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2012-10-15, 07:49 AM | [Ignore Me] #17 | ||
Contributor Second Lieutenant
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I totaly agree with basti.
Ps1 offered well fuctioning game mechanics. Instead of ruin ps2 by experimenting with some shitty mechanics stick by the thiings that already proved that it works. For sure Ps1 wasnt perfect. The System can still be tweaked. But doing something totaly else is not a good idea. |
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2012-10-15, 08:01 AM | [Ignore Me] #18 | ||
Private
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@ringring
If you've had experienced the F2P disaster that is EverQuest 2, you would understand my concerns. EQ2 isn't even Pay2Win, it is Pay2notgetkilledbygreymobsandhaveatleastsomechoice inclasses/equipment. I was very afraid that PS2 could have been designed in the same style, milking as much money out of the player as possible. And i was very relieved, when i saw that PS2 was using a F2P system which i think is as fair as possible for SOE, paying players and nonpaying players. The removal of Auraxium may be the first step in a chain of events that could lead to scrapping that fair system and just selling ALL certs for money. |
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2012-10-15, 01:18 PM | [Ignore Me] #19 | ||
Sergeant
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I'm getting the feeling that the dev team have lost their way a little. They might actually be starting to panic a bit. Launch day looms large in the not too distant future.
They seem desperate to attract the widest possible audience at the cost of all else. And they also seem a bit flustered about the vigorous complaints about the lack of "free content" and how F2P players feel "disadvantaged" if they don't spend money in the Cash Shop. So they are simplifying the "complex" resource system to make it more "intuitive". After a move like that, what hope could there be now for them to risk implementing anything actually remotely resembling complex gameplay ? I have great sympathy for the dev team actually. They've been handed a very difficult brief. The game has to launch as F2P and make a consistent profit to earn back the development cost. There is no upfront cash flow boost from initial box sales, and the target audience is highly critical of anything that they perceive as "forcing" them to spend money. I'd not be surprised if Higby develops ulcers or a drug habit in the coming months... |
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2012-10-16, 01:52 PM | [Ignore Me] #20 | ||
First Sergeant
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*cough* alpha squad *cough*
Having AS is probably giving them enough money atm to not really have to worry about much. As a free to play game, they are banking on people buying in game items, which they will. I definitely plan on spending at least 10 bucks a month on PS2, as well as a lot of other people I know. Saves me 5 bucks a month.
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2012-10-16, 06:23 PM | [Ignore Me] #21 | ||
Master Sergeant
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My solution would be as follows:
- Remove Auraxium entirely - Merge Weapon purchases into cert points - Increase the rate of cert point gain considerably (currently it takes far to long to unlock even a simple scope) - Significantly reduce resource income from territories (giving people the urge to fight for new territories) - Make vehicle purchases either free or at a significantly discounted rate when bought at the warp gate (to give losing teams / players with no resources a fighting chance to use vehicles and push out) |
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2012-10-16, 06:34 PM | [Ignore Me] #22 | ||||||||
Major
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The only thing really rewarding right now is offensive actions, people don't have any incentive to defend and the current "static foothold" map layout stagnates Faction interaction. Long ago I forsaw the defense problem and came up with a solution, but I'm still worried...
Auraxium was clearly suppose to be a Currency earned through in-game play time, the thing that Station Cash could easily be bought to substitute for while Experience and Certifications would be the true measure of Character Advancement. The original issue was that it was distributed as a Resource instead of a payment for how well your Character's Faction was doing, making the actual Resources insignificant in comparison. Making it something gained through Character Advancement isn't going to solve anything and probably just create more problems for the Freemium income model. I've been throwing around the idea of putting back in Major Facilities generating Auraxium, but tying their production to your Faction's income of a specific Resource. That way, Factions have an incentive to capture, hold, or defend Auraxium Facilities AND Resource-producing Outpost.
The current setup leads me to believe the only selling point of Planetside 2 at launch will be "Team Deathmatch over three huge maps," which isn't very impressive and will probably be the death knell for SOE... I mean, look at this diagram I whipped up: Honestly, if they can only launch with three maps by the end of the year deadline, I'd sincerely urge the Dev team to beg for a delay until they can whip up a fourth Continent and Sanctuaries. Seriously, if you need us to whip up enough support to push back the deadline so that you can deliver us a truly great MMOFPS, we WILL mobilize!
I mean, was that REALLY a complaint? Did anyone see any threads complaining that the Resource system was "too complex?" What was the logic behind such a change?!
Again Devs, if you are reading this and you think you need more time, TELL US!!! This concept has HUGE gameplay and profit potential, enough to rival the likes of Dungeons and Dragons Online and become Sony Online Entertainments Crown Jewel, so I'd hate to see it fail because you were force to rush it out too early.
It encourages ad-havoc Vehicle Formations to develop at a Faction Sanctuary, helps put butts in gunner and passenger seats, while compensating someone for the time needed to get a Vehicle back into a fight. |
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2012-10-16, 08:54 PM | [Ignore Me] #23 | |||
Private
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No, seriously. Can't a game be fun anymore without progression systems? |
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2012-10-17, 12:18 AM | [Ignore Me] #24 | |||
Major
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Still, the "progression systems" are how Freemium games make their money, if you don't want to spend the time to unlock something you pay for it. |
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