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Old 2012-04-05, 09:56 PM   [Ignore Me] #76
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Re: Another 'Battlefield 3'


Originally Posted by dai shan View Post
That's essentially the biggest bunch of self-inflating bullshit I've ever heard. When your argument boils down to "I'm a really good player so my opinion is obviously the correct one", I shake my fucking head.
There were many more points far beyond (your wording, not mine) "I'm a really good player so my opinion is obviously the correct one". Address the points, not the background, this is ad hom.

since you're an "elite" player.
I made it quite clear I'm against this kind of language, and everyone here knows I'm one of the strongest people against any form of elitism. I of anyone here support most of the mechanics that would benefit the lesser skilled (for want of better phrasing and avoidance of the term "casual")as opposed to the the higher skilled.

Do not detract from the points with hyperbole, misdirection and ad hom. Address them, or do not.
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Old 2012-04-05, 09:57 PM   [Ignore Me] #77
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Re: Another 'Battlefield 3'


ITT:



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Old 2012-04-05, 10:15 PM   [Ignore Me] #78
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Re: Another 'Battlefield 3'


Originally Posted by Stardouser View Post
It's kind of like the recoil argument, some people say skilled players will be able to control recoil, so what's the point of putting it in, but at least if we have it, they have to utilize their skills.
While that's borderline slippery slope, I agree. You make a good point.

But, that was not the focus of my last post. In that one I was not focused on the skill portion, but the effect of 3D spotting on game pace. Players, especially campers, will be firing at people at extreme distances that they would normally not see, or ignore if they did see. To be perfectly honest with you, it is this part of it that bothers me more than any skill issues; the effect it has on game pace.
Ah I see, from what you had said I got a quite different idea of what your were suggesting. I took it to mean you were talking about the effect doritos have on where eye focus moves to. What you're actually saying is that because of doritos people move around the maps far faster than they would do without them, change the pace. I agree, though I feel like it's arguable as to whether that's a good or bad thing, I think it just comes down to what type of pacing people want to play, and whether they enjoy that. Whether or not people enjoy PR style play where you take your sweet ass time before making manoeuvres so as to ascertain you're not going to get blasted by something you might otherwise have missed. Again though, in BF3 we've played competitions with and without the spotting and, at least at that level, it's not affected pacing, but that's perhaps an unfair comparison to make. The question is whether people want to play the faster place arcade style gameplay that is more frantic and more about the speed of a player's mind or whether they want to play the slower pacing that comes with the hesitation at the unknown, at least in the larger environment of mixed skill public play. God knows how they'll address these things to make it work at a competitive level, with Higby adamant they want esports in the game. The types of pacing ultimately comes down to an I like this I don't like that deal I think. Though I don't think BF3's pacing is that different to BF2, except on the smaller maps, and they're really NOT designed for 64 players anyway, they're utterly phenomenal and very well designed for 16-24 though, 24 being about perfect. I think Seine is one of my favourite maps of all time as a result, beautiful sight lines, lots of routes, not cheesy at all, it's a great competitive map. People play it at 64 though and call it crap unfortunately.

As for audio spotting, that has VERY little to do with skill and fairness issues, so in that respect I agree, but it does have everything to do with game pace. If you get the drop on someone inside a building, on the other side of a building, etc, and kill them, people within minimap range, whatever that is, are going to see you pop up, and then come and get you. Interestingly enough, audiospotting I believe has an answer as to why it exists: For whatever reason, in BF3, you cannot tell shot direction by sound. For that matter, it's difficult to even hear shots at all unless they are right in your ear, in which case you're dead anyway. That may be a simple sound design issue, OR it may be that all the things they did for immersion drowned out the ability to hear shots, forcing them to do this. I think it's the sound immersion personally. In BF2 it was relatively quiet if no one was firing, only if you were driving a tank or hitting commo rose was there a lot of sound.
Agreeable, though I think it just takes a significant amount of time to become fully accustomed to it. There's not a huge amount of ambient sound going on in BF3 that isn't generated by the game, the odd ICBM firing or jet going over head. I think it's possibly just the HUGE amount of sound that occurs in game, of which you can hear all over the battlefield, all at different wave shapes because of the way the sound engine works, the brain probably drowns all sorts out because of the way we focus things out, making it hard to focus on the important information. I wonder if those with low latent inhibition might have an advantage there then where it's usually a pain. Hmm. I agree though, in BF3 perfect acquisition of the location of a sound is a little harder than in some games, it's particularly hard on the vertical plain.

But you know, we've already established that squad-only 3D spotting might help alleviate the matter. See, if it's squad only, then by definition it will be used as teamwork, and it won't increase firefight pacing by allowing every camper for 2 miles to shoot at you.
Agree, it's funny. All of this all seems to come down to this one issue in the end, spotting. Of which we've at least already had a significant discussion about elsewhere.

Also, what do you think about the idea of 3D spotting being some kind of electronic thing that can be jammed, or would require equipment to be set up in the combat area for it to work, or requires an AWACS type ship to fly in the area, etc?
3D spotting with an AWACS type ship is a nice idea, issue is radius of effect though really. I presume you're suggesting something passive? I feel like that might work out like BF2's UAVs which were kind of cool but also kind of horrible at the same time, but with 3D spotting as well as 2D.


Just making it squad only would be enough for me, as per above. If you agree with squad only then I think we're on to something!
I do, though with the added possibility of certain units being capable of faction wide spotting. Or, better still, not faction wide, platoon wide. Or outfit wide. Or certing for all different possibilities. I'm thinking squad leader and infiltrator as good for that kind of thing.
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Old 2012-04-05, 10:25 PM   [Ignore Me] #79
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Re: Another 'Battlefield 3'


Originally Posted by Skitrel View Post
3D spotting with an AWACS type ship is a nice idea, issue is radius of effect though really. I presume you're suggesting something passive? I feel like that might work out like BF2's UAVs which were kind of cool but also kind of horrible at the same time, but with 3D spotting as well as 2D.
It could have a relatively large radius...I don't know what the distances between bases are so I can't really give an intelligent number here. The idea is that it would be a ground radar that can see, say, within a 200m radius around it and straight down, and people with the correct implant receive data from it. That's not that big, but it might have an extended radius of 1km within which people who spot will transmit their data up to it, and it will share that with everyone else who has the implant. So, to summarize, within a small radius it will scan everything, within a large radius it will collect spot reports from all players.

Or something like that. There could also be ground units that do the same thing. All part of a coordinated assault plan!

Last edited by Stardouser; 2012-04-05 at 10:27 PM.
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Old 2012-04-05, 10:46 PM   [Ignore Me] #80
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Re: Another 'Battlefield 3'


Originally Posted by Stardouser View Post
It could have a relatively large radius...I don't know what the distances between bases are so I can't really give an intelligent number here. The idea is that it would be a ground radar that can see, say, within a 200m radius around it and straight down, and people with the correct implant receive data from it. That's not that big, but it might have an extended radius of 1km within which people who spot will transmit their data up to it, and it will share that with everyone else who has the implant. So, to summarize, within a small radius it will scan everything, within a large radius it will collect spot reports from all players.

Or something like that. There could also be ground units that do the same thing. All part of a coordinated assault plan!
Ohh I see. With the correct implant, that's an interesting concept. I could see that being something that costs a large amount of resources (massive) but being immensely useful to an attacking side in invading a facility. I can picture a small 20 man raid obliterating entire defences in a kind of spec ops style assault because of their extreme knowledge of enemy locations afforded them by the large resource amount the had to drop to get the tool. Could be interesting. The thing is people hated the UAV in BF2, which is funny because it reminds me, everyone called that wallhacks back then, essentially marking absolutely everything within a huge radius giving extensive knowledge of enemy whereabouts... Compared to today, there's no tools that do that in BF3 and they're certainly not constant things that don't go away and can't be removed until they timeout. It's funny, we have exactly the same bitching today about 3D spotting as there was about UAV back then, except 3D spotting gives nowhere near the extensive information of absolutely everyone that the UAV used to give.

Gamers will be gamers. Always melodramatic.
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Old 2012-04-05, 10:47 PM   [Ignore Me] #81
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Re: Another 'Battlefield 3'


Skitrel makes a good point regarding the number of players.

If you want a slower pace of combat, why not avoid 64 player servers? I almost never play in those because it really is a spam fest. Or hell, play squad rush. With a good squad you can control the pace of combat--advancing slowly and carefully works extremely well.
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Old 2012-04-05, 10:50 PM   [Ignore Me] #82
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Re: Another 'Battlefield 3'


Originally Posted by dm Akolyte View Post
Skitrel makes a good point regarding the number of players.

If you want a slower pace of combat, why not avoid 64 player servers? I almost never play in those because it really is a spam fest. Or hell, play squad rush. With a good squad you can control the pace of combat--advancing slowly and carefully works extremely well.
It's funny, before release people were bitching that the game wasn't going to be 128 player. Dice openly said that the engine can cope fine with that many players, but anything above 64 "just wasn't fun" in testing. It's pretty easy to see how they came to that conclusion. It was easier for them to limit to 64 than create some huuuge maps for 128 players and allow the option only to see thousands of servers all with 128 players on maps not designed for that many, culminating in everyone bitching that the maps are bad, small and so on.
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Old 2012-04-05, 10:51 PM   [Ignore Me] #83
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Re: Another 'Battlefield 3'


Originally Posted by dm Akolyte View Post
Skitrel makes a good point regarding the number of players.

If you want a slower pace of combat, why not avoid 64 player servers? I almost never play in those because it really is a spam fest. Or hell, play squad rush. With a good squad you can control the pace of combat--advancing slowly and carefully works extremely well.
It defeats the purpose. The more players there are, the more strategic and tactical options there are...or, well, should be, anyway, BF3 crams 64 into sardine cans. Obviously, that's done and over with, and for BF3 you have no choice but to choose less players, but the idea is to let DICE know next time to do better. And they might with Armored Kill.

I mean 64 or even more with proper size maps would be awesome.

But anyway, as I say, the more players there are, so long as the game world is big enough, the more strategy and tactics there can be...and to be quite sure, if that were not true, what would be the purpose of Planetside?
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Old 2012-04-05, 11:40 PM   [Ignore Me] #84
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Re: Another 'Battlefield 3'


Originally Posted by dm Akolyte View Post
Skitrel makes a good point regarding the number of players.

If you want a slower pace of combat, why not avoid 64 player servers? I almost never play in those because it really is a spam fest. Or hell, play squad rush. With a good squad you can control the pace of combat--advancing slowly and carefully works extremely well.

One of the major points of the thread has been the "dumbing down" of the game, and here you come with an excellent example of the consolification of battlefield.

What's the max players on xbox / ps3? 32?

So by advising PC players to play with less than 64 players, you're essentially admitting the game was designed better for consoles.

They advertised the game as being the game of "big" battles & maps, but they never got any bigger than had already been done by previous incarnations of battlefield, and even with 64 players, we have folks like you and skitrel telling us the game plays far better with fewer players (which might be true).

but the point was, we WANTED bigger maps, and more players, and maps that could handle it. Nobody was clamoring for 128 players (or more) on tiny maps -- GIVE US THE EXTRA LARGE SIZE PLEASE.
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Old 2012-04-06, 12:16 AM   [Ignore Me] #85
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Re: Another 'Battlefield 3'


Originally Posted by dai shan View Post
So by advising PC players to play with less than 64 players, you're essentially admitting the game was designed better for consoles.
No, not really, simply that certain maps are designed for certain numbers of players. Dice COULD have forcibly limited those maps to various player numbers but didn't, perhaps that was a mistake, the player has every choice to play with the numbers he wants though. Play with the number that's right for the map size. You don't throw 64 players on a map size designed for 16 or 32 on BF2, don't do it in BF3. It's the same deal. They aren't responsible for player choice of server configurations. They just give all the options. Seine and Metro are still fun at 64, but for different reasons, as is clear by the number of players that play them with those numbers. It's merely pointing out that if you don't want them to play like that don't play them with those configurations. Seine is probably my second favourite Battlefield map of all time now, it plays like Battlefield, it's fun, it's got all round brilliant design, provided you don't play it at the absolute chaos number of players.

They advertised the game as being the game of "big" battles & maps, but they never got any bigger than had already been done by previous incarnations of battlefield, and even with 64 players, we have folks like you and skitrel telling us the game plays far better with fewer players (which might be true).
It does have big battles and maps, it just also has some smaller ones. They didn't say bigger, so I don't think they were disingenuous.

but the point was, we WANTED bigger maps, and more players, and maps that could handle it. Nobody was clamoring for 128 players (or more) on tiny maps -- GIVE US THE EXTRA LARGE SIZE PLEASE.
Would be nice, yes. I agree. They were more focused on getting the game right though I guess. They were clearly rushed to release, had major engine problems which are only now getting cleared up and so on. We'll have to wait and see what happens. I think the issue they have with extremely large map sizes is that the game mechanics aren't really supportive of it, have much larger map sizes than are currently in game and the transport heli is a necessity, but because it's a spawn point the concept of using it for transport is gone. Additionally I think their argument might be that larger maps just see huge swathes of map not getting used.

I think the armoured DLC will be a first tester for them going bigger with maps, they'll absolutely NEED to increase map size 4-5 times in size for it to work properly and be fun to play. They'll be looking heavily at PR armour only maps and probably WoT in their design, trying to draw a middle ground between getting rid of boring travel time and making combat interesting. We'll have to see what happens though, maybe infantry will still have to play a role on those maps, large numbers of armour supporting infantry playing anti air support roles to the vehicles and so on. Who knows. I don't doubt that larger maps will make their way into a DLC at some point though.

It's been a long time since DICE did BF2, they've done a lot of arcade since and things have change, the precedence moved. They've had to basically relearn a lot of things they did right and have been heavily hampered by the early release of the game. I'm under no doubt that 2143 will be far better polished as a result of the engine, game and the core of what they need being complete, all they need to do is add the vehicles and new assets of 2142, it's more or less a reskinning of sorts, that allows them to focus a lot more on maps in the time they'll have to work on the game. Obviously that's presuming 2143 will be next in the series, given the huge number of hints and previous pattern it makes sense though.
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Old 2012-04-06, 12:27 AM   [Ignore Me] #86
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Re: Another 'Battlefield 3'


Planetside 2 which is a sequal to Planetside 1, should stay true to Planetside 1 with only a few elements taken from other FPS's.
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Old 2012-04-06, 01:12 AM   [Ignore Me] #87
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Re: Another 'Battlefield 3'


Originally Posted by Vanir View Post
Planetside 2 which is a sequal to Planetside 1, should stay true to Planetside 1 with only a few elements taken from other FPS's.
Yes well planetside has the problem of been stuck in the void between the arcade style shooters like unreal and quake and the casual player tactical shooter shooters
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Old 2012-04-06, 02:25 AM   [Ignore Me] #88
dm Akolyte
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Re: Another 'Battlefield 3'


Originally Posted by Stardouser View Post
It defeats the purpose. The more players there are, the more strategic and tactical options there are...or, well, should be, anyway, BF3 crams 64 into sardine cans. Obviously, that's done and over with, and for BF3 you have no choice but to choose less players, but the idea is to let DICE know next time to do better. And they might with Armored Kill.

I mean 64 or even more with proper size maps would be awesome.

But anyway, as I say, the more players there are, so long as the game world is big enough, the more strategy and tactics there can be...and to be quite sure, if that were not true, what would be the purpose of Planetside?
More players in no way equals more tactical. Absolutely not. I think you'd be better served by the term "strategic."
Even then I don't think throwing more players into a game is going to make it magically more strategic.

The key to PlanetSide was *persistance.* Capturing territory actually meant something--it didn't just reset at the end of the round. That sort of gameplay necessitates a large number of players.

Originally Posted by dai shan View Post
One of the major points of the thread has been the "dumbing down" of the game, and here you come with an excellent example of the consolification of battlefield.

What's the max players on xbox / ps3? 32?

So by advising PC players to play with less than 64 players, you're essentially admitting the game was designed better for consoles.

They advertised the game as being the game of "big" battles & maps, but they never got any bigger than had already been done by previous incarnations of battlefield, and even with 64 players, we have folks like you and skitrel telling us the game plays far better with fewer players (which might be true).

but the point was, we WANTED bigger maps, and more players, and maps that could handle it. Nobody was clamoring for 128 players (or more) on tiny maps -- GIVE US THE EXTRA LARGE SIZE PLEASE.
Wut. The game was designed to be fun. If DICE found that the game was more fun with 128 players on a server, they would have designed around that. But it seems clear to me that they discovered that 32 players on a side worked better.

They may have decreased the sheer number of players meant to duke it out, but dear god they did an excellent job of making it FEEL epic.
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Old 2012-04-06, 02:37 AM   [Ignore Me] #89
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Re: Another 'Battlefield 3'


If it was up to me I would make PS2 into a clone of Quake 2.


I'm only half joking. But I do miss quake 2.
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Old 2012-04-06, 04:56 AM   [Ignore Me] #90
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Re: Another 'Battlefield 3'


Originally Posted by SKYeXile View Post
Yes well planetside has the problem of been stuck in the void between the arcade style shooters like unreal and quake and the casual player tactical shooter shooters
What's wrong with proudly making that void its own genre?
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