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2013-07-16, 04:05 PM | [Ignore Me] #1 | |||
Major
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https://forums.station.sony.com/ps2/...d-when.141224/
Last edited by Hamma; 2013-07-16 at 04:39 PM. |
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2013-07-16, 04:13 PM | [Ignore Me] #2 | ||
First Lieutenant
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Charging SC or Certs for Implants is a bogus deal. That is literally buying power for those who will spend SC, and for those who don't its a risk-reward to decide whether the implant is worth the cost of certs or not.
Not everyone is going to want to expend certs (which are ONLY for unlocking items) to purchase finite consumables that should rightly be bought with Infantry consumable resources or a special new "Cybernetics" resource. It has been a bogus deal since it was announced, and it is still a bogus deal. This feels like a bigger grab for money than charging for extra loadouts. I understand that there's a team whose paychecks need to be fulfilled each month, but breaking the balance and progression of the game by making implants available through certs or SC only is counter-intuitive to a free to play with no "buying power" model. It also sets the precedent for future consumables or aspects of gameplay to require SC or Certs. Repairing player base defenses, arming and operating a Skylance, etc. These are things that should either be free or require expendable resources, not certs or SC.
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Last edited by Neurotoxin; 2013-07-16 at 04:22 PM. |
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2013-07-16, 04:25 PM | [Ignore Me] #4 | ||
First Lieutenant
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Also, I'm worried that an update right before SOE Live is gonna screw up the tournaments. I feel like this should be delayed til after SOE Live so all the current bugs and desync issues can be fixed before the tournaments. I know GU13 supposedly fixes many things, but every GU has brought new bugs, and I feel like it puts pressure on the team to try to track and resolve them all before SOE Live (especially because some fixes also add bugs of their own)
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Last edited by Neurotoxin; 2013-07-16 at 04:28 PM. |
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2013-07-16, 04:28 PM | [Ignore Me] #5 | ||
Major
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It's coming out a full week before SOE Live. They have time to put a hot fix out and a general maintenance patch out before SOE Live. At least this won't be like the first MLG showing that had a patch literally just days before the event that slowed the servers to a crawl for the entire event.
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2013-07-16, 04:29 PM | [Ignore Me] #7 | |||
Ive always said this game is not paytowin but paytosavetime. I don't care if johnny nc has spent his lawnmower money on a 20 dollar hand cannon. But the thought of someone possibly spending money to not show up on my x1 thermal scope makes me facepalm. That is pay-to-win a gunfight Instead like NT said, roll out a 4th resource - the return of Auraxium? - to power these implants. Oh and tie them to only unlock at a respectable battlerank. Categorize them , put them into tiers or something and grant them later in a toons progression. Give players something to strive for.
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Last edited by Ruffdog; 2013-07-16 at 04:38 PM. |
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2013-07-16, 04:31 PM | [Ignore Me] #9 | ||
I don't know what was wrong with the purchase of certs in PS1. As you gained BR you gained unlocks for certifications. This rewards those who have played the game for a while. Each certification consumed 'energy' from you, making them a finite, but reliable, resource to use. I don't like the idea of purchasing a consumable implant for SC or certs. My solution is the following;
At every 20 Battle Ranks, you get access to an implant slot. Clean and simple. Matt and the rest of the PS2 team, if you put the implants in as stated, the game will become unbalanced toward the casual player who doesn't spend SC or certs on these items. You will alienate a good chunk of your player base by doing implants this way. Honestly, I say you need to scrap this model and go back to the drawing board. I know I'm too little too late, but it needs to be said.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread Last edited by Sentrosi; 2013-07-16 at 04:33 PM. |
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2013-07-16, 04:32 PM | [Ignore Me] #10 | |||
Sergeant
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Some of the implementations already feels like a milking system, this just makes it feel even more like we (as customers) are being milked for every penny or get left behind. |
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2013-07-16, 04:33 PM | [Ignore Me] #11 | |||
Too bad that we won't be seeing more of the ESF update this time around, but at least Jenny will get to laugh herself silly while killing all those who normally bailed on her.
On the note of the implants I do see some of them becoming more used that others. Thermal Reduction: This will be used a lot when it's released, but not as useful when most people simply stop using thermal sights. Still an advantage during the night for Vanu or those with dark camo. Sensor Shield: This is going to make people check rooms and areas more carefully instead of relying on the radard. Not sure how much this is going to be used as I haven't played with the new xp gain from sensor detection, so I don't know how many people use radar atm. Clear Vision: That's going to be very useful for defending teams. Awareness: For those too lazy to spam Q? I wonder how this is going to work with the silencer, kinda defeats the point if you get spotted while using it. Enhanced Targeting: It's meh, but we all knew it was coming. The rest are also meh, imo.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-07-16, 04:46 PM | [Ignore Me] #12 | |||||
Contributor Lieutenant Colonel
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Last edited by bpostal; 2013-07-16 at 04:49 PM. |
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2013-07-16, 04:56 PM | [Ignore Me] #13 | ||
I like the idea of the implants tied to a finite resource that can be charged up over time similar to the stamina system in PS1. I was saying on Twitter to have the unlocks be every 20 BRs and that only one can be active at one time, and there is a cooldown period between switching implants on.
So a BR100 soldier can have 5 implant slots but can only activate one each time. Changing out implants would cost Auraxium.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
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2013-07-16, 04:56 PM | [Ignore Me] #14 | ||
Sergeant
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If PS1 was any indication, the implants are nice to have but won't be must haves at all. None of those listed sound like big advantages. In PS1, sprint and advanced targeting were the most popular, but advanced targeting in PS2 isn't as useful since TTK is so much shorter.
As someone ready, willing and able to spend SC on these, nothing there makes me drool. They would have to be REALLY cheap (like 5 SC) to use them. |
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2013-07-16, 05:04 PM | [Ignore Me] #15 | ||
Second Lieutenant
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I like the idea of implants, being able to tune a solider to a certain play style, but I absolutely despise this implementation. This is blatantly pay to win. Even if it's low cost, the fact they are not permanent gives people who have boosts and pay SC for them get them more often. That's pay to win right there.
They've done a great job of keeping the game pretty much not pay to win, but this pushes it into pay to win territory. |
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