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PSU: I wonder if Hamma really reads these...
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2012-03-26, 07:17 AM | [Ignore Me] #91 | |||
Captain
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2012-03-26, 07:52 AM | [Ignore Me] #92 | |||
Sergeant
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Sure, it worked. But that doesn’t mean there won’t be a better way to do it. A simpler, more intuitive way. The current system in PS2 (which is, as we should all agree, rather speculative, but apparently concrete enough to tear apart) has the issue that it would seem to decrease the advantage gained by taking the initiative to open another front. This due to the decreased reaction time needed for the empire to react to the second frontline as it’s not in an entirely new continent. I dare to say that we don’t know that. PS2 seems to be more fast-paced. Also meaning that what appears to be a smaller reaction time compared to PS1 might prove to be the same time in PS2. But that’s also speculation. We simply don’t know. So we also don’t know whether or not “less convoluted” is the same as “dumbed down”. We don’t know how the resources system is going to work. We don’t know how the capture bonus system is going to work. What we do know is that these things are relatively easy to tweak. They require little or no artwork to change. Only the willingness to keep an open mind during beta. As for “meaning”. That’s entirely subjective. There are millions upon millions of people who find enough meaning in MW3 and BF3 to keep playing everyday. What I notice among a lot of vets is a certain reasoning to think AGAINST PS2. Finding ways to point out that PS2 won’t be as good as PS1. This opposed to thinking WITH PS2, which is trying to make it better than PS1. A different way of thinking is needed. Thinking WITH PS2 isn’t the same as thinking AGAINST PS1. It’s not trying to tweak PS1 and at the same time saying PS1 is a bad game. It’s trying to make an entirely new game that happens to evoke the same feeling PS1 did. So it would be nice to just “start from scratch” or at least assume PS1 wasn’t the perfect way to do something. |
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2012-03-26, 08:20 AM | [Ignore Me] #93 | |||
Sergeant
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On the BF3/COD side, and having played a lot of COD and some BF2:BC, I believe lots of people play those games because they play a map for 15mins and afterwards they know if they've won or lost, everything resets and they get a chance to try winning again, for the causal player this is more than enough. It's a small time investment in a competitive game/environment. Further to that, they both have very active Clan scenes competing in leagues and cups, which keep those players in the game "practicing". What keeps those players interested in a 6 hour fight around a base, particularly if they are attacking and the defenders hold the advantage? I am sure you understand that those attacking a base are at a disadvantage to those defending, so it is not a fair fight, new players to Planetside2 will need to understand that. It leads to lots of rage quitting, especially if people think they're going into a completely fair 1v1 skill based DM. It won't happen, you're going to be killed repetedly by people you don't even know are there or never see. That is why there needs to be some purpose, because the real sense of fun/accomplishment in attacking a base or continent is in successfully taking it and completing it at the end. The fun/accomplishment for the defenders is in the fighting. Last edited by Marsgrim; 2012-03-26 at 08:26 AM. |
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2012-03-26, 08:21 AM | [Ignore Me] #94 | |||
Colonel
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2012-03-26, 08:21 AM | [Ignore Me] #95 | |||
First Sergeant
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2012-03-26, 09:00 AM | [Ignore Me] #97 | |||
Brigadier General
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But getting new continents wont be as hard as making the first one. For once, they learn a lot creating indar, and also have most of the assets done. |
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2012-03-26, 10:37 AM | [Ignore Me] #98 | ||
Master Sergeant
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Let’s say the NC has just taken every single facility on a continent… The TR and VS are pushed back to their footholds. Couldn’t the dev's implement an idea where footholds were locked down by a force field stopping the the TR and VS coming through on to the continent?… give the shields a timer, so lets say the shields would be up for something like 3 hours (this then giving the sense of accomplishment for factions) making it so no opposing faction can attack this continent for that amount of time. So when the last base is taken by the NC the remaining enemies can only then spawn at their footholds, which will have a shield that stops them coming back through. I think this will make factions fight harder as well, because if their locked from all continents they will have to wait for shield timers to cool down before they can start hacking/attacking again. And if the timer seems too long, they can cut it short so the action of the game isnt killed!
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2012-03-26, 10:42 AM | [Ignore Me] #99 | |||
First Sergeant
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__________________
Last edited by Bazilx; 2012-03-26 at 10:44 AM. |
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2012-03-26, 10:47 AM | [Ignore Me] #100 | |||
Sergeant
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That conclusion is highly illogical. And what makes you think the combat will be so very boring people will mind a 6 hours fight? As far as I can see they're truly trying to make combat less cookie-cutter than it was in PS1 with more variety and a more organic flow from base to base and battle to battle. This COULD make things more exciting. At least perhaps as exciting as current shooters where you only get to play in a few maps and are more likely to play the same map a few times per hour... But of course, we don't know that yet. And as I've said before, what you consider to be "sense of accomplishment" might be easier or harder to achieve for someone else. And you also don't know whether or not PS2 will have a new metric for long term accomplishment. In PS1 that used to be continent locking, in PS2 it might be doming an empire in their final base for x hours. You can't judge what you don't know. Unless, of course, you're saying if PS2 =/= PS1 then PS2 = bad ... |
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2012-03-26, 10:56 AM | [Ignore Me] #101 | |||
Lieutenant Colonel
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Waite for beta is not the answer to all discussions. I would honestly like it if you stopped posting in every thread telling us how wrong or a minority we are. It may stop the discussions becoming piles of poop as soon as you show up. Here is what needed to change in PS2:
Last edited by MrBloodworth; 2012-03-26 at 11:00 AM. |
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2012-03-26, 11:05 AM | [Ignore Me] #102 | |||
Sergeant
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Having played a game for many years IMHO decreases the validity of your arguments concerning a new, similar game. Here's why. You play a game for years. That's because you like the features of that game. Otherwise you wouldn't be playing it for years, now would you? It's very compatible with you, so to speak. Then how likely is it that you'll objectively judge the game that will replace it? You already found the game that's compatible with you, only to lose it to an other one. Not very likely you'll be able to take a step back and judge features objectively. I'd even say it's extremely unlikely. You're emotionally invested in the game. You're not objective. Whereas other people, might just be a little less emotionally invested. Also, here's something that will shock you to the core: PS2 is not JUST the game of PS1 vets that HAPPENS to need outside players to serve as untermenschen/cannon fodder. Yea, I went there. It's not just YOUR game. Think about that. |
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2012-03-26, 11:12 AM | [Ignore Me] #103 | ||
Lieutenant Colonel
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If you knew anything about the PS1 Vets, you would know we have been over improving PS1 and any sequel for Years now.
We have already Discussed it for close to a decade. For any part of your post to be true, you would have to assume Vets think PS1 was perfect. We will be the first ( and were ) to tell you it was not. The problem comes in when you take a title, and all that input, and make something that barely resembles it. Tossing out the baby with the bathwater. . Last edited by MrBloodworth; 2012-03-26 at 11:13 AM. |
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2012-03-26, 11:22 AM | [Ignore Me] #104 | |||
Captain
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Assumption is the mother of all fuckups. Your request for me to stop posting is ridiculous. Most of my posts are centered around pointing out why all the crying, whining, and sky-is-falling posts are unnecessary and unproductive. Even if I weren't a 'vet, bro' my opinion would be valid because I would still be invested in how Planetside 2 turns out. Your post is full of the entitlement douchebaggery I mentioned in my first post in this thread. Non-veteran opinions should be encouraged. If you go through your own post record, count the amount of times you posted something postive. We could do without your negativity. Planetside 1 reskinned is not what a lot of us want. Your notion that Planetside was almost perfect does not align with the fact that it was never a popular game. People (like me and you) put up with all the bad bits because it was truly unique, but the rest of the gaming population was not willing to deal with the crap. This is an undeniable fact. The core elements of Planetside are present in #2. Most of the changes revolve around all of the crap and garbage we had to suffer with to get that 'Planetside feel' you all reminisce about through a nostalgic and limited point of view. Getting rid of the tedium and poor design is what I, and the 'true Planetside fans, bro' want. Stop trying to drag us back to 2003 with you. We're not headed in that direction. Last edited by Aurmanite; 2012-03-26 at 11:29 AM. |
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2012-03-26, 11:32 AM | [Ignore Me] #105 | |||
Sergeant
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1) What tells me that base take over times could take 6+ hours is many years of experience in playing 300 vs 300. When you start to have that weight of numbers in an area, individual skill becomes less of a determining factor than organisation. It's nothing to do with classes or vehicles, just the simple mechanics of 300 people trying to take a base (or other objective) defended by the same number of people where you have many weapons and vehicles with areas of effect (liberator bombs, tank shells etc). What tends to secure a base is exceptional play (such as the router ams combo from PS1 - no I am not saying it will be in or is needed in PS2), a numerical advantage or a siege (NTU for example) where the base runs out of resources and stops the owning empire from spawning there. Unless the developers intend to make all the bases in such a fashion that they have no defensive factors (therefor no courtyard walls and gates, which we've already seen) then I can confidently tell you now most battles will take an extraordinary amount of time compared to your average BF or COD map. Further to this, with 3 empires per continent and no possibility of locking one out, then the number of bases on any continent becomes limited, the number that are reasonably takeable more so and the fight is more likely to fluctuate over the same ground. 2) I sincerely hope combat is fast paced and moves more quickly through the map than I think, however based on point one above I have my concerns. Secondly, I think you are failing to factor that in a BF3 or COD map the teams spawn randomly through the map rather than always in a specific room, and that the maps are designed to prevent "camping" or rather easy defense of any single point. Given that PS2 is going to have base facilities defended by an empire with a secured spawn location within a fortification, I think you fail to understand the issue. This scenario favours the defenders over the atackers, which means attackers typically die far more than the defending side. It is this aspect that I think will lead to frustration, particularly if you are fighting over a base for 6 hours and dying 3 times for every kill you get. 3) In PS1 they introduced the merit system, outfit and player ranking as well as a dailly win counter that popped up on login advising you who took the most bases the previous day. This was still not enough to maintain a playerbase long term. I'm not playing a veteran or elitist jerk, I am not trying to repeal the class system or any other design feature so far revealed (though I have cited some as things I disagree with, I accept that this is the design choice taken) as almost every one relates to the mechanics of combat. My point however is that what has been revealed about the overall strategic game makes it less than PS was. From your perspective, what difference does it make to your sense of accomplishment? Will you feel less accomplishment by taking a continent and pushing the opposing empire off? Your point seems to be that the lowest level of accomplishment is sufficient and people wil be happy with it, surely then it makes no difference to those people if another level of ahievement and accomplishment is added that creates more depth and interesting fights? Your counter-argument seems to have no logic as I am not asking for anything that would diminsih the most basic level, I am merely saying that te overall "metagame" as we have seen so far does not cater to players who want more, and surely the aim should be to please as many players as possible? |
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