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Old 2011-09-22, 07:38 PM   [Ignore Me] #31
ThGlump
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Re: Multiple Accounts


If squad leader has proper cert, you can spawn on ANYBODY from your squad, not only leader. You dont even need to train those infils (if they can cloak from start). And why have that many in squad? They can take only 1 spot (or none if you could switch them while dead), for when you really need that respawn nearby.
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Old 2011-09-22, 07:44 PM   [Ignore Me] #32
Lonehunter
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Re: Multiple Accounts


What if having multiple characters is something sold in a store? The ability to make one on dif empires could be too, but only with a ridiculous 1-2 day timer. Or maybe just a one time empire switch, can only use every few months.
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Old 2011-09-22, 07:48 PM   [Ignore Me] #33
ThGlump
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Re: Multiple Accounts


Originally Posted by Wahooo View Post
Getting all worked up over a make believe scenerio that may have absolutely nothing in common with how actual gameplay turns out is kinda silly.
Oh it was pretty common. Fly behind enemy lines to techplant, pull a AMS there and hide it, drop gen so enemy lose tech benefit and hold as long you can so your empire can get some advantage in battle. When wiped out spawn in hidden AMS, and get back before they can fix everything.
PS isnt only about frontline battles where you have plenty of spawns. And if it wont be possible to gain some tactical tactical advantage from similar stuff and only viable would be frontline fight it would be pretty boring.
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Old 2011-09-22, 09:09 PM   [Ignore Me] #34
moosepoop
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Re: Multiple Accounts


i dont mind buying character slots in a f2p game. it doesnt change gameplay mechanics.
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Old 2011-09-22, 09:40 PM   [Ignore Me] #35
Effective
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Re: Multiple Accounts


Originally Posted by ThGlump View Post
If squad leader has proper cert, you can spawn on ANYBODY from your squad, not only leader.
Reference please.



This being all said, it's going to be pretty much impossible to create any real regulations to deny people access to multiple accounts. For example, almost any restrictions that would be placed would immediately prevent people from 1 household from playing together, which to me seems dumb.

The only thing that can be realistically done is to prevent multiple clients from being opened on the same computer.
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Old 2011-09-22, 10:37 PM   [Ignore Me] #36
BorisBlade
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Re: Multiple Accounts


Originally Posted by Effective View Post
Reference please.
Sadly he's actually right, nothin ive seen is pulled from thin air, however honestly we dont know enough about limits or lack thereof for the various aspects of squad spawnin so we shouldnt get too riled up yet. It may be a terrible idea, but until we know more, we dont know what all to complain about or how to discuss tryin to fix it/make it work. They seem determined to use it, because its a BF feature and they are copying it as much as they possibly can and still pretend its PS.(sadly im only half joking)

And yeah it should have a box price or you can easily get alot of issues. Yes spying can be done easily enough over voice and normally isnt any big deal, but when you make free accounts that allow for it to be easy for anyone, then it can be more of an issue. Add in other cheap tricks and tactics and not to mention hackin/cheaters, its just better to put in a box cost, even if its very low.
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Old 2011-09-22, 11:07 PM   [Ignore Me] #37
Legion
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Re: Multiple Accounts


I have played hundreds of hours of Battlefield Bad Company 2, and the squad spawn mechanic is a great way to speed up the game and prevent one big bottleneck where two sides kill each other then run back to the action from their respective spawns to end up in the same spot. It will mean more searching for that other member of the squad and wondering if there is someone sitting somewhere simply waiting for their squad to spawn.

However, the squad spawn option is not always the best. Often times it means spawning into instant death because your squad member is engaged in a battle against superior numbers. Also, when the heat of battle is on, people many times will not wait for their other squad mates to spawn and will instead go headlong into battle.

So in summary, the squad spawn mechanic can be a great tool, but it can also be something that is relied upon to a squad member's detriment. It may seem one sided, but if you are coming up on a squad from behind and suddenly 3 more guys pop up, that is three more kills you could get because they don't see you coming. Also, its hard to hide when there is a constant stream of guys coming from your position or spawning on you and shooting to give away your position. We all remember the AMS and we all found those, its the same thing with a different mechanic. In fact, it might be easier to kill off an entire squad then it is to blow up an AMS.
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Old 2011-09-23, 01:56 AM   [Ignore Me] #38
basti
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Re: Multiple Accounts


Originally Posted by ThGlump View Post
Ok. Not from air. Here how it comes.
No AMS, only know field spawn is gal and squad spawn. No cloak on gal yet. You can spawn on any squad mate eventually.
Squad behind enemy lines going into base to capture/disable. What will be their backup respawn when they cant hide AMS or Gal near? Simplest solution provided by F2P feature is multiboxed cloaker near that base to squad spawn on, just in case you get wiped inside. That will work even with somewhat longer squad spawn timer restrictions.

And if you do that there is only step to have multiple cloakers near important places that you expect to be attacked so you can quickly respawn there.

F2P + squad spawn will be bad combination, as there could those multi accounts could quite lower possible amount of player of continent pop cap if most squad will use it.

Not air? Well then, lets call it oxygen. In the end, its the same: YOu assume stuff we have no information about.

You assume that a cloaker can be uses as a base for squad spawning, you assume that all that is nessesary to use that cloaker as a spawn point is a squad leader with high enough certs, and you assume you could just spawn a squad over there without any trouble.

And theres nothing to back your claims up.

Granted, from what we know it could be indeed possible to do this, but there is still a beta coming, and stuff like that will never make it into the game at the end, because we all will yell at them that even the guys at timbabwe that never heard about the internet before will know our rage.


But lets just grab some more stuff out of the air:

Lets assume cloakers cant be used for squad spawning.
LEts assume the timer to use squad spawning for anyone in the squad (squad spawn squad cooldown ^^) is 1 minute
Lets assume the personal cooldown for each player to use squad spawning is 10 minutes (means every 1 minute someone in the squad can spawn on someone else, but each player can only spawn every 10 minutes. get it?)
Lets assume you cant use squad spawning while deep inside enemy territory.


And lets not forget: It has been already said that taking a base deep behind enemy lines will take quite some time, 30 minutes was said as an example actually. So what would be the point of going to a base deep in enemy territory, trying to capture it, failing and seeing it resecured, to just attempt it again?




From all i know right now about the squad spawning feature, it seems to be ment to get you to the action quickly/get you to your squad mates quickly, and NOT as a useful way to respawn every time you die.
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Old 2011-09-23, 08:20 AM   [Ignore Me] #39
Senyu
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Re: Multiple Accounts


Originally Posted by Wahooo View Post
I can't wait till an Open Beta. Everyone loves it for a free sneak peak at a game, but really what it is for is finding and reporting exploiatable, or abusable mechanics so they get fixed... right?

Getting all worked up over a make believe scenerio that may have absolutely nothing in common with how actual gameplay turns out is kinda silly.
But it can affect how well the game does and break it or ruin the games reputation. Which can be more disastrous than broken gameplay. And its not that much of a make believe of a scenario, actually seems more likely to happen than up in the air mechanics people are coming up with.
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Old 2011-09-23, 11:37 AM   [Ignore Me] #40
Wahooo
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Re: Multiple Accounts


Originally Posted by ThGlump View Post
Oh it was pretty common. Fly behind enemy lines to techplant, pull a AMS there and hide it, drop gen so enemy lose tech benefit and hold as long you can so your empire can get some advantage in battle. When wiped out spawn in hidden AMS, and get back before they can fix everything.
PS isnt only about frontline battles where you have plenty of spawns. And if it wont be possible to gain some tactical tactical advantage from similar stuff and only viable would be frontline fight it would be pretty boring.
I don't understand now, pulling an AMS from an enemy tech plant is an exploit?

Do we know if a cloaker can be a spawn point?
What we've heard them talk about is a light-armor with jump jets getting behind enemy lines. It sounds to me like this mechanic is what they want? Is it really hard to find a single AFK player (which is what a second box would be essentially) with a bunch of people popping up around them?

By make believe scenario i'm talking about this being some OP exploit and it simply doesn't sound like it. I'm a little skeptical about it, but "OMG sky is falling" seems like a stupid reaction to something you haven't even experienced yet.

And yeah a broken game in beta can affect the reputation which is the reason for a CLOSED beta first, which I hope SOE will consider rather than just a pre-order jumpstart.
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Old 2011-09-23, 12:45 PM   [Ignore Me] #41
ThGlump
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Re: Multiple Accounts


Originally Posted by basti View Post
You assume that a cloaker can be uses as a base for squad spawning, you assume that all that is nessesary to use that cloaker as a spawn point is a squad leader with high enough certs, and you assume you could just spawn a squad over there without any trouble.

And theres nothing to back your claims up.
Ok backing it up from PS2 info thread v2.0

Question: the AMS may have been slow, but it served a vital purpose. Will there be a ground-based cloakable spawn point of some sort?
Higby: infiltrators in your squad when you have a squadleader with squad spawning spec'd. <trollface>

Originally Posted by basti View Post
Granted, from what we know it could be indeed possible to do this, but there is still a beta coming, and stuff like that will never make it into the game at the end, because we all will yell at them that even the guys at timbabwe that never heard about the internet before will know our rage.
And what you think is im doing? Pointing at possible break mechanic that very probable will be ingame to start the rage so, it can be changed before is too late.

Originally Posted by basti View Post
Lets assume you cant use squad spawning while deep inside enemy territory.
So only spawn that left is gal which is so huge it will be visible from miles away (unless they add cloak), so it will be pointless to take it deep inside enemy territory, which leaves us with no known field spawn there = only fights will be at the frontline. I really hope your assumption is wrong.

Originally Posted by basti View Post
And lets not forget: It has been already said that taking a base deep behind enemy lines will take quite some time, 30 minutes was said as an example actually. So what would be the point of going to a base deep in enemy territory, trying to capture it, failing and seeing it resecured, to just attempt it again?
Yea it was meant to be more like disabling technology than capturing. Which isnt in game yet because bases dont have benefits right now. But i hope something similar will be there.
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Old 2011-09-23, 02:24 PM   [Ignore Me] #42
NapalmEnima
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Re: Multiple Accounts


Originally Posted by ThGlump View Post
Yea it was meant to be more like disabling technology than capturing. Which isnt in game yet because bases dont have benefits right now. But i hope something similar will be there.
Facilities do have a benefit: resource income. And I suspect we'll be able to "blow up the ore processor" or some such to interfere with that benefit.

Not the same as taking away their only tech plant, clearly, but not trivial either.
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Old 2011-09-23, 02:39 PM   [Ignore Me] #43
FIREk
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Re: Multiple Accounts


Originally Posted by NapalmEnima View Post
Facilities do have a benefit: resource income. And I suspect we'll be able to "blow up the ore processor" or some such to interfere with that benefit.

Not the same as taking away their only tech plant, clearly, but not trivial either.
Honestly, this is no reason to attack anything - denying other players resources for a while serves no tactical or strategic purpose. At best, it's minor griefing. I'm pretty sure that rolling out customized vehicles won't cost THAT many resources - it will likely be more of a choice of whether or not I want to save up resources for some cert or long-term upgrade (like an implant).
Limiting VS players 10% resources for 30 minutes can't possibly accomplish a thing.

We need a reason to perform behind-enemy-lines attacks that hinder the enemy's war effort, not how fast player X will be able to buy upgrade Y.
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Old 2011-09-23, 02:47 PM   [Ignore Me] #44
Senyu
First Lieutenant
 
Re: Multiple Accounts


^

No reason to attack anything given what we currently know. I think the devs will have reason enough not revealed to us. And I think there is more to facilities than just preventing them to get an upgrade/customizable sidearm
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