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Old 2012-08-10, 02:24 AM   [Ignore Me] #1
Hunterzen
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Planetside 2 a worthy sequel?


List what worries you about Planetside 2 not having that unique awesome feeling Planetside 1 has. On a positive note list what gives you hope about Planetside 2. I know I should start this up by listing my own thoughts, but I only played Planetside one from release to aftershock, and I haven't done enough research on PS2 to really know what features will be missing that PS1 had. I would like to hear what people especially PS1 veterans have in mind.

Last edited by Hunterzen; 2012-08-10 at 02:35 AM.
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Old 2012-08-10, 02:36 AM   [Ignore Me] #2
fod
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Re: Planetside 2 a worthy sequel?


PS2 missing dedicated driver and gunner is a big downside of PS2 for me (its driver=gunner like bf3 now)
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Old 2012-08-10, 02:45 AM   [Ignore Me] #3
camycamera
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Re: Planetside 2 a worthy sequel?


i haven't played the first planetside, and i know they aren't (really) doing this, but i hope they dont dumb-down PS2 to just appeal to the casual gamer. that would suck, CoD players on our planetside....
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Old 2012-08-10, 03:26 AM   [Ignore Me] #4
Zeruel
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Re: Planetside 2 a worthy sequel?


Originally Posted by fod View Post
PS2 missing dedicated driver and gunner is a big downside of PS2 for me (its driver=gunner like bf3 now)
Wasnt it this way for PS1 too? Just some vehicles were not of this kind, i think? (long time not played...) Also i seen a spotlight from tech where the driver wasnt able to shoot in a troop transporter...
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Old 2012-08-10, 03:44 AM   [Ignore Me] #5
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Re: Planetside 2 a worthy sequel?


Originally Posted by fod View Post
PS2 missing dedicated driver and gunner is a big downside of PS2 for me (its driver=gunner like bf3 now)
This, let the lightning be the tank you drive and gun
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Old 2012-08-10, 04:37 AM   [Ignore Me] #6
Otleaz
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Re: Planetside 2 a worthy sequel?


Originally Posted by IDukeNukeml View Post
I'm gonna say the lack of logisitcs. If it's just a super fast frag fest then I feel it will be less appealing then something that requires strategy. I love fast TTK's but I hope it's not just complete and utter chaos from the moment you login to the moment you leave.
I agree with this. I can't help but feel there will be no room for strategy, only directing the flow of the zerg. It is hard to speculate on this subject without seeing what objectives there are though.
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Old 2012-08-10, 04:54 AM   [Ignore Me] #7
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Re: Planetside 2 a worthy sequel?


Originally Posted by Otleaz View Post
I agree with this. I can't help but feel there will be no room for strategy, only directing the flow of the zerg. It is hard to speculate on this subject without seeing what objectives there are though.
I really think and hope that the hex region system will enable both, zerging and specop-ing. I could imagine that the zergs will be directed toward the big goals (i.e. bases) whilst the capturing of crucial resource nodes wont be of much interest for the zergs and will be a primary target of spec-op-groups. Ideally the sum of those little captures will contribute a lot to the performance of the zerg.
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Old 2012-08-10, 07:10 AM   [Ignore Me] #8
Toppopia
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Re: Planetside 2 a worthy sequel?


One thing that will draw people in, is the feeling of getting 30+ outfit members and attacking a base and feeling like your superior strategy and co-ordination is what wins, and now just that you spammed the most people, or seeing a friendly outfit being beaten back so you come in with aircraft and save their sorry buts. But if this is just going to be COD but a bigger scale, that might drive people away. But i don't think Sony would kill the game by leaving strategy out of the equation.
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Old 2012-08-10, 01:13 PM   [Ignore Me] #9
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Re: Planetside 2 a worthy sequel?


Originally Posted by Otleaz View Post
I agree with this. I can't help but feel there will be no room for strategy, only directing the flow of the zerg. It is hard to speculate on this subject without seeing what objectives there are though.
This goes along with the driver=gunner thing... I liked the fact that the driver wasn't the gunner in PS. It really made it so you had to communicate and work together rather than just jump inside a tank and go blow stuff up. Logistics is similar.

Originally Posted by Deadman View Post
- BFR's should have never been implemented. Personally I stayed away from the caves as well.

You would recall, climb in a Gal spot, chat a bit and get assigned a target then, when everyone was ready, you would all set off as one deadly force. You can still do this in PS2 by all means but I suspect it might be less common due to squad spawning if its not implemented correctly. This is just one small concern of many when I look at how other developers have made their games a little too convenient.
BFRs were terrible, totally agree.

Myself and my out of LOVED the caves. It was a good change of pace that we would do maybe 1 out of every 3 or 4 times we played, not every time by any means. I think we actually had a "cavern night" once a week.

I hope the Squad spawn does not become OP. They should NOT have ways for people to increase the Squad spawn time, IMO. It should be constant for everyone. Or if increased, increase it by only like 5-10%, nothing significant like 30% or god forbid 50%....

Maybe instead of "Squad Spawning" This would by done via galaxy when the Galaxy is mid-air. This would require someone to be piloting the Galaxy and would also require some defense to ensure it doesn't get shot down... So in other words, it's very difficult to get a Galaxy to stay afloat for long over an enemy base that is well defended. People can continue to "squad spawn" from the galaxy until it is shot down...

Last edited by LampShade; 2012-08-10 at 01:20 PM.
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Old 2012-08-10, 01:21 PM   [Ignore Me] #10
RoninOni
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Re: Planetside 2 a worthy sequel?


Originally Posted by Otleaz View Post
I agree with this. I can't help but feel there will be no room for strategy, only directing the flow of the zerg. It is hard to speculate on this subject without seeing what objectives there are though.
During some of their interviews they talked about a mission system created by players... so players who certify into a "command tier" will be able to create missions other players can accept.

It's not in yet, so still in development and who knows exactly how it will work and what types of missions you can give, but I'm hoping for a fairly comprehensible system allowing for scouting/patrol routes, troop transport and escorts, etc allowing tactical minded players to help focus their forces into more organized actions than the pure zerging that you currently see in the streams.

If they pull off this mission system right, I already have a few designs on it... a couple of ideas to do some fun, sidegames even. It's going to be hell to manage even with a good system so I'm hoping for a great system

@Lamp: Galaxy's can be deployed to offer squad spawn.... so there is that.... though it's buggy at times in the current build from watching last nights Higby stream. NBD ofc as it's beta... beta is beta ... but yah, I think they need to increase the delay on re-squad spawn (they might have superficially lowered it since gal spawns seem glitched, who knows)

Additionally, I think they need to put a 5-10 min wait timer on MAXes.... if you die in a MAX you shouldn't be able to spawn in another right away.

Finally, I understand how imbalanced BFR's were in PS1, but that doesn't make them a horrible concept... I'd like to see them return actually but they'd need to be balanced better. Couple of ideas.... #1 you can always nerf their armor and firepower #2 Give a much higher resource cost and wait time than any other vehicle #3 Limit their ground speed so they'd primarily be used for defense.

I mean hell, I have hopes for PS2 that will add even more powerful vehicles than BFR's honestly... if and when they add Naval combat between continents I'd like to see massive carriers that would take an IMMENSE resource cost (Outfits would need to pool resources to buy one for the outfit). Carrier Captains could enter the bridge to layout a course or could take the wheel for manual control (but it's a big honkin ship and not that maneuverable). The carrier would have vehicle spawn terminals, maybe long range artillery for shelling coast lines (or more likely those go on the battleships), and lots of ship to ship and AA gun posts. Losing a Carrier would be a HUGE blow to an outfit. Then there would be battleships that could be manned by 3-6 players, submarine 1-2 man underwater fighters, and troop/tank landing craft to take landing parties from the carriers. (Primarily to land tanks as Troops would be more apt to ride Gals from the Carrier). There could even be a few "Oil Drilling platforms" off the coasts to give more for naval crews to combat over.

Then allow the 'HQ' on each continent to actually be capped/destroyed, so a Faction forced off a continent would need to embark on a DDay to re-establish a foothold.

Last edited by RoninOni; 2012-08-10 at 01:33 PM.
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Old 2012-08-10, 09:38 AM   [Ignore Me] #11
TheDecoy
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Re: Planetside 2 a worthy sequel?


Originally Posted by IDukeNukeml View Post
I'm gonna say the lack of logisitcs. If it's just a super fast frag fest then I feel it will be less appealing then something that requires strategy. I love fast TTK's but I hope it's not just complete and utter chaos from the moment you login to the moment you leave.
Probably will be utter chaos for the first month or two until outfits get organized and people figure out the game.
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Old 2012-08-14, 06:11 AM   [Ignore Me] #12
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Re: Planetside 2 a worthy sequel?


Originally Posted by TheDecoy View Post
Probably will be utter chaos for the first month or two until outfits get organized and people figure out the game.
^ this. the players first need to get used to the game. find outfits. organize them. then they will learn about the game. things like landing a galaxy on a biolab platform (as seen in the total buiscit video). which are the viable weapons, upgrades and stuff..

when starcraft 2 came out the first televised tournament in korea is a joke compared to what you see now. because people have not figured the game out yet. and those were professional players!!

i feel like squads and platoons will be very very important when it comes down to chokepoints. given the complexity of the map itself and the structures there must be situation you can only solve by a organized well played out major attack.

If PS2 does not appeal to a PS1 vet - what will?!?!
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Old 2012-08-10, 09:53 AM   [Ignore Me] #13
MrBloodworth
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Re: Planetside 2 a worthy sequel?


Originally Posted by IDukeNukeml View Post
I'm gonna say the lack of logisitcs. If it's just a super fast frag fest then I feel it will be less appealing then something that requires strategy. I love fast TTK's but I hope it's not just complete and utter chaos from the moment you login to the moment you leave.
This concurs with my feelings as well. Other than large battles, im not seeing much Planetside.

All the bases seem to be arena style designs. With no doors to direct or change the flow. The "Breach and siege" game is gone. Coupled with lack of an SOI, no fronts to base assaults. The Continents themselves are little more than server selections with the advent of each empire having a home base on each. There will be no GLOBAL movement of fronts.

The most positive thing I can say, is the art is fantastic, and the shooting looks solid.

Last edited by MrBloodworth; 2012-08-10 at 09:57 AM.
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Old 2012-08-10, 10:44 AM   [Ignore Me] #14
Syphus
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Re: Planetside 2 a worthy sequel?


Originally Posted by MrBloodworth View Post
This concurs with my feelings as well. Other than large battles, im not seeing much Planetside.

All the bases seem to be arena style designs. With no doors to direct or change the flow. The "Breach and siege" game is gone. Coupled with lack of an SOI, no fronts to base assaults. The Continents themselves are little more than server selections with the advent of each empire having a home base on each. There will be no GLOBAL movement of fronts.

The most positive thing I can say, is the art is fantastic, and the shooting looks solid.
I have no idea what your hard-on for Doors is about.

Every single base attack was the same thing in PS1. Go down one of a few paths to console, hack, wait, obnoxiously bring ANT. Go to next base, repeat. You could've replaced any base with a medieval castle and you wouldn't have noticed the difference.

This system makes taking basis a bit more active, while at the same time the terrain and base layouts will make taking bases different, as we saw with The Crown.

As an aside, from what we've seen of Biolabs, they look like they might be most similar to PS1 capturing.

Last edited by Syphus; 2012-08-10 at 10:46 AM.
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Old 2012-08-10, 10:52 AM   [Ignore Me] #15
MrBloodworth
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Re: Planetside 2 a worthy sequel?


Originally Posted by Syphus View Post
I have no idea what your hard-on for Doors is about.
Its part of the "breach and siege" game-play, also Infiltration, and changes the flow of battle. Right now, we have arena style base layouts with no changing paths.

Its also 2012, they do not need to be "Star trek" doors. See Blacklight:Retribution for a great way to do lockable, hackable doors that avoid all the problems with the PS1 doors.

Last edited by MrBloodworth; 2012-08-10 at 10:53 AM.
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