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Old 2014-01-23, 10:14 PM   [Ignore Me] #1
Chewy
Major
 
Implants, take 2.


https://forums.station.sony.com/ps2/...plants.169730/


Implants in Planetside 2 have gone through several conceptual iterations based on player feedback and shifting design goals. The goal of the implant system remains the same as before; to allow players to make additional strategic loadout choices to better deal with situations they come across in game.

In the revised design of the implant system, implants are still consumable, however, they now are generated based on in-game activities such as scoring kills, destroying vehicles, etc. You can think of this like a pseudo-loot system, although there will be no corpses to rummage through, the implants will be automatically given to players when earned. In addition to receiving an implant from “drops”, players will be able to purchase some, but not all, implants for certification points or Station Cash, or by deconstructing implants from their inventory.

Implants have Power Levels which can be thought of as “tiers”, with higher Power Level implants having more powerful effects. For example; the Audio-Amp Implant may spot player firing their weapons on the minimap at a longer range with a higher Power Level implant. Low Power Level implants will drop more frequently, mid-Power Level implants will drop rarely. The Highest Power Level implants will only be available from special unlocks, for example from the WDS or Directives system, or by using the new deconstruction mechanic. With the deconstruction mechanic, several implants can be “combined” into a single implant of the same or a higher Power Level, for instance, if you combined 2 random Implants of the same Power Level you would receive a new, random Implant of that same Power Level. If you combined 3 random Implants of the same Power Level, you would receive 1 implant of the Power Level tier up. Using this mechanism players can recycle unwanted Implants into ones they may like more.

In order to make the system more fair, all players will receive a default benefit from an unused implant slot, this benefit is intended to be as generic and universally useful as possible, for example; increased health regen. By slotting an implant players are giving up that broader benefit in order to specialize in a particular area. Our hope is that this allows advanced players to tailor their gameplay better for the situations or playstyles they find themselves in the most while still providing a counter-balancing benefit to players who do not want to manage implants.

Our initial plan is to roll out the implants system with the following implants available.

Audio Amplifier

Increases the “fire detect range” stat on enemy weapons. This will increase the range at which enemies show up on the mini-map when they fire their weapon.
Amplifies the footstep audio of all enemy players.


Battle Hardened

Reduces the camera shake from all explosions.
Flinch when being hit by enemy projectiles or proximity damage is reduced.


Enhanced Targeting

Allows the player to mouseover and see enemy names at range.
Allows player to see health of armor.
Extends IFF range of reticule.


Range Finder

Shows distance to target.


Ammo

Causes killed enemy players to spawn ammunition pickups. Does not apply to explosives.


Awareness

Auto-spots enemies who damage or kill you.
Auto-spots enemies that you damage.


Quick Use

Speeds up the use of all grenades, items, placed explosives, and deployables.
Also speeds up the swap and use times of all non-weapons.


Sensor Shield

Makes the player undetectable to enemy radar unless sprinting.
Makes the player undetectable by enemy motion sensors unless sprinting.


Safe Landing

Reduced fall damage.


Stealth

Halves spotted duration.
Reduces the audio range of your footsteps.


Thermal Reduction

Prevents the wearer from being highlighted by night and thermal vision. Infantry only.


Clear Vision

Protects player from concussion and flash grenades.


EMP Shielding

Protects player from EMP grenades.


EOD HUD

Close-range enemy explosives are highlighted.
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Old 2014-01-23, 11:22 PM   [Ignore Me] #2
bpostal
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Lieutenant Colonel
 
Re: Implants, take 2.


So...I'll have to grind daily quests for the implant I want? I'm not sure how to feel about that. My initial, gut reaction is rather negative.

As to the implants themselves, I'm leery of implants that remove the effects of my grenades. I really dislike the autospot as well; can't stress that enough.
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Old 2014-01-24, 12:28 AM   [Ignore Me] #3
Dougnifico
First Lieutenant
 
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Re: Implants, take 2.


I still don't think implants should be consumables.

Also, no to a range finder implant. Make that a weapon attachment.
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Old 2014-01-24, 02:19 AM   [Ignore Me] #4
KesTro
Second Lieutenant
 
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Re: Implants, take 2.


Yeah I don't really care what the implants are they'll balance themselves out over time. I absolutely do not want to see them be consumable though. I don't want another grind, make them an expensive global cert slot for each class or something along those lines. Hell if I know. :F
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Old 2014-01-24, 02:45 AM   [Ignore Me] #5
Babyfark McGeez
Captain
 
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Re: Implants, take 2.


Sounds like an awful attempt to ape Call of Duty killstreak rewards.

Shit in this game shouldn't be based even more on personal performance and a "gratification/reward" mindset.
The whole XP/Cert system is allready based on that (instead of putting the emphasis on your factions performance - where it should be put).

Implants could be a (small) way to get some "MMO" customization into this...ahem..."MMOFPS". Instead they seem to want to turn them into "powerups".

Oh, and ofc they will be sold for SC. What a shitty idea.

Last edited by Babyfark McGeez; 2014-01-24 at 02:54 AM.
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Old 2014-01-24, 03:38 AM   [Ignore Me] #6
DynamoECT
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Re: Implants, take 2.


SOE: Wow, people are really hostile towards consumable implants. We'll have to rethink them for a few months, and tell everyone we're listening to them.

(Time passes)

SOE: OK, we're ready to announce our completely rethought implant system. Ladies and gentlemen, we are proud to announce .......consumable implants!
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Old 2014-01-24, 03:47 AM   [Ignore Me] #7
Fara
Corporal
 
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Re: Implants, take 2.


Hmmm how long does said Implant last?
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Old 2014-01-24, 04:02 AM   [Ignore Me] #8
BlaxicanX
Sergeant Major
 
Re: Implants, take 2.


Originally Posted by DynamoECT View Post
SOE: Wow, people are really hostile towards consumable implants. We'll have to rethink them for a few months, and tell everyone we're listening to them.

(Time passes)

SOE: OK, we're ready to announce our completely rethought implant system. Ladies and gentlemen, we are proud to announce .......consumable implants!
To be fair, the major problems people had with consumable implants before is that you could buy them with real money- thus the game slides more toward P2W.
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Old 2014-01-24, 04:19 AM   [Ignore Me] #9
Vashyo
First Sergeant
 
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Re: Implants, take 2.


I dont see how you can do implants right so I'd rather not get them at all. people will just stick to the best one anyways.

Also I dont want to equip them all the time, better to have something static that has a cooldown

Last edited by Vashyo; 2014-01-24 at 04:21 AM.
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Old 2014-01-24, 07:11 AM   [Ignore Me] #10
ChipMHazard
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Re: Implants, take 2.


Sadly it seems like you will still be able to get implants via SC, which was one of the main reasons why people hated the last version of the implants.

I'm not a fan of introducing this kind of grinding into the game nor am I a fan of the thermal reduction, clear vision and emp shield implants.
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Last edited by ChipMHazard; 2014-01-24 at 09:19 AM.
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Old 2014-01-24, 07:33 AM   [Ignore Me] #11
AThreatToYou
Major
 
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Re: Implants, take 2.


I'm just getting the feeling that we shouldn't have implants at all now.
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Old 2014-01-24, 08:21 AM   [Ignore Me] #12
Emperor Newt
Second Lieutenant
 
Re: Implants, take 2.


Two questions:

1. Who at SOE comes up with these ideas?
2. Why isn't there anybody in the office saying: "Guys? This is stupid."

Desperate cert sink that makes better players even better. Yeah, that's what the game needed.
I can only wonder how players new to the game (and already have a metric shit-ton of stuff to cert into) will like this...

Last edited by Emperor Newt; 2014-01-24 at 08:23 AM.
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Old 2014-01-24, 08:50 AM   [Ignore Me] #13
Calista
Second Lieutenant
 
Re: Implants, take 2.


This is inevitable so just let it go. They need to make more money it is clear. I can imagine there will be highly sought after, very fast to deplete, impossible to get certs/resources for implants, for sale anytime you want to buy them. You can only make so many cosmetics before things start to get out of hand you know so they need another avenue of revenue generation. Man I hate F2P. Rather than just flat out making the game better they have to spend their time figuring out how to nickel and dime us.

Last edited by Calista; 2014-01-24 at 09:06 AM.
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Old 2014-01-24, 11:26 AM   [Ignore Me] #14
DredVS
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Re: Implants, take 2.


Implants should enhance personal gameplay rather than detract from another's gameplay.

See: Awareness implant. Basically ruins Infiltrators and makes Suppressors even less of a good choice to equip.

Last edited by DredVS; 2014-01-24 at 11:28 AM.
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Old 2014-01-24, 11:26 AM   [Ignore Me] #15
Qwan
Captain
 
Re: Implants, take 2.


Were is the dark vision for spotting cloakers thats the only implant I want.
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