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2012-06-11, 02:09 PM | [Ignore Me] #1 | ||
Private
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So it seems to me that the design decisions that are being made- particularly in terms of changes from PS1- largely follow a single pattern. In general, it seems like there are tradeoffs between meta- and strategy-level gameplay, like trying to lock a continent, and pure FPS play, that is, shooting at people. For example, low TTK and respawn times (arguably) make shooting more satisfying, because you kill people more quickly and get back in the fight more quickly, but also make long-term gains difficult to realize, and make it extremely difficult to plan coherent strategy for winning battles.
It seems the devs have largely chosen to emphasize the immediate FPS gameplay experience at the expense the larger strategy experience. Things that fall into this category include permanent footholds, rapid TTK, and perhaps most importantly base design that promotes rapid, deathmatch style fighting instead of requiring carefully coordinates attacks (due to static defenses, generators, and walls). That's not inherently good or bad, but it seems to be a common theme in many of the most controversial changes. I really don't intend for this to turn into a rehash of things people hate or love or to extend endless debates over TTK or footholds- there are other threads for that- but I am interested to hear if people think this accurately summarizes the design decisions being made. |
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2012-06-11, 02:14 PM | [Ignore Me] #2 | |||
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2012-06-11, 02:23 PM | [Ignore Me] #3 | ||
Contributor Major
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Yeah. And frankly it sucks. One of the things that made PS great was logistics and supply. You had to park the AMS as close to the action as you could so people could top off on ammo; you had to make ANT runs. Now we have healing grenades and teleport-out-of-thin-air spawning on top of your SL. Oh, and we get to bound through the air on magical trampolines a la Tribes. I'm not sure why that rubs me the wrong way. It just fucking does.
No mixing/matching certs, no Spitfires, no hacking.... I can't do any of the things I did TEN YEARS AGO, and that's taken the wind out of my sails. I'm more or less in passive-waiting mode, seeing what SOE is going to come up with *this* time. |
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2012-06-11, 02:27 PM | [Ignore Me] #4 | ||
Colonel
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Every coin has a flip side.
Base design that promotes rapid, deathmatch style fighting, for instance. Yes, it makes offense easier. But, it makes defense harder. You can't just line up and spam the choke point anymore. So how can you argue that its all to make things easier? Also, I'd love to see exactly when and where people used coherent strategies in PS1 on a continent level. They did not. You will never, ever, ever, ever get strategic/coordinated play in pubs. It does not happen. If you want that kind of experience, you join an outfit that caters to like minded people. This has always been true. As for footholds, stop bringing it up. You cannot eliminate an empires spawn points, else.. How could anyone spawn on the continent? Its an absurd argument, like asking how to shut down the warpgates in PS1. You can't. Last edited by CutterJohn; 2012-06-11 at 02:33 PM. |
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2012-06-11, 02:28 PM | [Ignore Me] #5 | ||||
Contributor Major
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I don't disagree. We all know why they are focusing on the FPS experience. It was the biggest things lacking in PS1 and hurt it's sales when compared to other FPS's. Last edited by ArmedZealot; 2012-06-11 at 02:34 PM. |
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2012-06-11, 02:31 PM | [Ignore Me] #6 | |||
Private
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"Arguably" was the key word.
Last edited by amblingalong; 2012-06-11 at 02:34 PM. |
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2012-06-11, 02:36 PM | [Ignore Me] #8 | ||
Contributor PlanetSide 2
Game Designer |
From what I've seen the developer intent is to..
1) build on what was great about PlanetSide 2) remove what sucked 3) "modernize" the shooter experience. You can see all three of those goals in the game today. The rub, as always, is perception on what each of those things are. Some things were removed that people liked, but they were removed with a reason - like sanctuaries. The slow pace of Planetside was perceived as something that sucked and so they have attempted to speed things up, including logistical. Sanctuary + Broadcast Warpgate - loading screen = Foothold. Instead of going back to sanc, getting a vehicle, going back to the gate, waiting to load/get into the continent, you can instead just do it at the gate directly. That's an optimization. It has other implications but that's the idea behind it. Also people seem to widely vary on what "modernize" means, as people like different things about modern shooters. Most concern I see is that the effort to modernize may be ripping the soul out of PlanetSide and their effort to remove some of the bad stuff is resulting in some babies getting thrown out with the bath water. |
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2012-06-11, 02:36 PM | [Ignore Me] #9 | |||
Private
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To be spawning that close to a base you would need a gal, to get a gal that close you will need air superiority, to gain air superiority in a large battle you need AA and fighters to cover the area... etc etc Just getting to a base requires alot more coordination than it did in PS1... AMS was easymode I don't want high walls and open courtyards back... they hardly glow with tactical opportunities... |
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2012-06-11, 02:37 PM | [Ignore Me] #10 | ||
Contributor Major
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There isn't even an arguably. That would imply that there is evidence to build an argument on. There isn't any here. Just building off false assumptions based on peoples anecdotes.
Last edited by ArmedZealot; 2012-06-11 at 02:39 PM. |
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2012-06-11, 02:40 PM | [Ignore Me] #11 | ||
Private
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I think the idea that a rapid TTK/ quick respawn makes it harder to plan long-term strategy is entirely arguable, since it suggests that gains evaporate more quickly and losses are replaced more quickly.
If you don't think that it'll work out that way, fine, you might be right- we really don't know. But claiming there's no argument to be made here is just silly. |
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2012-06-11, 02:44 PM | [Ignore Me] #12 | |||
Colonel
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PS is an unwinnable game. The only viable long term strategy is to expect things to be stagnant, because that is all that will happen. Enjoy the fight for what it is. Figure out how to win tonight. Worry about tomorrow tomorrow. |
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2012-06-11, 02:45 PM | [Ignore Me] #13 | |||
Contributor Major
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It's a sandbox, players will adapt and change tactics but that doesn't mean it is harder to do so. |
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2012-06-11, 02:45 PM | [Ignore Me] #14 | ||
First Sergeant
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Congratulations, you've just found 3 points you can draw a line through and say its going somewhere. The evidence really isn't there.
Your pattern matching is overreaching on this one, and you need to reign it in. As others said you have no idea how the TTK will affect strategy (if that's even quantifiable after playing it...) and you've seen ONE base out of 70 on one of three continents? We all like to make patterns, but you're grasping for one with this post, and it's not there. They only did one thing to clearly affect strategic play and that's to remove continent lock. As someone who believes you shouldn't have to sacrifice fun for strategy (AKA: be stuck fighting on your base continent AGAIN), I think that's fine. Hopefully they do something else for bigger strategy play. Lets see where else the devs go before we start drawing conclusions, eh? |
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2012-06-11, 04:00 PM | [Ignore Me] #15 | |||
Master Sergeant
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The jump pads are so defending the base can be easier for the defenders as the bases are now way bigger or more open. The tech in Planetside allows for people to not die and respawn. I think you can accept some jump pads. Healing nades. Logically make sense. It would be impossible to heal a group of 20 people in a reasonable amount of time. And you can still heal the old fashioned way too. Oh and spitfires? Spitfires = A.I. They want everything player controlled and team work oriented. Is that not what you want? I find it funny you hate them adding things you think remove team play yet you want a A.I. turret that requires no team play. Last edited by JPalmer; 2012-06-11 at 04:02 PM. |
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