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PSU: Gal Dropping Just Got Easier
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2012-04-08, 09:47 AM | [Ignore Me] #16 | ||
Lieutenant General
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Losing was never a problem as a cloaker. Sometimes I'd hang around and sabotage the base just as the host started to move to another base. Or I'd get behind them and destroy the base they where just at to get some to retreat. Or I just move to the next base and set up a new pattern of deployables. Planetside never ends, even if you're defeated
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2012-04-08, 10:01 AM | [Ignore Me] #17 | |||
It also had the unique idea of being able to be taken down quicker by bombardment. I always loved the idea of the enemy all spawning flails to bring down our shield while we redeployed the courtyard, and waited inside with artillery raining down ontop of the shield, waiting for it to break. Would have been really dramatic gameplay. I think as far as they got to implimenting it was on the capital bases on continents. Lets hope the energy domes we have seen in a few screen shots over bases are something similar?
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[email protected] - e-mail me a pic of you, with the name you want, and faction you want to fight for. DRAW a comic about Cowboys (kind of) VALENTINE A comic about dimension jumping. Chinese New Year 1 / Chinese New Year 2 A Comic about mediocrity.... and bizarre stuff. |
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2012-04-08, 10:38 AM | [Ignore Me] #19 | |||
Captain
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this is wrong,the only BEP you got for defending was the kills your squad was farming, there was never a "defense" bonus and there was never anything about timing the push out of the SOI SOE did add SEP so you could also get points for repairing and healing ppl BEP for hacks was determined by time slices and how many enemy defenders were in the SOI,it didn't matter if you killed anyone or not |
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2012-04-08, 10:42 AM | [Ignore Me] #20 | |||
Lieutenant Colonel
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Thanks for setting me straight HtSgtMAD. Last edited by Hmr85; 2012-04-08 at 10:51 AM. |
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2012-04-08, 10:57 AM | [Ignore Me] #21 | ||
Captain
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Yea,you could rack up some good BEP pulling resecures,that was one stat in PS that should have been tracked.
you made an honest mistake,what really gets me going is reading some of the stupid shit I see in 99% of these threads,so many clueless ppl pontificating on crap there is no way of knowing anything about until atleast beta. its mind numbing |
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2012-04-08, 11:10 AM | [Ignore Me] #22 | |||
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2012-04-08, 12:08 PM | [Ignore Me] #23 | ||
First Lieutenant
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This is why you focus on gameplay, then losing may not be as fun as winning but you can atleast have a good time playing anyway. Putting in elements that are "fun" while not looking at it from a gameplay perspective is what makes losing suck to the point of quitting. For example, giving someone a gun that shoots OS'es is "fun" for that person, but those on the other side just get pissed off cause its complete bs. There should be solid gameplay on both sides from any weapon.
Take AV in ps1 for example, strikers and lancers provide good gameplay, with both sides of the AV/armor battle able to attack each other, the target can try to get cover or evade fire with evasive maneuvering and the shooter can use his own tactics as well. Lots of fun back and forth. Compare that to a phoenix which is totally one sided. Great as the shooter but as the target, you cant get cover, you cant maneuver away, you can rarely even attack back because the guy is often firing from inside the base walls or even from in the building itself and firing out the doors, or in an area you cant get too etc. Its pure frustration as the target because you cant do anything about it, bad gameplay. The idea is simple and should be applied to every aspect of the game. Is it good for both sides gameplay wise, not just is it good for the guy doing the shooting. Honestly this is the biggest flaw by far i see in teh devs atm, they apply the "fun" aspect like most boring shooters do rather than teh far superior gameplay test to their choices. In the end, gameplay means fun for everyone and for the longer term while "fun" is just for the shooter, while the target gets pissed off, and these positive moments for the shooter wear thin and only last short term. This means less time wanting to play for everyone. Long term positive gameplay oriented decisions are key to making a great game.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. |
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2012-04-08, 02:22 PM | [Ignore Me] #24 | |||
Corporal
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What I'm looking for is mechanisms which give meaning, fun times and a sense of achievement even when you are losing badly. I argue that for the majority of players, this can not be achieved with "the greater cause" of strategy and long term resource control. Instead it requires more direct incentives, of which rewards for completing "last stand" challenges could be one. |
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2012-04-08, 02:27 PM | [Ignore Me] #25 | ||
Then I must be in the minority, because if I am comming on for just an hour, then contesting a resource like a badger sounds like the perfect thing to do...
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! |
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2012-04-08, 02:36 PM | [Ignore Me] #26 | |||
Second Lieutenant
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2012-04-08, 04:04 PM | [Ignore Me] #27 | ||
Contributor General
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Losing after an epic fight is fun, it really is.
What isn't fun is boring 3-ways. Tonight, on Hossin we have the TR in the bottom left-hand third of the continent, NC in the bottom-right and VS in the top ..... the fight is pretty stale. The map reminded me of the mock up for the ps2 conts |
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2012-04-09, 12:30 PM | [Ignore Me] #29 | ||
Private
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Digging in and holding back wave after wave sure can be fun. The hours i spend just defending towers I guess that will still happen it all depends on who's fighting beside u.
I used to be in a outfit that often fought against the current. P.S. sorry for the bad grammer, but i guess it's better than your Dutch |
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2012-04-09, 12:46 PM | [Ignore Me] #30 | ||
General
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I love Alamo battles. Just focus on keeping the enemy out of your base as long as possible.
With what we know now I'm not sure this will be possible. The idea of losing and having some form of statistic regress to watch your fighting strength bleed out frustrates me. Like if we need to control parts of a territory and gradually gain influence, I just see myself being frustrated that we're unable to get that 3rd node or something. Something we won't really know until beta, imo. |
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balance, fun, loosing, population |
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