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PSU: What happens if you play 100 hours a day.
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[Ignore Me] #46 | ||
Major General
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I don't think the answer to the problem is separating the player base onto another server or magically wisping them away to a locked map where people play against each other in smaller groups.
I rather like the DAoC idea that someone mentioned above me. The solution needs to be incorporated within the main game somehow. Make it so outfits own their own bases on maps different from the bases that you incorporate into the game already. Then have something of a lattice type system that connects to the outfit base maps. An empire would have to lock the connecting continent to gain access to the outfit bases and attempt to steal a relic 'Al' la' DAoC' style of sorts. EDIT: To add, for the devs, you've got your work cut out for you in map designing in the above scenario. And don't think us PS vets still don't want enter/exit vehicle animations too! ![]() Last edited by Crator; 2012-03-09 at 11:09 PM. |
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[Ignore Me] #47 | |||
Colonel
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[Ignore Me] #48 | ||
Major
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What does this add to the game though? If the point of the game is that it never ends, why would you add a winning condition? What do you get, other person satisfaction and an E-boner that you won? The whole game is about constant victories through the capture of bases and territories. You capture a base and then it's yours until someone takes it back. That's whole point of the god damn game. Why would you want to change that just so you can say you "won" even though the game will be reset and it doesn't matter anyways?
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[Ignore Me] #50 | |||
Colonel
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Persistent does not mean eternal, though. So what if its broken up in cycles? Its not as if anything that was done 6 months ago will have any measurable impact on the fight today anyway. @Higby, I personally would love a ww2ol style cycle. There would be some ferocious fighting in weeks leading up to the end. And there is nothing in the lore that says the fight must go on forever.. that assumption is and was always ridiculous. The only reason PS1 wasn't won was because the sancs were arbitrarily made uncappable, else eventually 2 empires would have teamed up, steamrolled the third, then turned on each other. |
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[Ignore Me] #51 | |||
Major
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Hell, it was even the motto for the game "For land. For power. Forever" I think it's strongly implied that the fight never ends. That it's a constant struggle for power and territory. That the fight never ceases because all the soldiers can respawn. So what if it's broken down into seasons? Oh I don't know...It just sort of goes against the entire point of the fucking game. |
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[Ignore Me] #52 | ||||
Colonel
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What do you feel it takes away from the game? You say the point of PS1 was capping bases and territories. That will still exist, and will still matter to the same extent that it mattered in PS1. It doesn't change.
![]() But if the fact that the war is eternal must exist, then just as the soldiers respawn, so does the whole war, as the vanu reset everything and start over again when there is a victor. They can bend a planet apart, they could reset the factions back to the beginning of the war and see how it plays out again. Maybe its an experiment. Who knows. Neverending was never, not once, actually important though. Just lore fluff. Last edited by CutterJohn; 2012-03-09 at 11:43 PM. |
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[Ignore Me] #53 | ||
Corporal
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Let's say, on the first of every month or two, both average territory owned and total facilities captured over the past month are accrued, and the faction with the highest score over that period of time get's a one time moderate resource bonus, as well as an XP boost that lasts maybe a week.
That's that. It would give players a sense of accomplishment for winning a "season", as well as maybe an achievement or statistic that gets tracked for "Total Seasons Won". Enough rewards to give players a sense of having "won" over a period of time, and enough incentive to give players a sense of having contributed to the war effort. |
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[Ignore Me] #55 | |||
Major
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What does it take away from the game? It doesn't necessarily take anything away, but rather it undermines the entire purpose of the game. What's the point of saying your game is persistent and never ending....when it does ![]() I'm all for adding events that temporarily change the pace of the game. It doesn't have to end or reset though, that's all I'm saying. Last edited by Death2All; 2012-03-09 at 11:46 PM. |
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[Ignore Me] #57 | ||
General
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Forcing a "Victory" and reset breaks the persistence and brings a feeling like the end of masturbation. It was fun and felt good especially at the end.
But now you don't feel like doing it for a while and just want to take a nap. And for some odd reason you feel disappointed in yourself. Don't turn Planetside into a circlejerk. |
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[Ignore Me] #59 | |||||
Colonel
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Persistence just means the effects carry on from day to day, and when you're logged off stuff is still happening. Doesn't give a time frame though, and PS1 was only loosely persistent... What happened one week had very little effect on what happened the next.
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[Ignore Me] #60 | |||
First Sergeant
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end, game |
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