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2013-01-25, 07:18 AM | [Ignore Me] #226 | |||
Major
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But I agree that the game focus too mush on hording exp then actually conquering land. This do encourage some bad behaviors but making the TTK longer will not fix this at all. That is way I sad that if a flanking maneuver becomes a "I win" move it's because players let you do that. Last edited by Sunrock; 2013-01-25 at 07:40 AM. |
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2013-01-25, 07:33 AM | [Ignore Me] #227 | |||
First Sergeant
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I still hold that the current extreme TTK curve leaves no place for DOT weapons and area denial because the granularity of damage received is so low (bullets). |
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2013-01-25, 07:33 AM | [Ignore Me] #228 | ||
Private
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Figment, this is a perfect example of "incoherent noise". You ramble all over the place, give extremely narrow, specific examples and claim they somehow back up figures you have seemingly plucked out of thin air, and worst of all you don't even attempt to address the OP's question! If it's a "very simple" argument it shouldn't take you a whole screen of text to explain it. When I previously asked you to summarise your position... I don't even know what to make of the post you made in response. Maybe you have some coherent points in amongst all the noise, but nobody is willing to sift through the irrelevant rambling to find out.
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2013-01-25, 07:42 AM | [Ignore Me] #229 | |||
Private
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As Sirisian discussed (and I re-iterated, but you still ignored it) TTK should ideally provide enough time for a player to manage the "mental burden" (as discussed in the video) of the decisions that they need to make in combat. Because the mechanics of combat are relatively simple in PS2, a short TTK is appropriate and manageable. Does this clarify the kind of conversation that the OP is trying to foster here? Can't you see how distracting and off topic all of the stuff you've been flooding the thread with is? |
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2013-01-25, 08:00 AM | [Ignore Me] #230 | |||
Corporal
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I think we can probably agree though that there is no incentive though for people to get better at defending against flanking or to get better at flanking or much of any other tactic that doesn't involve getting massive kills / zerging. TTK won't change anything, as we agree. And to posts directly above mine. This is an FPS. Not even a very advanced one. Mechanics are usually very simple in an FPS. Point, click, boom - try not to get pointed and clicked. Some differences here and there, classes added for flavour and balance of weapons, illusion of RPG progress, etc. Bullet drop, blood, CoF, recoil, etc. These are all things your mental and physical dexterity can compensate for with some practice. It's nothing so complex as needing to do complex calculations to make sure your tank shell hits the target or you bank at a correct angle or that the rocket has just the right amount of fuel... Also coming from a heavy RPG MMO background, and from some games with really complex mechanics, mechanics do not equal depth. Complexity and depth are 2 different things, is my point. Bear with me here on this bad example. Drawing a freehand perfect circle is complex yet mechanically simple. You need a piece of a paper, a hand, foot or mouth and a writing tool. The end. Yet the results are very hard to achieve. Now, yeah, this doesn't have much to do with depth unless you want to call drawing a circle a deep activity, but I am making a broader point. Some of the simplest things are the most complex, even the deepest (philosophy for example. A simple question can be super deep). But there are also examples where something massively complex is not deep at all because of ease of operation and intuitive understanding. I guess the human body could be an example of this. A very complex machine, yet it's not very hard or deep to raise your arm is it (assuming you are physically and mentally sound)? Nothing deep about raising your arm despite the mechanics of it.. The same is with TTK. Just because you die fast and the point and click mechanics are easy doesn't make the game shallow nor does it make it particularly deep. Same if you point and click and take awhile to die. It's a contributing factor, but hardly the most important one or one that will drastically change the depth of the game. If that makes any sense. Last edited by Stellarthief; 2013-01-25 at 08:02 AM. |
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2013-01-25, 08:29 AM | [Ignore Me] #231 | ||||
With a very long TTK (Firefall) I find that it takes so long to take someone down that I do lose situational awareness. But I don't think anyone contributing to this thread is advocating say a doubling of the current TTK, to something approaching Firefall levels. Your point about being able to react when taking fire is interesting, but I don't think that this counts of being situationally aware; it is the same as slapping at a fly that is biting you on the arm; the ultimate twitch skill, and is pretty shallow gameplay. I prefer to be proactive rather than reactive, by trying to use situational awareness to avoid taking damage in the first place, as the penalty for not doing so is a high risk of death (the current TTK encourages me to do this). |
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2013-01-25, 08:53 AM | [Ignore Me] #232 | |||
Corporal
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But we also have to consider the fact, you can't always be situationally aware. This game has culling. It's an unfortunate fact of the current situation of servers (though it doesn't have to be! - GW2 should be eliminating the culling there this year they claim). This means that not only are we limited by FoV(why we have the radar these days) we are limited to things we can't immediately see. I can easily run by a group of enemies then when they are no longer in my field of view they render and I die... You see what I'm getting at? The TTK in of itself is not a problem. it's also fine. But other game design decisions (even if based on technical limitations) penalize you for basically no reason - Culling is why I put GW2 on ice for now. But I guess you can also see what I am getting at, that the TTK would have to be increased SO much to make it even matter that it's not worth doing. It would be better to change the design decisions to make it worth while. Even if TTK was changed, me getting myself flanked due to culling won't allow me to turn around on 5 enemy players and have any chance anyway. PS2 is a numbers game.. If it was a small scale combat game, TTK has a HUGE impact.. But simply put, when 30 guys are firing at you, what does TTK matter? You might escape (somehow) the 30 guys aiming at you, but the tank, the turrets, the air, the grenades, the mines, your own team running you over, shooting you, blowing you up? C'mon lets be realistic Last edited by Stellarthief; 2013-01-25 at 08:55 AM. |
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2013-01-25, 09:05 AM | [Ignore Me] #233 | ||||||||
^ Agree - small changes in TTK are pretty irrelevant in the scheme of things!
---------------------------------------------------------------------------- I can't resist replying to what must be one of the longest and most complex posts that I have seen on this forum! Don't have time for all your points, Figment, but here goes:
And I strongly disagree with your statement that PS2 plays like a deathmatch game. The consequences of a death are very variable, depending largely upon the proximity of the nearest respawn point. Example-I was defending at the Crown last night, up on the flight decks and doing really well. An enemy deployed onto the roof above me, dropped down to the pad and killed me. I respawned at the Sunderer in the basement and teleported back to the flight deck and was back in action in about 20 seconds, so my death meant nothing in the scheme of things (other than a little lost pride on my part).
That's all I've got time for; work beckons! Last edited by psijaka; 2013-01-25 at 09:07 AM. |
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2013-01-25, 09:19 AM | [Ignore Me] #234 | |||
Master Sergeant
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You linked a graph showing different kinds of normal distribution curves, defined in purely mathematical terms. IE: the two axes are not functions relating to ANYTHING in the game. Then you use this as some kind of proof backing your hypothesis? And you expect people to believe you? I've grown up speaking English my entire life. I hope that my written communication skills reflect that I am at the very least competent with English. I am also an avid reader. I don't think I've ever heard or seen the term "Grayscale" used in anything other than photography or art. So yeah, when you say "grayscale", I'm confused. I reply to your posts, assuming you mean to say "gray area", but I risk being wrong in my assumption. Now you're talking about making very small changes to TTK. You post so many numbers, I still don't know by how much you propose. Keep in mind, some people can play with pings to the server in the 50ms while others can be playing with pings in the 300ms (or more). With client side hit detection, that means you still die even if you react quickly on your end. So by HOW MUCH do you propose to increase TTK, so that it makes a consistent difference and won't simply be made insignificant by other factors? Another point is individual skill makes a difference. An increase of half a second (500ms) would be a huge boon to many players while at the same time go unnoticed by the rest. A good player will still be good and a bad player will still be bad. TTK won't even the playing field, regardless of how you change it. |
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2013-01-25, 11:09 AM | [Ignore Me] #236 | ||
As much as it can suck & annoy us, dying quickly is pretty much realistic - especially if "the other guy" got the jump on you.
Methinks too many of the ones who CRY for longer TTK are likely very skilled .... but the underlying issue/motivation is EGO. IF the TTK is made to be very long, then the better player can get caught napping by a newb or inferior opponent ..... but still bunny hop away from the initial element of surprise ..... and then use their superior hand-eye to save their precious K/D ..... a LOT of players play as if their entire existence is based on having a higher K/D than the rest of us. * * * NEWS BULLETIN * * * IT'S A GAME. No one has all the answers. It's an endless drivel fest about personal preferences & opinions. Get a LIFE .... away from the game .... and maybe when you play and/or discuss it you'll have a better mental "balance". There is a percentage of PSU posters that come across as being in need of mental/psychological help. Their arguments quicky become seen by the community as a "sign" "Headcase" Last edited by Chaff; 2013-01-25 at 11:13 AM. |
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2013-01-25, 11:16 AM | [Ignore Me] #237 | ||||
First Sergeant
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The average reaction time of a human being is 150-300ms, thats the time of your senses registering input and sending a response. Depending on the complexity of the response, that time might be longer, but 150-300ms is the absolute minimum to do a simple response like pressing a button. PS2s technical (perfect) TTK is between ~200ms (shotguns) and ~600ms (rifles) with the exception of the Lasher and Bolt-Action Rifles (1300ms and ~900ms). If we are talking about 200ms vs 600ms this is a non-argument, as both times are not enough for a human to react (in the complex way the game requires) anyways, so even if CODs TTK was exactly like PS2s, the difference would be negligible in experience for the player.
Respawns are quick and deaths even quicker, thats typical Deathmatch behavior for a game. The distance traveled from respawn to the action is largely irrelevant. Whens the last time you had an infantry "fight" and by that I mean a struggle against another person (or multiple persons)? I've only experienced a few consistent scenarios in PS2: 1. Door/Spawn/position camping. Both teams have found a place where they pew pew at each other from cover and spam grenades, with medics constantly reviving. 2. Lemming runs. You throw yourself at a defended position over and over again until the other team leaves. 3. Skirmish. You arrive at a base with few enemy players and mop them up according to who noticed who first. This in short describes more than 2/3rds of engagements in PS2 for infantry combat. It's always entirely lopsided and, more importantly, uninteresting. Thats why when I play infantry, I play a suicide explosives loadout. I don't fire guns most of the time, its boring and uninteresting. I'd rather spam nades and suicide with AI/AV Mines/LA C4 runs. |
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2013-01-25, 11:33 AM | [Ignore Me] #238 | |||
Sergeant Major
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I feel like I die insanely fast too sometimes, but I think once issues start ironing out, everything will shape up well. As a matter of fact the current screen flinch and shake from explosions and bullets comes into play hear. As of right now it is so intense that it is making it hard to recover from taking fire. When this is fixed, you may be able to put that last shot into the guy you're shooting at, get the kill, and pop behind cover. Beyond that one issue, we still have zerg problems and meta-game problems that will be fixed. Eventually the battles will be more streamlined, more balanced, and more exciting. I think time will tell whether TTK is really causing the problems, and as the devs keep working, the game will progressively become more fun and less frustrating. Just give it time. Last edited by Palerion; 2013-01-25 at 11:35 AM. |
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2013-01-25, 12:44 PM | [Ignore Me] #239 | |||||||||||
Lieutenant General
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Exile - Don't know what to say to that because you're just saying it's incoherent without making any determinable points to why. Shall we just agree to disagree?
Easy and lack of needing to make choices is shallow IMO.
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2013-01-25, 12:52 PM | [Ignore Me] #240 | ||
Private
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That was one thing I hated from PS1, the TTK, I actually like this one, it is a bit more UT/CS.
If I were playing a sim or half a sim like BF2 mods or Arma, sure why not, but this game is nowhere near that. |
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