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2012-09-10, 07:06 PM | [Ignore Me] #16 | ||
Corporal
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IIRC the goal of the resource system was to a) keep people from mass spamming vehicles and b) introduce some level of attrition. The problem with this is that it does neither of those things well.
Mass spamming was prevented in PS1 with timers and we rarely had the problem of no infantry in that game. Attrition is altogether more complex. The general concept of attrition in the realm of planetside is that of a siege. You siege the facility, outpost, etc. to whittle them down and you slowly but surely reduce their ability to fight back by bringing vehicles to bare. That concept is centered around regional attrition. You have an attacking force wanting a region and a defending force wanting to keep it. The attackers can use attrition to help remove the defenders by killing more of the things that cost resources and the same for the defenders. The problem is that the resource system doesn't work at a regional level. It works on an individual level. Attrition doesn't happen to a general area it happens to individual players from playing the game. This is a problem. Since a battle of attrition over one region affects that player's ability to fight in another region. What happens is attrition is too slow to effect region level conflicts because of the number of players in the game while at the same time greatly exaggerating the effect of snowballing that comes from being pushed closer and closer to your warpgate. That snowballing effect sucks because now you, as an individual, have no recourse and eventually this happens to everyone in your empire. The result of which is that as the snowball progresses more and more people just sign off. Thus, the resource system as it is currently envisioned and implemented is broken. |
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2012-09-10, 09:40 PM | [Ignore Me] #17 | |||
Captain
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2012-09-11, 12:31 AM | [Ignore Me] #18 | ||
Sergeant Major
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Most PvP FP2 games I know with in-game resources (such as LoL, Poxnora, HoN, etc.) give those resources even to players that are losing, albeit usually at a reduced rate (TF2 being an exception because it doesn't care and just gives out pretty much equally to everyone). I think that completely cutting off all resource gain even if you're losing that badly isn't a good idea, not for the sake of balance, and not for the sake of letting players have fun. Even if the result is that you can pull one set of vehicles every 1-2 hours, that should still be possible.
It is though hard to say exactly what kind of impact having more than one continent will have, and it MAY result in it becoming a none-issue... but I doubt it. Last edited by Flaropri; 2012-09-11 at 12:33 AM. |
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2012-09-11, 03:37 AM | [Ignore Me] #19 | |||
Colonel
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This way the empire always has the basic capability to fight. But they are fighting in naked vehicles, sans any sort of upgrade. |
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2012-09-11, 05:28 AM | [Ignore Me] #20 | ||
Master Sergeant
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I personaly dont see a problem with resource locking a empire out of a continent .I've been on the receiving end of the deal once or twice already in ps2 .
Without this what is the point in working towards pushing a empire back to there warpgate . Dont we already have 40 million MMOS out there that pander to the incapable and mediocre , planetside 2 shouldnt be another one . If you get warpgate locked i think you should absoloutly be stuck there until your faction removes its head from its ass and does something about it ... no handouts ! I think a big problem with resouce locking in beta is that every johhny random rolls out one asset after another solo in a big derp train until none has a single resource left .... and then comes on the interweb to QQ about how hard done by they are . |
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2012-09-11, 05:42 AM | [Ignore Me] #21 | ||
Colonel
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The ability to fight on a somewhat even level is not a handout. Giving the winning team even more tools to win, on the other hand, is most definitely a handout.
Last edited by CutterJohn; 2012-09-11 at 05:43 AM. |
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2012-09-11, 06:04 AM | [Ignore Me] #22 | ||||
Sergeant Major
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PS2 does not allow that. Therefore, if you are completely locked out it becomes much, much harder to do something about it. You can't just say: "okay, GG you win" and start over. You need at least SOME way of evening the playing field in at least one battlefield, and keeping it "even." Ideally, the existence of three factions should help, since the other two will turn on each other, but developers should not balance a game purely around ideal situations. Certainly, if a single faction was absolutely dominant, or if two factions agreed to always beat up the third when they tried to push out, a GM could intervene. However, that seems like a cop out, and it would be far more satisfying for ALL players involved to have such events purely from the in-game mechanics. If the advantage is too great, people just won't play, because it's boring, "unfair" or whatever.
I do believe that resource conservation should be important, but I also believe it should be possible even in such dire situations. *(DotA also has XP differentials, but no matter what the losing side can still get gold and xp from incoming minion waves. If they're able to hold on long enough, they might even be able to equalize on items and levels, though such situations are rare.) **(CS has fewer raw power levels between weapons, but they are certainly present. Much as I like Desert Eagles it's no replacement for an AK or UMP, to say nothing of grenades and body armor. It is also worth noting that individual skill can have much more impact on both these games, where even if you're the most awesomest awesome FPS player [or even squad of such] you can still get dragged down by the other 600 players in your Empire. All the conservation won't help you if you have no income in the long term or effective use for it.) Last edited by Flaropri; 2012-09-11 at 06:12 AM. |
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2012-09-11, 06:20 AM | [Ignore Me] #23 | ||
Master Sergeant
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Sorry but i disagree with you guys , resource locks are fine imo .
The first bases around the warpgate are very close and can be easily recaptured by a foot zerg . Once you have them you are already earning resouces at a minimal level to get some armor and air back . |
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2012-09-11, 06:28 AM | [Ignore Me] #24 | ||
Sergeant
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After playing WW2-Online for many years, I still feel very uncomfortable just "dumping" a perfectly good tank or plane just so that I can redeploy. My instinct is always to try to return the vehicle to a friendly base so that I can save the equipment for re-use by my faction.
But in PS2, my use of resources does not affect my faction supply. I don't have to worry much about the "bigger picture", I only have to manage my personal supply. I have slowly adjusted to the fact that I can spam infantry endlessly (and recklessly). Others have too. I have noticed an increase in "kamikaze" pilots lately. Is that Gal spawn-point taking too long to kill ? Spawn a few Liberators and just crash into it. If you don't fly much, wasting your Liberator resources is no biggie, you weren't going to use them productively anyway. And you will not be wasting an asset that someone else could have made good use of. Personally, the fact that my faction is being pushed back to the warpgate makes me fight HARDER, not log-off or swop to an "easier" server. It gives me an extra incentive, and the satisfaction of breaking (or delaying) the strangle-hold is far greater than rolling over a hopelessly outmatched opponent. If PS2 becomes a game where I just logon and randomly shoot people for an hour or two with no plan or consequences, I wouldn't be playing it for very long. |
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2012-09-11, 06:33 AM | [Ignore Me] #25 | |||
Master Sergeant
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If you fall back to the warpgate like a rabble , and try and fight your way out like a rabble . Then shit happens imo . Whats promoting teamwork if you hand every soloist a tank to blow up every 10 minuites ? . Answer .... nothing . Players work together with a common goal and what better common goal in ps2 than gaining resouces if your getting none while gate locked . Handing even more "free" resources to players that have aready wasted there supply through poor gameplay wont help your faction one bit . |
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2012-09-11, 06:55 AM | [Ignore Me] #26 | ||
Captain
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The adjacency system has helped with this a lil bit, it made it so an outfit cant go behind your frontline just to warpgate lock you. The whole problem I see with the price implant thing is that people will start using aircraft as taxis really quick once they have the safe landing cert in. I think there should be a passive tick in the warpgate say like 10 poly 10 cata and 10 alloy that way it would help you push back eventually.
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2012-09-11, 07:56 AM | [Ignore Me] #27 | |||
Master Sergeant
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Last edited by Maarvy; 2012-09-11 at 07:57 AM. |
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2012-09-11, 08:46 AM | [Ignore Me] #29 | ||
Master Sergeant
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I thought only getingt 10 alloy/cata etc while inside the gate would go a long way to reducing the afk problem .
Inactivity kicks are always semi ineffetive against aker's especialy if theres something to gain . |
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2012-09-11, 08:48 AM | [Ignore Me] #30 | ||
Staff Sergeant
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When this happens to an empire it will be the time when truely dedicated outfits step up and use their amassed auraxium to buy resources. Yes 1000 AUX is too high i think for 300 resources but this is why it's in the game, for this very circumstance, therefore if you want to really play as a team you will have to band together and drop aux on resources to push back.
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