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Old 2012-12-06, 09:14 PM   [Ignore Me] #31
Miffy
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Re: SOE have always been reactive not proactive.


When are SOE going to fix the ##UI bug that any one with Windows 8 will get and it doesn't fix unless you change the language on the launchpad and back again. I see so many posts on this and I can bet a whole load of people don't bother to ask and just uninstall.

I reported it in beta, still hasn't been fixed, in typical SOE fashion it'll probably be one of those things that will go on for years.
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Old 2012-12-06, 09:18 PM   [Ignore Me] #32
Beerbeer
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Re: SOE have always been reactive not proactive.


What's sad is that every person I tried getting to play this, stopped playing because they had no idea what they were supposed to do and laughed at the vehicle/spawn camping.

I kind of looked like a fool telling them this game was so great, and I got tired of trying to explain everything.

Just pissed.
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Old 2012-12-06, 09:19 PM   [Ignore Me] #33
Phrygen
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Re: SOE have always been reactive not proactive.


Originally Posted by OpolE View Post
Time to stop believing in SOE and all of their games. They won't get mass scale and they wont be popular in years to come.

And even though I want to go back to Planetside 1. Can you imagine how amazing it would have been if it had the right development and team behind it. One of the best games even with SOE management. Just imagine
When has anyone believed in SOE games? this and Star wars galaxies were the only games i played soe wise... and galaxies was shitty... though i loved it because it was my first mmo
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Old 2012-12-06, 09:45 PM   [Ignore Me] #34
Beerbeer
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Re: SOE have always been reactive not proactive.


I have a question to the alpha testers: why didn't any of you speak up sooner about the vehicle/spawn camping?

That's all I seem to do now, spawn camp spam or get spawn camped spammed and every steam person who at least tried it said it was lamest thing in the game.
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Old 2012-12-06, 09:52 PM   [Ignore Me] #35
AThreatToYou
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Re: SOE have always been reactive not proactive.


Honestly, I do have a problem with reactive developers. Some player-developer interaction is encouraged, but I wish the PS2 dev team waited much longer. At least a month between every patch, whether its content or changes. The past times where I have seen reactive developers, the players who stayed were happy, but the games eventually stuttered and failed leaving the company with an empty wallet. This happened to S2Games (I was there for Savage 1, Savage 2 beta/alpha), and they saved themselves with HoN. This is happening to HiRez (I was there for G:A beta/alpha and T:A beta/alpha), they are listening to everyone but for the longest time they just didn't listen to the right people; they flopped between listening-and-doing and T:A especially is just so muddy right now I have no idea wat do.

I'm not seeing any evidence that SOE's team being reactive to the fans is going to be beneficial for the future of PlanetSide 2. Go back to Higby. Lock him in a room with a private IRC link to Hamma for a few months and see what kind of bible he comes up with. Something like that. At this point it's just a rant or a random idea, but I feel as though developers who create an extremely solid direction they want to take their game-in-development and deviate from it only to fix problems (as they see fit) make better games than responsive companies. You guys are a dev team for a reason. I believe you can work this game out better than the players can because you made it.

Blizzard, as haphazard and sellout of a company they are, strike this good with me. At least they handle their games consistently throughout development and post-launch.

Last edited by AThreatToYou; 2012-12-06 at 09:53 PM.
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Old 2012-12-06, 10:19 PM   [Ignore Me] #36
Buren
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Re: SOE have always been reactive not proactive.


I've been a diehard member of gaming franchises that have gone downhill - Planetside doesn't feel like one of them to me. Of course, I never played Planetside 1, so I wouldn't pretend to have that perspective. But what I see from SOE is developers following in the spirit of the franchise using great new tech and a modern approach to the genre they created. I don't agree with all of their choices, but I'm always surprised at what seems to be the general community attitude towards what I think is a seriously awesome game.
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Old 2012-12-06, 10:26 PM   [Ignore Me] #37
Beerbeer
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Re: SOE have always been reactive not proactive.


Well, I enjoy it myself. I can understand why some of my steam friends laughed at it because I find myself doing the same things they detest, without much thought: vehicle spam camp, because it's so easy.

I hated it in beta, grown to accept and just do it, but when steam people, who I know are good gamers, laugh at it and leave, I guess it is ultra lame.
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Old 2012-12-06, 10:39 PM   [Ignore Me] #38
Sunrock
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Re: SOE have always been reactive not proactive.


Originally Posted by Rolfski View Post
Please, not another "PS2-should-be-more-like PS1" thread. Beating a dead horse is getting old and tired.
Yea I red enough of them during beta... Now when the game is live its way way way way way too late to start to complain about Ps2 should be a copy of Ps1
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Old 2012-12-06, 10:43 PM   [Ignore Me] #39
Sunrock
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Re: SOE have always been reactive not proactive.


Originally Posted by Beerbeer View Post
Well, I enjoy it myself. I can understand why some of my steam friends laughed at it because I find myself doing the same things they detest, without much thought: vehicle spam camp, because it's so easy.

I hated it in beta, grown to accept and just do it, but when steam people, who I know are good gamers, laugh at it and leave, I guess it is ultra lame.
Well vehicle spam camp only works when you fight randoms... I mean when you are not fighting a well organized outfit.
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Old 2012-12-06, 10:44 PM   [Ignore Me] #40
thegreekboy
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Re: SOE have always been reactive not proactive.


Originally Posted by T-Ray View Post
Reactive as in, we see what the fans like and we make changes accordingly..yes, thats us. You presume that we know exactly what the people want at all times. Sadly, this is not the case. We do our best, and will continue, to interact with the community to find out the best course of action for our game. Do you really want us to be mass scale? Do you think DICE actually cares what you think? What about EA? All signs point to no. SOE cares what the players think, we want you to have a great time playing our games. I'm really sorry you don't believe in our potential and I wish you the best in finding a company that you can interact with directly like you can with SOE. Every opinion counts, including yours.
You guys are seriously awesome. This coming from a former member of the EAUK Battlefield Forums, aka the forum where idea after amazing idea complete with images and fleshed-out examples were given and given with no response.

I'm seriously done with people whining about how little the devs listen when they listen 10 THOUSAND times more than any other company
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Old 2012-12-06, 10:45 PM   [Ignore Me] #41
TheBTron
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Re: SOE have always been reactive not proactive.


I like the game a lot and most of the changes since tech test. I know the money people got involved because it feel like it is open beta now and the game needed another 6 months or more for work. Not enough maps no interlink between maps and no tutorials systems.

With those faults it is still one of the best shooter on the PC hand down. I am just hoping new people are not driven away by no tutorials and a hard learning curve and also the high specs need and the poor performance with AMD hardware.

It has taking a lot of effort for my Outfit because the amount of training we have to do it crazy for new players, the first two weeks have been hard.

Anyway I am hoping everything improves over time and new player stick around. SOE has a great base product and the Devs have all been great I have never seen a studio take so much time to take in feedback. I not a troll I played PS1 for 8 years but good luck trying to get this much effort out EA or others with a risky project like PS2. So give SOE a change here to build on the game as I hope they do in the coming year.

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Old 2012-12-06, 10:46 PM   [Ignore Me] #42
Beerbeer
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Re: SOE have always been reactive not proactive.


Originally Posted by Sunrock View Post
Well vehicle spam camp only works when you fight randoms... I mean when you are not fighting a well organized outfit.
This usually doesn't apply to brand new people. They need to enjoy the game before they reach the point of joining an outfit.
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Old 2012-12-06, 11:17 PM   [Ignore Me] #43
Hamma
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Re: SOE have always been reactive not proactive.


Again you still aren't really saying what your concerns are other than speculation.
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Old 2012-12-06, 11:21 PM   [Ignore Me] #44
LUID
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Re: SOE have always been reactive not proactive.


From a casual player of PS2 (and former casual player of PS1, but I don't really consider myself a vet) These are my main gripes:

1. Hacking is become widespread. I never used to see what people were complaining about and now I'm seeing it every night.

2. Air/Ground balance is still not right. ESF rocket pods are the answer to everything. I see rocket pod fire being used against infantry, vehicles, and other aircraft. Either the game is rock/paper/scissors or its not.

3. Skyguard needs to be addressed. For its cost, it is not effective. Either reduce the cost significantly or up its effectiveness against aircraft. Its accuracy is bad and its range is aweful.

4. A30 Walker: This gun is complete rubbish. Either adjust its damage output or remove it from the game and refund the point-cost to the players. If the point of putting this gun in the game was to keep non-AA vehicles from being dinner to ESF's/Libs then it failed. Miserably.

5. Liberator damaging armor: sounds are not present or not functioning properly. The visual cues are also extremely poor. Your vehicle blows up and you don't know who did it or where the fire came from.

6. Vehicles that have a gunner should have a turret indicator on the vehicle icon showing you what direction your gunners weapon is pointing at. (Ala PS1)

7. Grenades: damage need to be toned down. The amount of grenade spam and one-hit killing going on is excessive. I just made a ring tone out of 12 or so people screaming "uaahahhhh!!" all at once.

8. Base design: You increase populations 2-3x and you narrow down bridges and passageways like the vehicle bay and roads to/from bases? And then you place barriers and obstacles in the middle pathways too? I see a constant string of infantry getting run-over because they have no path or walkway to take when they leave a base, other than the ones taken by vehicles. Also, I deal with enough traffic jams in real-life, for me to come home and have to deal with them while I'm playing too.

9. Base design: Doors, or lack of. Stand in an airtower during an assault against the wall in the interior of the top floor. Tell me how long you survive with the constant barrage of rocketpod fire and shells splash-damaging you to death.

10. Base design: Spawn Rooms: should have been in the base but I suppose its too late for that now. All spawn rooms should have a teleporter to a secured room inside the base. (PS2 version of secured: A room fully enclosed by shields, DEEP IN THE BASE, that cannot be accessed by the attacker. And not the BS of "drop out in the open in front of 5 mana-turrets and die instantaneously" secured like the spawn room in the towers.)

11. Capture mechanics: I think enough comparisons of PS2 and PS1 have been mentioned. The only thing I have to add is zerging from base to base for 2-4 cert points gets boring...fast.


12. Resource System: All vehicles: everything is too cheap. All vehicle resource costs (except the Sunderer, maybe) should go up at least 25%. This will push players to manage their resources more carefully. Vehicle spam should be discouraged, but not restricted.

13. Game mechanics: Heavy Assault: should not be allowed to pilot vehicles. This will reduce vehicle spam and force Heavy assault characters to gun or ride in other vehicles for transportation. They have plenty going on with their weapons anyway.

14. Game Mechanics: MBT: The driver/gunner issue has been talked about to death. It seems (at least for the short term) that things are going to stay as they are. I think adding this feature (and balancing it appropriately to one-man tanks, very important) is key to adding more depth to the ground game, and not the static "pow pow pow boom!" slugfest gameplay you see against armor now.

15. Tank Mines/C4: Do not allow mines to be placed on top of each-other. C4 should require a vehicle to be completely stopped during placement for it to do full damage. If its placed while the vehicle is in motion, damage should be reduced appropriately.

16. Game balance: MBT vs ESF - ESF does a fly-by and one-rounds MBT in the rear. MBT is 250 resource points. ESF is 200 resource points. ESF is solo. MBT was fully manned (2 players). ESF A2G weapon did 90%+ damage to MBT in one volley, and is effective against infantry and other aircraft. MBT fired back with AA weapon that is only effective against Air (walker), because of weapon arc and damage restrictions, and only did 25% damage. ESF flies away and does it again.....

You see where I'm going with this? If a vehicle is balanced around its resource cost and player-count the above is a perfect example of vehicle imbalance.

17. Give subscribers of PS2 access to PS1 for free.





TL;DR:

Hackers are becoming abundant. Air/Ground is still not balanced. Skyguard and Walker damage need to be adjusted. Lib damage needs to be reported better. Vehicles/Aircraft with secondary guns need position indicators. Base design needs be re-thought on new continents. Heavy assault should be restricted from driving. Resource costs need to go up across-the-board. All bases need doors/shields. Reduce one-hit-killing/IWIN buttons. Bring back driver/gunner. Give PS2 subscribers access to PS1.
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Old 2012-12-06, 11:26 PM   [Ignore Me] #45
Beerbeer
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Re: SOE have always been reactive not proactive.


Well, I'm speculating that most of my steam friends who I egged to try this game have stopped playing for two reasons, which they flat-out told me, so maybe I'm not speculating:

1. Extreme learning curve and not very user friendly
2. Incessant vehicle spawn camping
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