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Old 2012-11-08, 11:39 AM   [Ignore Me] #46
Crator
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Re: Higby's Beta Update (Nov 7)


Originally Posted by MrBloodworth View Post
I wont hold my breath on this one. "Playing alone, together" is clearly the first design point.

We now have a capture mechanic that relies on a bunch of randoms accidentally being in the same area.
If you're talking about solo players, then yes, your statement is correct.

But you are incorrect in saying the capture mechanic only relies on this. There are organized squads/platoons that can do the same thing with more proficiency, which is how it should be imo.

What do you mean by "Playing alone, together is clearly the first design point."?
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Old 2012-11-08, 01:42 PM   [Ignore Me] #47
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Re: Higby's Beta Update (Nov 7)


I can't wait to solo entire bases while my passive health regen keeps me at full health.
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Old 2012-11-08, 02:11 PM   [Ignore Me] #48
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Re: Higby's Beta Update (Nov 7)


I like everything I've read in these notes EXCEPT the health regen.

Making your game more noob friendly won't solve the problem of player retention -if this is the reasoning behind it. Giving new players direction via an automated objective system would bring alot of things inline, and achieve the goal of hooking them for a long time; Compelling gameplay over crutches please.
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Old 2012-11-08, 02:12 PM   [Ignore Me] #49
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Re: Higby's Beta Update (Nov 7)


Can't wait for the auto-replenishing ammo. I mean, why should I have to find an engineer or a terminal if I just wasted all my bullets? I should just be able to sit back for a minute and get them all back, right? It's too uncasual friendly to run out of ammo...

Call it a slippery slope argument all you want, but this is a step entirely in the wrong direction. "Just spend X Smed Bucks on this implant that decrease the time for auto-regen to kick in... it's just a side grade, we swear..."
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Old 2012-11-08, 02:23 PM   [Ignore Me] #50
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Re: Higby's Beta Update (Nov 7)


I actually disagree with the folks saying the auto-heal is bad. The TTK is low in this game. As long as the auto-heal takes a while to kick in, what's the issue? I find this a valid compromise for the low TTK. It doesn't take away from the need to still have a medic since they are really used to revive more then anything.
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Old 2012-11-08, 02:32 PM   [Ignore Me] #51
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Re: Higby's Beta Update (Nov 7)


Innate health regen is BS. It's straight from COD and BF3 (shit games). If it must be included (even if just to give Biolabs a purpose, then please GOD make it slow as hell and only useful for when you've found yourself travelling across the continent and need to be fresh for the next firefight. 40 seconds to full regen means the guy you just put 20-rounds into just to take his shield and 75% of health away, can warp or hide in a safe area and then come back at you with full health.

Stupid. The lack of health regen was one of the things I mentioned to a few friends as a positive when plugging the game.
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Old 2012-11-08, 02:42 PM   [Ignore Me] #52
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Re: Higby's Beta Update (Nov 7)


Originally Posted by dethred View Post
40 seconds to full regen means the guy you just put 20-rounds into just to take his shield and 75% of health away, can warp or hide in a safe area and then come back at you with full health.
He's out of the firefight for an entire minute. In a game with low single digit infantry TTKs, that's an eternity. It's longer than if you had actually killed him and he respawned with, you know, full health and a new pack of grenades.
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Old 2012-11-08, 02:48 PM   [Ignore Me] #53
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Re: Higby's Beta Update (Nov 7)


Originally Posted by Crator View Post
I actually disagree with the folks saying the auto-heal is bad. The TTK is low in this game. As long as the auto-heal takes a while to kick in, what's the issue? I find this a valid compromise for the low TTK. It doesn't take away from the need to still have a medic since they are really used to revive more then anything.
This. In no way is this going to replace medics.

It might be a buff for snipers, but whenever I snipe I generally either die in an encounter or dont' take damage.


I need to stop reading the PS2 official forums...
It affects the entire game...and not in the good way. We don't need to start making medics more useless for smaller groups.

"Oh man that was a hard fight, I wish we had a medic around to patch us up now. I used up my personal med kit already....oh wait lol HP regen gg ez-mode ammo regen too lolzies no friendly fire huehuehuehue unlimited instant action drops for life and kill cameras there he is kikakikakika!!"
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Old 2012-11-08, 03:18 PM   [Ignore Me] #54
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Re: Higby's Beta Update (Nov 7)


Originally Posted by MrBloodworth View Post
Right. Because as we all know, in PS1 you could be healing yourself and firing your gun at the same time, no need for anyone to watch your back as you healed. Not only that, but the medical applicator made no noise, did not require you to be motionless, and had unlimited charges. Its EXACTLY THE SAME!*
The health regen is out of combat, I don't think anyone is going to be benefiting from this in an active fight. It's clearly for between fights. You also seem to gloss over that there was also a health regen implant in PS1, not many people used it, because the medical applicator was a much better option in most circumstances.

While you didn't say it, others that are calling this change a CoD/BF influenced change clearly didn't play or remember the original Planetside game play. Rather than showing Health Regens disconnect with Planetside they're showing their own.
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Old 2012-11-08, 04:02 PM   [Ignore Me] #55
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Re: Higby's Beta Update (Nov 7)


Originally Posted by Helwyr View Post
The health regen is out of combat, I don't think anyone is going to be benefiting from this in an active fight. It's clearly for between fights. You also seem to gloss over that there was also a health regen implant in PS1, not many people used it, because the medical applicator was a much better option in most circumstances.

While you didn't say it, others that are calling this change a CoD/BF influenced change clearly didn't play or remember the original Planetside game play. Rather than showing Health Regens disconnect with Planetside they're showing their own.
Well, I think they could have made it cost resources, a utility slot, cert points or at least force you to forgo something else for this benefit.

I'm not sure why it's given away like that when it could be a customization option.
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Old 2012-11-08, 04:04 PM   [Ignore Me] #56
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Re: Higby's Beta Update (Nov 7)


Whelp boys and girls, put away your medic guns and don't bother certing Triage!

Besides the health regen stupidity, it all looks good.
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Old 2012-11-08, 04:05 PM   [Ignore Me] #57
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Re: Higby's Beta Update (Nov 7)


Originally Posted by sylphaen View Post
I'm not sure why it's given away like that when it could be a customization option.
I do believe it directly aligns with the concept of removing downtime for the player in between battles. The auto-heal makes it so the player doesn't have to go search for something to heal them, or just suicide, and then move on to another objective.
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Last edited by Crator; 2012-11-08 at 04:06 PM.
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Old 2012-11-08, 04:44 PM   [Ignore Me] #58
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Re: Higby's Beta Update (Nov 7)


Leverage was a part of the original capture concept. Seems to have finally emerged.
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Old 2012-11-08, 04:48 PM   [Ignore Me] #59
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Re: Higby's Beta Update (Nov 7)


Originally Posted by maradine View Post
He's out of the firefight for an entire minute. In a game with low single digit infantry TTKs, that's an eternity. It's longer than if you had actually killed him and he respawned with, you know, full health and a new pack of grenades.
^^This^^
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Old 2012-11-08, 04:59 PM   [Ignore Me] #60
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Re: Higby's Beta Update (Nov 7)


Let's ease up on the rage about health regen. Smed and Higby said on Twitter it will be yanked if they see it cause major issues for medics or game flow.
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