTs where the gunner is typically just icing on the cake. Tying the resource efficiency to the gens sounds solid. Bases get weaker as control over parts of them are lost. This also hinders players from moving out prematurely when a base flips. MODULES! Awesome! Keep in mind with these generators though that base layout/design favors the attacking forces in almost every instance currently in the game. Base design would have to be fixed before the gens/mods go into place. Upgrading bases with these resources sounds cool and adds some personalization to the base. Care should be taken to acknowledge that different players could want different upgrades. More than one upgrade should be able to be applied at a time. This stops players destroying friendly upgrades that are "wrong", leading to the waste of resources. Dynamic resource spawning sounds cool. Instead of having them move slowly perhaps displaying their location on the minimap with a 'ping' would work better? Some of us get into the 5-10 FPS range when we get into those huge, equal popped fights you're talking about. Players able to place towers? Seems ambitious. Will be used for trolling moreso than for tactical purposes, even with a voting system in place. That or towers will never work out because of conflicting resource placement. I love the idea of it though. I'm still not a fan of artillery in any form. I've seen too much blind firing into facilities in Planetside. Having AA turrets shoot the shells down is an intriguing concept, I will give you that. Changing the adjacency hack requirements from 100% to 50% could lead to more widespread fighting, to include some shallow (referring to depth, not complexity) behind the lines combat. Ideally this will give smaller, more tactically minded (tactical used in the actual sense of the word) players more objectives and more pull on the battlespace than the larger, strategically orientated outfits. If tech plants are going to add 10% nanites to adjacent areas then there needs to be a minimum of three per continent with the current continent setup. When cont locking comes into play this idea will be more sound, in my opinion. Ensuring that materiel costs less when pulled from secured, rear echelon areas is a solid idea. I like that very, very much. My post seems to have more 'negatives' than I was hoping for but let me assure you that the overall idea is, in my mind, sound. Effecting the purchasing power instead of the earning power is a good idea and vein of thought. Thanks for putting so much thought into this! |
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2013-07-09, 07:57 PM | [Ignore Me] #8 | ||
First Sergeant
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I used a similar loyalty system in my resource proposal.
The criticism I got (No I am not saying that it is something wrong with your system, just saying the response I got, so that you can be aware of it, and have some kind of counter available when and if it comes up) is that a loyalty system would mean punishing "Bad" players. People who were less good at FPS games would get a lower loyalty because they were shooting fewer people, so this system would be preferential to "Good" KDR high players. Also in my first system, when I brought up infantry draining resources when spawning, the thing I was countered with was that you are going to run the chance of burning through base resources in little to no time with many people's respawn costing resources. I love your statements up top about tunnels and 16x16 maps. |
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2013-07-09, 09:12 PM | [Ignore Me] #9 | |||||||||||||||
Colonel
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If you're still reading, don't worry about my replies. I don't mind if people say the same thing more than once. I'm just collecting ideas and changes.
Regarding Sunderers though. With a vertical upgrade model it makes it easier I think to propose things like shield modules for a Sunderer on top of their AMS capabilities. Allowing overlapping modules is nice in that regard. You equip say cloaking or a shield or 50 extra Nanites to help protect against C4 and give players time to equip their gear at the terminal.
If they're not completely pinned and can still pull vehicles I have some suggestions on my site for that like this for getting players out of a base and destroying Sunderers. It's in the image under loyalty. You see immediately how much you're getting and when you'll get your next amount. A big thing is making the UI work with the system.
You mentioned it already though and I'll cover it now since it's one of the most controversial parts of what I proposed. Charging people to use the certs they've unlocked.
On that though this could extend to not getting resources while dead also and having the loyalty lock. The issue there is some players might want their loyalty to drop to gain resources as they wait to pull an awesome loadout. Which brings me back to the idea that it might be preferable to have players not spawn with a loadout so they have more incentive to just spawn and then look at their loadout at a terminal. (Removing it from the main menu). That is the death or spawn screen would only be for spawning essentially and you'd sit at if only if you want to go grab some food and preserve your current loyalty percentage. Getting into a bit of a more complicated redesign though at that point which I've tried to avoid. More special rules makes it more confusing.
MAX units and vehicles would cost resources. Vehicles would have a stock cost like in my Liberator image. It's just that their stock weapons wouldn't cost anything extra over the base cost. The idea of "stock" items refers to certifications that designers determine would be free to use after certification.
That's added in because of complaints that there aren't enough resource sinks. That and people in other resource threads were talking about base building. I figured a nice compromise is crowd sourced defense. Also to waste that many resources to troll people you would really be hurting your own fun. Well multiple people would be investing a lot.
Lot of awesome feedback. I'll be incorporating a lot of this, so thank you and keep it coming. Kind of wanted the devs not to read this yet since it's still just a WIP that might leave bad first impressions of the final goal.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-07-09 at 10:57 PM. |
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2013-07-10, 04:04 PM | [Ignore Me] #10 | ||||||||
Contributor Lieutenant Colonel
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If you remove the loadout options from the respawn screen, what would happen to those who squad deploy or drop on a beacon? Would they be stuck in PJs or their previous loadout?
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2013-07-09, 07:59 PM | [Ignore Me] #11 | ||
Private
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It's simply too much. Turning things to nanites I agree with completely, but the loyalty system, increasing the map size, and the rest is just too much.
1. I admire the ambition but think of the man hours that would be involved in doubling the size of indar. Now quadrupling it? 2. what does this loyalty system accomplish? Unless I'm misunderstanding the more active you are for your empire the more nanites you earn, and the less active you are the less nanites you earn. Like an ant-idle measure, we already have those. 3. This ties into two. You made everything (practically down to the boxers my soldier wears) cost nanites. Yet again admirable and for the top performing players this works perfectly. What about the non-beastly players? They run out with their nice scope and nade launcher only to get ohked by a sniper. same thing with drawing an esf or tank. Yes it slows the stem of dumb people in tanks but at what cost? 4. Letting players build things is absolutely brilliant. That being said It's an application of the resources and not part of the resources them selves. ( it doesn't belong there) I love the potential but " there's a time and a place" 5. Man hours. A lot of what you're talking about would take months of designing-testing-feedback-redesigning-testing-and more feedback still. 6. All that stuff above having been said well done. some of the core ideas are really good you just need to redesign it. Cut things down to what is actually needed. I hope I don't come off seeming to critical, I'm doing my best to be constructive yet realistic. Also I am up to debating any of these points calmly and logically. Last edited by adaroe; 2013-07-09 at 08:06 PM. |
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2013-07-09, 10:33 PM | [Ignore Me] #12 | ||
First Lieutenant
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Wow. Ok, my opinion.
1. Size increase of continents is a win. More open ground with a feel closer to PS1 would be amazing. I support this 100%. Some roads can stay, but not everything should be connected. Another advantage is that by spacing out players, many would probably see an increase in performance. Increase in scale with an increase in performance? Yes. This should be an idea SOE considers heavily. Current continents can be updated at a later time and terrain can be inserted to "stretch" the maps. 2. United resource pool is what seems to be what everyone is going towards. I can get behind this. I haven't been the biggest advocate, but I am certainly not a detractor. 3. The loyalty system is a pretty good idea. It will require some balancing so that I can take a bio-break without any major penalty, but it will really encourage team play and support roles. I'm in. 4. One thing I will disagree with you on is your proposal for weapons upgrades. Vehicles are more understandable. I do not believe that weapon attachments should cost resources. Some people die quite a bit and would be forced to play with stock options. This would also make frequent infantry death inhibit a player's ability to pull vehicles and specialized gear. I do not support this. 5. Generator nodes and modules that players can collectively buy into to increase efficiency is a great idea. It will be difficult to balance this against the zerg, but its another this that encourages teamwork and a sense of community. 6. Random events would be a great idea, but at the current time I don't think that is a valid option simply because of the technical strain. Many computers are struggling to run the game as is. A couple years down the road with increase optimization and this will be a winning idea. Overall a win. I only have the one detraction. Otherwise, this is amazing. |
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2013-07-14, 05:39 AM | [Ignore Me] #13 | |||||||||||||||
Colonel
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I've added some new explanations and mechanics based on the current feedback. The biggest changes are a minimum 200 resource cap. So players that drop below the cap would begin getting 1 Nanite/second. This should fix any issue where a player drops to only a few resources and feels like they aren't equipped to fight at the minimum.
I've also added some more numbers to help cover other perceptions. I've explained some of them below. The Warpgate system pausing the loyalty was also added in a section so player that need to go idle can spawn back at the Warpgate for a break and preserve their loyalty value. One other thing I changed was to explain that players would spawn in stock loadouts and use terminals to equip at every spawn similar to Planetside 1. This solves any issues related to spawning at Sunderers with complex loadouts and losing them instantly. You'd spawn and check out your surroundings then equip. To keep this uniform across the game it would be standard at every spawn.
One way to combat this is subtle changes to the UI. I tried to show some of them, but on top of this is temporary changes to a loadout. You explained being 5 nanites short on a loadout. The subtle difference in the UI is that you must save a loadout when you make changes. So you'd make changes then select the save loadout button. Now imagine you spawn in the middle of a large battle but don't need a scope temporarily or need a cheaper one you'd simply select the attachment. Rather than going to another menu you'd do everything within the loadout menu. I think this is where the developers are going already. The idea being that any temporary change would be a at most 2 clicks to make and data can be easily seen when hovering over items. I've updated the images to reflect this.
A suggestion I have seen before was to spend extra resources to spawn faster at objectives and bases. This ties into the Planetside 1 spawn mechanism. Normally if you die frequently at a spawn your spawn time should go up at that location, but that currently doesn't happen. This forces players to spawn at a different location if they die frequently rather than trying to zerg at a location. This allows fights that are stagnating to slowly die down and come to a close as players are forced to wait for a long spawn time or go to a new spawn location. This works with Sunderers also since their spawn time would be tied to the objective they are connected to in the lattice. I've appended this to the end of the page since I think it would help a lot with the flow of the battles and generate another resource sink. (A big thing is it would create an incentive to not spawn and die at an objective).
Redoing the UI to make it intuitive is the goal.
You did give me a cool idea though. Imagine if it showed the number of resources you destroyed when you killed a player or vehicle. That would be a fun statistic to see.
For BR1 players though they'd probably have a surplus of resources. They can purchase artillery for instance and fund fortifications or pull stock vehicles more often than people that heavily cert theirs and pull them less often. You are correct though that they would be at a disadvantage, but it's not anymore of a disadvantage than a stock Reaver vs a dog-fighting Reaver. Trying to think of how to make the cert system less of an impact for BR1 players with only the initial certs. I might come back to this if possible.
Thanks for the feedback. I think the goal right now with my proposed system is simplifying things to make them more intuitive. Also redesigning UI elements to make things appear simple is definitely a requirement to help with this. An example might be to turn off the funding mechanic by default on the map and let players turn it on by themselves when they're more familiar with the other systems in the game. The last system I probably need to write in is refunding resources when changing classes or deconstructing vehicles near vehicle terms to get part or all of the resources back that were unused. Also if the engineer repair tool and medic tool should use ammo that must be purchased beyond some stock amounts. I'm leaning toward yes.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2013-07-10, 07:26 AM | [Ignore Me] #14 | |||
but i scrolled through and ended up at your analysis of TTK. and i have to say, that´s a very detailed and exact analysis of the problem! for me this is the biggest problem planetside 2 has. the low ttk that takes away any tactical options once the enemy is near. who shoots first wins. no matter what weapon you are using. in small map arena games a low ttk is no problem because you are back to what you were doing before you died in seconds. but in a game where it takes a long time to get to the fight and where you have to wait for ressourcegain before you can pull your vehicle or max again, a fast death always sucks. and 99% of my deaths feel like being one hit instagibbed. i would say increase all hitpoints by at least 100-200% then do another balance pass and you have enough range to balance the weapons properly and maybe the faction perks would finally work.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-07-10, 09:26 AM | [Ignore Me] #15 | ||
First Lieutenant
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^NO! As in NO we are not bringing this subject back up!
https://www.youtube.com/watch?v=yEMimY0HyUk This will take us to a very very dark place. Lets stick to resources... lol |
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