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Old 2011-11-11, 09:16 PM   [Ignore Me] #31
Captain B
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Re: Massively New Conglomerate Q&A


YES! OUTFIT WARSHIPS!
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Old 2011-11-11, 09:26 PM   [Ignore Me] #32
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Re: Massively New Conglomerate Q&A


Twitch gameplay fo NC? NC was always mainly for killwhores, and now there will be even more killwhore reinforcements for them from other games twitch based games.
But does that mean that TR and VS have different gameplay? I really hope so. It would be really interesting that every empire would have slightly different gameplay. Something where you need to think, use tactics and not only fast hands?
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Old 2011-11-11, 09:27 PM   [Ignore Me] #33
HELLFISH88
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Re: Massively New Conglomerate Q&A


These are the most beautiful game screenshots I've ever seen...and I'm taking into account my nostalgic feelings about the planetside franchise as a whole.


This is absolutely unbelievable for an MMO. What the fuck is Forgelight made of?
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Old 2011-11-11, 09:29 PM   [Ignore Me] #34
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Re: Massively New Conglomerate Q&A


Originally Posted by HELLFISH88 View Post
This is absolutely unbelievable for an MMO. What the fuck is Forgelight made of?
Nanites, duh.
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Old 2011-11-11, 09:33 PM   [Ignore Me] #35
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Re: Massively New Conglomerate Q&A


Originally Posted by Bravix View Post
Nanites, duh.
"like"
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Old 2011-11-11, 09:59 PM   [Ignore Me] #36
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Re: Massively New Conglomerate Q&A


Originally Posted by Higby View Post
They won't fulfill the same gameplay role as sancs do (i.e. launching point for combat). Maybe they'll be hubs for outfit housing and meeting places or something. We're still in really early planning phases for them but thats the direction I'm kind of leaning in.
I still dont get this enitre "faster into combat" reasoning for them. Really, whats the difference between sancs and those things? What stops you from just keeping them out, adding sancs, and still keep the "get fast into combat" stuff?

Right now, the way i see it, you guys pretty much took out the only sense of victory planetside had: Locking a continent. Instead, you added one big problem: During off hours, especialy during nights, people will just ghost hack the crap out of everything, and there wont be any way to stop it. Even if you somehow manage to split the population well enough to have each continent full on all servers during prime time, once prime time is over, everything is screwed. The big fight during night will happen somewhere, and all other continents are free to be ghosted by single guys.

So, just give us the sancs back, keep those uncappable bases out, but also keep the ability to just log in, see the map first, and choose on what continent you want to go. That still allows the fast into combat stuff, but now also gives the possiblility to fully control a continent AND gives everyone a proper staging point for those big ass raids (Sanc).
Win Win Win situation.


Or do i just get the entire thing wrong? just explain already how its ment to work, and what you got to make it work that way. The collective mind of us veterans can tell you pretty quickly if this can actually work. Remember, we are gamers, we are forced by nature to rip apart every system and just exploit it for our own benefit.
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Old 2011-11-11, 10:12 PM   [Ignore Me] #37
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Re: Massively New Conglomerate Q&A


Originally Posted by basti View Post
I still dont get this enitre "faster into combat" reasoning for them. Really, whats the difference between sancs and those things? What stops you from just keeping them out, adding sancs, and still keep the "get fast into combat" stuff?

Right now, the way i see it, you guys pretty much took out the only sense of victory planetside had: Locking a continent. Instead, you added one big problem: During off hours, especialy during nights, people will just ghost hack the crap out of everything, and there wont be any way to stop it. Even if you somehow manage to split the population well enough to have each continent full on all servers during prime time, once prime time is over, everything is screwed. The big fight during night will happen somewhere, and all other continents are free to be ghosted by single guys.

So, just give us the sancs back, keep those uncappable bases out, but also keep the ability to just log in, see the map first, and choose on what continent you want to go. That still allows the fast into combat stuff, but now also gives the possiblility to fully control a continent AND gives everyone a proper staging point for those big ass raids (Sanc).
Win Win Win situation.


Or do i just get the entire thing wrong? just explain already how its ment to work, and what you got to make it work that way. The collective mind of us veterans can tell you pretty quickly if this can actually work. Remember, we are gamers, we are forced by nature to rip apart every system and just exploit it for our own benefit.
"Like"

Just keep the Sanc's smaller than they were... no need to spawn at one of 3 random locations to try and find your outfit; whom are waiting for you to teleport over to start a carpet bombing run or gal drop or something
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Old 2011-11-11, 10:44 PM   [Ignore Me] #38
Sifer2
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Re: Massively New Conglomerate Q&A


Originally Posted by MgFalcon View Post
"Like"

Just keep the Sanc's smaller than they were... no need to spawn at one of 3 random locations to try and find your outfit; whom are waiting for you to teleport over to start a carpet bombing run or gal drop or something

That's how cities in WoW worked at launch. Then when tons of people were lagging out they realized hmm maybe its a better idea to have people spawn into different parts of the city lol.

That's one possible reason for sanctuary removal they have not mentioned is it may be part of their strategy to spread people out. But I don't think anyone likes the idea of not being able to fully capture the continents.
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Old 2011-11-11, 11:08 PM   [Ignore Me] #39
HELLFISH88
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Re: Massively New Conglomerate Q&A


Originally Posted by basti View Post
I still dont get this enitre "faster into combat" reasoning for them. Really, whats the difference between sancs and those things? What stops you from just keeping them out, adding sancs, and still keep the "get fast into combat" stuff?

Right now, the way i see it, you guys pretty much took out the only sense of victory planetside had: Locking a continent. Instead, you added one big problem: During off hours, especialy during nights, people will just ghost hack the crap out of everything, and there wont be any way to stop it. Even if you somehow manage to split the population well enough to have each continent full on all servers during prime time, once prime time is over, everything is screwed. The big fight during night will happen somewhere, and all other continents are free to be ghosted by single guys.

So, just give us the sancs back, keep those uncappable bases out, but also keep the ability to just log in, see the map first, and choose on what continent you want to go. That still allows the fast into combat stuff, but now also gives the possiblility to fully control a continent AND gives everyone a proper staging point for those big ass raids (Sanc).
Win Win Win situation.


Or do i just get the entire thing wrong? just explain already how its ment to work, and what you got to make it work that way. The collective mind of us veterans can tell you pretty quickly if this can actually work. Remember, we are gamers, we are forced by nature to rip apart every system and just exploit it for our own benefit.
Basti is right, Cont. locks are good and Ghost hacks are bad. In planetside the biggest "delay" of getting into combat was the HART timer. I understand SOE is trying to appeal to the more fast paced way FPS has evolved; but if a player can't wait 5 minutes to enter the game then they are awfully impatient. Sanctuaries were a good concept and we should simply re imagine them. If you want to scratch that "fast itch" then make it possible to log into a friendly base under certain conditions. I have to ask, Does the development team feel inclined to speed up entrance to combat because of games like COD or Battlefield? Have we not already decided this game ISN'T either of those? HART was a pretty good idea, why not simply allow people to load in ON the HART and deploy via Drop pod from there?

I don't mind the removal of the Sanctuary's as much as I dislike not being able to lock continents. Basti is really correct in his assertion in that locking continents are planetside's equivalent of "duh, winning". The beachhead idea kind of takes that away..and who is to stop one faction from "Beachhead camping" the other? (3rd empire?)
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Old 2011-11-11, 11:13 PM   [Ignore Me] #40
Aaron
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Re: Massively New Conglomerate Q&A


That screenshot...that's something else. Anyone else think that this game will be the king of all action games in existence?
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Old 2011-11-12, 12:10 AM   [Ignore Me] #41
MooK
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Re: Massively New Conglomerate Q&A


That NC ATV is delicious.
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Old 2011-11-12, 12:49 AM   [Ignore Me] #42
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Re: Massively New Conglomerate Q&A


I'm all for no sancs. Really only becuase of the home conts they made in PS1. I hated always having to give up all headway you made on one continent with the 1 faction just because the other faction wanted to attack your home cont. Maybe this will get the fight moving to different continents more often and lessen the chance of another cyssorside. I'm all about it. You all say it is no diferent so what does it matter then?

Say no to SANC!
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Old 2011-11-12, 01:08 AM   [Ignore Me] #43
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Re: Massively New Conglomerate Q&A


The wierdest change beside lock mechanism imo is still the 'driver is gunner' thingy. I mean it may be understandable for Prowlers and Vanguards... but I can't really imagine any decent Magrider/Skyguard hit-and-run action without a dedicated gunner.

Let's hope the driver can still delegate his turret control or something...
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Old 2011-11-12, 01:20 AM   [Ignore Me] #44
HELLFISH88
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Re: Massively New Conglomerate Q&A


Originally Posted by Blakein View Post
The wierdest change beside lock mechanism imo is still the 'driver is gunner' thingy. I mean it may be understandable for Prowlers and Vanguards... but I can't really imagine any decent Magrider/Skyguard hit-and-run action without a dedicated gunner.

Let's hope the driver can still delegate his turret control or something...
This keeps me up at night. I feel it infringes on Teamwork elements of game play. Having to find a Gunner is part of what made Planetside...Planetside. If I had to chose one change to be mad over it is def. this one. This is one element of Battlefield I think we don't need
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Old 2011-11-12, 01:38 AM   [Ignore Me] #45
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Re: Massively New Conglomerate Q&A


Originally Posted by HELLFISH88 View Post
This keeps me up at night. I feel it infringes on Teamwork elements of game play. Having to find a Gunner is part of what made Planetside...Planetside. If I had to chose one change to be mad over it is def. this one. This is one element of Battlefield I think we don't need
I would be worried if it hadn't been stated that you can mount your own secondary gun to be controlled by a gunner. Drivers that don't use gunners will die more often until they realize that having a gunner can turn a medium battle tank into a force to be reckoned with. While they learn, they are high-BEP cannon fodder ripe for farming so everyone wins!
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