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2013-07-10, 10:07 PM | [Ignore Me] #16 | ||
Private
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It's quite an interesteing read and covers much more then just the resource system itself. First up I'd say that the majority of things you envison will never be implemented due to it either changing the game too drastically for the intended audience or requiring too much development time.
I like the basic premise of your proposed resource system, which is a single type of resource used for everything. The general idea of adding more sinks in order for resources to have an actual meaning is also good. Personlly, I never had a problem with resources to pull vehicles unless the continent I was on was close to being warpgated, thus adding some more meaning to it is certainly good. As for the loyalty system to replace the fixed resource gain it certainly is something that could work but would also need to be properly balanced such that griefing is accounted for and that the losing side in a conflict doesn't get disadvantaged even more then they already are by losing. Many of your points are linked to resources but not the resource system itself so I think a shorter version just detailing the resource system is necessary, showing that it can be made work with the game how it currently works, not with an entirely overhauled game as you propose. Some of the things that I can't see happening are listed below: Larger maps It's taking SOE alreadly ages to build new continents, so I don't see them ever going back to the three existing ones and scaling them up. For new continents it certainly is a possibility but with the amount of detail they put into a single map having an area four times that of the existing maps it's not very likely. Another option would to reduce the density of bases but that might end up resulting in much more zerg fighting. New infantry equipment system This sounds quite interesting but the change is too drastic and would change the entire system. You will also have people that spent certs / sc on weapons argue quite vocally against such a change. The main reason being that different weapons are advertised as a "different playstyle" and they paid either in time or cash for that and thus many would feel "cheated" by such a drastic change. Besides the point above I think there are two rather significant problems with the proposed system. The first is how do you deal with the potential to instantly lose large amounts of resources due to rocket pods, team kills, getting run over by a tank etc. Secondly, how is such a system going to balance the fight between someone with stock equipment and somone that spent a large amount of resources on his loadout? The guy that spent the resources obviously expects to have an advantage but the guy with stock weapons expects to be on even footing with the other guy, as player skill is what wins fights is one of the games premises. This last point I think this is the largest issue with your system as it may bring the game more into the realm equipement > skill. Additionally, it could lead to the problem of, you need resources to make resources and thus the winning side gets an ever increasing advantage. This is where balancing could become very tricky. To be fair to some extent some weapons are already clearly superior in some situations but with few exceptions not in every sitation. A few other random comments on some parts:
Overall many of your changes would make the game more "hardcore" and require a more committed and informed player base then what planetside 2 seems to aim for. Though as I said in the beginning the main premise of your resource system, one type of resource for everything, is solid and should make it into the game. |
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2013-07-11, 01:26 PM | [Ignore Me] #17 | ||
Lieutenant Colonel
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Looks great!
Really like all of it, only thing that I would be sad to see go is different resource types as it could provide differing strategic value for territories, however the current system is broken. Really like making stock kit free and different stuff more expensive, as well as the concept of resource 'events' occurring in big battles. Also the building fortifications is a solid concept as well. Last edited by DviddLeff; 2013-07-11 at 01:48 PM. |
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2013-07-14, 05:39 AM | [Ignore Me] #18 | |||||||||||||||
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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2013-07-14, 06:47 AM | [Ignore Me] #19 | ||
First Lieutenant
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I'm sorry but the point you have about weapon upgrades is likely an unwinable battle. Player earned certs or spent money on these items and making them more restricted than the current system causes player to lose equity. That would lead to an exodus of players.
http://gamasutra.com/blogs/RaminShok...ier_to_Big.php |
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2013-07-14, 04:25 PM | [Ignore Me] #20 | |||
Colonel
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-07-14 at 04:33 PM. |
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2013-07-19, 09:17 PM | [Ignore Me] #21 | ||||
Contributor Lieutenant Colonel
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They have just updated the Roadmap - Resources Revamp thread.
Last edited by DirtyBird; 2013-07-19 at 09:19 PM. |
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2013-07-19, 09:48 PM | [Ignore Me] #23 | |||||
Colonel
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Just saw this linked in the IRC channel also. Their plan is one of the more flawed strategies. That is a supply line system ruled by the lowest denominator of players. It will be interesting to see their solutions to the issues.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2013-07-19, 10:11 PM | [Ignore Me] #24 | |||
Staff Sergeant
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And yea, the zerg will drain it fast, but the player's responsibility is to resupply (like ANT runs in PS1). Some people made it their life's work to resupply NTUs. If the EXP is good enough, then this will be the same in PS2. yea it has tons of issues, but is much simpler to implement than your more complex, but far superior ideas. Good read by the way. I haven't made it through all of it, but I'm enjoying it so far. |
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2013-07-19, 11:42 PM | [Ignore Me] #25 | ||
Contributor Lieutenant Colonel
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I liked the current method of banking your resources for infantry use and cant say that like the idea of this new proposal.
Does it mean I have unlimited access to infantry resource items until the reserve is drained. Could a group/zerg stand there lobbing nades at nothing chewing up resources and manipulate the power levels. Does the power level affect the capture of the base/facility, as in its the new capture method or it works in conjunction with current capture/SCU timers. If the new bases we see on the likes of Esamir are completely walled in with extrememy limited vehicle access (if any), how do we get the auraxium supply vehicles into the base. I dont think Esamir was redesigned with this change in mind and thats taken months to get where it is. How the resource bonus will work on the Boosts/Membership. |
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2013-07-20, 12:08 AM | [Ignore Me] #26 | |||
Staff Sergeant
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The power level is described as how much resources the base has and in turn how much it can give to the people in the base. It doesn't seem to be like in PS1 where you could deplete a base of power and it would go neutral to cut the lattice link, but I can't say for certain that's not a possiblity. It simply is stated that low/no power bases don't provide as much resources to the people at the base. Think of it this way, you have x power that is split between 12 people defending a base. Say 12 more people come to the base, then the power is split between 24 people, so each person is half as powerful (in terms of how much resources they get), but there are twice as many people. Which strategy is best, having a large group that can spread the power around or a small group that is a bit more powerful? Kinda depends on how long the seige is going to be and how big the opposing force is. And how long it will take you to resupply depending on how fast you're draining the base. It really brings in the dynamic of seige warfare and supply lines. Cut the supply and you cripple the army. |
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2013-07-20, 06:22 AM | [Ignore Me] #27 | ||
First Sergeant
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I wouldn't be surprised if a few of these ideas went into the game. On the whole SOE are the ones developing PS2, and if they can't figure out how to implement the bulk of ideas they have thought of, they are not satisfying the salary they are earning.
I'm not trying to diminish what you've written; a lot of it's really good, perhaps even enough to for them to hire you! Unless they do, however, I doubt we'll see a system exactly like that. |
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