Does the shallow TTK shortchange the Depth this game could have? - PlanetSide Universe
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Old 2013-01-18, 01:57 PM   [Ignore Me] #11
sneeek
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Re: Does the shallow TTK shortchange the Depth this game could have?


Originally Posted by Figment View Post
Are you just being incredibly dense on purpose by not comprehending that, or what?


Why are you assuming there's enough people to cover every door? THAT is dumb. Yes it's a team game, no, they're not always going to be in the same room or have the appropriate angle.


And yes, I do look at it from both small, big team and solo perspective. If you only look at this from a big team perspective, you ensure the game will have a horrible retention rate. Players come in as solo players, if you discourage them from staying after their "trial" period, they're never going to get in that small or bigger team situation.

If you only design for one situation or scenario, you're just a bad designer.

We're talking a bit more linearity and a slight bit more longer ttk here. Nothing ridiculously undoable for balancing.
First of all, starting a thread about "Ethics and Netiquette" and then implying that somebody is a dumbo hardly seems consistent, particularly when said person makes a valid point.

If you don't have enough people to cover all doors, that's tough, really - find a more defensible position. If there isn't one, that's also tough, and maybe you're going to die shortly. Or maybe not. As another guy said, a bit of unpredictability is not a bad thing. Please justify why people shouldn't have to continually evaluate the defensibility of their position.

There's almost never such a thing as "solo" in PS2. You nearly always have other teammates around, even if they're strangers. It doesn't take a great deal of common sense even for a bunch of randoms to realise that covering different approaches and each other is a smart idea. I'm not in an outfit right now, and I'm never in a squad or a platoon, but I have enough sense to realise when I'm not in a good position and there aren't enough friendlies around to adequately cover all approaches.

The fact is that this whole TTK argument hinges on a bunch of subjective preferences about what constitutes good gameplay. The low TTK camp values one set of things, and the high TTK camp values a different set of things. Without actually polling the entire playerbase we'll never have a consensus.

Last edited by sneeek; 2013-01-18 at 02:08 PM.
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