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View Poll Results: Faster, Slower, Or Just Right TTK for PS2? | |||
Faster TTK. | 15 | 14.71% | |
It's just right the way it is. | 43 | 42.16% | |
Slower TTK. | 44 | 43.14% | |
Voters: 102. You may not vote on this poll |
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2012-03-07, 06:44 PM | [Ignore Me] #106 | |||
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2012-03-07, 06:48 PM | [Ignore Me] #107 | ||
Second Lieutenant
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I'm just wondering at this point who Figment was replying to so fervently that it caused him to bring up Call of Duty on this forum. How is the skill of his friends related to the topic at hand?
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-07, 06:50 PM | [Ignore Me] #108 | |||
Lieutenant General
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On me. By giving them the time to do so, after which they would get faster at it, as anyone practicing. NOT HAVING A CHANCE TO DO SO, like when fighting my brother, or as noob being thrown into the PS2 version as I see it now, would mean you would not have the chance to improve naturally, in comparison to if you had some time to at least fight back - even if it would not stop you from getting killed. It would provide you with a chance for situational awareness. It doesn't mean you'd instantly get better, BUT, it would allow you to return some fire and get better at determining where fire is coming from, returning it and learning how to reach cover. A fast TTK does not even allow for reaching cover because you have no time to determine where a shot is coming from and thus can't derive where cover is. Last edited by Figment; 2012-03-07 at 06:51 PM. |
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2012-03-07, 07:00 PM | [Ignore Me] #110 | ||
Lieutenant Colonel
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I agree with Espion's points and a few others for slower TTK.
One question: do you also feel like the rate of fire from rifles is higher in PS2 ? From what I remember, emptying a full clip in PS1 would have taken a lot longer. It could be a reason why the TTK is lower in PS2 even if it takes the same amount of shots (ratio of: shots / total size of magazine) in PS1 to frag someone. If they slow down the TTK with a "it takes more shots to kill someone" solution, at the speed those guns fire, we will spend a lot of time reloading. We'd really need beta to evaluate the current mechanics in a large scale fight... |
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2012-03-07, 07:19 PM | [Ignore Me] #111 | |||
Contributor Major
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2012-03-07, 07:45 PM | [Ignore Me] #112 | ||||
Colonel
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There are two things I look at with TTK for Planetside 2. Does the player have time to make a choice? If so what choices can they make in different scenarios? The second thing I look at is if focused fire is being used. Is it just a single person quickly killing people seemingly separate from their squad or faction.
The TTK dictates what choices a player can make. As a generalization a low TTK in the worst case results in what others have described as "shoot first". Meaning the only legitimate choice to seeing an enemy is to shoot first. A grenade would take too long to travel to the enemy before you died and retreating to cover would be an assured death. No one is suggesting that, so it's pointless to fixate on. The slower the TTK the more choices a player has. If they are behind barrels it could mean making it to another stack of boxes in the courtyard while being fired at or it could mean dying halfway there. Rewording it would be the difference of stepping out of a door and jumping behind a box taking down half your shield to maybe getting to another piece of cover with almost no health. The extreme is you step out and are killed destroying that as a viable choice, making pushing forward too risky. In the previous example I left out focused fire. Basically if the TTK is low then you are most often killed by a single player in a battle of hundreds of players. In Planetside 1 there was a nice feeling where you'd target a person and you'd see your bullets hitting the enemy along with another person's and the enemy drops because of focused fire. That's something that happens after a certain TTK threshold. Maxes might be the exception to this with the current design, but for most players it was a solo-kill with no real teamwork from his squad. I discussed some other choices and gameplay elements that open up with a slower TTK in this thread. Basically just describing what's possible if you give people time to make more risky choices in combat. Also to stress these concepts refer to Vancha's post:
I don't feel a player should have binary choices in combat. Interestingly the next post supports this concept:
If it isn't obvious I prefer a slow TTK. One that is slower than the current one demonstrated, since I prefer focused fire and more choices available during combat.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-03-07, 07:50 PM | [Ignore Me] #114 | ||
Contributor PlanetSide 2
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I think in general ever since Counter-Strike games have had a fairly high TTK, where who-sees-who-first is typically what decides encounters. At some level you have to reward people who flank and get the jump on others, but you also need to give people some chance to react in most cases or it just loses its fun.
PS1 was a game that gave you a good balance. I'd like it a little faster than PS1, but not much. The "pacing" speed increase that I want to see is just helping people get to the fight faster, respawn closer, etc so the battle keeps rolling, but I dont' want to see a significant reduction in TTK along with that. PS1 had it about right. |
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2012-03-07, 07:55 PM | [Ignore Me] #115 | ||
Major General
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I like Planetsides TTK, game pace needs to be alittle faster, maybe lower the TTK slightly, but i thought it was good....its and MMO afterall, I dont really want to be killed before i can see somebody...I'm sure you Americans don't want want me to kill you before I even render for you either.
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2012-03-08, 12:56 AM | [Ignore Me] #117 | ||
Second Lieutenant
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Well the Planetside team is trying to cater to the traditional FPS audience, whose TTKs have been increasing steadily from Unreal Tournament to Counter Strike to Call of Duty and now Battlefield. I like how you didn't get killed instantly but making a mistake out of cover would still end up with you dead. Maybe the TTK could be raised a smidgen...
...But guys, please keep in mind 1. That was Alpha 2. Most of them were Light Assault 3. Beta will, and I quote "change everything"
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-08, 01:07 AM | [Ignore Me] #118 | ||
Sergeant
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Part 2
Light Assault starts hitting Heavy Assault @ 3:29; +100 kill exp pops up @ 3:30 He was pretty close but too fast? Doesn't make it look like heavy assault would be even worth it when you could go light have jump jet and ammo drop? Last edited by Yutty; 2012-03-08 at 01:14 AM. |
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2012-03-08, 01:08 AM | [Ignore Me] #119 | ||
Corporal
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I voted for slower cause Slower TTK will promote teamwork and not CoD style gameplay!
I'm sick and tired of super fast TTK, in which camping is the way to go. And don't start on how the gunz FeELzzzzzz cause that's bullshit! A game is a game, in which things should be fun for all and not just some 2 or 4 guys who are camping, getting kills like its Christmas! Dueling should be fun and full with skill and not the first guy who shoots gets a kill! That is just wrong in video games cause people will get smart and you know what they'll do... Exactly! Camping! Lower the TTK and let the Skill fest begin! Last edited by deltase; 2012-03-08 at 01:15 AM. |
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2012-03-08, 01:24 AM | [Ignore Me] #120 | ||
Corporal
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Realistic damage where it will take about 3 shots with a sniper rifle and high times to get back into the fire. I don't want to take a base only to have those same people reappear 1 minute later. I understand deploy centers, but those can be destroyed.
Last edited by Tehroth; 2012-03-15 at 01:33 AM. |
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