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PSU: 99 billion served, or is that McDonalds?
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2012-07-05, 12:21 AM | [Ignore Me] #46 | ||
Private
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The system as a whole is a poorly designed idea that will be poorly implemented. It's overcomplicating a simple matter. A more elegant solution would be to eliminate it entirly and let the system work itself out organically similar to PlanetSide 1.
There are two types of players in these types of video games. Those that want to play strategically and help their team / empire. And those that are casual and just want to login and kill stuff. The first type will gravitate towards other like-minded players and form an outfit that is controlled, not by some CR 5 outside the outfit, but rather internally. I fit into this niche, as well as other players in my outfit. We are not going to give 2 shits about what some UI element tells us we should do. One of us is going to make a decision on our direction and that is the way we are going to roll. The 2nd type isn't going to be herded no matter what system you put into place. They're going from point A to point B as mindlessly as possible. Afterall, there's a reason it's called "The Zerg".
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-Cham Nova Last edited by cHaM; 2012-07-05 at 12:23 AM. |
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2012-07-05, 12:25 AM | [Ignore Me] #48 | ||||
First Sergeant
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For all we know...The first point into SL could be 100 points...Your 16 hour estimate would only net you 96...
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~Xen of Onslaught Member Since: September 2003 ~XoO Planetside 2 Air Division Commander ~Recruiting Now! Check our our PSU Recruitment Thread Here Last edited by PhoenixDog; 2012-07-05 at 12:29 AM. |
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2012-07-05, 12:33 AM | [Ignore Me] #49 | |||
Private
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He's logging in because he wants to drive a tank and shoot stuff. Everything else be damned. The 1st type of player (players like me), is who the system is geared for, and it will totally be ignored by them because they're going to come to the conclusions organically with the people they're playing with the most. It *might* capture some of these types of players during the first 3 - 6 months of the game, before they coalesce into their chosen groups. But longterm, it will not be a system that is widely used.
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-Cham Nova Last edited by cHaM; 2012-07-05 at 12:35 AM. |
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2012-07-05, 12:38 AM | [Ignore Me] #50 | |||
Major
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This idea of competitive vs casual is effing ridiculous. If you think players aren't going to run the gamut of that spectrum, you're fooling yourself. |
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2012-07-05, 12:39 AM | [Ignore Me] #51 | ||||
First Sergeant
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~Xen of Onslaught Member Since: September 2003 ~XoO Planetside 2 Air Division Commander ~Recruiting Now! Check our our PSU Recruitment Thread Here |
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2012-07-05, 12:46 AM | [Ignore Me] #52 | |||
Major
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Maybe I misunderstood, but it sounds like he's lumping, not only the entirety of PS2 playerbase, but the entire collective playerbases of "these types of video games" into either super serious xbox commandos or blundering mouth-breathers. Both of those are disingenuous and there will be people in between the extremes. |
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2012-07-05, 12:48 AM | [Ignore Me] #53 | |||
Private
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I'm talking about a mindset. I'll make a prediction: You'll be in an outfit / clan that has a similar mindset as you if you're not in one already, ignoring the objectives from the mission system. This is only natural and has a lot to do with human psychology and the tribal mindset. A lot of top-tier game developers have figured this out already.
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-Cham Nova Last edited by cHaM; 2012-07-05 at 12:49 AM. |
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2012-07-05, 12:54 AM | [Ignore Me] #54 | |||
Major
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However, I would still submit that a game like PS2 (and PS1) requires some amount of empire commitment to fights. People who choose to act independently are the exception, not the rule and an outfit cannot take on a whole empire. The faction needs numbers to be effective, not just strategy. We see this all the time in PS1; a fight that may be more advantageous or important falls by the wayside because someone pops in global chat and says "everyone go here", even though "here" is a thoroughly moronic place to go. The people who realize a fight is worthwhile are left to lose because they don't have the manpower to fight a whole empire themselves. Or even worse, you have multiple commanders telling people to go to different places. That's why, for the faction as a whole, command is a massively important tool. To say "It won't matter" is just a falsehood. |
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2012-07-05, 01:00 AM | [Ignore Me] #55 | |||
First Sergeant
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~Xen of Onslaught Member Since: September 2003 ~XoO Planetside 2 Air Division Commander ~Recruiting Now! Check our our PSU Recruitment Thread Here |
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2012-07-05, 01:03 AM | [Ignore Me] #56 | |||
Major General
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2012-07-05, 01:23 AM | [Ignore Me] #57 | |||
Corporal
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And for those breaking down time per xp per cert crap .... Any time they release info one of the first things they state is all values are just numbers at this point. During beta the "costs" will be established, so no point in crunching numbers yet. Last edited by SnipeGrzywa; 2012-07-05 at 01:25 AM. |
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2012-07-05, 01:24 AM | [Ignore Me] #58 | |||
Major
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2012-07-05, 02:48 AM | [Ignore Me] #59 | |||
Private
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I'm sure that there will be players who want to log in and kill without any thought to strategy, but it seems to me that if my only concern was running around killing things, I wouldn't bother playing PS2 when there are faster paced FPS games that can get me into the action much more quickly. Outfits are necessary in PS2 in order to conduct well coordinated assaults that might not benefit directly from the mission system, e. g. assaulting a point behind enemy lines. However, there will be "casual" players who do not belong to outfits, but are still very much interested in playing strategically. I don't necessarily want to follow the path of least resistance, I want to go where I feel my faction needs me. Having a system that rewards players for putting thought into their actions seems like a great mechanic for those of us who want to play strategically, but don't want to treat PS2 like a 2nd job. |
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2012-07-05, 03:32 AM | [Ignore Me] #60 | ||
Sergeant
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It doesn't matter what the points costs for Command Certs are, the fact that there is a limited number of certs that anyone will want, for practical purposes, and that you can get XP boosters will mean that high level command abilities are extremely widespread after a while. Unless the Certs in "tactical" things are particularly engaging, only the completists will "have to collect them all", and even then, the benefits of certing Command will at some point be worth more than the umpteenth different sniper scope, so they'll get certed before the more outre weapon/ability certs, even by the collectors.
Having any command abilities unlockable just by spending Cert points is a really bad idea. It's certainly worse than PS1's way, though that was, as has been pointed out, far from perfect. If OS's are as was mentioned: Vanu get orbital lasers; TR get some kind of artillery stonk (both of which are very in-keeping, IMO), the Smurfs should get a THOR strike. If Command abilities needed upkeep, and the way to keep them up was to get missions completed, it would provide a reason to keep using the mechanic. If the mission mechanic allowed you to examine the record of the commander issuing the order, it would soon winnow out the numpties. Given that this is a FTP game, and it's entirely likely people will dip in and out of it, there needs to be some way for some sort of direction to be given to the curious visitor (who might get converted into an addict). I think the Mission system could, if well implemented, provide that guidance. It occurs to me that Outift leaders could recruit the more conscious part of the zerg. If they put up open missions for subordinate objectives, and mention (hopefully there's some free text) that it's an outfit-sponsored operation, people like me (small outfit, often only one online) who want to help but aren't being directed currently, and don't know enough about the overall situation to make good decisions about where to go, could x up for something actually useful. |
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