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2010-04-20, 11:21 AM | [Ignore Me] #1 | ||
Major
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Pick up a weapon and shoot.
I liked this alot about PlanetSide. I felt I can get into battle no problem though the Suppressor isnt particularly a weapon of choice; players barely use it. While there was balance and always will be with these particularly sorts of MMOs, it is most appreciated to understand that the balance is a SOLID balance. A solid balance reassures a player's confidence and enjoyment, allows an easier learning of the game and bases the game more around player-skill (point n click) rather than perk-skill ("Skill Tree gives you +100 damage buff"). By solid balance I mean all equipment attributes and values do not change by leveling-up your character or having Skill Tree points. All equipment values are fixed and do not change by anything, exceptions for tactical variables. Players know the balance about the game yet still able to customize themselves with different equipment and arsenal. Tactical variables are exceptions by game design (like PlanetSide1 Implants give player special abilities, Heal Module change health value, etc...). Last edited by Tikuto; 2010-04-20 at 11:24 AM. |
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2010-04-20, 11:46 AM | [Ignore Me] #2 | ||
Lieutenant Colonel
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One of the key things about PS that raises it head and shoulders above the rest; at least in my eyes.
A new player should have an equal footing against a veteran when it comes down to pure weapons and armour. The only difference between a veteran and a new player should be actual player knowledge of the games systems and environment. |
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2010-04-21, 08:43 AM | [Ignore Me] #3 | ||
Colonel
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I agree entirely. A BR1 and a BRXX should be on equal footing if they have the same equipment and have the fight decided purely by skill (and luck to some extent too, I suppose).
Having said that, I also think that there should be more equipment available to experienced players compared to newbies in the form of unlockable items (comparable to the HSR). One of the flaws of planetside was having nothing to do upon reaching BR20 CR5. Merits helped that somewhat, but there wasn't much incentive to collect them beyond bragging rights. I think having things you can unlock that are different, but not more powerful, would be a good addition. Take weapon mods as an example. Add a scope to your gauss and get closer zoom+increased accuracy at the cost of rate of fire or add an extended clip and get 8 more shots at the cost of accuracy. The idea being that you could change the dynamics of your weapons slightly without making them more powerful. Would this kind of thing go against your beliefs on equality between newbies and veterans? |
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2010-06-22, 11:08 PM | [Ignore Me] #5 | ||
First Sergeant
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I haven't seen many problems with attachments in MW2, excluding the omnipresent noob tubes.
Personally, I think the 'bonuses' for reaching a high BR should have absolutely nothing to do with the way your weapon fires. The change in armor color, was in my opinion, the best way to separate the veterans from the nubbies/reserves, without affecting the gameplay in the slightest. Perhaps adding a slight MMO aspect; character customization, where you can get a different helmet, body armor, gloves, boots, or hell, even a different visor color. Or, if the creators were feeling generous at the time of programming, award a free month of membership to someone achieving the highest BR rank. This would provide an incentive, though I suppose it wouldn't serve as marketing, because it's assumed you need a membership to reach the higher BR ranks |
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2010-06-23, 11:56 AM | [Ignore Me] #6 | ||
Lieutenant Colonel
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I would like to see a few changes when it comes to rewards.
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2010-06-25, 01:26 AM | [Ignore Me] #7 | ||
Major
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CR probably should not give cert points. Or then you would have everyone fighting to take command even though they really have no interest in being a good leader. CR shouldn't give you anything but the ability to lead better. The idea of being able to send a message to more players over the chat channels was good for example. But should only be reserved for players who are currently holding high ranks in the sequel not anyone that grinded it out for kicks.
As for getter better stats an what not. A straight boost to your character with no draw backs would be bad an kind of ruin Planetside. But I could definitely see more versatile equipment choices. Weaker than noob gear in some respects but stronger in others. Of course while it would be fun the more of this stuff you add the harder it is to balance. But IMO its worth it if it can give people more of a long term character progression since it will make people play it for longer which is good for keeping the game alive. |
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2010-06-25, 01:07 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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No no, CR wouldnt give you cert points, but you have to spend your cert points to access command rank, rather than having it free once you earn it.
Everyone could earn CR1 as they do currently. Then you would invest the 3 points to earn up to CR3. Then you invest a further 2 points to earn up to CR5 |
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2011-01-27, 02:29 PM | [Ignore Me] #10 | ||
Brigadier General
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As far as the OP, I kinda feel that if it's not broken, don't fix it. When it was CR5, BR25 max, the system worked great. It struck a real nice balance of veteran players having more options, but new players still being able to hold their own.
The problem of running out of that 'ding' leveling achievement feeling once you reached max BR could be solved relatively easily. In Call of Duty, you can Prestige which basically means you get a neat logo, but all your experience points are wiped back to 0 and you need to level up all over again. To add more incentive, you could unlock more Saved Loadouts for when you gear up. It works great in Call of Duty and really adds to the longevity of leveling. |
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2011-01-28, 01:20 AM | [Ignore Me] #11 | ||
I would heartedly agree about most everything here.
BR Should only allow you to use more equipment CR Should be limited, Not just for OS's anymore plz Skill should have everything to do with how good you are I do hope however some sort of Economy system is implimented into the game, for things such as Better medpacks, Upgraded Backpacks, Vehicle Upgrades, Small Arms attachments and upgrades, better armor. Similar to implants in that you can only use 2 maybe 3 upgrades (Maybe 2 personal 1 Vehicle) that do VERY specific things. For example, one upgrade Will add a scope and another a silencer to your Gauss rifle. The Scope increases your accuracy but Decreases ROF, the silencer lowers your damage but you no longer shoot tracers, and the sound is decreased. 1 Vehicle upgrade would be + 10% speed - 10% armor on Lightning tanks ONLY. It doesnt do this to all tanks or ground vehicles. Another vehicle example would be the reaver, 20mm cannons are replaced with Dual 35mm chain guns like the liberator but its rockets are removed. Or its cannons are removed for a 2nd set of rocket pods (Twice the salvo but no guns and only 1 reload) Something to keep someone guessing. These upgrades would be purchased via ingame economy, Money is earned through kills and SEP. Support Experience pays well. Merits give bonus's (5000 kills with guass rifle!!! YEY Heres 20k ingamecreds) Upgrades have either a limited spawn ammount (For example you can only spawn the gauss scope 100 times before you have to buy it again) or a limited time. Some upgrades are better than others, but dont last as long and cost more. For example, a barrel for the Bolt driver increases its damage by 10% (Resulting in one shot agiles, 2 shot rexo) it is purchased and spawns the upgraded rifle 20 times for you (if you want to choose vanilla Bolt Drivers you still can ofc). But an upgrade that is twice as expensive only increases the Bolt Drivers damage by 12.5% and can only spawn the upgraded rifle 10 times. No stacking is allowed. Stat increases should not increase a stat in infantry combat by anymore than maybe 15% (Exceptions for stuff like hacking speed, # of mines able to be put out, heal speed?) Vehicles should be a bit different. Upgrades weapons means CONSIDERBLY less ammo (or no defensive weapons, double 150mm Vanguard Cannon reload is WAY slow, 20mm cannon removed, ammo reduced to 2 - 3 magazines) Or considerbly less armor (Reaver with dual 35mm vulcans have less armor than a mossie but are slightly faster than a normal reaver) This does allow A level 20 BR guy who's been playing too long and too much DOES indeed have an armor / damage / rof / accuracy / extra barrel on the tank / more speed but he also has 1 a disadvantage to that advantage. More firepower should be limited to 175% of stock DPS for instance, and lower hitpoints or ammo or a combination of things. The cheap low class items should be available to most everyone almost 99% of the time. No one should be so broke they cant afford atleast 1 basic upgrade. More skill or More support or more time = better upgrades. |
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2011-01-28, 09:59 AM | [Ignore Me] #12 | ||
PSU Admin
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They did a few of those things in APB and it ended up that the higher ranked people were completely overpowered compared to everyone else with their various weapon upgrades. It probably could be done better, but it makes me a bit leery to see this tried in PlanetSide.
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2011-01-28, 10:02 AM | [Ignore Me] #13 | ||
Major
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No economy. Just can not be arsed with things that distract me from what the game is all about and, plus, PS:1 didn't have an economy. Adding an economy would change the game significantly and just may not be the same 'ideal PlanetSide' we loved.
Progression is an Empire-wide direction, not an individual direction. Economy and upgraded items also means greater imbalances for everyone. Individuals who want to become a role in PlanetSide is their own personal progressive direction. Economy = more complicated: less simplified.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2011-01-28 at 11:35 AM. |
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2011-01-28, 10:16 AM | [Ignore Me] #14 | ||
Captain
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I really want to see is better advantages for support classes, i.e. better exp for people to help out fellow soldiers instead of only certing med and repair to heal themselves. Depending one's squad/platoon size the greater the exp for the support roles, leading to more certing of a support classes and more likely to have squad and empire cohesion. I can understand the cert for self-medication on killwhore status, but using group dynamics I feel that having good support exp would result in greater teamwork.
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2011-01-28, 03:42 PM | [Ignore Me] #15 | |||
Contributor Major
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