Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Our Marketing Department Crashed :(
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
|
2013-01-30, 09:55 PM | [Ignore Me] #2 | ||
Major
|
I don't even play PS2 and I know that lowering the XP/slowing cert gains isn't going to stop people from spawn camping.
They aren't even addressing the real issue. It's just typical SOE logic to dodge to problem and implement something that doesn't solve the issue at all. PS: Spawn camping will always exist in games, get used to it. |
||
|
2013-01-30, 09:59 PM | [Ignore Me] #3 | ||
First Sergeant
|
spawn camping will still happen to stop defenders...but there should be less camping just to farm easy xp...we should see a quick spawn camp and a base flip...no more point in avoiding flipping the facility just farm spawning troops..
|
||
|
2013-01-30, 10:18 PM | [Ignore Me] #4 | |||
Sergeant
|
If people camp AMS sunderers because they get points for it, that has been taken care of by the short invulnerability timers and low XP for newly spawned people that will make it more worthwhile to kill the sunderer than camp it but I and everyone else are still going to camp base spawns until either we can enter them and wipe out the tubes like we did in Planetside 1 or they impliment some sort of speed up so that if there doesn't look like anyone is going to retake the cap points, the progress bar moves faster to end the battle sooner. |
|||
|
2013-01-31, 10:45 AM | [Ignore Me] #6 | |||||
Lieutenant Colonel
|
In PS1, if the spawns were being camped, and they were, the fight was already over, due to the location of the spawn rooms. Thankfully the tubes took damage. An act of mercy for the zerglings. In just about every other FPS in the world, the spawn is the last reachable place in the map, in terms of progression from one side to another. In PS2, its ( Camp the spawn ) the first thing that happens, and that's due to the outposts designs.
Last edited by MrBloodworth; 2013-01-31 at 10:54 AM. |
|||||
|
2013-01-31, 01:08 AM | [Ignore Me] #9 | |||
Sergeant
|
I don't think the major point to dynamic exp is to stop spawn camping. They want to give you exp that better represents your achievements. |
|||
|
2013-01-30, 11:24 PM | [Ignore Me] #11 | ||
Major General
|
XP changes sound like the right thing to do.
Good luck on getting people to knock off spawn camping though. If there's no SCU at the location it's going to happen. It's an objective to taking a location and should be treated as such. It's not something that should be discouraged by the game, it should be made difficult to spawn camp, to provide a sense of accomplishment in taking a location... |
||
|
2013-01-31, 04:08 AM | [Ignore Me] #14 | ||
First Lieutenant
|
Yeah, I don't get the negativity on this either. Even if spawn camping continues 100% (which will be hard, considering the XP changes are coming in at the same time as spawn room changes), it's still a good change. If people are going to spawn camp, the least we can do is not reward them massive XP for it.
|
||
|
2013-01-31, 04:53 AM | [Ignore Me] #15 | |||
Sergeant Major
|
I agree that larger changes to bases and base-capture mechanics are probably required to remove spawn camping completely, but this change certainly doesn't hurt. |
|||
|
|
Bookmarks |
|
|