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Old 2013-03-13, 11:26 PM   [Ignore Me] #1
Hamma
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Update on new Hex Adjacency System via Higby


http://forums.station.sony.com/ps2/i...t-more.103900/

Greetings Auraxians -

Many of you have requested that we take a serious look at the shortfalls of our territory control, influence and base connectivity in order to ensure we're routing players into great fights and encouraging a better overall battle flow. We've taken that feedback very seriously and have been working behind the scenes on a few different ideas to make that desire a reality, most of which have been inspired by ideas from the community - including this one that we're ultimately choosing to move forward with. Many of you probably saw a tweet that I sent out several days ago showing the first steps towards limiting the connectivity between regions. I'm going to share a bit more progress and talk a bit about what our plan is for this, answer a few FAQs and talk a bit about how and when you can help with this.

First of all, here's a complete map of Indar with the current prototype connectivity that we're working with.



And here's a slightly more zoomed in image of a specific area:



What we're doing here, in a nutshell, is reducing the number of adjacent territories from an average of around 6 to an average of around 3. Smaller outposts will have 2-3 connections in general, larger "hub" regions will have 3-5. "But, why?" you may ask. We see several benefits to doing this which have also been brought up by many of your fellow players who are advocating for some of these changes:
  • This Lane / Corridor approach means that rather than 5 different targets you can attack next or fall back to when defeated, we've got a more limited set of locations to fall back to. This will hopefully encourage fights to progress more often from outpost to outpost instead of "dispersing" after a large battle as often happens today.
  • Defenders will have a better idea of what targets attackers will be gunning for next, that predictability should hopefully encourage more active defense of outposts and facilities, as well as allow for proactive deployment of combat engineering.
  • Tactical severing of supply lines and base benefits will be more feasible as well as more understandable.

Along with this change we'll be adding & experimenting with several other features to both support and augment the changes to base connectivity:

  • Making roads, bridges, etc follow the connectivity more logically than is displayed in the above map - this will involve changes to the connectivity above as well as some changes to Indar's layout.
  • You'll also notice that each of the 9 primary facilities are now surrounded by 3 regions that used to be the "Forward Spawn" outposts, those will be turning into full fledged outposts and will be the only connectivity to the facility "core", which we hope adds a bit more back-and-forth to facility capture.
  • Standardizing capture times - influence and # of players on the control point will no longer cause the capture time to fluxuate so defenders can have a better timebox to gather reinforcements or set up their next line of defense.
  • Making facilities which are under capture contention no longer provide adjacency for capturing other territories. If you are playing TR and own Xenotech Labs but it is being captured by the NC, you will not be able to use it's connection to to Crossroads to begin capturing Crossroads until you've secured Xenotech.
  • Enhancements to the Biolab and Amp station base benefits to make them WORTH cutting off.
  • Showing more info on the map including:
    • Generator status on facilities
    • SCU status on facilities
    • Friendly as well as enemy troop populations for each region
    • Capture progress and time remaining on the map (in addition to the region "tooltip")

Now, before you start posting "Why isn't X connected to Y, it's connected to Z but that looks dumb!", this is just a first pass on the connectivity, and our next step is getting this played by you guys so we can figure out if 2-3 is the right number of connections or if 3-4 is better, or maybe 1-2! Check Shoprite Specials and Spar Specials.We won't know until you guys get a chance to really PLAY IT. Now, this is still at least several weeks from going live... however...

Within the next week or so (fingers crossed!) we will launch our new Public Test Server. Once we have the Test Server up we will be putting this current iteration of the hex connectivity on there and asking you guys to come play it and let us know how it works. From there we will be making modifications, finalizing the plan for the Indar layout, integrating the other two continents into this flow, and iterating on the other features I mentioned above as well as tuning capture times, rewards, etc. We've been working on a plan to get a Public Test Server up and running for a while now and we'll have more details about how you can access the server as we get a bit closer.

As always, we're very interested in hearing feedback on this, positive, negative or neutral. We couldn't be making this game without you, our amazing community and your ideas and feedback.

Thank you, look forward to hearing the feedback on this system!
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Last edited by Hamma; 2013-03-13 at 11:31 PM.
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Old 2013-03-13, 11:33 PM   [Ignore Me] #2
DirtyBird
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Re: Update on new Hex Adjacency System via Higby


Finally a test server.....good news I think.
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Old 2013-03-13, 11:38 PM   [Ignore Me] #3
Trefugl
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Re: Update on new Hex Adjacency System via Higby


Originally Posted by DirtyBird View Post
Finally a test server.....good news I think.
Definitely good news. It's not a good idea to test things on live where people are much less forgiving
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Old 2013-03-13, 11:39 PM   [Ignore Me] #4
Sledgecrushr
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Re: Update on new Hex Adjacency System via Higby


God I love this. No more bouncing zerg with the changes to instant action. A more logical and easier to forecast movement by the enemy forces. Of course we are going to lose a lot of freedom, but in exchange I think the game will be a little bit more predictable and fun. Overall i think this lattice is a great idea.
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Old 2013-03-13, 11:41 PM   [Ignore Me] #5
OctavianAXFive
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Re: Update on new Hex Adjacency System via Higby


I'm sure various outfits will be organizing to play on the PTS, but I think PSU should try to organize outfits in various factions so we can help the devs very definitively test this system out.

I'm looking forward to testing this out and providing feedback. I'll hold off on any judgements about the system until I've played a good deal of it. I'd really like to link up with other community members in the PTS so we can really put this thing through the ringer.

If we really work to hammer out the details of this for the community at large, we can give this thing a smooth launch. Hopefully that will lead to players returning and the networking of new players into the live game. It's time for SoE's gamble on community involvement to really pay off.
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Old 2013-03-13, 11:46 PM   [Ignore Me] #6
Electrofreak
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Re: Update on new Hex Adjacency System via Higby


Lattice-like system and public test server... things are looking up!
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Old 2013-03-13, 11:53 PM   [Ignore Me] #7
Stardouser
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Re: Update on new Hex Adjacency System via Higby


I am interested in hearing how a base that has zero adjacent territories will be easier for attackers to capture.
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Old 2013-03-14, 12:23 AM   [Ignore Me] #8
Chewy
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Re: Update on new Hex Adjacency System via Higby


I like, I like. It's to damn late for me to be giving thoughts about this though. Normally lack of sleep makes me think clearer with the lower amount of fucks given, not tonight it seems. To sleepy
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Old 2013-03-14, 12:24 AM   [Ignore Me] #9
Vashyo
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Re: Update on new Hex Adjacency System via Higby


and I was just about to drop the game again for months and you do this higby, damn you, lol.

This has pretty much everything I've been wanting from the gameplay, better information on player numbers, more focused action and less blitzkrieg capturing. Hoping to see some real struggles over every facility, not just crown!

It even sounds like some of the bases have some worth to them, too!

Very excited

Last edited by Vashyo; 2013-03-14 at 12:25 AM.
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Old 2013-03-14, 12:41 AM   [Ignore Me] #10
Silent Thunder
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Re: Update on new Hex Adjacency System via Higby


Do we know if the public server is going to be persistant? Or if it's gonna be a hyper cert affair like at the end of Beta? If it's neither of those, then I seriously hope they wont be relying on the public test server to test new weapons. If it's persistant, I may infact just move there permanantly, change always keeps things fresh!
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Old 2013-03-14, 01:24 AM   [Ignore Me] #11
camycamera
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Re: Update on new Hex Adjacency System via Higby


BIG HAPPY FACE

this might actually somewhat solve (some of) the problems with the people fighting over the crown. but cont lock will completely decimate it.

this+cont lock= fights on all continents
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Old 2013-03-14, 01:34 AM   [Ignore Me] #12
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Re: Update on new Hex Adjacency System via Higby


I honestly have to say, I don't like test servers in MMOs. You always end up with this obnoxious test server elitism where only the people who either don't play on live servers at all or play so much that they have time to test everything and still play on live get to really weigh in on new features.
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Old 2013-03-14, 01:38 AM   [Ignore Me] #13
Silent Thunder
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Re: Update on new Hex Adjacency System via Higby


Originally Posted by Rothnang View Post
I honestly have to say, I don't like test servers in MMOs. You always end up with this obnoxious test server elitism where only the people who either don't play on live servers at all or play so much that they have time to test everything and still play on live get to really weigh in on new features.
You mean as opposed to the current method of rampant knee jerk speculation? Because that seems to work so much better. Im sorry, but the only way to determine if an idea is good or not is to do mass tests.
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Old 2013-03-14, 01:43 AM   [Ignore Me] #14
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Re: Update on new Hex Adjacency System via Higby


I'm not saying test servers are bad, I'm just saying I don't like it when you're forced to either abandon live play or put more hours than you want to into a game to be able to give feedback on new changes when it can still have an effect.
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Old 2013-03-14, 01:56 AM   [Ignore Me] #15
Roy Awesome
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Re: Update on new Hex Adjacency System via Higby


Originally Posted by Rothnang View Post
I'm not saying test servers are bad, I'm just saying I don't like it when you're forced to either abandon live play or put more hours than you want to into a game to be able to give feedback on new changes when it can still have an effect.
I expect that the test server would only be up for a few hours a day, and probably only for testing out ideas that probably just wants numbers to see what happens.
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