Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Coming to a computer near you.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2011-07-17, 08:10 PM | [Ignore Me] #1 | ||||||||||
Corporal
|
I cut down some of the quotes and used ellipses to show that. While I did remove some parts, I tried to preserve the overall message conveyed.
Empire imbalances are almost guaranteed during beta, however they will have much more in-game data available to analyze, so hopefully imbalance issues will be corrected sooner than in PS1. On enthusiasm - In a way i agree and it does worry me, however this should be expected by them as they are not first time game devs.
Walls are only obsolete if the courtyard makes a return and if multi-story towers are prevalent. To my knowledge there has been no release of information regarding base layouts. In the base layouts of PS1, the VS max had a huge advantage during the critical point of courtyard capture, but once indoors their ability was somewhat hindered in its applications. That created balance to degree, but did reduce the time courtyard battles lasted. The class system is a big wild card still in my opinion. The complexity and options presented for each class with determine how effective is to an extent. Mainstream FPS players will be more accustomed to it, which is a big goal for the dev team. Gal drops will be just as awesome.
The mission system is being implemented to try and counter the pointless drivel. By having the capability to specifically outline a mission to other players, the mindless banter will hopefully be reduced and the messages conveyed from command to grunt will be more poignant. Additionally, now that command takes time to skill up, the hope is that 12 yr old shit heads won't get into command because they will be too busy unlocking other things like heelys for their boots or an atv that has flames on it (because speed perception is far more important than actual speed when you're 12).
The class system will be balanced, it has to be since there are no ways for new players to only fight people their own level. If the system is found to be imbalanced it will be changed to encourage new players to stick around instead of rage quitting. The idea of a PVE faction that attacks everyone sounds pretty dumb, but alas it will attract a whole other group of individuals to play PS2 (the ones that suck at pvp). SOE wants to make money on this, they need to make money on this, and we should try and let them make as much money on this as possible as long as this PVE isn't forced on us (i.e. i run around the corner chasing a MAX and an alien is there, rips my arm off and beats me with it).
As mentioned before, they are trying to attract the WoW crowd, and if the power advancements are too much they will scale them back, I am almost certain of it.
I share your concern, after a year many people could have all certs severely reducing the need for team work. If I am reading SOE right they want people to think that, and as time goes by more and more skills will be introduced. This addition of skills will both excite people since it is new content and make it harder and harder to get all the skills. It would be very nice however if in order to train AA MAX (as an example) past a certain point you had to actually get a certain amount of kills with AA max. Would reduce peoples abilities to get all skills even further. O, and it would also make for conflicts , i.e. if i max out gal pilot and want to get AA max fully skilled up i would need to stop piloting a gal, but im so good that public outcry from my outfit is for me to fly a gal and not use AA max. Just a thought though, they may have already come up with some better ideas.
It doesnt matter if TTK isn't low enough, the battle is so big you will die relatively quickly unless doing 1 v 1 or 1 v 2. They have stressed over and over that they are trying to make every square inch contestable, vehicles will be used extensively as a result but only some points will be capturable in vehicles. Most points on the map from what I have gathered will require exiting a vehicle and going into a building of varying size to capture the location. With the need to exit the vehicle comes the need for some degree of slyness. Many instances in PS1 called for a foot assault on a base instead of in a vehicle since vehicles are big targets. Also vehicles popped up on radar and a player wouldn't unless they were shooting or at an interfarm. Similar features being incorporated will increase the likelihood of frequent outdoor foot engagements.
__________________
RideInMyWhip of the TR Originally from Emerald Major General in KDL |
||||||||||
|
2011-07-17, 08:29 PM | [Ignore Me] #3 | ||
First Sergeant
|
I think it was a good idea. It leaves the other thread "clean" for dev.s to read fast purely the fears instead of skipping every 5 posts of people commenting on others fears.
__________________
Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. |
||
|
2011-07-17, 09:14 PM | [Ignore Me] #5 | |||||
So, if you make spawnpoints without spawn tubes (or the like) that is going to change a lot of the game, and not for the better. What comes to my mind is Modern Warfare 2. You never pushed the enemy back to their home lines or anything in MW2. You tended to chase them around the map as they spawned in new areas. This may work in MW2, but I question whether it could work in Planetside 2. Like it or not, spawn tubes were a good thing. You had AMS's, and towers and bases. You could also Gal Drop into an area. I don't mind the idea of a sometimes drop from a drop pod to get with your squad. "Hey, welcome to the squad, use your drop pod and get to us, we are on Solsar!" That makes sense. But after that? We should spawn in spawn tubes because if it is a spawn where the action is like many FPS's you are gonna have MORE zerg. Zergs are gonna Zerg, I understand that. But let's not be forced to zerg. I don't want to zerg. I like the choice of zerging or not. But that isn't it. Imagine fighting a group coming over the hill. In PS, you know if you take that tower, you at least push them back to the tower you are good. But if they just spawn on the otherside of the hill, and then the otherside of the next hill, and then behind those trees... That gets tiring and frustrating. Which means unfun. Killing someone until they decide to log off is not fun.
Aneurysms! They can happen anytime anywhere! That is what makes them so scary Lana!
__________________
Life sucks, Press on. Moderation in all things, including Moderation. Last edited by Headrattle; 2011-07-17 at 09:51 PM. |
||||||
|
2011-07-17, 09:47 PM | [Ignore Me] #6 | |||
Contributor PlanetSide 2
Game Designer |
Its just one of those slippery slope things so I'm a bit concerned. But by no means in panic mode. Hacking is far, far, far more damaging to the game than anything those RPG elements could bring in. Several orders of magnitude more dangerous. |
|||
|
2011-07-17, 09:57 PM | [Ignore Me] #8 | |||
First Sergeant
|
In a sense the Hackers will be paying for the GMs to hire people who's sole job is to watch out for Hackers. Its a ironic loop of lulz.
__________________
Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. |
|||
|
2011-07-17, 10:10 PM | [Ignore Me] #9 | |||
Contributor PlanetSide 2
Game Designer |
If the consequence for cheating is losing your account and having to buy another then that will help keep down the hax. The skill training system that is time-based also helps this since it gets us to invest in our characters and care more about losing them. It also keeps down the empire hopping behavior. And SOE gets some money back up front for PS2. All around goodness by having a monetary barrier to entry to the game and then being free to play afterwards (with a subscription option for additional perks of course). But all that said, hackers are what ultimately ruined my PS experience, so that's what I am most concerned about by far. |
|||
|
2011-07-17, 11:04 PM | [Ignore Me] #10 | ||
Major
|
Your not doing too good a job of easing my fears. Since you mostly just counter with "Yeah they did say that but maybe they will fix it in Beta". lol
Honestly I would call PS2 a mixed bag at this point. Some good ideas an some bad ideas. I doubt all the bad will be weeded out in Beta unless its a really long Beta. That in the end is probably the biggest fear is that by the time they start to test this stuff there wont be time to change it. I mean I don't remember much being changed in PS1's beta except they added the lattice to stop the rampant back hacking. An nerfed the TR MAX an that was about it. SOE's style is usually to make major changes after the game has already been Live for months often with disastrous results. |
||
|
2011-07-18, 02:43 AM | [Ignore Me] #11 | ||
Colonel
|
So your response to me is telling me the things that provided the basis for my fears in the first place (knowing there'll be a lower TTK and no vehicles animations), and then saying "yup, we can't know that yet"?
You're practically agreeing with me. |
||
|
2011-07-18, 02:45 AM | [Ignore Me] #12 | |||
Corporal
|
b. If the terrain is more detailed and there are more places where armor is not effective there will probably be more battles on foot. But I will still hate it if it takes 37 direct hits with a rocket launcher to kill a vehicle when it takes them 1 or 2 to kill me. It is so one sided it is ridiculous. I'm not saying I should be able to 1-shot them too, but there should be some kind of AV weapons that are a real threat, especially at very close ranges. |
|||
|
2011-07-18, 02:47 AM | [Ignore Me] #13 | |||
Lieutenant General
|
|
|||
|
2011-07-18, 05:44 AM | [Ignore Me] #14 | |||
Colonel
|
That said, the tanks should have far less infantry gibbing ammo. 30 or 50 rounds, instead of 300+, so that they are more selective and actually use the coax(also all gunners should have a good coax), and infantry could use a better short range AV. The deci had way too little damage potential for how much room it took, and really didn't have that great of a dps advantage either. Last edited by CutterJohn; 2011-07-18 at 05:45 AM. |
|||
|
2011-07-18, 12:10 PM | [Ignore Me] #15 | |||||
Corporal
|
There could be certain situations that feel like spam fests, but engagements should vary in length depending on surroundings. 3rd person camping was a main tactic in PS1, with that gone there should be a significant reduction in people randomly popping out and killing you. So when you are running around outside in wooded areas you will likely see your enemy's general location before engaging since they will need to pop out just to see whats out there. Hope that is a little better answer, I am not trying to discount the fear, but rather add some perspective to hopefully give you a better idea of the implications associated with altered TTK
__________________
RideInMyWhip of the TR Originally from Emerald Major General in KDL |
|||||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|