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2013-01-05, 07:43 PM | [Ignore Me] #91 | ||||
I've always been bothered by how so much of the playerbase is so obsessed with attacking the people who don't want to be attacked. Personally I think that kind of high sec industrial-corp war deccing is lame (players who want to shoot at people who can't defend themselves are cowards in my opinion) and drives people away from the game. I'm not saying its an element that needs to be removed from the game, but I don't have a very high opinion of the people who are whining about how ccp has nerfed high sec ganking. Boo hoo, go shoot something that shoots back. Join an alliance and go on roams into other alliance territories. Hell, join Red vs. Blue if you need your high sec PVP fix. Anyhow, this is a thread about PlanetSide 2, not EVE Online. Lets put the train back on the tracks. BuzzCutPsycho recently posted support for the dynamic XP system in a thread which has recently garnered a lot of attention.
So, for the record folks, if dynamic XP makes it into PS2, you saw it here first. Last edited by Electrofreak; 2013-01-05 at 07:45 PM. |
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2013-01-07, 12:27 AM | [Ignore Me] #92 | ||
Sergeant
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If the xp system is directed to ease of play for young children, then I completely understand. Lets be clear here though, a game like this isn't for children, nor making it a simple system does much in the way of keeping an intelligent playerbase. Also it really demeans the ability of how smart, clever or intelligent many players really are. The more dynamic a system, even one that has layers to the formula is a system that will retain players better, as well entice more players to join.
I for one, do appreciate the concept of ensuring the xp gains are equal as roughly possible, also I appreciate the concerns for xp exploitation. One of my growing concerns is that if our current XP/cert reward system isn't branched out in a few ways. This game will turn more lackluster an stagnant as it doesn't engage the brain enough with flexibility of dynamic options, directions an content to reflect those. This idea is a bit of an amalgamation of XoO's (Xen of Onslaught) thoughts an concerns. I cannot take fully credit for the work, an many of them agree, lack of the metagame aside. There needs to be a more dynamic system of reward an toolsets for players that aren't simply looking to run n gun die respawn rinse repeat. A full blown reason for the players willing to take up the mantle of command an do the logistical work for their factions. NEW CERTIFICATION POOLS/TREE Vehicle Specialist ??? (not entirely sure how to design this one.. but Empire Specific vehicles really need to be in their own classification, this will prevent ease of access an more logical use, less spam all around I would think) COMMAND Experience + CERTIFCATION What is Command Experience (CEP) Command Experience or CEP is a second set xp reward system for players who take up positions of squad/platoon lead, doing their best to keep other players organized, run operations, do the logistic work to keep their squads or platoons on target, in the fight an keep them moving. They are the players spending more of their time staring at the map, versus down the sights of their weapons. Why have Command Experience? Having leadership skills/options purchased through XP gained certs is simply a poor reward system. There's little to no incentive for actual leaders to step up. Yes there are plenty of vets or players that enjoy doing this, there is no reward/minimal tools for them in doing this. Adding CEP will minimize early abuse of command systems that are currently open to ANYONE (anytroll).(CEP gain) Command Experience, how could it work? Squad/Platoon leaders forgo regular BEP (Battle Experience) for CEP (Command Experience) gaining CEP from successful defense, capturing of territory, as well capturing/disarming/detonating objectives inside the facilities before it flips. They will only gain BEP or XP from personal combat kills only. Squad leaders gain CEP from... +15 CEP per squad member at capture point when neutralized/securedPlatoon Commanders gain CEP from... +10 CEP for every platoon member at a capture point when neutralized/securedIn addition since Squad leaders an Platoon commanders forgo xp gains for capturing territory/objectives, they should gain a deployed BEP gain, for all elements inside of their objective target designations. The only BEP gains a leader can make is from actual combat themselves. +5 BEP or XP per kill made by squad members, similar to transport drivers getting deployable kills?Gaining CEP xp for CommandCerts occurs from successfully taking objectives (either territory or objectives like CP/Gen/SCU's). A squad leader/platoon commander who uses objective marker to designate attack priorities an members of their group are present once it is taken.. he will gain a % of that cap as command certs. These command certs are spent only on command skills/options. Squad Leadership The options would remain as it currently is. The leadership certs are no longer accessible or unlockable with regular cert gain or battle experience. The only real change should be the Global chat function unlock, either removed entirely from Squad leadership... or placed into an unlock system that would be a final unlock for a high cert cost. I really think global command channel should be an option that platoon commanders can unlock rather than a squad leader.Platoon Command Platoon beacon - Gives a platoon commander a spawn beacon that will allow all platoon members to hot drop to. more Certification to reduce timer re-use. Outfit Logistics (outfit pool) Outfit creation should have an initial startup roster cap, 200? members on startup, that is enough for 4 platoons if you have a fully active roster. NOW that said outfit certification system would have a way to increase the outfit size. This idea is to prevent the new outfit, mass zerg recruiting that has happened in PS2 (an plenty of complaints)How could Outfit Logistics work? Outfit Logistics - increases roster size by 50 (?) for each unlock. Thoughts ideas alterations/additions? Last edited by Archonzero; 2013-01-07 at 12:33 AM. |
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2013-01-11, 04:41 PM | [Ignore Me] #93 | |||
Well, I'm going to chalk up the upcoming patch as a victory for this thread.
Still no dynamic base capture XP, but still, you can tell that the dev team pulled a lot from the constructive posts in this thread or others. This is a great start! Last edited by Electrofreak; 2013-01-11 at 05:07 PM. |
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2013-01-11, 04:59 PM | [Ignore Me] #95 | |||
First Lieutenant
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Woo!
Probably important to point out the clarification by Higby as well.
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2013-01-11, 05:23 PM | [Ignore Me] #96 | ||
Private
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Really looking forward to dynamic xp, however it gets implemented. It should add more depth to the game, and help motivate behaviors leading to good fights and fun. Lot of good points in this thread, I hope the devs have read it and considered some of our thoughts on it.
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2013-01-11, 08:33 PM | [Ignore Me] #97 | ||
Captain
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The game runs like crap for me right now, so I haven't done much and haven't been in the forums at all, but I was hoping this was just a Beta thing.
So far from what i've seen the only changes from DF to DFUW have been in the wrong direction, except graphics. |
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