Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: We Hate Your Outfit
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2011-07-16, 06:59 PM | [Ignore Me] #16 | ||
First Lieutenant
|
No WoW's guilds do not level even remotely close to the same speeds. Thats a myth. The caps keep em from just outlevelin each other 100x over but bigger guilds hit those caps everytime, small guilds usually dont even come close. The big guilds will move 2-3x faster than small ones.
If you dont make it so the guilds level very close to each other than you will HIGHLY encourage zerg guilds since power is attatched to leveling. If your choice is zerg guild that levels even only 50% faster or your smaller guild who levels slower and cant do all that cool new stuff, its not hard to see where people will go. I like guild specialization and levelin but you will definately screw up many social groups and ultimately hurt the game if you dont keep the leveling fairly evenly paced. Weekly or monthly caps that the zerg guild might hit in a day or two for weekly or in a week or so for montly, but even the smaller guilds will still hit the caps with average playtime but maybe not til near the end of the month or week. They dont get stuff quite as fast as teh bigger guilds but overall they stay at the same pace. Best of both worlds. I would stay in a smaller guild if that were the case, but not if it were like WoW guild levelin. |
||
|
2011-07-27, 04:48 AM | [Ignore Me] #17 | ||
Lieutenant Colonel
|
Here is a mock up of a possible layout for outfit specialisation:
Edit: May want to zoom in a bit to read it, not showing up correct size... or click this link to see it direct. Last edited by DviddLeff; 2011-07-27 at 04:50 AM. |
||
|
2011-07-27, 04:56 AM | [Ignore Me] #18 | |||
Major
|
__________________
|
|||
|
2011-07-27, 05:14 AM | [Ignore Me] #19 | |||
Pardon me while I tablecloth math this out.
To put WoW guilds in perspective, the one I'm in was the first on our server to hit 25 and would probably hit the daily cap by 6-8am every day. I'm guessing probably 60-80 really active players? Might be higher but no more than 100 on a busy day. So assuming 80-100 hitting cap at 1/3rd the day, a solid 30, highly active members per day would keep rolling at the same rate per day. If PS2 used the same rate, that'd probably work out. I'm more of an "big numbers for everyone!" kind of guy so double it for PS2. WoW guilds are designed to be all inclusive. PS2 outfits look to cater to much more specialized groups. If a minimum of 15 members were fully active, per day, and it kept up the same rate, I think that would be accessible enough. Ultimately, it really depends on how niche these specializations are. Any flyer/tank or just reavers/lightnings? The more narrow the focus, the faster the leveling rate will need to be. This is all assuming you can't, in time, spend xp in every spec path. That'd be all in favor of zergfits, regardless of daily cap.
__________________
And that was that. |
||||
|
2011-07-27, 05:20 AM | [Ignore Me] #20 | |||
Major
|
Outfit size should be irrelevent if outfit tree's make gameplay differences
__________________
|
|||
|
2011-07-27, 05:28 AM | [Ignore Me] #21 | |||
With an aggregate leveling system, I don't see a way to separate guild size from rate of progression completely. The only way I can see is to make the caps with small numbers in mind.
Sucks for zergfits who want to go fast but, frankly, they can eat it. Design around tight groups. If they really want to do that, they'll leave the daily caps accessible while creating a formal, inter-outfit alliance structure as well.
__________________
And that was that. Last edited by exLupo; 2011-07-27 at 05:30 AM. |
||||
|
2011-07-27, 05:37 AM | [Ignore Me] #22 | |||
First Sergeant
|
|
|||
|
2011-07-27, 05:46 AM | [Ignore Me] #23 | |||
That leads to outfits kicking members who have to go irl for a while. Maybe divide the progress by the number of active members per day? Then one person having a rl emergency or 50 that got invited only to unsub, no harm either way.
__________________
And that was that. |
||||
|
2011-07-27, 03:48 PM | [Ignore Me] #25 | ||
Sergeant Major
|
Planetside (1) is still somewhat alive and that is because of the outifts that grew out of the boundries of the game. If the new outfit system forces outfits to keep tight and all his members must be active, it will be counterproductive in the long run, as outfits must leave behind their inactive players. That won't help building the community and without community the game looses the players too. Without mass players, PS is nothing.
Some of the outfits have put a lots of effort to train their new members. If the new outfit system doesn't encourage teaching (or "punishes" it with slower advance due to the less effective members) the game will loose a significant part of the playerbase again. See above for results. What would stop 2-10 men to form "outfits" to get all the benefits fast with their 1337 individual playing (and possibly advancing fast on the tree)? What is the purpose of having hundreds of squad sized mini-outfits (even allied) if we could have some huge forces under that same leadership. Smallfits are like mercenary companies or bands of bandits selling their steel to anyone. An outfit - in my opinion - is something way bigger, a force that can act independently having all the resources to do that. Not just a specialized squad like the "10 men raiding guild" Redshift have mentioned. |
||
|
2011-07-27, 04:06 PM | [Ignore Me] #26 | |||
LIKE IT ! |
||||
|
2011-07-27, 04:16 PM | [Ignore Me] #28 | ||
Lieutenant Colonel
|
With the increased population capacity of the new games continents, I really hope we see companies as well as platoons as in game organisational structures.
I also hope we see more large (ie more than 30 players on at a time) coordinated outfits emerging, so we see some proper strategy emerging. |
||
|
2011-07-27, 04:29 PM | [Ignore Me] #29 | |||
I think this approach will minimize zergfits from dominating the landscape or gameplay. An outfit should progress based on activity/productivity per memebr online that day. If you're in a small outfit, it should only penalize your progress if you're all a bunch of incompetent players (noobs ?) Established Zerg-ish Sized outfits live off recruiting newbies...and being around veteran players is the best way to lessen ones learning curve in the game. I am NOT against BIG Outfits. Sheer Outfit member numbers should do nothing - but help increase the chances of launching epic raids - this should be the ONE primary benefit of being in big/huge outfits - and it is compelling enough to ensure most big Outfits stay big and influencial. Huge outfits can more easily sustain a huge ego(asshat).....cuz newbs won't know better. Keep the game BALANCED - that means don't punish small Outfits - they're good for the game. Everyone needs room to find their role(s) .... and moreso, Outfit variety will help prevent players leaving the game. The more players that choose to stay - the better things should be. PS2 should do what's needed to help increase the chances that each player can find a good home - that will eventually become family/friends. Last edited by Chaff; 2011-07-27 at 06:12 PM. |
||||
|
2011-07-27, 04:34 PM | [Ignore Me] #30 | |||
Got it. I'm revising my opinion. I understated the BENEFITS of the BIG outfit(s). "An outfit should progress based on activity/productivity per memebr online that day" (I still like this as perhaps the driving force behind the advancement of Outfits) . Last edited by Chaff; 2011-07-27 at 04:36 PM. |
||||
|
|
Bookmarks |
|
|