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2014-06-04, 02:20 PM | [Ignore Me] #1 | |||
First Sergeant
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Why would nubs stick around after getting mopped by vets? Um, because they're not pussies? That's the simple answer. Maybe you can't relate. That's how many of the dev decisions in this game seem to be made. 1) Nub(dev) logs in. 2) Nub gets owned. 3) Nub nerfs weapon/playstyle that owned him. What got me so addicted to online gaming was getting my ass handed to me in Counterstrike. |
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2014-06-04, 05:38 PM | [Ignore Me] #2 | |||
Sergeant Major
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So cool, you want the game to cater to the "hardcore master race alpha" nerd? Alright, then what you basically want is for the game to be empty, with only a couple hundred playing it per server. Kudos. Last edited by BlaxicanX; 2014-06-04 at 08:27 PM. |
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2014-06-04, 06:08 PM | [Ignore Me] #3 | |||
Nothing Muldoon wrote warranted such a reply.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2014-06-04 at 06:21 PM. |
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2014-06-04, 07:17 PM | [Ignore Me] #4 | ||
Lieutenant General
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Oi, that's uncalled for.
Just state your prefered design argument and provide some alternatives. Don't simply insult or suggest only the elite is allowed to play the game. Why not suggest some ways to let devs help players learn the game, rather than take the easy route and insult a dev for not doing as you want without being constructive about it? Even though I disagree with the solution taken by the dev team, he's got a point on the new player thing. However, while I disagree with the solution provided. Currently the game provides and applies a "bandaid" or "cure" for the player (to a minor extend). Personally I'd prefer "prevention" and teaching "self-medication" through tutorials and hints in game. Possibly players that die frequently getting some suggestions on changing their behaviour through loading screen texts or some such. Raging about it is not the solution. |
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2014-06-03, 03:21 PM | [Ignore Me] #5 | |||
If you don't offer a really good new player experience then chances are many of them won't stick around, also taking into account how frustrating PS2 gameplay can be for them.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2014-06-03, 04:12 PM | [Ignore Me] #6 | ||
First Sergeant
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Slightly off topic but maybe relevant would be the return of the underground vpads with doors at the end (or shields if you can't do doors) these in ps were awesome and we had alot of great infantry fights down them as another access point like the back doors and main doors.
As for the noob vs vet argument we have to remember with out noobs the game would die quickly because the vets would start to leave because pops would be low and so making pops lower so without new players and giving them some hand holding to an extent if it helps make them into a long term player then it's sacrifice we should make. It's not like we can't drop mines a little bit away from the pad. And as has been said they are such a cheap kill and very annoying to loose your sundie as you spawn it wasting your resources. I don't mind dieing to a tank or even c4 but a mine on a vpad is just lame in my eyes. As for contacting locking I'm all for it as long as hossin is in place then we can start a simplified version adding battle islands and more conts as time goes on. But hossin has been sat on test for what must be a year and that's ridiculous, just release it now and get searhus out ASAP too. We need more continents not guns. Last edited by Blynd; 2014-06-03 at 05:07 PM. |
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2014-06-03, 06:05 PM | [Ignore Me] #10 | ||
Lieutenant General
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I got some questions:
Asking, because you might discourage fighting at certain points where players give up. I would also suggest that if all continents are locked, the following occurs:
I would like to remind you that the original "Continent locking" had the following effects: Continent lock: - You would "lock" a continent by taking ALL the linked bases on the other side of the warpgates of that continent, thereby denying a link. - All minor bases (towers) switched to the winner's side once all major bases were captured. - Players weren't physically locked out of the continent. - You could still create a new link by neutralising a base (draining it from NTU) Continent closed: - For certain events, empires were literally prevented from entering a continent (they would be allowed to invade only one specific home continent of a single enemy who would often concentrate their forces on either fight due to lacking manpower for both). - As a consequence of the above, players would start ghosthacking the world if they won one of the home continent fights, since they couldn't go elsewhere. - Players had to wait and warpgate camp till the last continent would open. This would sometimes result in a complete world domination by the winner of the home cont defense that the defender gave up on. Cave lock: - All cave modules actived for all linked surface bases. Cave closed: - No more respawns possible, whether you have a base or AMS, just revives from medics. - Could still continue to fight and capture links if you still had a single remaining base. You could win through attrition (killing the enemies and prevent them from being revived). The system as proposed now - as I understand it anyway - reminds me an awful lot of a combination between the closed continent and closed cave. So that's a bit different from a "locked" continent. As stated before, the "lock" was capturing all access points on the other side of the warpgate (even a hack and therefore denying the link, would suffice to stop or stall an invasion, sometimes resulting in a counter-invasion!). I hope everyone is aware of the differences between the Locked Continent definition between PlanetSide 1 and 2. Last edited by Figment; 2014-06-03 at 06:27 PM. |
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2014-06-03, 06:10 PM | [Ignore Me] #11 | |||
Contributor PlanetSide 2
Associate Programmer |
When a continent lock is broken, the continent has it’s warpgates configuration incremented to the next and default territory split is set for all 3 empires, and spawning is reenabled. Thresholds are set by designers. It will trigger an alert. When the alert is won by the conquering faction, the continent is locked. Last stands will be subject to alert XP like normal. |
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2014-06-07, 09:50 PM | [Ignore Me] #12 | ||||
Contributor Major
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Is there any whisper of a chance we are going to get sanctuaries back? Even if they're just carbon copies of the 3D training environments stuck on teeny islands? They would eliminate the dozens of retards hanging around the WG and dragging down their empire's cont pop, and they give a wonderful place to gather for new assaults. They are important strategically and they lend themselves to that intangible of intangibles -- esprit de corps. Please?
Wow. Just wow. Never fucking mind, then. I'll never ask anything of you again.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2014-06-07 at 09:54 PM. |
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2014-06-08, 03:30 AM | [Ignore Me] #13 | |||
Corporal
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Although granted, not much of a "user's guide". |
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