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2014-06-21, 05:15 PM | [Ignore Me] #1 | ||
Staff Sergeant
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Higby explained on the PS2 forums how and why they're doing Hossin now.
The jist is that it takes the level designers 2-3 weeks to produce a "Amerish-quality" outpost, with that time roughly multiplied out by a factor of 80 to fully complete a continent. Higby describes Hossin's outposts at the moment as being 50% polished, 25% first pass, and 25% copy-paste bases, and refers to Hossins early release as an "Early Expedition" continent. Well heck, I say you throw down some construction equipment and barrels and just make this a part of the game! Make new continents that "aren't fully established" a part of the game's lore. For new "expedition" continents, I imagine it couldn't take much more than a month for SOE's artists to create the raw landscape. Cookie cutter in some PS2:Beta style bases and you're talking a new continent every month or so! (Ranik here even suggested a rudimentary base placement setup for Outfits) I can understand with SOE's new locking mechanism that they might have qualms in the cases where new players might end up locked into "Low Quality" continent. That's why if expedition continents to be a thing, I'd have their mechanics different so they are locked / unlocked along with the "High Quality" continents, something akin to the battle islands. What do you think? Are more "Early Expedition" continents an answer to PS2's continent problem? Edit: I had previously misquoted that there were "80 outposts" that needed to be done per continent. This has been corrected! Last edited by Edfishy; 2014-06-21 at 07:06 PM. |
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2014-06-21, 05:27 PM | [Ignore Me] #2 | |||
Contributor General
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The devs just have to do something. Last edited by ringring; 2014-06-21 at 05:39 PM. |
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2014-06-21, 06:55 PM | [Ignore Me] #3 | ||
Sergeant Major
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I think that them needing 80 bases per continent is ridiculous.
I think that them needing 3 weeks to create one base is ridiculous. I've always felt that there's too many bases, especially when you consider the ratio of # of bases versus the importance of any particular base. Aside from AMP stations, Tech-Labs and Biolabs, regular bases really have no significance aside from geological ones. There's really no reason for why every single base, or nearly every single base, needs to be custom-designed. On each continent, a "template" for normal bases should be created, with just one or two minor variations. Then those templates should be C/P'd across the continent, shaping the terrain to fit around the bases. The only bases should require hand-crafting are the extremely important ones. |
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2014-06-21, 07:03 PM | [Ignore Me] #4 | ||||
Staff Sergeant
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Not sure if it was even 80 outposts specifically that he was referring to, but just overall quality assurance. Full quote:
Edit
#1. Shorten the walking distance towards another fight. Which was a miscalculation considering how outfit ops usually play out + spawn in transport. #2. Reduce the impact of players popping into the distance by putting bases in the way. Honestly though, I never remember this being a problem in north Indar, or old Esamir. Last edited by Edfishy; 2014-06-21 at 07:12 PM. |
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2014-06-21, 07:25 PM | [Ignore Me] #5 | |||
Colonel
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You know in your heart that it's to keep down time-to-engagement pacing to help appeal to other games' players. They could always have ridges and stuff to make a distance-breaker (responding to #2) but the players of certain other games just won't play if you can't spawn and be shooting/shot at within a certain number of seconds. |
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2014-06-21, 08:23 PM | [Ignore Me] #6 | ||
Staff Sergeant
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So let's come up with a HART transport that goes between bases or something.
Personally, I'm for a split between "Grunts" (free players) and "Elites" (paying players). Grunts play COD and are given quick travel to bases, while the rest of us play PS and rely on transportation. But that's a different discussion altogether... >.> |
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2014-06-22, 06:44 AM | [Ignore Me] #10 | |||
Contributor General
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Perhaps in the long run we'll get the continents but it's worthwhile recalling the quote from John Maynard Keynes about 'the long run'. |
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2014-06-22, 08:26 AM | [Ignore Me] #11 | ||
Major General
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Let's just get enough continents in to have a good Planetside continent locking system. Copy/Paste all you need to. Just get it done. The detail of all the different outposts and towers (other then landscape) are nice but let's not sacrifice the real Planetside meta-game any longer then needed please.
I agree about the amount of locations between major facilities too. Way too many if you ask me. |
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2014-06-22, 09:41 AM | [Ignore Me] #13 | ||
First Sergeant
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I look forward to the day someone in the Dev team says
" we should make fewer outposts and space the bases our more, this would make creating continents much faster and allow for meaningful ground vehicle warfare. " It maybe a while off but hell you can wish I'd rather play on 10 half built continents then 4 fully finished ones forbade next few years. Hossin should have been released last year and then as with the costs so far upgraded as they went. Last edited by Blynd; 2014-06-22 at 09:44 AM. |
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2014-06-22, 10:27 AM | [Ignore Me] #15 | |||
Colonel
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But if we could have 16 km continents with big distances between outposts, and (this is just a potential idea, not necessarily a suggestion) what if bases could be capped a lot faster? Outposts capture in 90 seconds max? Then there would be some value to interdicting enemy vehicles in the wilderness between bases, getting us away from the mentality of every fight must be one enemy laying siege to a base and blasting people coming out the spawn. Of course, such a distance between bases would not appeal to the players coming from other games where the round lasts ~30 minutes and they just fast respawn deathmatch; but then these guys don't really like the current system of spawn suppression, surely? |
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