Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: :insert witty quote here:
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-11-13, 07:24 AM | [Ignore Me] #31 | |||
Corporal
|
I agree with you and all other posts like this. As beta testers, we are taking part in game design, and should be able to spot a poor mechanic, and give feedback as to how to improve it. Spawn camping is lame, and game mechanics should be inherently deterrent of it- which is not the case in PS2, which currently promotes spawn camping as one of the primary means of achieving success in the game, along with undermining any form of defensive effort. We DO see the devs make an effort to improve defensibility of bases through some reworks of the layouts, additional cover, and added turrets, but we are not quite there yet. The spawn camping plus porous base peremeters (in regards to the amp-stations), still are both very prominant features in game that undermine the much needed defensibility that would give this game a significant boost in playability. I think a simple solution would be to place the spawn tubes INSIDE the base that people are trying to defend and let the attackers break their way into the bases itself and neutralize it. As for the ampstations: some proper walls around the edges so that LAs -if they MUST hop over, can only do so at known, predictable spots that are still diverse enough to leave room for uncertainty and strategy. -And have some underground/basement areas where important things are Last edited by brighthand; 2012-11-13 at 07:26 AM. |
|||
|
2012-11-13, 08:57 AM | [Ignore Me] #32 | ||
Lieutenant General
|
At babyfark: In PS1, as long as there was a second on the timer and you started resecuring with a second to spare with regards to your hacking speed, the base was NOT lost.
In my case, this was 21 seconds left on the clock (Expert Hacking). Hence the most frantic fighting took place in the last minute of the fight, especially if you got the spawns back up in the two to three minutes leading up to that moment and surprised the enemy with a sudden surge in spawnees. Last minute resecure adrenaline rush just feels so good. :x |
||
|
2012-11-13, 09:33 AM | [Ignore Me] #33 | ||
Yes, when the spawn camping happens the base is technically lost. However, I don't believe that is when the fight should stop and be uninteresting. The devs don't want this, and new players won't want this. If that is what the devs wanted, they'd implement a mechanic to end the fight officially. Something to indicate that "You don't want to fight here. It's over, and it's boring."
I remember Higby saying that this is a game where something like a 50 vs 200 fight would still be a fun fight. Why should it not be? Anyway, an idea that might help: The main spawn could lead to an underground complex which connects to various bunkers in the base courtyard. Perhaps you could shoot out from little firing slots, but the enemy wouldn't be able to enter them. From those bunkers, you would be able to escape the spawn-camping to roam the courtyard. There could be some tower-like bunkers overlooking the main spawn entrances as well. In that case, the attackers might be more focused on staying on the point instead of camping the spawn (as there would be many places they'd have to camp). This would also give the defenders more options for organized pushing attempts. |
|||
|
2012-11-13, 09:40 AM | [Ignore Me] #34 | |||
Lieutenant Colonel
|
This is 100% about base design. The problem is, this happens RIGHT OFF THE BAT. The Spawn room should be the last reachable thing in ANY base or outpost. Right now, the base design asks defenders to fight an overwhelming and better equipped force to even BEGIN to defend. If you do not repel the attacking force in the first assault ( AKA your first death ), you loose. Because moments before you died, that spwn point was already being camped by every tank and Engi Turret in the area. Last edited by MrBloodworth; 2012-11-13 at 09:42 AM. |
|||
|
2012-11-13, 10:22 AM | [Ignore Me] #35 | ||||
Captain
|
The whole problem we've been complaining about is that it's boring, not only for whoever is being camped but for those camping as well. If the game gave the defenders some hope of turning the tides at this point, they might decide to stay and everyone could still have a fun fight even if they ultimately lose the base. As things are, we often instant action into bases, die instantly and get stuck in a spawn room. Edit: Btw - that's pretty lame for us, now imagine how any new players would feel about it.
Last edited by Dagron; 2012-11-13 at 10:40 AM. |
||||
|
2012-11-13, 12:01 PM | [Ignore Me] #36 | |||
Contributor Second Lieutenant
|
The problem with the base design is that the spawn points arent located in the core of the bases. Except in case of the biodome the spawn are outside the mainbuilding. Therefore it happens, that the spawns are already camped before the base is overtaken. The placement of the spawns even foster that a base is taken sooner. Solution of the problem: Dear devs, how about locating the spawns in the inner core of each base? (like in case of the biodomes) |
|||
|
2012-11-13, 12:08 PM | [Ignore Me] #38 | ||
Lieutenant Colonel
|
I am completely convinced they want this.
Its Session based design in a Persistent world. They want churn, they want movement, they want constant action. To the point of detriment of play in many cases. Its part of the "No hour long fights" mentality they have. When for many, epic long slogs at bases were what was fun. Now, you do not even have time to mount a re-secure. Its over already. Last edited by MrBloodworth; 2012-11-13 at 12:12 PM. |
||
|
2012-11-13, 12:11 PM | [Ignore Me] #39 | ||
Corporal
|
btw, the militaristic and ordered outfits go directly to spawn camp with vehicles. After the base was cleaned and the defenders herded into their pen, they assign the boring duty of holding the CC to the new kids and settle down to farm.
Like it was said ... Certs are Certs. |
||
|
2012-11-13, 12:27 PM | [Ignore Me] #40 | ||
Lieutenant General
|
What makes it so annoying is that you feel like the military of the future is utterly inept in base design.
Everything from Roman, Chinese and crusader castles to Vaubain's star forts to the Maginot Line to the Atlantik Wall to you name it... All have been forgotten in the future? :/ Don't know about you lot, but I expect a defensive position to be defended. |
||
|
2012-11-13, 12:43 PM | [Ignore Me] #42 | |||
First Sergeant
|
you are all trying to find a way to make point defense more of a priority, and spawn camping more difficult. Here is the problem the current bases on Indar and Esamir make this extremely difficult. Yes i would love the old PS1 style bases but i don't see them redesigning every base in the game for this. Luckily they are already Amerishing up the bases on Indar making defense more of a priority.... Until then i will use my go to line you lost, it is time to do a retreat to the next most defensible point and try again. |
|||
|
2012-11-13, 12:47 PM | [Ignore Me] #43 | ||
Lieutenant Colonel
|
"Spawn somewhere else" is a horrible suggestion for such an obvious flaw. Not only does it not address the issue, it attempts to trivialize AND justifies the bad design.
Meanwhile, it still makes for some really terrible game-play. You will never see the epic comebacks from the original. All that matters is Mass of players, and who camps better with tanks. Real fun there. |
||
|
2012-11-13, 01:08 PM | [Ignore Me] #44 | ||
Major General
|
We're not here to shut down conversations about a bad game mechanic just because that is how it is. We are hear to talk about bad game mechanics to try and come up with ideas to fix it.
So saying "Spawn elsewhere" pretty much shuts down the conversation and suggests that the players just deal with it until the DEVs figure something out. That's not why we discuss things on the forums. |
||
|
|
Bookmarks |
|
|