Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: It's Advanced Mobile Station, not Armored Man Squisher
Forums | Chat | News | Contact Us | Register | PSU Social |
2013-01-25, 12:55 PM | [Ignore Me] #241 | ||||||||
Lieutenant General
|
Lighten up. See the smiley, it's a joke, you're looking for insults to get upset about now. =/ (And yes, being American is silly. ).
Did I relate to the graphs as actual FACTS AND NUMBERS, or merely AS AN ILLUSTRATION of what I meant with a gaussian curve? Sheesh. I said why I posted it, just to explain my mental image of what we're talking about. Seriously. Reading comprehension, use it.
Grey scale. vs Black and white. The reasoning behind a grey area type of thinking is that there's a grayscale involved with intermediate points. Black and white thinking only looks at the extremes. YOU only look at the extremes, see your last quote here. You are thinking in black and white, not in greyscale.
Seriously not that difficult to read where it says the range I describe as being your preference and the range I describe as being my preference, is it?
Last edited by Figment; 2013-01-25 at 12:58 PM. |
||||||||
|
2013-01-25, 01:03 PM | [Ignore Me] #242 | ||
Lieutenant General
|
Btw, question, if minor TTK increases don't matter one bit...
Then explain why these have different amounts of hitpoints: Engineer Heavy Assault Infil Light Assault MAX Medic No impact on gameplay due to minor TTK differences, huh? |
||
|
2013-01-25, 01:18 PM | [Ignore Me] #243 | ||
Major
|
It depends.
First of all the TTK is all right in 1 vs 1 situations if you're HA.......Even if somebody gets the drop on me, I have enough time to fight back....So the TTK isn't any where near BF3/COD level. Having said that, this game isn't 1 vs 1......So when you have multiple people shooting at you, the ttk could be way too low...Not to mention the Instant kill Explosives in the game. I say the TTK is allright....and could be slightly higher to resemble a HA with their shield on...But is way better than Planetside 1 TTK. If the TTK is too high then skill isn't going to matter...The number of troops are....No longer can't a most skillful player take on 3 different guys on himself. |
||
|
2013-01-25, 01:37 PM | [Ignore Me] #244 | ||||||
Master Sergeant
|
I know what a grey scale is. I said I've only seen it used in the context of photography or art. In discussions where you are discussing an area between two extremes, the proper terminology is "grey area".
BTW, you throw around so many numbers that appear to be plucked out of thin air (add pointless graphs to that now), that I don't give any credence to numbers when you do post them. For example where you said that if you can't cross a 25m space without being killed, then TTK is too short. Where in the heck did you establish that 25m is THE line where TTK is either too short or too long? From my point of view, you just pulled that out of thin air. To me, that kind of number flinging has no value. So yeah, I don't memorize or pay attention to things I find irrelevant.
Really? So you're saying, if you were in charge, you could design a game that would make bad players just as good as good players? Assuming that was possible (Yeah, I'm going to extremes to make a point), why in the heck would good players play it? |
||||||
|
2013-01-25, 01:59 PM | [Ignore Me] #245 | |||
Remember that these are perfect TTK's which assume that every bullet hits the mark. Recoil, COF, player movement etc means that this is rarely the case in reality (exceptions being when you get the drop on someone up close). So if we say assume that only 50% of bullets hit the mark, we have a difference between 400ms (not enough time to react) and 1.2s (enough time to react). Hugely significant. Regarding significance of a death - I posted my scenario to show that the significance of a death in PS2 is very variable. The difference between the spawn and the action is HUGELY significant; I'm staggered that you would think otherwise. If the Sunderer is nearby, you are back in the action with full ammo and full health in 20 seconds or so. If you are attacking a base and your team's Sunderer gets spotted and blown up, then getting killed means that you are out of the attack altogether. Last edited by psijaka; 2013-01-25 at 04:13 PM. |
||||
|
2013-01-25, 02:10 PM | [Ignore Me] #246 | |||
I'm not going to respond to your comments as we just seem to be going around in circles; neither of us is going to change our minds, and I suspect that you have got more time on your hands than I have. In fact, I'm going to log off right now and play some PS2. Edit - back from some excellent action at Tawrich and Broken Arch. I'm still not going to try and go through your post answering every point, it seems that I counter every argument that you make, and then you counter every argument that I make, and we end up going around in circles. I think that I'm going to bow out of this particular thread now as it is turning into a sterile argument rather than a constructive debate. Last edited by psijaka; 2013-01-25 at 04:21 PM. |
||||
|
2013-01-25, 04:42 PM | [Ignore Me] #249 | ||||||
Private
|
Last edited by exile; 2013-01-25 at 04:45 PM. |
||||||
|
2013-01-26, 07:32 AM | [Ignore Me] #250 | |||
Lieutenant General
|
Exile, you don't understand my position and I doubt you ever will because you don't seem to understand we have different ideas about what complexity and depth are.
Complexity and depth for me is the amount of choices you can make that lead to different outcomes. For you, it is dropping people before they can respond and then claiming this is skill. Shooting people from behind. So hard a choice. So much depth. So much skill. So much impact of timing and way of moving with respect to geometry to get into your gun's optimal TTK zone w.r.t. your opponent and keeping your enemy there. Not. There are no complex follow up decisions to be made or even that can be made in PS2 in the time you drop someone. That means it's utterly shallow game play to me. And yes, PS1 had more complexity, though at some points TTK was too long which reduced complexity again (PS1 AI MAX for instance is a simpleton weapon: point in the general direction and click while absorbing loads of shots). All "planning of the fight" is the situation leading up to the ganking. There's no planning involved in how you will try to orchestrate the fight in your favour from there, because it's not needed. How is that making PS2 have more depth? Shorter engagement, less skills needed, less fair fight. Sorry, that's utterly shallow to me. So I do respond to the OP, just not in the wya you expect me to. Suck on it Exile. People disagree about things at times including definitions. That doesn't make it "noise". If that was all you ever needed to do to win, there is no depth. That is shallow. Shallow is having to be less able in all kinds of aspects of a fight to me and having less control over the outcome when being engaged. You don't seem to understand those definitions yourself. Since you don't actually make any points in half the posts, nor try to explain your position, I really think the one making the most noise is you. Walls of text? I can read through them fine, maybe cert some attentionspan. And Kerrec, just because you fail to understand something or the reason of posting a reference or example that gives an idea anout something, doesn't mean it is noise. And ffs, lighten up. You have no sense of humour. That graph is really easy to interpret, if you would just read the accompanying text and figure out from that what the graph would look like and what the axes would be. If you had statistical maths in school you should understand a gaussian curve when you see one. But you aren't even trying. Look it up on wiki, you'll find the source of the example image too. As for replying to the OP:
Last edited by Figment; 2013-01-26 at 07:44 AM. |
|||
|
2013-01-26, 07:47 AM | [Ignore Me] #251 | ||
Major
|
The extremely short TTK in PS2 is IMO the biggest thing that dumbs down the game. It's why I hate playing with infantry, it's why I dislike the crazy fast aircraft kills... To me it's more interesting to have a game where you need to figure out how to kill an enemy before he gets away than a game where damn near all encounters end in death because hardly anyone ever has time to run.
|
||
|
2013-01-26, 08:30 AM | [Ignore Me] #252 | |||
Private
|
Sirisian actually agrees with you, that he would like to see more complexity in gunfights, and I do to. But the TTK is not the limiting factor, the lack of meaningful decisions is. These design decisions seem to be intentional, keeping the combat implementation simple with a shallow learning curve and putting the depth and complexity into the macro scale gameplay. It might not be what you want out of the game but it's a perfectly legitimate (and sensible for their business model) design decision. Not only do you completely fail to grasp the principles involved in the OP and waste everyone's time with your pages and pages (omg so much pointless text!) of rambling, you then resort to insulting other people who are trying to have a legitimate discussion, lashing out because you fail to grasp the subtleties of their discussion?! You should read up on the Dunning-Kruger effect. |
|||
|
2013-01-26, 08:47 AM | [Ignore Me] #253 | ||
Major General
|
Does it really add that much complexity if we increase the TTK slightly? I still hold that increasing the TTK a bit will make the different weapons a bit more unique. Does that really make it harder to use them? Perhaps a little but isn't that what is being proposed, more depth less shallow...
I didn't find anything Figment said a waste of time. It's his position on the subject and he did a pretty good job describing it I think. Yes sometimes he can be abrasive and say things that are insulting, but don't we all when we get backed into a corner? Last edited by Crator; 2013-01-26 at 08:55 AM. |
||
|
2013-01-26, 10:49 AM | [Ignore Me] #254 | ||
Major
|
The main thing having a higher TTK does is make positioning more important and thereby increase the tactical depth of the game.
Right now if I ADS, poke my head out of cover and take a few shots at an enemy there is a fairly good chance that I'll get hit, and die before I'm back in cover. Even if I do make it back into cover, I'll most likely have lost health and not just shields, so the likelyhood of me surviving sticking my head out a second time is even lower. That dumbs down the game because it allows people to trade kills without actually maneuvering on the enemy. The only way I can turn the present situation into one where someone has to walk around my cover to kill me is if I have a medic sitting in said piece of cover who keeps reviving me over and over. No offense to medics, but it's an absolute bore that I need a medic before my enemy starts needing strategy. What's worse, most medics tend to agree, which is why they don't just sit in cover and revive people, but start poking their own heads out, and we're back to square one where you can win without positioning yourself in any smart way. If I could get back in cover, recharge my shield and resume the fight for however long I wanted, and the only way an enemy could kill me is if he found a way to outflank me and take me down in between shield recharges the game would simply have more depth, because it would place bigger emphasis on positioning and teamwork, and less emphasis on just sitting somewhere trading kills. Last edited by Rothnang; 2013-01-26 at 10:55 AM. |
||
|
2013-01-26, 11:15 AM | [Ignore Me] #255 | ||
Lieutenant Colonel
|
If you had enough time to move around and get to cover then you would be better off spending that time strafing and killing the enemy. Thats a good player would do. Bad players always think that by prolonging a bad situation they will somehow magically start to do better. Good players take a bad situation and keep working it hoping for the other guy to screw up.
__________________
Wherever you went - Here you are. |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|