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2012-06-18, 01:50 PM | [Ignore Me] #17 | |||
First Sergeant
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The amount of time would mean that there are a hundred factors out of my control, out of my influence that would diminish my sense of contribution to the game. I wouldn't feel motivated to take a base since it would be such a tiny thing when considering a year long fight between thousands. Last edited by Bazilx; 2012-06-18 at 01:59 PM. |
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2012-06-18, 01:54 PM | [Ignore Me] #19 | ||
Master Sergeant
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I don't need numbers to tell me when I'm having fun, and if I want to feel a sense of satisfaction I'll do something important, not play Planetside. Video games are for fun, at least they should be. Although I suppose some people might only be having fun in the first place if they see that they have a high k/d or something. I don't agree with these people =)
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2012-06-18, 01:55 PM | [Ignore Me] #20 | ||
To get any real sense of progression and "winning" the game would have had to have been designed with it in mind. I don't believe at this point there is any sense in discussing winning or losing in a sort of campaign system akin to World War 2 Online, or whatever, simply because the amount of work it'd take is prohibitive.
The game is designed to be Battlefield 3, on a large scale, with silly skins and hats you can pay money for. That's it. There isn't any deeper meaning to it, nor will there be. It's not meant to be that kind of game. |
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2012-06-18, 02:09 PM | [Ignore Me] #24 | ||
Private
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Personally I'm hoping for "best player" "best outfit" sort of awards at the end of a certain period of time, say maybe a month. You could tally it up by number of kills, number of bases successfully secured/defended, number of revives/healing done.
I don't like the idea of a complete reset however, that would just kill the flow for me. You don't have to stop the fight to give a sense of accomplishment to the game. |
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2012-06-18, 02:10 PM | [Ignore Me] #25 | |||
Master Sergeant
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2012-06-18, 02:27 PM | [Ignore Me] #30 | ||
Corporal
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I don't think a reset is the way to go about it but I would really like some kind of system to "raise the stakes", as it where. The game world 2 years after launch will be pretty much the same as the game world 3 months after launch (excluding actual new content), I'd rather player actions have a bit more impact.
Like I said, no idea what could help do this in PS2. It'd only work if there where no real pre-set factions and everything was player driven (so if your faction is destroyed, you can just join a new one or start rebuilding) but that would probably gimp the actual gameplay. Maybe some smaller things such as the game just archiving most of its history in a database somewhere (what the empire map looked like on a particular date for example) would help bring more sense of actually affecting the world. Last edited by TeaLeaf; 2012-06-18 at 02:31 PM. |
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