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Old 2012-08-10, 01:59 PM   [Ignore Me] #31
Boone
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Re: Planetside 2 a worthy sequel?


Originally Posted by Program View Post
Yeah, I agree with your here. I've never played the original Planetside, but I do notice a distinct lack of walls when comparing the PS2 facilities with the original bases. I also wish there were an open class system, an inventory, and that the game offered a bit more player freedom.

However, the shooting looks great and it's a gigantic game!
I never played the original Planetside either. Just watched some short video clips, but from what I saw the bases in Planetside, atleast once inside just looked like bottleneck/Operation Metro type shit..then again..I never played .

I personally think the bases look great regardless of walls. I could go either way with it really..I don't tend to nit pick all that much. I can understand people wanting doors but like I said it doesn't really bother me all that much.

I'm sure there is still quite a bit left to show and implement come release. I do understand the nostalgia though (I want UO2).
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Old 2012-08-10, 02:00 PM   [Ignore Me] #32
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Re: Planetside 2 a worthy sequel?


Originally Posted by Syphus View Post
I have no idea what your hard-on for Doors is about.

Every single base attack was the same thing in PS1. Go down one of a few paths to console, hack, wait, obnoxiously bring ANT. Go to next base, repeat. You could've replaced any base with a medieval castle and you wouldn't have noticed the difference.

This system makes taking basis a bit more active, while at the same time the terrain and base layouts will make taking bases different, as we saw with The Crown.

As an aside, from what we've seen of Biolabs, they look like they might be most similar to PS1 capturing.
Right now base battles have no flow.It looks like a bunch of little kids runing around playing lazer tag
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Old 2012-08-10, 02:06 PM   [Ignore Me] #33
Comet
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Re: Planetside 2 a worthy sequel?


For those worried about base captures. They have already stated a few times they are currently working on how they work to add more depth to them. This includes how spawning works around/in the base, delays on attempts after capture and more than just capture nodes to add to the strategy of taking a base like making vital parts (generators, vehicle pads, ect.) more accessible to the attacking team. It's not going to just be a flat out arena that so many people are scared of.

They've also gone over the problems with the old PS1 base capture mechanics that prove it's an old design that can be made more progressive - which they are doing.
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Old 2012-08-10, 02:14 PM   [Ignore Me] #34
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Re: Planetside 2 a worthy sequel?


Originally Posted by Deadman View Post
I agree the BFR's could have been altered to a point where they were less frustrating to have around. Im excited about the prospect of new powerful and impressive looking titans of war in the future, however balance is the primary concern.
Limit the number of them on the same map? Players whine. Limit them to only the highest ranked players? Players whine. Inevitably the devs cave in from all the bitching on the forums and allow everyone and their mother to drive around in death machines. The game morphs into the next Mechwarrior game but one that feels very unengaging and stale.

So you would have to consider adding these cool things but not having 6000 of them roaming around at the same time and somehow keeping the playerbase happy (most players want access to everything these days without wait). Your idea of a outfit resource pool could well solve that as long as it was designed so it wouldn't go out of hand.

Yah it kinda leans on Eve's design of corporations/merc groups/whatever having pooled resources for their massive battlecruisers.

A simple way is to just make them cost a HELL of a lot more than they're really worth comparatively to individual unit purchases. It would be better to spend most of your resources on tanks and fighters, and then when your outfit loses these massive investments... IT HURTS. Carriers would act as spawn points for an Outfit, basically they'd be purchasable, mobile, naval bases for an outfit (that don't feed you resources). Battleships would support squad spawning (and only spawnable from a owned naval base), and Submarine fighters would just be spawned from carriers or coastal naval bases.

They could even extend PS2 beyond a persistent world with sea's to a supporting low orbit space... but that would be even more difficult to balance.

The Naval units are at least restricted in influence to the coast territories, and off coast platforms.

And yes, Balance is the most important factor. Balance > All Else... and having an ocean filled with 500 carriers would be just a lil inane :P
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Old 2012-08-14, 01:14 AM   [Ignore Me] #35
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Re: Planetside 2 a worthy sequel?


I hope characters battle ranks don't exceed to a point where every character can have every certification. That destroys each characters uniqueness.

Last edited by Drelam; 2012-08-14 at 01:16 AM.
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Old 2012-08-14, 01:35 AM   [Ignore Me] #36
Papscal
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Re: Planetside 2 a worthy sequel?


I am worried about spotting/big red names. No AMS. No Prone. And what looks like a pay to win system.
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Old 2012-08-14, 01:39 AM   [Ignore Me] #37
SpcFarlen
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Re: Planetside 2 a worthy sequel?


I really dont even think they should have slapped a 2 on it. Besides the names of vehicles, weapons and the factions... its really a different game. Higby did state that its a "re-imagining" rather than a true sequel.

So im really only going to judge it based on that. It has been almost a decade, so it deserves to be looked at with fresh eyes.

Originally Posted by Drelam View Post
I hope characters battle ranks don't exceed to a point where every character can have every certification. That destroys each characters uniqueness.
And you can unlock them all. But you are limited in number by which ones you can use. Cant have higher RoF, Damage, and Accuracy on a riffle for example. You can only have one.

Last edited by SpcFarlen; 2012-08-14 at 01:43 AM.
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Old 2012-08-14, 02:40 AM   [Ignore Me] #38
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Re: Planetside 2 a worthy sequel?


Yes the game is great. Obviously needs a lot of bug fixes and tweaks.

The game is lacking direction in its current state which im sure will be ramped up by SOE soon as Beta gets in full swing.
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Old 2012-08-14, 05:33 AM   [Ignore Me] #39
Bags
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Re: Planetside 2 a worthy sequel?


from what we've seen, very doubtful.
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Old 2012-08-14, 05:56 AM   [Ignore Me] #40
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Re: Planetside 2 a worthy sequel?


Originally Posted by Drelam View Post
I hope characters battle ranks don't exceed to a point where every character can have every certification. That destroys each characters uniqueness.
I don't think there's any link between battle rank and certifications, at least not in the old PS way.

You gain certs and battle rank at the same time by virtue of gaining xp but the only think battle rank appears to confer is the ability to answer the quetion 'what battle rank are you'.

Certifications don't seem to work in the same way that ps1's did, where if you had three cert points free you could cert main battle tank and then 6 hours later, if you wanted to you could uncert it and cert something else but you couldn't have both at the same time.

In ps2 it seems almost everything has it's own cert tree that is very deep. But you can still be a universal solider right out of the box, ie have the ability to drive tanks, fly aeroplanes, be a medic, be an engineer, be a max, be a light or heavy assault. The difference will be you will only be very basic versions of them until you invest your cert points into the specific cert trees.
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Old 2012-08-14, 06:11 AM   [Ignore Me] #41
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Re: Planetside 2 a worthy sequel?


Originally Posted by TheDecoy View Post
Probably will be utter chaos for the first month or two until outfits get organized and people figure out the game.
^ this. the players first need to get used to the game. find outfits. organize them. then they will learn about the game. things like landing a galaxy on a biolab platform (as seen in the total buiscit video). which are the viable weapons, upgrades and stuff..

when starcraft 2 came out the first televised tournament in korea is a joke compared to what you see now. because people have not figured the game out yet. and those were professional players!!

i feel like squads and platoons will be very very important when it comes down to chokepoints. given the complexity of the map itself and the structures there must be situation you can only solve by a organized well played out major attack.

If PS2 does not appeal to a PS1 vet - what will?!?!
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Old 2012-08-14, 11:13 AM   [Ignore Me] #42
Boone
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Re: Planetside 2 a worthy sequel?


Originally Posted by Papscal View Post
I am worried about spotting/big red names. No AMS. No Prone. And what looks like a pay to win system.
Please elaborate on how it looks P2W. That's a pretty stupid statement. No prone? Wow, get over it. Did it make BF3 that much better?

People complaining about the "flow" of battle is kind of a joke seeing as there is really no organization going on. Do you guys want to be told where to go? Not sure why people would want big long hallways to fight over, unless you really really enjoyed maps like Operation Metro, which all I heard was complaining.

Last edited by Boone; 2012-08-14 at 11:14 AM.
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Old 2012-08-14, 11:21 AM   [Ignore Me] #43
DOUBLEXBAUGH
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Re: Planetside 2 a worthy sequel?


Originally Posted by Syphus View Post
This system makes taking basis a bit more active, while at the same time the terrain and base layouts will make taking bases different, as we saw with The Crown.

As an aside, from what we've seen of Biolabs, they look like they might be most similar to PS1 capturing.
I really wish I could say how absolutely ironic these 2 statements are
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Old 2012-08-14, 12:36 PM   [Ignore Me] #44
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Re: Planetside 2 a worthy sequel?


Yes it's worthy.
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Old 2012-08-14, 12:50 PM   [Ignore Me] #45
Crator
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Re: Planetside 2 a worthy sequel?


It WILL be worthy! As long as DEVs listen to player base. Not just PS1 vet player-base but everyone in beta.
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