Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: 1024 needs a life
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-06-28, 06:48 AM | [Ignore Me] #46 | |||
Colonel
|
The problem with calling types of play 'intelligent' is that what is a sound tactic and what is not differs greatly from game to game. Smart tactics in ArmaII would be completely worthless tactics in Tribes 2, and vice versa. Bursting and recoil control, as such, are intelligent moves only if the game penalizes them. Not all games do so, including games that are considered highly skill based. Oh, and regarding your remark on 'Watered down' fps mechanics of modern shooters.. Have you considered the idea that they're not, in fact, watered down, and instead just not what you prefer? Have you considered as well the idea that some may consider mechanics you prefer 'needlessly obtuse'? |
|||
|
2012-06-28, 06:56 AM | [Ignore Me] #47 | |||
Private
|
can you share your feelings on the Infantry Movement speed in PS2?
I feel that in addition to spread and recoil increase, increased movement speed can significantly increase an FPS games skill cap by giving stronger players a greater ability to seek cover when under fire from a player with poor aim. (and consequently a higher time to kill. where as a skilled player will be able to kill fast enough that this is not an issue.) and will there be a difference in movment speed between classes (eg. light & heavy assult)
(PS1 also had relitivly high TTK compared to this game) |
|||
|
2012-06-28, 07:33 AM | [Ignore Me] #49 | ||
Second Lieutenant
|
What do you think about friendly collision?
With friendly collision on, hallways can actually "choke" you, forcing you to approach with a bit more tact than, "Throw everyone down the hallway and kill them". There is also a difficult to describe feeling you get with collision that maybe you can relate to. Your allies feel like they are actually there with you, whereas in a no collision game they feel like they feel like they are on a different plane of existence. There are downsides too, such as those annoying situations where you get a face full of chest hair when you try to run away from a grenade, but who cares about that? |
||
|
2012-06-28, 08:07 AM | [Ignore Me] #50 | ||
Contributor Private
|
First, did you misspell "waver" and "principles" in your sig on purpose?
Second, how do you feel about using cone of fire to model bullet path uncertainty (the virtual impossibility in real-world conditions to put a bullet in the exact 1cm by 1cm box you're aiming at)? How about gun sway? Do you think uncertainty should be modelled at all? |
||
|
2012-06-28, 08:18 AM | [Ignore Me] #51 | ||
Staff Sergeant
|
I would just love to hear your comment on my views regarding TTK in FPS games.
My views are these:
* Note that high TTK also rewards smart play and team work, and low TTK also rewards individual skill - its just that in my view the sets of skills that are favored the most are different in both types of games. From your experience, is this an accurate view of TTK in games? If not then why not? |
||
|
2012-06-28, 08:42 AM | [Ignore Me] #52 | ||
Staff Sergeant
|
Hey Jimmy, cheers for doing this AMA.
Really glad SOE are paying this much attention to gun mechanics by appointing you. More than any other weapon types, I love using anti-vehicular weaponry, and in particular those that require skill to use effectively. Over the years I've noticed a trend in gaming towards implementing lock-on mechanics for these kinds of weapons, which I feel make it too easy to get kills as well as ultimately make them less fun. The Lancer from PlanetSide and the SRAW from BF2 and BC2 (wire guided) are two of my favourite ever weapons because they are difficult to use, but very satisfying to get kills with. You have to lead the target effectively with the Lancer. And the wire guided mechanic from earlier BF games makes getting a kill from the top of a hill on a fast moving target the most amazing feeling. I was wondering if you had any thoughts on this, and what you feel you could help with on PS2 to realise weapons that require these levels of skill? Cheers.
__________________
Want to browse through hundreds of PlanetSide 2 images? Or just see what Higby eats for lunch? Then click here |
||
|
2012-06-28, 09:23 AM | [Ignore Me] #53 | ||
First Lieutenant
|
Jimmy,
For FPS gamers coming into PS2 that are used to "rounds ending" and seeing where they washed out or getting the emotional expiriencing of "winning/losing" every 10-40 minutes what do you think PS2 will offer them satisfaction wise to keep them coming back? What sort of emotional expiriences will PS2 offer to fill the "winning/losing" void?(for the love of all that is holy "unlocks" is not an acceptable answer) Also... Can you give me a sense of the effective distance for assault rifles in game and what range infantry combat will take place. For example in BF3 most gun fights happen inside 100 meters in COD....well very close, with the scale of PS2 what is the effective engagement range? Last edited by VaderShake; 2012-06-28 at 09:45 AM. |
||
|
2012-06-28, 10:06 AM | [Ignore Me] #55 | ||
Sergeant Major
|
J,
Thanks for doing this AMA and also big thanks for coming to out TRG stream last night and showing US TR some Dev love. We got your back.. and the beta key's given out was a nice touch. I am glad SOE hired you and if you ever need anything just holla at us over at TRG we got you!. |
||
|
2012-06-28, 10:08 AM | [Ignore Me] #56 | ||
Private
|
How closely are the damage numbers being balanced? ...Which... I should probably expand on.
I've been assuming that overall weapon DPS should be basically the same for every faction. We saw the chart a while back with the rate of fire, accuracy, damage etc. ( http://i.imgur.com/VUXMg.jpg ) Looking at this chart, I have to wonder about the exact damage balance numbers in terms of hits per kill for both NC and VS, as this suggests to me that TR will have the lowest effective TTK as a result of lowest overkill per target (assuming all the same accuracy %s on players.) So, I guess my series of questions (which, you don't have to answer, obviously) becomes the following. From a design/theory standpoint, how much does a TTK equation mean to you as part of balance considerations when the factions have different weapons? TTK = DxRoFxT/HP? I'm super embarrassed that I don't have this memorized, and not awake enough to piece it together. (Here's a guy who didn't realize he was trying to have a variable on both sides of the same equation.) DxRoF = DPS x T = Total Damage "Time to kill is how long it takes to kill a person with a weapon." (TTK = H-DPS/T)? How do you, as someone who is very familiar with competitive FPS gaming consider things like pillar humping (ducking out of LoS while reloading or waiting for the next shot on slow firing weapons, unsure of the terminology) with set weapon variations like we see in the chart above? Particularly given the structures we saw in PS1, it seems like VS and NC can put those skills to great use, while TR will suffer for having an inconsistent target. I just read the above and felt somewhere between a nerd and an @#&!@#&, so I'll include other questions! Do you have a specific outfit you're planning on rolling with when PS2 goes live? (As well as beta I suppose.) Because I'm sure this will all be PS2 or your eSports career related... I will ask the 4 questions that will tell you everything you need to know about a person. Boxers, briefs, thongs, commando, if you had to describe the cloth covering your junk with one word, what would it be? You can drink 2 liquids for the rest of your life, what are they? Favorite movie/television/video game villain? (+Why?) Fictional character you've felt most attached to emotionally? (+Why?) Because it is way too early, and I'm already certain you and anybody else reading this post will hate me already a brain teaser! - Can you describe (objectively) the rate at which you perceive time with the assumption that it is not the same as the person you are describing it to? (Note that this makes a lot of things subjective, in case that wasn't obvious.) Thanks for doing an AMA - feel free to answer all, any, or none of these questions. I've watched a lot of your videos and casting, and am super excited to see you become part of the PS2 team! As a reward for reading this far - #musictoblowthingsupto As a reward for everyone else who isn't Jimmy - 2AMN-AR9G-73H2-3JAD-APDD (Please PM Me when you use it.) Last edited by Flanlord; 2012-06-28 at 02:13 PM. Reason: Fiddling with math. +music +Beta Key |
||
|
2012-06-28, 10:36 AM | [Ignore Me] #58 | |||
Corporal
|
What about vehicles' ammo ? Will they be limited like in PS1 ? We used to see one seat tanks in the videos, allowing the players to drive and to shoot at the same time. Wont it hurt the teamplay and the game's experience ? Planetside without teamplay is probably nothing good. |
|||
|
2012-06-28, 11:10 AM | [Ignore Me] #60 | ||
Lieutenant Colonel
|
In your opinion, do the Empire's specialties of Armor/Alpha(NC), Speed/RoF(TR), and Accuracy/Maneuverability(VS), lend themselves well to balance?
You've made the TR proud, Loyalty until Death!!!
__________________
"There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There is another theory which states that this has already happened."
-Douglas Adams |
||
|
|
Bookmarks |
|
|