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2013-01-27, 09:43 PM | [Ignore Me] #1 | ||
Sergeant
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Yeah.. I know this topic have been discussed a lot before, and there have been numerous change on the overall base layout ever since alpha, and I know the Devs actually listen and take actions to our demands, but it still surprised me that there is no "base layout redesign" in the Roadmap. I mean, I know the current base layout is not the worst they could come up with, however I`m pretty sure that most of you agree that it DOES NOT fit Planetside 2`s gameplay, which feature in large scale and coordinate attack/defense, instead more like MP map for cod or quake style deathmatch gameplay, which everyone just scattered around and kill whoever they find.
Simple reasons: it is way too open, entrances/passages are everywhere, it is almost impossible for defenders to keep the attackers out of the base. The inner (i mean inside the "wall") layout is way too complex and messy, by "messy" I mean there is not a clear indication of what is what. Buildings and weird structures just seemed to be randomly placed all over the area without any purpose. As a result, during an attack, everyone just storm in then scattered all around, jumping between the wall towers through jump pads (which is a silly thing to put ever since the beginning imo) to try to pick a shoot or just running between the super-duper messy buildings and passages to overload/stabilize the generators. Moreover, the only way to capture a base is just to destroy the generator, after that it is pretty much done. Basically, there is not a clear level and stage for the base. Solution...have to admit, isn`t hard: Firstly, for the love of Auraxis, make the wall less messy (full of weird tech gadgets) and less open (huge open space saying "comein light assaults comein!"), just bring back the simple, clean, thick, durable, defendable alpha wall which can actually create a leveled area by prevent enemies from getting in, so in order to get inside the base the attackers have to actually fight through the defenders on the walls and the towers, then proceed into the base to do whatever they need to capture the base. Secondly, the inner layout needs to be cleaner and less messy. Give the players a clear layout for each base. imo PS1 have done this fairly well, every base has a clear indication of which part is which: main building in the middle, surrounded by the enclosed wall, vehicle pad somewhere around the main building faces the entrance, vehicle support terminal by the entrance, main door on the first level and a few more door on the second level which lead to the wall. Nice, simple, clear, efficient. Of course PS1`s bases have their own problems, but still it actually creates a clear, leveled areas; and most importantly, they are defendable. there, thought? |
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2013-01-27, 11:24 PM | [Ignore Me] #3 | ||
Lieutenant Colonel
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No they wont, but I'll explain that another time for you.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-28, 12:52 AM | [Ignore Me] #5 | ||
Lieutenant Colonel
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I am not actually convinced you know anything about how to defend any facility and the requirements of such defense to be worthwhile. The basic nature of humans is obvious, and can be summed up with the analogy of the carrot suspended by a string and a stick infront of a horse. Currently, the carrot is not tasty enough for the horse to want to persue it, there are factors outside of the horses control that do not make it worthwhile.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-01-28 at 12:56 AM. |
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