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2012-06-01, 02:45 PM | [Ignore Me] #46 | |||
Brigadier General
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Plus you never permenantly "won" a continent. You'd be fighting for the same continent again the very next day, or even just a couple hours later. By your rationale, "continuously doing the same thing over and over" was exactly what was done in PS1. So many people are stuck in this PS1 "cont locking is the only win" type of thinking. Get out of that rut. Continent locking sucked. |
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2012-06-01, 02:49 PM | [Ignore Me] #47 | ||
Lieutenant Colonel
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Pushing an empire off a continent was one of many "win" conditions of the game. Its not the only one. No one is saying that.
You can win a 1 on 1, you can "win" in Squad VS Squad, you can "win" a base, you can "win" a Continent, you can "win" the game ( Sanctuary lock ). Just like there are many levels of loosing. You can "loose" a 1 on 1, you can "loose" in Squad VS Squad, you can "loose" a continent, you can "loose" the game. With permanent impenetrable footholds, one of those options goes away. That also means the joy of winning, also goes away. And everyone likes to be the winning underdog that was there when a Continent was opened and won. Last edited by MrBloodworth; 2012-06-01 at 02:50 PM. |
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2012-06-01, 02:53 PM | [Ignore Me] #48 | ||
Contributor Sergeant
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If i wanted a game that i can "Win" i will play Diablo or BF3. Did you ever "WIN" Everquest or WoW?
There is no "win" in a 3 sided persistent MMO. If someone wins that means someone loses. If 2/3 of the players lose and can't play people are going to quit. Do you guys not remember the times that you got locked out and couldn't leave sanc? Was that fun? No when things like that started is when i started looking for another game. I think eliminating the ability to lock a team out of playing is a smart move. As to the certs and abilities things? It is just game mechanics. This IS the future. You don't think there will be the ability to get little nanobots out there to repair your tank or plane? As long as it stops when you get hit, and can't over-regen incoming damage i don't see why it is an issue. The issue about getting rewarded for taking and holding ground does not seem like a problem to me either. As long as it doesn't end up with a pull 50 tanks thing like someone mentioned, i can't see it as an obstacle. Last edited by SGTalon; 2012-06-01 at 02:58 PM. |
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2012-06-01, 02:54 PM | [Ignore Me] #49 | ||
Brigadier General
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You lose a goal, but you improve the gameplay. The gameplay around a cont locked sucked because it was boring downtime. Yeah, the map changed color, but it was surrounded by an hour of 9:1 troop advantage gameplay. Then some more bickering in command chat about where to go next. Then the downtime of slowly starting a new front. The gameplay part of cont locks was one of the worst parts of the game.
On the other hand, we gain a new game goal - winning territory. Before we only fought over bases and skipped all the land. NOW we get to fight over the land between the bases. That is much better gameplay. I'd consider that a net gain by a longshot. |
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2012-06-01, 02:55 PM | [Ignore Me] #50 | |||
Also you forget that with the hex system your adding in another layer of winning to the game, so removing 1 (cont locks) is supplemented with another new mechanic thats actually adding more win conditions. It's not a question of win conditions it's a question of game play and flow. The question to ask is not, can I win, but how will having footholds affect moment to moment play. By there very nature its going to make it hard to push very far into enemy territory assuming even pops. that's the only real concern I see. Will we have battle lines that stay pretty much stagnant without much variation.
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Last edited by Gonefshn; 2012-06-01 at 02:56 PM. |
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2012-06-01, 03:00 PM | [Ignore Me] #51 | ||
Lieutenant Colonel
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I think you misinterpret what people are saying. Not one single person is asking for the game to end, and reset, or have an overall win condition.
However, you can't have darkness with out light. and you can not have Glory with out someone loosing. Taking a continent is part of many ways to "win" over the opposition. Its removal is another step backwards in what is supposed to be a war game. To counter your Sanclock comment. I assume you were not part of the retaking then, so did not feel the accomplishment of coming back. Not saying Sanclocking was the best thing ever ( It had flaws as to options when it happens for the loosing side ), but to remove it completely is the wrong approach. |
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2012-06-01, 03:01 PM | [Ignore Me] #52 | |||
Lieutenant Colonel
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How about instead of impenetrable footholds, The Capital bases are brought back. Last edited by MrBloodworth; 2012-06-01 at 03:04 PM. |
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2012-06-01, 03:05 PM | [Ignore Me] #53 | ||
Private
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Isn't winning a crossover from the "session-based" gameplay that's mentioned frequently around here? And from single-player games before that of course.
It seems that this game is forward thinking for not having a traditional win condition, and rather letting emergent gameplay declare those conditions. |
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2012-06-01, 03:06 PM | [Ignore Me] #54 | ||
Staff Sergeant
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This is pretty much why I've stopped replying in threads like this. It's usually a few people voicing their concerns, and then a bunch of people either unruly and defensive or pushing that it's unacceptable to talk about anything negative until the game comes out.
All of the concerns you voiced are concerns I have. This is a discussion forum, we should be able to discuss them without people challenging whether we've played planetside, or whether the game is out yet. If the devs want to elaborate on our concerns, that's great; but it is not and will never be the place of another player to downplay your concerns simply because they disagree with them. Back on topic a bit: I am glad that a lot of things I had concerns about (infiltrators, base designs and the like) were elaborated on. Unfortunately, the concerns you've listed (locking down a continent: TotalBiscuit was spot on with his immediate counter during the vid) definitely make me wonder if I'll enjoy the game (I'm not a fan of newer CoD/BF games.)
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Last edited by MooK; 2012-06-01 at 03:07 PM. |
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2012-06-01, 03:07 PM | [Ignore Me] #55 | |||
Lieutenant Colonel
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Last edited by MrBloodworth; 2012-06-01 at 03:09 PM. |
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2012-06-01, 03:09 PM | [Ignore Me] #56 | |||
Contributor Sergeant
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There will be plenty of "win" moments in this game. Personally i see something like a sanclock as a broken aspect of a game. If you are denying the ability for someone to play the game you are shooting yourself in the foot as a game designer. |
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2012-06-01, 03:15 PM | [Ignore Me] #57 | |||
Staff Sergeant
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2012-06-01, 03:30 PM | [Ignore Me] #58 | |||
Lieutenant Colonel
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2012-06-01, 03:42 PM | [Ignore Me] #59 | |||
Who said the army will stop after taking a hex? I just think it's the wrong argument being had here. Talking about a feeling of satisfaction is so subjective and really the only change here is scale. Taking a continent is no different than take a base really. It's all just "success" in a different coat. If you thought capping continents gave satisfaction in PS1 why can't taking a base, which should be harder in this game, especially near footholds give a similar satisfaction? I share some of your concerns but it's more about how footholds will change the gameplay and make it more stagnant and repetitive. I have no concerns about feeling satisfied with a "victory" so long as the current design allows you to push around the map succesfully.
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2012-06-01, 03:43 PM | [Ignore Me] #60 | ||
Sergeant
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Man, there are going to be SO many of these threads from now until the game comes out... Hell, maybe even after it comes out, too!
Of course, by then they may change to "auto-repair isn't good enough" at which point I will laugh and link to this post cause I so called it. |
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