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2013-08-03, 07:58 PM | [Ignore Me] #17 | ||
Second Lieutenant
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i really doubt that , actually maybe some of the EQ1 and EQ2 devs might of moved to the PS2 team but ps2 being soe current most successful game. They wouldn't reduce the team at least not until EQN is proven a success because if EQN fails they can then fall back on ps2
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2013-08-03, 08:40 PM | [Ignore Me] #18 | |||
Corporal
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2013-08-03, 09:18 PM | [Ignore Me] #19 | ||
Colonel
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I used to be pessimistic about EQ:N's impact on Planetside 2, but now I'm really optimistic for the future.
Kind of hoping they'll use EQ:N as a testing ground for the voxel tech. Using some of the voxel tech later on the Planetside 2 maps to replace the static models might help their map development speed. I suggested that a while ago in my territory changes. I know a lot of people wanted destructible environments also. Having trees that can be destroyed and heal over time would really set Planetside 2 apart. Lot of technology that can be shared having two development teams sharing the same engine.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2013-08-04, 01:16 AM | [Ignore Me] #20 | ||
Major
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We will really have to see how this voxel thing turns out. I hope SOE the best, but there will be those points in EQ:N where you see something that was destroyed be re-built by the engine and it will kill the immersion of the game. They didn't show it happen in any of the footage, but there is no way the game can just continue being destroyed by players without re-building itself.
That is part of the issue that DICE ran into with Bad Company. By the end of a match the whole map was destroyed and it pretty much killed the point of having buildings to begin with. Now you see Battlefield 3 with a lot more controlled destructibility. So while I like destructibility I think that in Planetside 2 if they add any in it will have to be very controlled areas. Could you imagine if Planetside 2 was built like Bad Company? Indar would have been reduced to rumble in a matter of a few hours.. if the game just re-builds it when areas are inactive.. it kind kills the point of destroying it to begin with. Anyway, I hope EQ:N turns out as amazing and ground breaking as it looks. I have wanted a reason to go back to Everquest for a long time and I think by the time I get tired of FF14 ARR then Everquest Next might be coming out for me to jump on. I thought FF14 was crazy with their class system... Everquest Next just turned that on its head! So psyched for it now! Last edited by Dragonskin; 2013-08-04 at 01:18 AM. |
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2013-08-04, 01:29 AM | [Ignore Me] #21 | |||
Colonel
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I think such a system is a lot easier to explain in Planetside 2 if it was added. Just have nanites rebuild the damaged region. Place C4 on a wall and detonate it and walk through then 5 seconds later it slowly begins to reform the wall along the edges with particles. Simple and client-side mostly so it wouldn't add too much to the server-side really (except if it performs collision sanity checks).
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-08-04 at 01:30 AM. |
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2013-08-04, 04:49 AM | [Ignore Me] #23 | |||
Contributor General
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I wouldn't go so far as to say we had/have destructible environments but we did have destructible/recreatable 'things' in both PS1 and PS2. I'm talking 'traps' is PS1 and turrets in PS2. The first was a player created 'thing' and the second player repaired from a destroyed state. It wouldn't require much imagination to extend those concepts to some smaller walls, bunkers, entrenchments, bridges and so on. |
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2013-08-05, 06:10 AM | [Ignore Me] #26 | ||
Major
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SOE aren't going to hire completely new people to make a new game, they'll always have two main projects in development at once and they need their top guys to lead them. After a game is released the team will be downsized considerably and moved on to a new project, some will have gone to EQN and some will have gone to a game we don't know about yet.
Though that said it's because they aren't needed, it's like building a themepark, lots of people are needed for the initial work but after it's launched you'll just need people to maintain it and build a new ride from year to year to keep interest. |
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2013-08-05, 04:20 PM | [Ignore Me] #27 | ||
id love to see the destruction in planetside 2. the multi lvl stuff would be amazing but i cant see it coming to ps2
anything like buildings etc that get destroyed can be repaired by nanites. thats what they live for lol
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Where Eagles Dare cossiephil http://www.twitch.tv/cossiephil http://www.youtube.com/user/cossiephil1 https://www.facebook.com/Guyvergamingtv Last edited by RSphil; 2013-08-05 at 04:21 PM. |
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2013-08-05, 04:27 PM | [Ignore Me] #28 | ||
Colonel
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If like Sirisan talked about that eqn and ps2 could share assets then the development of this new mmorpg could only help out with ps2. I would like to see a more fleshed out melee system for ps2 and eqn could potentially deliver that to us.
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2013-08-05, 04:28 PM | [Ignore Me] #29 | ||
PSU Admin
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EQN looks really impressive in my opinion and it could be a game changer in the MMORPG space.
That being said, I'm fairly certain they did some heavy modification to the Forgelight engine to do some of the things you saw in the demos. We won't be seeing that stuff come to PlanetSide 2 without a re-release. |
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2013-08-06, 02:50 PM | [Ignore Me] #30 | ||
Major
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None of us know what they can do with the engine and how easy it is too transfer things to and from. If they were smart they would have made it very easy for themselves.
I just want to know if they'll support DX11 and 64bit any time soon. |
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