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2013-05-14, 06:44 AM | [Ignore Me] #1 | ||
Sergeant Major
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Reading the thread about the new tutorial, I had a bit of a rant about how there are a lot of strange/obscure/inconsistent design choices in PS2 that make it harder for people to learn the game.
At Shogun's suggestion I'm reposting my list here (rather than hijacking the tutorial thread any more!):
I'm sure there's a lot more that I'm missing, but you get the idea. Many of these are things that I've seen players not know about, even after playing the game for months (or since launch in some cases) - others are just missed opportunities to make the game feel more consistent, logical or balanced. Agree? Disagree? What strange design choices really get your goat, and what can be done to fix them? |
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2013-05-14, 07:27 AM | [Ignore Me] #2 | ||
thanks!
ok, so let´s see what could be done about some of them: 1. no idea if it´s a real problem that the la has no use of the f key. using the jetpack with the jump key seems intuitive. maybe do a double bind so f and spacebar do the same for la. 1b. (i still think the engineer needs a complete overhaul, but for now: ) make the ammobox the engineer F key ability. F is free on the engineer, and the turret is double-used, so keep it in line with the other classes. 2. there might be some tool for the la later on? 3. see 1b. ammobox needs to be always equipped and be used by F key. 4. fix the shields. make them ALL blocking every enemy damage and let through every friendly fire. no matter if fire comes from inside or outside. i think that´s what it was meant to be but it is only bugged. 5. no idea, i never used a ESF due to bugged joystick support 6. easy, make mbt dedicated driver! (and do a balancerun of course) 7. block sunderer turret seats for maxes. let them sit in the passengerseats but not the gunnerseats. i consider this a bug, not a feature. 8. introduce a hacking tool. there may be other uses for this thing as well later on. 9. put sway info on scope descriptions and mention the hold breath functionality in the tutorial 10. i would say, make the gen a hp beast and make it only vulnerable to explosions of any kind. but in those small containers gens would be vulnerable to vehicle spam. thoughts? 11. i don´t see a problem. consider the generators as running on some dangerous energy. 12. bullets aren´t marked with glowing symbols as well. i think this is ok. nades would be overpowered because you can drop them instantly. to drop c4 or mines you have to change weapon. 13. fix the drop mechanics and make them all the same! it is totally annoying that dropping ammo NEVER works at the first try.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-14, 07:30 AM | [Ignore Me] #3 | |||
Last edited by NewSith; 2013-05-14 at 07:32 AM. |
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2013-05-14, 07:39 AM | [Ignore Me] #4 | |||
Some of these thigns bug me too! My comments in green
Last edited by psijaka; 2013-05-14 at 07:47 AM. |
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2013-05-14, 08:16 AM | [Ignore Me] #5 | |||
Sergeant Major
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All I'm saying is that it's inconsistent giving most, but not all, of the classes an active special - and putting most, but not all, of the specials on F. I don't have a problem with having jump-jets on space, but I did have a friend tell me the other day that his jump-jets were broken because he was pressing F and getting nothing - so this really is something that confuses people. And why doesn't the Engineer have an active ability on F? I'm not saying they're weak or useless because they lack one - but it's strange and inconsistant that they were designed without one. Especially since Medics get a pretty tacked-on ability that clashes with their tool, and HAs get one that could arguably be replaced by just giving them a stronger shield by default. 3: Engineer Ammo Drop I agree that ammo is the key Engineer ability, not the turret - I never said otherwise. All I'm saying it that it's extremely strange and unintuitive that you can 'unequip' the ammo to take something else - but actually still have the ammo. Either don't let the ammo be unequiped, or actually remove it. Again I've seen players who didn't realise they could still drop ammo, because they'd unequiped it. 6: Drivers are Sometimes Gunners I actually have no idea what you're trying to say here, so I'll just clarify my own point instead. I think it's odd that in a MBT you drive and operate the main gun yourself, while in every other multi-person vehicle (excluding the Flash, since the extra person is on a rumble seat) you have to have a dedicated gunner. The MBT should work the same way as everything else. That would also help to balance the MBTs and differentiate them from the Lightning. 10: Generators are Immune to Regular Damage Again, I'm not actually suggesting a specific change here - I'm just pointing out that the way that it works now is strange and unintuitive. I frequently see people shooting generators or trying to use their repair gun on compromised ones. It might be more logical/more obvious if there was a console to hack/unhack to enable/disable power - rather than having a physically exploding generator. What I'm looking for here is ways to make the game more obvious and accessible to new players. Having a lot of strange little quirks like this can make the game seem intimidating to new players, which is a shame - because the game is actually great once you get into it. 11: Generators Explode Moar! *shrugs* Again, I don't especially care - but I do see a lot of new players die to generator explosions - and each time something like that happens, there's a chance the player will say to himself "well f*ck this then!" and quit. Balanced against that potential, what does this actually add to the game? Also I do get a bit bored of the game telling me that I'm firing on allied forces when this kind of thing happens 12: Grenades have Warnings, Other Explosives Don't The problem here is that C4 and mines can be used during a fire-fight, just like grenades can. If they're going to be something you can just throw down, then they should warn people. If they're stealthy traps/planned demolitions then they should take a little bit of time and care to deploy. Pick one. My solution to this would be to either put a temporary warning over mines and C4 when they are first placed - which then fades after a few seconds - or to make placing mines and C4 something that isn't practical during a firefight - i.e. appears at your own feet, takes a second or two to perform - just like ammo packs. I'd prefer the second option, but either one would make some sense (you could even have both, if you like). |
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2013-05-14, 08:28 AM | [Ignore Me] #6 | |||
10: Well, that's gonna be a job for tutorials. Because consoles are in fact even less "visible". 12: I see your point, I just disagree with it, since I consider that to be excess. Last edited by NewSith; 2013-05-14 at 08:29 AM. |
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2013-05-14, 08:33 AM | [Ignore Me] #7 | |||
Sergeant Major
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2013-05-14, 08:40 AM | [Ignore Me] #8 | |||
Sergeant Major
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10: Not sure consoles need to be any less visible, that's a level-design issue really. It's hardly intuitive that you need to walk up to the generator and press E on it. At least if it looked like a computer terminal or something, then you might realise it was something to interact with, not something to shoot. 12: Fair enough Like most of these, it's not something I feel especially strongly about - I just think it's weird that some explosives have a big glowing warning marker and others don't. IMO consistency is generally good game design, it makes the game feel more elegant and immersive and helps new players to learn it. I'm not saying that consistency should always 100% trump all other considerations, but I think it's definitely that PS2 could do with more of |
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2013-05-14, 08:48 AM | [Ignore Me] #9 | |||
Sergeant Major
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Hopefully I've covered a lot of your points in the last two massive replies I posted, so I'll just respond to a few particular bits and pieces here. 9: I agree that it would make most sense if all scopes swayed, but that might be annoying. I'd settle for Shogun's suggestion of specifically mentioning the sway downside on affected scopes. 10: Yeah, C4 on gens is a good point. Although OTOH it would make a lot of sense to be using a demo charge to perform actual demolition! As I mentioned in my other posts, I think I'd rather they replaced gens with hackable power consoles - it avoids both these problems and also the issue of noobs getting killed by gens all the time. |
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2013-05-14, 10:59 AM | [Ignore Me] #10 | ||
Second Lieutenant
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- Flash radar: 100 meters, Sundi radar: 50 meters
- Cheap AI weapons, cheap AV weapons, no cheap AA weapons - Having the ability to have a second ammo pack with you, but the only instance you can use it is when your mana turret is up (*edit* Ah, already mentioned. Missed that) - Having two different kinds of grenades is a no-go, but having grenades and C4 is totally fine Last edited by Emperor Newt; 2013-05-14 at 11:01 AM. |
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2013-05-14, 11:04 AM | [Ignore Me] #11 | |||
Sergeant Major
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It's definitely weird how in most weapon categories you get 100, 250 and 500 cert options - as well as several at 1000 - but in some areas you don't - or you only get some of them. Can you actually put down two separate ammo packs? If so, I didn't realise that. Or am I misunderstanding? |
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2013-05-14, 11:28 AM | [Ignore Me] #13 | ||
i really hope the ammopack on the turret ace is intentional.
the ammo pack is the most important mainfeature of the engineer. if the devs decide you have to sacrifice ammopack to be able to carry mines, the engineer will become totally useless.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-14, 01:39 PM | [Ignore Me] #15 | ||
Some of these things aren't "inconsistencies"
Why wouldn't a generator that powers a facility blow up more violently than a single vehicle? Ammo packs aren't consumables, they spawn just like the turret and are, in fact, an alternate fire mode for the turret deploy. Having it show up in the consumables slot, though, is inconsistent. (Of course, I would like it to be throw-able) or "obscure" If you want blowing up a generator to be an objective to fight over, you can't have it just explode when some infantry pile a bunch of C4 on it. That intention is not obfuscated in the least. Nor is it inconsistent, as every generator behaves the same way. Mines and C4 - which are traps - should have indicators like nades? Again, not obscure or inconsistent. They are persistent and exist in a different slot and are not "quick throw-able"
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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