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Old 2014-05-30, 01:33 AM   [Ignore Me] #1
Effective
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by bedzike View Post
good ideas check a look at mine maybe we can see in the middle of that and get the community to see it
Try to keep your replys out of the quote box.

1. Thanks for reminding me, remove free rexo.

2. 15k CEP decay a week might not be quite what we're looking for. There would need to be a timer before decay begins to occur since your last base capture. Fast enough that you could keep CR5 permanently but not slow enough that you could have a whole squad of CR5's.

3. You can't really tone down BFR's/GG's/Flails without making them useless. That's just the kind of vehicles they are. Game would just be better off without them

4. As far as bugs are concerned, it would be better just to fix as many as possible to prevent abuse.

5. Max armor - I'm fine with either making it so normal bullets apply damage to max units. But my goal was have it so that max's take HP damage and not just armor damage. The idea is that someone can't use a max suit with 1 HP and therefore get a free card to life.

6. My concept would be the max suit is 3 cert points. Additional weapons cost 1 point each, and you must purchase the AA weapon before the AI weapon. This would make it a 5 point cert. I think 7 cert points would be too expensive.

7. Max units don't need darklight. Cloakers already don't have any tools to really deal with them except for hoping they stand still long enough to be boomered twice.

8. Yes, a resource for max auto run would make it like surge. Finding a sweet spot for how long they could run would be the difficult part.

9. AOE from max units doesn't need to be outright taken away, the goal is to simply make it so that they're better suited for CQC combat.

10. Aircraft as they are in PS1 are simply too powerful without many downsides. The fact that they're so powerful is why the game is flooded with a ridiculous amount of AA. Rebalancing aircraft would allow us to remove some of the excessive AA tools and better balance other tools in the game.

11. Radar virus rework - I'm not sure if you're saying AA currently works in disabled radar virus (which I know it doesn't), or if you're suggesting that be the rework. That is a possiblity, but I think more could be done with it.

12. As far as losing the virus upon leaving the SOI, if you don't have a spawn point in the SOI then you've probably already lost the base. This actually gives me a good idea though. A rework of how the respawn system works, I'll explain at the bottom

13. I feel pretty strongly about simply making it so that virused CE simply is disabled permanently or under the same conditions as base viruses (leaving the vicinity removes the virus) .

14. I think CUD and REK should stay seperate tools personally.

15. Striker damage is a possible fix. But I would prefer faster projectiles. Also, the reload animation is not fine. When you reload it blocks the middle of your screen, it actually breaks your missile lock.

16. Phoenix's issue isn't it's damage. Faster projectile speed, and allowing you to get out of camera mode/reload without exploding the rocket would be good starts to give it better useability.

17. Lasher's damage isn't an issue, it already deals more damage than MCG.

18. instakills on a weapon that already excels at shortrange is silly, no.

19. On cerb turrets, I wasn't just talking about them. I'm talking about removing all upgraded spits + AA wall turrets. Reworking aircraft would allow us to remove the rather excessive amount of AA that exists.

20. 3 Certs is fine for the a combined Fort + Assault CE without upgraded spits in enemy SOI's + upgraded AA wall turrets. On that note Assault turrets need a buff.

21. Sensor disruptors indoors would be ridiculously op

22. No, lodestar still would serve a purpose of moving absolutely enormous vehicles + providing a strong repairing station. When was the last time you've even seen someone carry an AMS in a lodestar?

23. Second wind still goes against the original premise of a BR 1 being able to defeat a max BR with equal footing.

24. Hence why I suggested increasing stamina drain on audio amp. Not that it's OP just too good not to use.

25. I don't see why it should be free at BR 1. ET That is.

26. That's why I'm suggesting to buff those implants to make them worth using.

27. Darklight should definitely not stay the same. Increasing the charge up time to the same as sensor shield would put cloakers on a more even footing with darklight users. Preventing it's use in vehicles/maxs actually gives them a chance to avoid them.

28. Sensor shield works fine inside mosquito radar unless you take damage.

29. You would hit someone by physics. Bounce it. Removing explode on impact prevents players from cheesing with and just firing at other players feet.

30. Punisher/Thumper ammo capacity really isn't a problem. Plasma from those weapons is useless in comparison to frags.
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Last edited by Effective; 2014-05-30 at 01:51 AM.
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Old 2014-06-03, 06:58 PM   [Ignore Me] #2
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Effective View Post
Try to keep your replys out of the quote box.

1. Thanks for reminding me, remove free rexo.

2. 15k CEP decay a week might not be quite what we're looking for. There would need to be a timer before decay begins to occur since your last base capture. Fast enough that you could keep CR5 permanently but not slow enough that you could have a whole squad of CR5's.

3. You can't really tone down BFR's/GG's/Flails without making them useless. That's just the kind of vehicles they are. Game would just be better off without them

4. As far as bugs are concerned, it would be better just to fix as many as possible to prevent abuse.

5. Max armor - I'm fine with either making it so normal bullets apply damage to max units. But my goal was have it so that max's take HP damage and not just armor damage. The idea is that someone can't use a max suit with 1 HP and therefore get a free card to life.

6. My concept would be the max suit is 3 cert points. Additional weapons cost 1 point each, and you must purchase the AA weapon before the AI weapon. This would make it a 5 point cert. I think 7 cert points would be too expensive.

7. Max units don't need darklight. Cloakers already don't have any tools to really deal with them except for hoping they stand still long enough to be boomered twice.

8. Yes, a resource for max auto run would make it like surge. Finding a sweet spot for how long they could run would be the difficult part.

9. AOE from max units doesn't need to be outright taken away, the goal is to simply make it so that they're better suited for CQC combat.

10. Aircraft as they are in PS1 are simply too powerful without many downsides. The fact that they're so powerful is why the game is flooded with a ridiculous amount of AA. Rebalancing aircraft would allow us to remove some of the excessive AA tools and better balance other tools in the game.

11. Radar virus rework - I'm not sure if you're saying AA currently works in disabled radar virus (which I know it doesn't), or if you're suggesting that be the rework. That is a possiblity, but I think more could be done with it.

12. As far as losing the virus upon leaving the SOI, if you don't have a spawn point in the SOI then you've probably already lost the base. This actually gives me a good idea though. A rework of how the respawn system works, I'll explain at the bottom

13. I feel pretty strongly about simply making it so that virused CE simply is disabled permanently or under the same conditions as base viruses (leaving the vicinity removes the virus) .

14. I think CUD and REK should stay seperate tools personally.

15. Striker damage is a possible fix. But I would prefer faster projectiles. Also, the reload animation is not fine. When you reload it blocks the middle of your screen, it actually breaks your missile lock.

16. Phoenix's issue isn't it's damage. Faster projectile speed, and allowing you to get out of camera mode/reload without exploding the rocket would be good starts to give it better useability.

17. Lasher's damage isn't an issue, it already deals more damage than MCG.

18. instakills on a weapon that already excels at shortrange is silly, no.

19. On cerb turrets, I wasn't just talking about them. I'm talking about removing all upgraded spits + AA wall turrets. Reworking aircraft would allow us to remove the rather excessive amount of AA that exists.

20. 3 Certs is fine for the a combined Fort + Assault CE without upgraded spits in enemy SOI's + upgraded AA wall turrets. On that note Assault turrets need a buff.

21. Sensor disruptors indoors would be ridiculously op

22. No, lodestar still would serve a purpose of moving absolutely enormous vehicles + providing a strong repairing station. When was the last time you've even seen someone carry an AMS in a lodestar?

23. Second wind still goes against the original premise of a BR 1 being able to defeat a max BR with equal footing.

24. Hence why I suggested increasing stamina drain on audio amp. Not that it's OP just too good not to use.

25. I don't see why it should be free at BR 1. ET That is.

26. That's why I'm suggesting to buff those implants to make them worth using.

27. Darklight should definitely not stay the same. Increasing the charge up time to the same as sensor shield would put cloakers on a more even footing with darklight users. Preventing it's use in vehicles/maxs actually gives them a chance to avoid them.

28. Sensor shield works fine inside mosquito radar unless you take damage.

29. You would hit someone by physics. Bounce it. Removing explode on impact prevents players from cheesing with and just firing at other players feet.

30. Punisher/Thumper ammo capacity really isn't a problem. Plasma from those weapons is useless in comparison to frags.


1. I think free rexo is fine if everyone gets it. or else you cant get reaver at br23

2. timer like how many hours in between each cap?

3. I like the gg it was good idea bad way it was put into game. since u only ever use 1 side

4. but I like the medapps hacks/glitches/bug abusing/ w.e you call it. im trying to get the mcg one or the thumper one......

5. how much hp would go down each hit examples please.

6. oo okay you mean 1 suit different weapons like ps2

7. max can barely turn fast enough to caught a cloaker running full out, need to increase turning speed

8. stamina works but who actually runs in the max anywhere?

9. I understand but it cant be op like it is now have u tried to shot at the ground in a pounder

10. make it slower or decrease the armour or take away shields

11. it should work in a mossie that's what im trying to say. since even if your outside flying around you can't kill anyone in the base

12. can you explain....

13. who infects turrets and who doesn't put a mine next to it.... non vets

14. you only use cud 1 per day that's to os or reveal enemys its just a junk tool

15. okay I like that idea. maybe move the animation to the lower half of screen

16. the camera need to guild which makes u not able to move. unless u use the mouse to guide and use wasd to move your chara back into hiding. and being able to shoot faster will help take down aircraft

17. but it aoe is horrible anymore I loved lasher 2.0 lol sorry but I mained tr and every time I killed a vs you switched weapons.

18. but it cant hit from 10m away and in any combat you either need to hit the 3-4 shots or you lost anyway. im not asking for surgile aka godmode (yes!!!!!!) but it needs to either have a double shot or buff triple again.

19. I like that idea if planes are toned down

20. wished you could put them in bases again...... that was funny in gens but they were op inside but they never used in any battles they cant move and not worth placing down none of them have the range or dmg to kill anything. you get lancer from 1000 miles away cant even see or hit them

21. not like indoors. outside but not all the way outside the walls so the cy

22. who uses a lodestar other then ant runs.... but we use to put amses in them and drop them over the bases or on the dish

23. second wind is just another medkit. so you get 2 medkits in a fight not 1 but if your losing it anyway not going to help much. and if your fast enough u can get off 2 medkits every fight anyway

24. only use it on tr but its op and needs to be toned down into a radius of maybe 5-10m and cant see higher or lower in a base

25. I like to see health and armour I use it on all my toons so I know if I was close enough to beat them or got blown out of the water.

26. but how they are simple things that should not be implants and just be regular abilities.

27. yes or make it that you need to be br23 to have darklight unlocked and use certs

28. it does work normal anyway

29. you could just take away the green effect on plasma so cloakers cant be seen.

30. but what can we do increase dmg or duration of it
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Old 2014-05-29, 08:08 PM   [Ignore Me] #3
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Wow, I typed out an enormous reply, but PSU logged me out and I lost it. Little bit fucking lame.
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Old 2014-05-30, 05:56 AM   [Ignore Me] #4
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


If we're going to do a continental map, I would suggest removing the rotating geowarps and fixing them in place, bring back old Oshur using this lattice setup:





In this setup, all continent links can be easily rotated, you have three home continents and campaigning is easy. Events could be done by linking one of the home continent links to one of the battle islands and removing the other three from the lattice for a short time.

As I recall, everyone liked it back then, even Beady was considering implementing it before he left SOE.
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Old 2014-05-30, 05:57 AM   [Ignore Me] #5
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Some other things would be designing bases around the holes in the map (since we couldn't edit the maps without having to re-seed all the trees due to lack of a proper editer, but we can edit the objects on the map).



Some other things for caves and battle islands:

Battle Islands:
Change BI rules to the standard rules.

Caves:

At minimum:
- Add Skyguard to cave vehicle spawn list

Though preferably:
- Remove all aircraft from caves. Caves without Mossie farming would be fun. With Mossie farming it's just an annoying campfest all the time.
- Redesign Redoubt, Mod and AT buildings to provide less exposed and disconnected ways to get to the top.

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Old 2014-05-30, 02:47 PM   [Ignore Me] #6
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Figment View Post
Some other things for caves and battle islands:

Battle Islands:
Change BI rules to the standard rules.
I'm sorry, but no. I actually like the fact that you can't use HA weapons on the Battle Islands. Keeps the playing field even. There are some balancing issues to be sure, but your suggestion would basically force everyone to cert HA through meta-game. Not cool.

Originally Posted by Figment View Post
Though preferably:
- Remove all aircraft from caves. Caves without Mossie farming would be fun. With Mossie farming it's just an annoying campfest all the time.
I'm a little annoyed that you said this while saying what i quoted above it. I do agree with you, though. Aircraft (Reavers especially) tend to make it impossible to actually explore/fight in the caves.
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Old 2014-05-30, 04:12 PM   [Ignore Me] #7
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by GodlessHeretic View Post
I'm sorry, but no. I actually like the fact that you can't use HA weapons on the Battle Islands. Keeps the playing field even. There are some balancing issues to be sure, but your suggestion would basically force everyone to cert HA through meta-game. Not cool.
I understand your concerns and while I prefered it myself (my K/D shot up since I only use Sweeper anyway), It was a problematic set of arbitrary rules that made a lot of players unwilling to go there, especially a set of these islands in a row (next to enemies not turning up for defense of the next island due to spawn rule reasons throwing people back to sanctuary).


Thing is, the BI's were poorly designed and implemented. You'll notice that in the post above, the BI's become vital links in the defense of a Sanctuary as a third home continent and a central continent next to Searhus.

For these reasons, you would require continuity, which in cave fights you do not.
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Old 2014-05-31, 04:27 AM   [Ignore Me] #8
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Figment View Post
It was a problematic set of arbitrary rules that made a lot of players unwilling to go there
TRANSLATION: You weren't allowed to use HA, MBT's, or Reavers under any circumstance. These items are the lynchpin of just about every retard who plays/ed Planetside. Without them, the game becomes more cerebral and strategic. You'd actually have to THINK about what weapons are in your loadouts and what vehicles to use as your list of choices suddenly expanded through the non-use of general purpose kill-alls. In short, it was a place that spit in the face of the lowest common denominator of Planetside.

Originally Posted by Figment View Post
Thing is, the BI's were poorly designed and implemented.
Poorly implemented? Most likely. Poorly designed? I don't believe so and you've given no facts to prove otherwise at this point.

Originally Posted by Figment View Post
You'll notice that in the post above, the BI's become vital links in the defense of a Sanctuary as a third home continent and a central continent next to Searhus.
I'm fine with that. More avenues of attack/defense means more small-scale fights.

Originally Posted by Figment View Post
For these reasons, you would require continuity, which in cave fights you do not.
Caves, if used, add to the continuity of other fights through the use of modules. They provide a tangible secondary resource that is actually quite important.
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Old 2014-05-31, 10:13 AM   [Ignore Me] #9
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by GodlessHeretic View Post
TRANSLATION: You weren't allowed to use HA, MBT's, or Reavers under any circumstance. These items are the lynchpin of just about every retard who plays/ed Planetside. Without them, the game becomes more cerebral and strategic. You'd actually have to THINK about what weapons are in your loadouts and what vehicles to use as your list of choices suddenly expanded through the non-use of general purpose kill-alls. In short, it was a place that spit in the face of the lowest common denominator of Planetside.
Less options, but with less competitive power gaps, you mean.

Basically what you're pointing out here is that you disagree with basic TTK and unit balance, and applaud a more level playing field through forcing people to use equipment that is directly on par (due to being the exact same). So not that the units would be available, but that individual skill becomes more prominent as everyone has to use the same things.

Poorly implemented? Most likely. Poorly designed? I don't believe so and you've given no facts to prove otherwise at this point.
I can give ample examples of that.

Nexus has too little cover on the approaches from the towers, making it easy to farm infantry that has to cross large amounts of open terrain. It's balanced in favour of the defender to such an agree that the defender is the only one with vehicles after a first wave of enemies is destroyed. This logistic issue makes people move to another fight relatively soon when attacking due to not liking being farmed. It is one of the favourite "farm here!" DSCs for that reason and has tremendous defensive power. This would be nice, if it were not part of a stringe of islands either. A vpad connected to some of the tower ownerships would have significantly improved Nexus (even if it would mean fights would last far longer).

Extinction had too high ravines and distances were too great and often farmable (especially for snipers). People didn't make use of the amphibious options because they simply overlooked them. Had everything been a bit closer together, it'd been better.

Desolation was good, though placement of the west base could have been a bit more southern to ensure slightly more equal distances between the bases.

Ascension lacked cover and the approach from the south east to Rashnu could have been far shorter, allowing it to actually be a more valid invasion route. Since it's a Bio Lab and you have to get up a steep cliff, it's already hard enough to get there. Again, all the "Top" towers could have been just a little bit closer to the bases to be useful for staging grounds of infantry attacks.

One of the big issues though is lack of Skyguard acquisition. As it always is. :/ That should just never have been bound to Tech, since Mosquitos are always available too (you need countermeasures and most players can only afford one form of AA).

Caves, if used, add to the continuity of other fights through the use of modules. They provide a tangible secondary resource that is actually quite important.
Not my point, my bad for poor phrasing though. I mean continuity in bringing forms of weapons from one to the next. If you want to break out of the suggested triangular lattice setup with BIs as a home continent, you'll have to break out to the next continent using the same vehicles you can get on the continent. Otherwise you add a logistical problem by forcing people to first fall back to sanctuary (which will mean these people will reconsider where they would be going next). While if you can just move through the warpgate, then everyone moves as a coherent group to the next area.

With caves, you don't really have that to the same degree since at the end of a cave fight, you're more likely to see people bring modules somewhere.

Although modules have been obsoleted with the cave lock system and module raiding been made rather low on a tactical and strategic level since people only placed modules at capitals.





Capitals are something we would have to see go too. I would state cavelocks should have to be removed as well, to put more emphasis on the module acquisition and escorting.
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Old 2014-05-30, 06:39 AM   [Ignore Me] #10
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


SArais, the BFRs never really worked BECAUSE they did something different from the other vehicles to the point it was hamfested in. That isn't an Unique Selling Point when their uniqueness breaks gameplay for other things.

If you change the rules for BFR to be more like the other vehicles, just with different stats, then they'd always been fine.



You're actually using "Sorry, but I want my I-win-button" as an argument. If that's the extend of your argument, you have no place in any discussion about balancing, because you're not interested in balance, just in pwning people.

In a MMO, you don't add I-Win buttons to pwn people. This isn't a single player game where you as an individual have to be glorified. Your personal interests aren't more important than the interests of other players. As long as you can't see that, you're not someone who can be reasoned with, or should be argued with. If your entire argument is about self-interest at the expense of others, you're just going to be ignored by people with an interest in the gameplay of everyone.


So suit yourself. Either you compromise and discuss constructively, or you'd get yourself ostracized automatically.
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Old 2014-05-30, 11:10 AM   [Ignore Me] #11
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


applicable:

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Old 2014-05-30, 11:34 AM   [Ignore Me] #12
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


As i wrote earlier in this thread, i don't think it's a good idea to fiddle with the mechanics too much. Especially since nobody seems to agree on what would be the best "fiddling".

Fixing the bugs (maybe old br cap and pre-bending world ontop of it and a poll on BFRs) are all very basic things that most people seem to agree on. Anything further will just end up fracturing the small playerbase we got. Two servers would mean two empty servers.

Also once again, i don't see PS1 going open source happening. I would love that, sure, but making it completely free was allready beyond my expectations from a major studio like SOE.
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Old 2014-05-30, 12:21 PM   [Ignore Me] #13
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by angelphantasma View Post
applicable:
Not really. The analogy is bad and you should feel bad.
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Old 2014-05-30, 02:42 PM   [Ignore Me] #14
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Effective View Post
Not really. The analogy is bad and you should feel bad.
Actually, I found Angel's analogy perfect. This is why I fear the next Unreal Tournament will have trouble.

For those who don't know the next Unreal Tournament will be community made, if it interests you read here

http://www.esreality.com/post/259204...ent-announced/
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Old 2014-05-30, 07:49 PM   [Ignore Me] #15
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Hehateme View Post
Actually, I found Angel's analogy perfect. [/url]
It's not.

Step 1. Is the content fun to play with?
Step 2. Is the content fun to play against?
Step 3. If not yes to 1 or 2, then don't add it.

Welcome to basically everything I was talking about.
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Last edited by Effective; 2014-05-30 at 07:55 PM.
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