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Old 2012-12-18, 08:14 PM   [Ignore Me] #31
Wahooo
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


Originally Posted by Mordelicius View Post
My point is, the only way to convince Sony to change their open-ended Base Design is give up fast XP farming.
Only way? No it isn't the ONLY way.

While the suggestions on changing bases are arguably well-meaning, it's all player-centric. Sony's position wasn't even part of the discussion or equation. It means SOE ain't gonna bite because the faster players farm their kill, the less they sell the Certs and XP boosts.

And why wouldn't the enjoyment of the game be player-centric? There has been no change to XP gained by many people the changes they've made have just turned it to zerging attackers instead of defenders.
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Look, the game's concept of large battles, epic long fights for small patches of territory.

PLANNING, TEAMWORK AND COMMUNICATION!
In PlanetSide 2 battles can last for days or even weeks, and finally taking control of the base means it's yours until someone can take it back. Working strategically as a team to capture key tactical positions such as power plants and ammo depots have long-lasting effects that can shift the tide of battle. Victory requires strategic teamwork and a quick trigger finger to survive the massive battles.


THAT REQUIRES DEFENSIBLE BASES. You are assuming a lot about what SOE wants, and I personally don't think you are correct in those assumptions about SOE's concerns.
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Old 2012-12-18, 08:27 PM   [Ignore Me] #32
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


Originally Posted by Calisai View Post
I swear its an attempt to improve performance by thinning out the herd. The less players jammed in a single area, the better the performance of the server. The old tech plant farms were pretty epic. That is when you were able to see the hundreds of players zerging in... but then draw distance issues happened... and grenade spam, etc.
This is probably the truth. Although the results they got was a thinning out of the server population instead. People go to places like the crown and old tech plant because they had fun, not because of some cert/xp formula. Remove the fun and people remove themselves from the game.
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Old 2012-12-18, 08:28 PM   [Ignore Me] #33
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


Then give a plausible reason why the almost current bases are designed this way? There are no place to turtle, camp or farm. The remaining hotspots are Biolabs and the Crown. Every room you go to there's a flank, a window or a second door. Every bases, there are numerous entry points.

The only reason I can think of is they are eliminating all high kill hotspots so they can sell more xp boosts and certs. They could have turned the Amp Station into a Techplant by adding two doors in to building A. Insteady, they turned Techplants into Amp Station.

Who the heck doesn't love Tech Plants? The sheer majority of players loved the old Tech Plants for its epic meatgrinder battles.
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Old 2012-12-18, 08:51 PM   [Ignore Me] #34
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


There are a lot of possibilities. The Devs didn't respect the simplemindedness of much of the player base. They didn't expect the level of rage quit to the zerg and the inability of so many to actually think and act tactically. The Sunderer had the shield diffuser for a reason, but the mindless zerg marching headlong into the grenade spam of the techplant double doorways couldn't grasp the concept.

There was some thought given to tactics and base offense but there were two problems. Some of the devs ideas about defense seems to be very wrong and over complicated I would assume, AND they caved in to the people who were quitting because they were getting farmed non-stop at the back door of those tech-plants.

I really believe they thought the attacking vehicles coming into the AMP stations and around the tech plants could be countered by a defensive push out with vehicles and HA/maxes. They are simply wrong. it becomes a choke point in reverse. There is only one major direction the defenders can try and push out from and the attackers are all over. No room to maneuver, no hope of success. They over reached in their thoughts about the zerg being able to use tactics to attack, they countered with to simplistic an approach and seem to have over reached on their thoughts about what a defending force is able to do.

I really fail to see where XP grinding and the buying of boosts comes into the decisions at all. They know the money comes in if people are playing, what they are concerned with is the people who are quitting and why. Obviously the numbers of people who quit because the techplants were farming them are higher than the number of people who are quitting because the bases and hexes changes hands so quickly and easily.
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Old 2012-12-18, 09:15 PM   [Ignore Me] #35
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


Originally Posted by Wahooo View Post
There are a lot of possibilities. The Devs didn't respect the simplemindedness of much of the player base. They didn't expect the level of rage quit to the zerg and the inability of so many to actually think and act tactically. The Sunderer had the shield diffuser for a reason, but the mindless zerg marching headlong into the grenade spam of the techplant double doorways couldn't grasp the concept.

There was some thought given to tactics and base offense but there were two problems. Some of the devs ideas about defense seems to be very wrong and over complicated I would assume, AND they caved in to the people who were quitting because they were getting farmed non-stop at the back door of those tech-plants.

I really believe they thought the attacking vehicles coming into the AMP stations and around the tech plants could be countered by a defensive push out with vehicles and HA/maxes. They are simply wrong. it becomes a choke point in reverse. There is only one major direction the defenders can try and push out from and the attackers are all over. No room to maneuver, no hope of success. They over reached in their thoughts about the zerg being able to use tactics to attack, they countered with to simplistic an approach and seem to have over reached on their thoughts about what a defending force is able to do.

I really fail to see where XP grinding and the buying of boosts comes into the decisions at all. They know the money comes in if people are playing, what they are concerned with is the people who are quitting and why. .
Did you even do tech plant battles much? I spent a lot of time in the old tech plant battles and saw a lot of tactics going on as well as mindless moment to moment fighting. I saw the AMS kitted out with the shield diffusers work. I saw it countered pretty effectively with tank mines.

Obviously the numbers of people who quit because the techplants were farming them are higher than the number of people who are quitting because the bases and hexes changes hands so quickly and easily
I highly doubt this. We only saw the decline in pops happen after the tech plant change. It could be coincidence, but that is when it started happening.
Besides you weren't forced to go the tech plant like you're not forced to go to the crown. But when you remove the tech plant you removed something a fucken lot of people loved.
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Old 2012-12-18, 09:29 PM   [Ignore Me] #36
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


SoE nerfed tech plants to end the raging about touching-tips-length rendering, which was making them the laughing stock of the internet.

The cynicism of the three week shield breaker special prior was priceless.
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Old 2012-12-18, 09:51 PM   [Ignore Me] #37
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


I'm sure it was the rendering/server issue. Somehow I thought it was cool we the players could break the game like that because of our awesome baddass epic battles. If this was the reason, they should of did something else besides that crappy wack-a-generator bullcrap that's in the amp station. I hate the amp station because it's a tedious frustrating thing to capture or defend. Run forever to the gen to repair or hack, get killed, rinse and repeat. Wack-a-mole at its finest. I'll admit the current Tech Plant is much funner than the Amp Station, but just pales in comparison to the old glory days.
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Old 2012-12-18, 10:11 PM   [Ignore Me] #38
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Re: Attn SOE: Time to Implement Kill-XP Cooldown Mechanic


Timer that reduces the XP given for a person who keeps spawnming themselves will also limit the amount people try to stat-pad, off on a far away location of the base ;p
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