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2012-06-25, 09:47 AM | [Ignore Me] #46 | |||
Corporal
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Did that sound ridiculous? It should have. Anyyyyway. I didn't play PS1, so I may just be ignorant but the only place I see complexity being reduced is in the large scale map. There doesn't seem to be that many strategies you can try on a continent scale because all bases are just resource points for a different kind of resource. Beyond "We need some more of X, so lets attack Base Y" there doesn't seem to be much to consider for the major strategies. |
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2012-06-25, 10:02 AM | [Ignore Me] #48 | ||
First Lieutenant
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I don't think it was complex at all, but it was hard to get into. I think it was mostly the high TTK that made it hard for new players. I mean, you can suck pretty bad in BF3 but still manage to kill people fairly regularly. If you sucked in PS1 you were more likely to get steamrolled constantly, and that was mostly due to the sheer number of times you had to hit someone to kill him. If his aim was better than yours he'd probably win the fight, even if you had surprise on your side. Generally the higher the TTK the more influence a player's skill has on the outcome.
And I'm not saying this to hate on BF3. Lower TTK makes your game more accessible to people, and it can be fun too because it generally makes the game more hectic. I'm glad it's being lowered a bit this time around, but I'm still an advocate for slightly higher than normal. |
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2012-06-25, 10:13 AM | [Ignore Me] #49 | ||
First Lieutenant
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I don't think anyone here has called for CoD quick kills, heh. 1-2 shot kills are best kept to that game. I like that PS2 seems to look and feel more like Halo on legendary or 50% health and shield modifiers in multiplayer, only ADS is part of the gun play mechanics in this iteration. A few shots into the regenerative shield, then a few more into the target's actual health pool to drop them.
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2012-06-25, 10:25 AM | [Ignore Me] #50 | ||
Second Lieutenant
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The complexities of Planetside were actually due to the players way of using the relatively simple gameplay mechanics. There is nothing overly "complex" about Planetside, it's just a bit confusing because the tutorial is paper thin and the people all play the game in totally different ways than you interpret everything when you first start.
Once you learn the basic mechanics of how base captures work, the game becomes a very simple game to understand. Complexities come from how players using the mechanics together and in unique ways. It's only as complicated as a game of Battlefield, it's just that Battlefield is a lot easier to understand right out of the gate. I'm thinking the same thing will happen with Planetside 2. Yes they have iron sights and a lower TTK, but these are modern conventions that gamers today expect in their FPSs. Planetside 2 is going to have a whole different set of strategies because of this. These strategies are what is going to make the game complex, just like in Planetside 1. They'll come together in unique ways and will change all of the time depending on how players counter the new strategies. It makes for very dynamic gameplay. |
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2012-06-25, 10:34 AM | [Ignore Me] #51 | ||
Brigadier General
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Yes, Planetside 1 was actually relatively simple, but still hard to get into. I think that PS2 will be easier to get into, but similarly simple, with the complexity again coming from the community.
I think PS2 will actually foster more complexity in a lot of areas this time around, and let's not forget that a lot of PS1's most important strategic features were added after launch, so PS2 if properly supported could grow into a rather ridiculously deep game. I hope that they are able to end a lot of layers of depth time PS2, while keeping it easy to get into. I think that the mission system, quicker pacing and fun fluid gun play will keep it very inviting to new players, with F2P being the final barrier removed. |
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2012-06-25, 10:38 AM | [Ignore Me] #52 | |||
Second Lieutenant
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It's also very frustrating to get killed almost instantly by a guy rocking the Heavy Assault and a REX suit even though you got the clear jump on them. This pisses off a lot of players causing them to rage quit and I think diminishes the importance of positioning in favor of heavy weapons. So once a new player got to BR 10 or whatnot, there was still a lot of decisions to make as to how to spec your character. Often players would pair up certs that didn't work together well. This would then put them at a major disadvantage as they couldn't easily respec. Now in PS2 that *should* not be a factor. I think people, especially the hardcore fans, misinterpret a very frustrating set of features as "complex". As other posters said, you can't just tell people to keep playing the game and eventually it will get fun. That's not the point of why we played games. That was acceptable 10 years ago when technology and design was so limited that poor gameplay mechanics were all we had and a new game didn't come out every week. Our standards are much higher and we have way to much variety now. A F2P game that isn't easy to get into will die. Similarly, a F2P game that is to simple and doesn't have robust enough gameplay to keep you coming back is also going to die. Gotta find that mix. Last edited by wasdie; 2012-06-25 at 10:46 AM. |
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2012-06-25, 11:23 AM | [Ignore Me] #57 | |||
Master Sergeant
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Game complexity should come from advanced squad based tactics, not from the basics of shooting a gun and using your soldiers equipment. The game MUST be accessible at the granular level and increasingly complex the deeper it is investigated. "A moment to learn, a lifetime to master." |
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2012-06-25, 12:13 PM | [Ignore Me] #59 | ||
The hyperbole and strawman tactics in this thread are complex.
If you played Everquest, you'll remember feign death pulling, which allowed you to split groups of monsters. This was not a design feature. This was a discovery. An exploit that added depth to classes that could do it. PS1 wasn't anymore complex than it was obtuse. The learning curve was steep because is was hard for a newb to understand as a result of obscurity. Tactics weren't baked in to the game, players had discover them. And if you didn't have a support system as a new player, well that was a big curve indeed. Most of the other arguments mean nothing until we play. You might as well be Fox News or demand PS2's long form birth certificate.
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2012-06-25, 01:10 PM | [Ignore Me] #60 | ||
I think SOE's idea is to let the game be as complex as you want it to be. Point being the mission system.
As Higby has said, for the players who just want to log in and shoot people - you just grab a mission that orders you to take or defend a base. Have a blast! For players who enjoy more strategy, you'll probably have certed leadership to a good degree and you can be creating said missions for players to take. I do hope we see more options in this area though. Most likely more will be added over time post-launch. |
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