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Old 2013-07-10, 07:40 PM   [Ignore Me] #31
SternLX
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Re: GU12 patchnotes


Originally Posted by bpostal View Post
You're missing the entire point and the root of my anger. Loadouts are something that should be free if they're going to be in the game at all.

It's part of the underlying philosophy and like I said it feels like SOE is trying to nickle and dime us, not because I feel entitled to three more loadouts but because EVERYONE should ALWAYS have access to as many loadouts as possible.

Charging for loadouts pisses me off immensely, giving members extra loadouts and then taking them away? That's just SOE pissing in my face saying 'fuck you'.
I'm neither agreeing or disagreeing with your sentiment here. But just to play devils advocate; you have to look at it from SOE's perspective. I've been in the Database Analytics and Management field for well, um... damn that's a long time now that I think about it, 20 years.
Anyway, it all comes down to Data storage, retrieval and transmittal costs. There is a lot of hidden costs there most people do not realize. Just ask any one who runs a Fan site with a Wiki(*cough*Hamma*cough*).

On the surface it may not seem like that much data, however these Load outs are stored server side. Multiply each character on a server x3 for a standard Free Player and the amount of data stored for just the characters alone grows incredibly fast.

Now with all that in mind. Someone has to pay for all that Data. Yes, you are entirely permitted to disagree, just keep in mind that as a Free to Play they are already footing the bill for a huge chunk of the data you are drawing and pushing to and from their servers.
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Old 2013-07-10, 08:35 PM   [Ignore Me] #32
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Re: GU12 patchnotes


Originally Posted by SternLX View Post
Could not agree more. I been wishing and hoping for a PPA Projectile speed increase since like... forever. The damage is good, not the best but good, however; dat Projectile speed! Or lack there of always puts me off from using the PPA. And I own all of them for some stupid reason. Damn impulse buys! *shakes fist*
They did increase the projectile speed once, not too long ago. They really don't know how to balance vehicle to infantry combat, having a short TTK for deaths does that.
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Old 2013-07-10, 09:30 PM   [Ignore Me] #33
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Re: GU12 patchnotes


I am ok with extra loadouts to subscribers, non subscribers can get then paying 500 sc each.
And it is the first advantage the subscribers get that it is useful and it is not p2w, nobody can claim it is a p2w advantage and everyone would like it.
It is the extra character slots for subscribers, it doesn´t change anything for me, but it is good to have it.
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Old 2013-07-10, 09:52 PM   [Ignore Me] #34
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Re: GU12 patchnotes


Well I managed to find a few positives from the notes.
  • Improved Vehicle Damage Feedback
    • Updated the directional damage arcs that display when you get hit
    • The intensity of the arcs are dependent on the normalized damage being received
  • The UI now shows indicators when vehicle passengers are hitting enemies
  • Recon device animation has been changed to show a single pulse instead of two (I hope they now work more 100% of the time)
  • Extra Loadouts, although having to pay for them is a bit meh, could have at least given everybody one more.

And the biggest lol from the notes....No deploy zone affects Prowlers
Thats a bitch because it means an early shutdown on Briggs to fix it.
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Old 2013-07-10, 11:00 PM   [Ignore Me] #35
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Re: GU12 patchnotes


Originally Posted by DirtyBird View Post
[LIST][*]Improved Vehicle Damage Feedback
  • Updated the directional damage arcs that display when you get hit
  • The intensity of the arcs are dependent on the normalized damage being received
But what does that mean? What does it do? I've noticed more of a red blur around that red arc of incoming damage but I haven't noticed it change at all and don't know what triggers it.
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Old 2013-07-10, 11:26 PM   [Ignore Me] #36
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Re: GU12 patchnotes


Originally Posted by Lonehunter View Post
But what does that mean? What does it do? I've noticed more of a red blur around that red arc of incoming damage but I haven't noticed it change at all and don't know what triggers it.
I dont know yet but doesnt it sound great?
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Old 2013-07-11, 12:05 AM   [Ignore Me] #37
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Re: GU12 patchnotes


Originally Posted by SternLX View Post
I'm neither agreeing or disagreeing with your sentiment here. But just to play devils advocate; you have to look at it from SOE's perspective. I've been in the Database Analytics and Management field for well, um... damn that's a long time now that I think about it, 20 years.
Anyway, it all comes down to Data storage, retrieval and transmittal costs. There is a lot of hidden costs there most people do not realize. Just ask any one who runs a Fan site with a Wiki(*cough*Hamma*cough*).

On the surface it may not seem like that much data, however these Load outs are stored server side. Multiply each character on a server x3 for a standard Free Player and the amount of data stored for just the characters alone grows incredibly fast.

Now with all that in mind. Someone has to pay for all that Data. Yes, you are entirely permitted to disagree, just keep in mind that as a Free to Play they are already footing the bill for a huge chunk of the data you are drawing and pushing to and from their servers.
Are you honestly going to sit there and use logic and reason?
I guess what you say makes sense and I do want to see this game succeed. That's partly why I've 'invested' so much money into a free to play game.

It just feels...wrong to charge for something as vital as loadout slots.
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Old 2013-07-11, 12:35 AM   [Ignore Me] #38
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Re: GU12 patchnotes


I guess some nerfs don't effect too much and pretty much deserved it, on top of that...first time I used the fury
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Old 2013-07-11, 01:54 AM   [Ignore Me] #39
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Re: GU12 patchnotes


Originally Posted by bpostal View Post
Loadouts are something that should be free if they're going to be in the game at all.
Why?

It's part of the underlying philosophy and like I said it feels like SOE is trying to nickle and dime us, not because I feel entitled to three more loadouts but because EVERYONE should ALWAYS have access to as many loadouts as possible.
"It's not entitlement if I think everyone should have it," is actually just thinly-veiled entitlement. This isn't civil liberties we're talking about. You don't actually care if other people have more loadouts for free; you're actually angry that you don't get them for free. It's just "safer" to pretend that you're angry on behalf of everyone, knowing that you're included in that group of people. If everyone gets extra free loadouts, then you do, too. Win.

Charging for loadouts pisses me off immensely, giving members extra loadouts and then taking them away? That's just SOE pissing in my face saying 'fuck you'.
I honestly can't even imagine being upset about this. I'm actually surprised that the extra character slots stay active when your membership runs out.

Last edited by Climhazzard; 2013-07-11 at 01:57 AM.
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Old 2013-07-11, 02:09 AM   [Ignore Me] #40
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Re: GU12 patchnotes


Originally Posted by SternLX View Post
Now with all that in mind. Someone has to pay for all that Data. Yes, you are entirely permitted to disagree, just keep in mind that as a Free to Play they are already footing the bill for a huge chunk of the data you are drawing and pushing to and from their servers.
I think when they are charging 7 bucks for a single gun, they can suck it up.
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Old 2013-07-11, 03:37 AM   [Ignore Me] #41
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Re: GU12 patchnotes


Bit of a disappointing patch, though there are some useful things there.

About loadout slots: I see why they want to monetize them, but it does feel pretty tight-fisted. Throwing in one more slot for free would have been a nice gesture, rather than making them all ones you have to pay for.

Also: am I the only one who thinks it's strange to have prominently numbered loadouts and yet not let you select them with the number keys?

How about this: allow selection of the classes with F1-F6, and selection of loadouts with 1-10. Pressing 1-10 to select a loadout would give you that equipment and close the screen. Alternatively pressing the same function key twice would give you the last loadout you used for that class.
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Old 2013-07-11, 04:31 AM   [Ignore Me] #42
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Re: GU12 patchnotes


Also: am I the only one who thinks it's strange to have prominently numbered loadouts and yet not let you select them with the number keys?

How about this: allow selection of the classes with F1-F6, and selection of loadouts with 1-10. Pressing 1-10 to select a loadout would give you that equipment and close the screen. Alternatively pressing the same function key twice would give you the last loadout you used for that class.
Yes I thought this straight away. Hopefully it's in the pipeline.

<see terminal> press E : class by keyboard number : loadout by keyboard number
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Old 2013-07-11, 06:02 AM   [Ignore Me] #43
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Re: GU12 patchnotes


Originally Posted by Ruffdog View Post
Yes I thought this straight away. Hopefully it's in the pipeline.

<see terminal> press E : class by keyboard number : loadout by keyboard number
The reason I'm suggesting function keys for class selection, is that it lets you quickly change the loadout of your current class if you don't want to change class.

Change loadout (but keep class): E -> 1-10
Change class and loadout: E -> F1-F6 -> 1-10
Change class (and use last-used loadout): E -> F1-F6 -> (same F-key again)

Also means if you're just tooling about in the loadout menu you can change back and forth between classes using the keyboard without also changing loadout or exiting the whole menu before you're ready.
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Old 2013-07-11, 08:00 AM   [Ignore Me] #44
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Re: GU12 patchnotes


the game is now completely going further into the wrong direction.

i always defended the f2p model as not being pay to win, but now it is.
f2p has totally killed the potential of planetside 2.

and the biggest fails that are responsible for bad gameplay are not even on the roadmap. the devs refuse to redesign the broken bases and spawnrooms and keep talking about subtl changes and workarounds for a problem that calls for a complete redesign.

i was hoping the game will evolve to something at least little planetside, but by now i agree with all the ex-players who are sure that ps2 will be a ghost town in a year.

it has major gameplay flaws and will be obsolete when the next generation of fps games hit the shelfs because those will look better and ps2 doesn´t deliver anything that sets it apart from them. it´s unbalancable, it´s a spawncampfest, it´s an arena game with only 3 disconnected independent maps, it has boring and bad weapons and is pay to win.
and the devs atopped correcting their biggest mistakes. they corrected the mistake of giving us no ams, but why did they stop there?

could please someone make a planetside remake under a different name on a crowdfunding basis? with a decent business model that doesn´t kill the game? look at star citizen, on how to finance a game without compromises.
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Old 2013-07-11, 08:46 AM   [Ignore Me] #45
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Re: GU12 patchnotes


Originally Posted by Gatekeeper View Post
Also: am I the only one who thinks it's strange to have prominently numbered loadouts and yet not let you select them with the number keys?

How about this: allow selection of the classes with F1-F6, and selection of load-outs with 1-10. Pressing 1-10 to select a load-out would give you that equipment and close the screen. Alternatively pressing the same function key twice would give you the last load-out you used for that class.
Thanks for pointing this out! I like being able to double-click the # to select the load-out but pressing a keyboard number would be quicker. Also, I sort of wish the load-out list was in it's own window and had the #s and the descriptions of each load-out next to the #. Currently, you have to click the # to see the description of the load-out. I would also like it if they showed the description of the load-out you currently have equipped somewhere on the main UI.

Current load-out selection:

<Description of Load-Out currently selected>
[1] [2] [3] | [4] [5] [6] | [7] [8] [9] [10]

What I want for load-out selection:

[1] <Description of Load-Out>
[2] <Description of Load-Out>
[3] <Description of Load-Out>

Also, I haven't needed this yet cause I have a membership and have not bought any of the additional slots from the cash shop. But if I were to get rid of my membership and buy some extra slots in the cash shop I would want to be able to copy load-outs I made under the membership slots to the slots I bought for SC. Hell, I'm sure some want to be able to move around some of their slots instead of having to make all the changes to each individually. Give us the ability to copy/clone slots around to other slots please!
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Last edited by Crator; 2013-07-11 at 09:02 AM.
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