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Old 2012-08-09, 04:12 AM   [Ignore Me] #1
Phyrefli
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Jason Good, Sr. Game Designer, answered some questions


Hi All,

Hope this hasn't already been posted - couldn't get the search function to work for some reason. If it has been posted, or if this is the wrong place, could a mod please move/delete?

A while ago I asked Matt if he could answer some questions about PS2 from a Battlefield players perspective. To my surprise he said yes. Needless to say he's busy at the moment, so Jason Good answered the questions on his behalf.

As mentioned, these are from a Battlefield players perspective as there are a lot of old-style players from the earlier BF's who are very interested in this game. They were also asked about a month ago (just got the answers) so one or two of the questions have been answered in the intervening time.

The link to the Q&A is here:

http://www.mordorhq.com/viewtopic.php?f=2&t=2644

Hope it is of some interest.
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Old 2012-08-09, 04:25 AM   [Ignore Me] #2
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Re: Jason Good, Sr. Game Designer, answered some questions


Very interesting interview, thanks for bringing it up
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Old 2012-08-09, 04:55 AM   [Ignore Me] #3
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Re: Jason Good, Sr. Game Designer, answered some questions


good q&a
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Old 2012-08-09, 12:42 PM   [Ignore Me] #4
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by camycamera View Post
good q&a
Because you don't write them until the features are set ... ie through beta
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Old 2012-08-09, 05:04 AM   [Ignore Me] #5
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Re: Jason Good, Sr. Game Designer, answered some questions


1. Will there be any training simulation and/or tutorials, for vehicle training and a gun range?
• Not at the moment, but it’s not something we’ve ruled out developing down the road.
Way would anyone want to have tutorials later? By then you most likely already know what you need to know anyway.

If they don't add it at the launch they might as well forget about it all to gather I say.
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Old 2012-08-09, 05:21 AM   [Ignore Me] #6
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by Sunrock View Post
If they don't add it at the launch they might as well forget about it all to gather I say.
It's good that you're thinking about the new players.....
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Old 2012-08-09, 01:25 PM   [Ignore Me] #7
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by Sunrock View Post
Way would anyone want to have tutorials later? By then you most likely already know what you need to know anyway.

If they don't add it at the launch they might as well forget about it all to gather I say.
Seriously?

For new players who didn't get into the beta maybe?
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Old 2012-08-09, 05:35 AM   [Ignore Me] #8
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Re: Jason Good, Sr. Game Designer, answered some questions


Usually as an MMO get older, they start to include more and more elaborate tutorial levels. This is because they keep adding new features and levels of complexity to the game, and while veterans of PS1 and people like me who will pick PS2 on day one don't need the help to adapt, a new player, especially young players who barely ever touched the MMO or FPS genre before, might have a hard time climbing the steep learning curve. Not to mention older players will trample them because of their long experience with the game. A proper tutorials might help them avoid some of the most elementary mistakes.

In short it's never a waste to add in a tutorial because their will always be new players to train.

The limit to one character per server is a curious one. This limitation is obviously trying to deter the players from doing... something bad, I just don't see what it could be. Spying on other Empires? It's not like it's hard to create a Spy dedicated F2P account if I want to.

Maybe I'm thinking to far. Probably just a measure to encourage server population control and stability, even server "Loyalty". Looks like I'm gonna need 3 servers total if I want to test out all the Empires.
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Old 2012-08-09, 08:54 AM   [Ignore Me] #9
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by Liwen Diamond View Post
Usually as an MMO get older, they start to include more and more elaborate tutorial levels. This is because they keep adding new features and levels of complexity to the game, and while veterans of PS1 and people like me who will pick PS2 on day one don't need the help to adapt, a new player, especially young players who barely ever touched the MMO or FPS genre before, might have a hard time climbing the steep learning curve. Not to mention older players will trample them because of their long experience with the game. A proper tutorials might help them avoid some of the most elementary mistakes.

In short it's never a waste to add in a tutorial because their will always be new players to train.
But tutorials never cover "elementary mistakes". Things that new players do (like run around corners instead of peek around them) are not covered in tutorials, and instead new players have to rely on the community to improve if they do not want to fixate their life on improving on their own (which takes time).

What tutorials usually cover is "Press [R] to reload your weapon when you low on ammunition". Which doesn't need a tutorial, it just needs to pop up the first few times you need to reload.

What would be awesome is a firing range where you can see your bullet spread so you can work on controlling your recoil, give you the TTK you had on your theoretical enemy etc.
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Old 2012-08-09, 09:15 AM   [Ignore Me] #10
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by Notsononymous View Post
But tutorials never cover "elementary mistakes". Things that new players do (like run around corners instead of peek around them) are not covered in tutorials, and instead new players have to rely on the community to improve if they do not want to fixate their life on improving on their own (which takes time).

What tutorials usually cover is "Press [R] to reload your weapon when you low on ammunition". Which doesn't need a tutorial, it just needs to pop up the first few times you need to reload.

What would be awesome is a firing range where you can see your bullet spread so you can work on controlling your recoil, give you the TTK you had on your theoretical enemy etc.
I guess you could spent time trying the gunplay within the safety of the foothold each faction has on the contients. Also you'd be surprise how useful a basic tutorial on how to handle a plane could be, especially with the sycthe
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Old 2012-08-09, 12:37 PM   [Ignore Me] #11
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by Liwen Diamond View Post
<snip>

The limit to one character per server is a curious one. This limitation is obviously trying to deter the players from doing... something bad, I just don't see what it could be. Spying on other Empires? It's not like it's hard to create a Spy dedicated F2P account if I want to.

Maybe I'm thinking to far. Probably just a measure to encourage server population control and stability, even server "Loyalty". Looks like I'm gonna need 3 servers total if I want to test out all the Empires.
One simple reason for the "1 char per server" limit could be purchased Cash Shop items. If you want to play in multiple factions on the same server, you'll have to create multiple accounts. And store bought customizations, etc. will have to be bought separately for each account.

Other than Cash Shop related reasons, I can't really see any point in the character limit, given that it's F2P and you can create as many accounts as you like (in theory).
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Old 2012-08-09, 04:41 PM   [Ignore Me] #12
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by SpottyGekko View Post
One simple reason for the "1 char per server" limit could be purchased Cash Shop items. If you want to play in multiple factions on the same server, you'll have to create multiple accounts. And store bought customizations, etc. will have to be bought separately for each account.

Other than Cash Shop related reasons, I can't really see any point in the character limit, given that it's F2P and you can create as many accounts as you like (in theory).
Which is why I find the limit to be a bit dumb. You really just are telling people to switch account instead of characters. Which I'll do by the way, until I decide which side I want to be in. I mean, how the hell should I know which side is the most fun if I can't try them all? That is so silly.
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Old 2012-08-09, 05:04 PM   [Ignore Me] #13
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by SFJake View Post
Which is why I find the limit to be a bit dumb. You really just are telling people to switch account instead of characters. Which I'll do by the way, until I decide which side I want to be in. I mean, how the hell should I know which side is the most fun if I can't try them all? That is so silly.
Start a faction on 3 different servers and go from there? That was going to be my plan anyway. Shouldn't take long to get the feel for each faction.
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Old 2012-08-09, 05:22 PM   [Ignore Me] #14
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Re: Jason Good, Sr. Game Designer, answered some questions


Originally Posted by SFJake View Post
Which is why I find the limit to be a bit dumb. You really just are telling people to switch account instead of characters. Which I'll do by the way, until I decide which side I want to be in. I mean, how the hell should I know which side is the most fun if I can't try them all? That is so silly.
Because otherwise people will log into the server as another faction to "spy" on the enemy factions before loading their real game....
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Old 2012-08-09, 08:05 PM   [Ignore Me] #15
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Re: Jason Good, Sr. Game Designer, answered some questions


Super stoked to hear one faction per server. Badass. No more hopping ya nubs.
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