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PSU: will it blend?
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2013-06-13, 07:09 PM | [Ignore Me] #1 | |||
Seriously though SoE, Double NERF ? really this is what you call balance ? There's a problem, I agree, but why o' why do you have to do 2 changes at once ? Can't you do one, see how it goes, then do the other ? Won't be using ZoE on my MAX anymore if this stays in.... On another note, when are we getting the token to reset our certs ? |
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2013-06-13, 07:10 PM | [Ignore Me] #2 | ||
Major
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A double nerf to ZOE looks strong but it is nothing to what happened to the NC MAXes weapons. ZOE is an option that lets you choose how to take on a role. We have no other options to choose from in MAX AI weapons.
NC MAX shotguns nerfs- Mag size Ammo count Damage ROF ZOE nerfs- 10% more damage. Taking it's stock HP to an effective 7,000. 8 second fuel time (any word on charge timer?) ZOE is now a real option to charge, but is still just an option for an already damn good class. NC MAXes don't have any other options to the nerfs we got. Be thankful the devs didn't take it further. |
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2013-06-13, 07:28 PM | [Ignore Me] #5 | ||
i especially like the squad window changes!
had no chance to check the pst yet, but on paper it loooks sweet and is very appreciated! and thanks for obviously reacting so quickly to the requests of visual effects for hotdroppers! are you going to update the pst with more quality of life additions as they are coming along?
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-13, 09:12 PM | [Ignore Me] #6 | |||
Major
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Lot's of good changes, my favourite being continent lock conditions and medic trains. These will have a huge positive impact on the game.
That being said, there are tons of quality of life features still missing. From my own list for instance, which had quite a few frequently demanded and easy to implement features like more load-out slots, only a few made it:
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2013-06-13, 09:38 PM | [Ignore Me] #7 | ||
Contributor PlanetSide 2
Game Designer |
I mentioned this on FNO a few weeks back, but here's a quick recap now that you have the context of the tutorial and the map tutorial...
The map tutorial is a prototype for a more robust in-game help. The viewer is rather simple with just cycling pages, but if you imagine an index and some additional navigation tools there can be a lot more content in there and then it becomes more of a universal help browser. Then various help buttons in the UI are linked to the appropriate page in the browser. Adding additional pages, topics, and links is then fairly straightforward and more can be added over time. Simple and easy is important here, the fancier it gets the longer it takes and potentially the more confusing it can be. Simple and consistent. That's where we'd like to go with it, so if concepts or topics are missing that you'd like to see, let me know and I can see about adding it in. The big picture is that the interactive tutorial when you make a character teaches you the game fundamentals (with vehicles, generators, jump pads, turrets, shields coming Soon to that). When you're done with that you should know how to do the basic things in the game, capture facilities, switch classes, get vehicles, respawn, and instant action. With that you can get in and start having fun relatively quickly after starting a character. Then to compliment that and support additional learning over time you have in-game help reference like the map tutorial. Now expand that to experience, certs, marketplace, loadouts, etc. The idea is to allow players to discover the game and easily find help about the game concepts and the UI but to do so at their own pace. Trying to put too much information at a player in the tutorial will just be information overload. That's why the tutorial is fairly short, and more complicated concepts like how to read the map can be provided as reference for them to pick up on their own pace. No promises on when (or if) any of that will get added in, but that's the general idea. The Map Tutorial is the first step to the in-game help manual side of things. |
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2013-06-13, 11:30 PM | [Ignore Me] #10 | ||
Major
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I like that. It limits the no mans lands around a tower base. As is on live a good chunk of the towers back is a no go for any vehicles or get hit from people behind the shields, same with the vehicle bay. You also couldn't get to the stairs without having to watch for shield campers. Some good shots can hold on both stairs without having to be in any risk.
Tower shields are safe spots at 3 places for defenders to camp. 2nd floor is easy to avoid and the top is a pain for air but needed to stop tank spam. Defenders don't need one at the ground floor as well. The portal is still there and still has a shield so you can still get down safely but can't use it as a crutch anymore. |
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2013-06-14, 07:53 PM | [Ignore Me] #11 | ||
Major
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Yeah, I can understand the reasoning BEHIND the change, but as it is the shield might as well not be there!
Right now you just have the teleporter and a killzone, you are just going to have a single attacker camp that exit and completely negate it as a means of moving to ground level while under attack. What I would do is consolidate the Vehicle Balcony stairs into a single staircase, put the teleporter under that, and have shielded exits into two Infantry tunnels running from either side of stairs to the outside. BAM, now we've got a safer exit for defenders but they can't abuse it to camp attackers! You can't be lazy with this sort of thing though, you have to be willing to do more remodeling then switching where the shield is, else you end up with shitty open sheds and set pieces instead of fuctional shooter maps... |
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2013-06-14, 10:11 PM | [Ignore Me] #12 | |||
Major
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It's cheap as hell for 2-3 defenders to camp behind those shields and stop any vehicles from being able to use an entire side of the tower and the main vehicle bay. You can't go anywhere around those shields with anything without counter camping them. Those shields on a tower give spawn safety abusers 5 places to camp from. Tower top, balcony, 3rd floor doors, main bay, and the back yard. Limiting the ground floor camping is a good thing if you ask me. Defenders will still have 4 spawn exits to use in safety. Top, balcony, 3rd floor, and now just a single door on ground floor. You're not defending a base if you let attackers in the base. |
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2013-06-14, 12:42 AM | [Ignore Me] #13 | |||
Major
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The reason being that when I read that hovering over territory will show additional region info, I want to instantly try that out. But now I have to shut down the tutorial to experience it myself and then reboot it again. That's just annoying. This problem can be easily solved by making the tutorial a regular multi-task window that just sticks on top of the map, can be dragged around but still allows for the player trying stuff out on the go while he reads about it in the tutorial. Last edited by Rolfski; 2013-06-14 at 12:49 AM. |
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2013-06-13, 09:54 PM | [Ignore Me] #14 | ||
Captain
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seems they also combined all the composite armor and the other helmets into there own little packs. Also seems like they may have changed the explosions used for flak and im not sure about this but it seems the ZOE nerf didnt go through.
Last edited by Timealude; 2013-06-13 at 10:00 PM. |
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2013-06-13, 10:37 PM | [Ignore Me] #15 | |||
Contributor Lieutenant Colonel
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Someone who says it seems like the ZOE nerf didnt go through and others claim its nerfed way too much. Both VS. |
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