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2012-07-18, 11:09 AM | [Ignore Me] #212 | |||
Captain
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You make all these threads complaining about about every single new feature we see, and you expect people to accept your opinion as evidence that these new features aren't good. When you're confronted with reason and well supported arguments, you change the subject or out right ignore the post. "This feature isn't like a war game, take it out." "People play alone, together, that is not like a war game, take it out." These are not well reasoned or properly supported points and quite often these are the only posts you make in your negative threads. Lastly, Planetside was not everything you build it up to be. It wasn't this grand tactical strategy game where everything everyone did was coordinated and significant. A fuckload of the 500ish people on a map were playing alone, together. No matter how strategic you wanted to be, you only had the option to pour into a tower or base trying to win a slow battle of attrition in order to capture it...and move on to the next one. |
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2012-07-18, 11:12 AM | [Ignore Me] #213 | ||
Sergeant Major
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No, it is good game design period. Artificially constraining players is never a good thing, no matter the game. Within the constraints of the genre, there should never be systems that so agressively push players in one direction. Because players will rebel against these constraints, and the game will end up only catering to a very specific subset of the playerbase who want one specific experience and nothing else.
I do not want Planetside 2 turning into ArmA, and I will fight to stop that happening. |
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2012-07-18, 11:15 AM | [Ignore Me] #214 | |||
Captain
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There were plenty of lonewolf pilots, snipers, soldiers, and cloakers that were extremely effective at killing people, creating havoc, and enjoying the game their way. Last edited by Aurmanite; 2012-07-18 at 11:22 AM. |
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2012-07-18, 11:18 AM | [Ignore Me] #215 | |||
First Sergeant
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Session based shooters will lack sense of ownership, teamplay and social behavior almost no matter how you build them while persistent world games will have all of those almost no matter how you build them. There are no reasons why session based games would require wastly different mechanics than persistent world games, except that in any persistent games there needs to be long term goals. Last edited by Klockan; 2012-07-18 at 11:21 AM. |
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2012-07-18, 11:21 AM | [Ignore Me] #216 | |||
Lieutenant Colonel
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Also, good game design period? Um... http://amnesiagame.com |
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2012-07-18, 11:23 AM | [Ignore Me] #217 | |||
Staff Sergeant
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In PlanetSide 1 the passengers could become gunner. You would stop the car. The passenger would exit from the passenger door and enter the car using the gunner door. |
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2012-07-18, 11:27 AM | [Ignore Me] #219 | |||
Sergeant Major
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I do agree that it is a spectrum between "Completely Casual" and "Military Sim," and that the various debates about features in PS2 fall on one end or another. The middle ground is rarely brought up, and I'm pleased that you do. I disagree with you on where on the spectrum the game lies at present, and how far in the other direction your (and others) suggestions would take the game, but that is more a matter of opinion than anything else. As far as Amnesia is concerned, it is hardly a game at all. It is an experiment in conveying experiences, comparable with Dear Esther and similiar games. That said, the game is fundamentally built around the idea of exploration, and uses few constraints to encourage the player to explore and advance. As such, it is a rather poor example in support of your position. Last edited by EisenKreutzer; 2012-07-18 at 11:30 AM. Reason: EDIT: Unneccesarily harsh reply to a post I misinterpreted. |
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2012-07-18, 11:29 AM | [Ignore Me] #220 | |||
First Sergeant
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There aren't always time to do that, sometimes you need one now and not later.
But the essence of the issue is that vehicles lose less from being undermanned with hot swapping implemented. This works great to encourage teamplay with randoms since then you can allow people in your tank that you don't trust, they might bail on you but even if they do that role can still be semi covered while a bailing tailgunner on a liberator means that you are dead otherwise. Then if you meet someone who stays with you a bit longer you might team up and friend each other which could develop to a lasting friendship. Teamplay is still encouraged, just in slightly different ways. Sure it costs less to go out alone but it also costs less to go with players you don't already know. This is an mmo, the purpose isn't to just play with the same people all the time but to learn to know new people. Last edited by Klockan; 2012-07-18 at 11:31 AM. |
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2012-07-18, 11:30 AM | [Ignore Me] #221 | |||
Staff Sergeant
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The topic is about whether seat swapping should be instant and whether you should have to leave the car from one door and enter using a different door as it was in PlanetSide 1. Last edited by fvdham; 2012-07-18 at 11:34 AM. |
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2012-07-18, 11:30 AM | [Ignore Me] #222 | ||
Corporal
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I thought we were past this already
Everyone saying seat swapping causes overpowering is thinking about combat in a vacuum. If someone seat swaps, he loses his ability to do the previous ability. So yes. In a one on one fight, seat swapping is overpowered (against also stationary targets). HOWEVER, one fully manned vehicle is more powerful than one non-fully manned vehicle. If a liberator gets attacked by infantry and aircraft simultaneously (which is likely to be the case), a non-fully manned liberator can only combat one of the two threats, where a fully manned can combat both simultaneously. |
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2012-07-18, 11:34 AM | [Ignore Me] #223 | |||
Brigadier General
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There were almost no lone wolf guys. It was mostly a small group of people doing stuff together, but a single lone wolf did almost nothing, ever. And to get to the original point: Seat swapping needs to be removed, at least in its current form. In the leaked Tech test Video, the guy actually swapped form his Lib Pilot seat to the Gunner, fired a bunch of shots, and swapped back. He also was gunning for a lib for quite some time, swapping between the gunner seats as he needed. That obviously cant stay that way. |
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2012-07-18, 11:37 AM | [Ignore Me] #225 | |||
Captain
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People are thinking too small. They picture a tank with AA and seat swap and believe they will be this glorious one man army. Anyone who has played Planetside knows that a lot happens in a short amount of time. One player will not be able to successfully handle 2 roles. |
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