News: New Patch Notes - Test Server 13-06-13 - Page 3 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: will it blend?
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Old 2013-06-13, 07:09 PM   [Ignore Me] #1
Thunderhawk
Contributor
Second Lieutenant
 
Thunderhawk's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Frizz View Post
Whoever is in charge of game balance in ps2 needs to be tuned, tweaked, and optimized.
LOL

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 ?
__________________
Thunderhawk is offline  
Reply With Quote
Old 2013-06-13, 07:10 PM   [Ignore Me] #2
Chewy
Major
 
Re: New Patch Notes - Test Sever 13-06-13


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.
Chewy is offline  
Reply With Quote
Old 2013-06-13, 07:18 PM   [Ignore Me] #3
Shogun
Contributor
General
 
Shogun's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


__________________
***********************official bittervet*********************

stand tall, fight bold, wear blue and gold!
Shogun is offline  
Reply With Quote
Old 2013-06-13, 07:24 PM   [Ignore Me] #4
DirtyBird
Contributor
Lieutenant Colonel
 
Re: New Patch Notes - Test Sever 13-06-13


Zoey isnt the first MAX to get a double nerf.
But with every man and his dog using it the inevitable flood of tears was predictable.
__________________
DirtyBird is offline  
Reply With Quote
Old 2013-06-13, 07:28 PM   [Ignore Me] #5
Shogun
Contributor
General
 
Shogun's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


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?
__________________
***********************official bittervet*********************

stand tall, fight bold, wear blue and gold!
Shogun is offline  
Reply With Quote
Old 2013-06-13, 09:12 PM   [Ignore Me] #6
Rolfski
Major
 
Rolfski's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


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:
Originally Posted by Rolfski View Post
  1. See where your outfit is on the map (when operating with multiple platoons)
  2. Full alpha squad should not automatically make platoons unlisted
  3. Scopes and attachments (like 2X reflex, burst fire mode, compensator, etc) to be more consistent and make more sense
  4. Render bullet impact for a longer time and at longer ranges to make the VR basement shooting range more useful
  5. Configure your own daily/bundle sale (premium members)
  6. Add first shot recoil and horizontal recoil to the in-game weapon stats (these are important stats!)
  7. Show friendly/enemy activity and territory control in one single overview without having to switch between filters
  8. Spawn room roofs should have a downwards elevator
  9. Make drawing on the map possible and for your team mates to see
  10. More load-out slots
  11. VR room empty slot bug
  12. Zero respawn time to Warpgate
  13. Gifting SC option
  14. See your ping
  15. Platoon leaders being able to move themselves
  16. Platoon leaders should be in the /leader channel
  17. Platoon leaders being able to set squad waypoints
  18. Visible timer on the cool-down of squad beacon
  19. Multiple (sequential) way points
  20. Ammo counter for drivers
  21. Vehicle refitting
  22. See upgrades in death screen
  23. Remove death icon if an ally can no longer be revived
  24. Pistol always slot 2
  25. Show active mines/C4 deployed
  26. Gunner turret direction indicator for drivers
  27. Configure colors of HUD and map separately
  28. Customizable squad colors
  29. Stats overhaul focusing on team play stats, not K/D ratio
  30. Give Annihilator an edge over the Striker (like dump fire ability)
  31. AV grenades should be sticky
  32. Make flashlights useful
  33. Weapon stability on vehicles
  34. Bug where you accept a revive but the revive notification sticks
  35. Reward members for following squad/platoon orders
  36. Equal rewards for gunners and drivers
  37. Decrease spotting cool-down
  38. Add squad/platoon continent location in social squad screen
  39. Show red dots better on the minimap
  40. Mana turrets to be manned by friendlies default
  41. Secondary non-empire specific MBT guns (like G30 Walker) should be a account wide unlocked
  42. Default class needs access to SMG to give new players the option as CQB infiltrator
  43. Bug that prevents rendering iron sight/scope when entering VR room
  44. Compared to the NV scope, the other scopes are way too jumpy
  45. Make this game default pre-installed on PlayStation 4 :-)
As for the map tutorial, it's a step in the right direction but not there yet. For starters, the amount of info is too much and too sequential. It should be brought more interactive (maybe use mouse-over) and/or in selectable chapters.
Rolfski is offline  
Reply With Quote
This is the last VIP post in this thread.   Old 2013-06-13, 09:38 PM   [Ignore Me] #7
Malorn
Contributor
PlanetSide 2
Game Designer
 
Re: New Patch Notes - Test Sever 13-06-13


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.
__________________
Malorn is offline  
Reply With Quote
Old 2013-06-13, 09:54 PM   [Ignore Me] #8
HitbackTR
Sergeant
 
Re: New Patch Notes - Test Sever 13-06-13


ZOE nerf, who didn't see that coming, seriously. Won't stop VS maxes being effective though if they are being used by good players, ZOE or not.
HitbackTR is offline  
Reply With Quote
Old 2013-06-13, 10:39 PM   [Ignore Me] #9
Whiteagle
Major
 
Whiteagle's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


Hey Malorn, since you're still around...



...What the FUCK is this?
Whiteagle is offline  
Reply With Quote
Old 2013-06-13, 11:30 PM   [Ignore Me] #10
Chewy
Major
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Whiteagle View Post
Hey Malorn, since you're still around...



...What the FUCK is this?
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.
Chewy is offline  
Reply With Quote
Old 2013-06-14, 07:53 PM   [Ignore Me] #11
Whiteagle
Major
 
Whiteagle's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Chewy View Post
I like that. It limits the no mans lands around a tower base.
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...
Whiteagle is offline  
Reply With Quote
Old 2013-06-14, 10:11 PM   [Ignore Me] #12
Chewy
Major
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Whiteagle View Post
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...
The point of defending a base is to stop the enemy from getting inside the base. Once the attackers get inside the main tower the defenders already lost a LOT of ground from not defending the entire base and shouldn't have an easy time to get them out. Once attackers get inside a base they can use the defenders own cover against them and have earned to right to do so.

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.
Chewy is offline  
Reply With Quote
Old 2013-06-14, 12:42 AM   [Ignore Me] #13
Rolfski
Major
 
Rolfski's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Malorn View Post
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.
Well that's exactly my problem with the current map tutorial. While the info on the topics is brief, it doesn't FEEL short for me as a new player because the way it is presented right now. I have to wade to 13 pages of explanations to learn about basic game concepts and the map. For me as a player that is information overload, I'm lost after page 3.

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.
Rolfski is offline  
Reply With Quote
Old 2013-06-13, 09:54 PM   [Ignore Me] #14
Timealude
Captain
 
Timealude's Avatar
 
Re: New Patch Notes - Test Sever 13-06-13


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.
Timealude is offline  
Reply With Quote
Old 2013-06-13, 10:37 PM   [Ignore Me] #15
DirtyBird
Contributor
Lieutenant Colonel
 
Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Timealude View Post
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.
Isnt that interesting.
Someone who says it seems like the ZOE nerf didnt go through and others claim its nerfed way too much.
Both VS.
__________________
DirtyBird is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:36 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.