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2013-03-03, 08:46 AM | [Ignore Me] #61 | ||||
Sergeant
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And there are reasons for the lattice having serious issues in PS1. There are reasons why your interpretation of the lattice won't happen in PS2. Ironically the same reasons why the hex isn't working. I agree it's maybe not one playlists. Every few fights you get to choose the next playlist. That's not strategy. That's pandering to the COD crowd and the PS1-romanticizing-crowd. Stop presenting a false dichotomy. I'm the first to say the hex isn't perfect. That link you conveniently ignored as it's a long text and you don't care about to read it and/or lack the attention span to read it? That was my attempt at fixing the hex, thus acknowledging it's flawed. It's not either the lattice or the hex. There are plenty of options. And some of those actually fix the core issues, something neither the hex or the lattice does. So there are options to allow smaller squads to have their role and allow for their play-style. These options are destroyed the second you implement a lattice. Simple as that.
A metagame needs variety and changing conditions. A metagame needs the option of investment and the occasional sense of urgency. All these potentials are gone when the lattice is introduced. There is simply no way to introduce these variables in a lattice. Can you present a way to introduce these? Honest question. Which proves my point. PlanetSide 2 isn't run by experienced and motivated developers. PlanetSide 2 is the hostage of an insane and schizophrenic bandwagon, its community. |
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2013-03-03, 10:04 AM | [Ignore Me] #62 | ||
Okay there was me hoping I can refrain from posting.
@ all people giving negative feedback: Please hold your judgement on the matter until you see a bigger picture, literally. The lower right corner of Indar is by no means illustrative of the overall effect. This is mostly due to the fact that this very part of the continent will always have pre-defined paths of combat, dictated mostly by the landscape. I myself see one great necessary upgrade to the current hex system - neutral hexes. This is not making it into the game during the next 4 months, which I'm pretty sure of, since Hossin will probably be the testing field for such a mechanic, as other continents were not designed with such scheme in mind. So let's wait until we get more "how" information. Last edited by NewSith; 2013-03-03 at 10:06 AM. |
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2013-03-03, 10:06 AM | [Ignore Me] #63 | ||
Drone, can you perhaps explain why this new layout would play in a less fun way, or why it can't have some interesting mechanics added to it in the future?
SOE can't do everything at once, and I think this is a decent response to a critical problem. I've been capping uncontested territory since beta, and it isn't exactly invigorating. EDIT: And what NewSith said. We can only see a very, very small portion of what this is. Last edited by Aaron; 2013-03-03 at 10:08 AM. |
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2013-03-03, 10:38 AM | [Ignore Me] #65 | |||
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2013-03-03, 11:49 AM | [Ignore Me] #69 | ||||
Sergeant
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It's a lattice. Period.
It's not fixing the issues at hand. It's doing what was done in PS1, a thin coat of paint over the hole in the wall. Yes, a limitation of options is necessary. But you can't fix that by making a somewhat large MOBA map where 3 or 4 zergs per faction will clash mindlessly for all of infinity. Well, yea, it does fix that. But it's like you're lobotomizing a child because he's got ADD. The first thing we need to foster strategic play is some kind of organ that will formulate strategies. Now we barely have that, which makes sense as the tools for coordination and command are woefully inadequate. No matter the system, hex or lattice, people will still be mindless zergs until we address this issue. Doing so would even make the hex a lot better. The second step should be to have a metagame. Any metagame. Soemthing that motivates and rewards players. These elements combined, a kind of brain at the top and some kind of reason to get out of bed, WILL de facto mean limited options. It's a WARgame. Look at WW2, for example. Now that's a bunch of hexes. And due to the fact that there were reasons why Hex A was more valuable than hex B there WERE lanes, there WERE limitations and there WAS (absolutely horrific) epicness to be had. Oh, and I think SOE has done an exemplary job trying and I applaud them for holding off the mindless mob for so long. |
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2013-03-03, 11:53 AM | [Ignore Me] #70 | ||
Sergeant Major
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On Esamir the Frozen river could be a big influence devider. Hexes could only connect via the Bridges with maybe an exception at the eastern warpgate since there is no bridge connecting it to the south side of the map. Not sure about the rest of the continent but im pretty sure there are at least a few places where terrain would "rationalise" neutral hexes.
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2013-03-03, 12:32 PM | [Ignore Me] #73 | ||
Master Sergeant
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I read your metagame design document.
Interesting ideas. I do like the changes to resources - or rather a meaningful drain on them and something to spend them on. However I disagree that structuring resources or developing command are either the best or only method to provide a metagame. I'd be very interested in your ideas being explored - but I think the resource investment in bases and command voting would be in the hands of a few elite players and beyond the zerg. The changes we can see in that single image on twitter get me very interested. It offers what I can see as a solution for my biggest problem with the strategic game and tactical play right now. Your proposal does not stop the enemy bypassing any form of defence. (with the exception of heavily invested fortress regions). Your prosposal does not stop the enemy jumping across inumerable possble hex adjacencies. Comment regarding a 'maplist' are mostly irrelevant. I'm sure we've gone in circles hacking the same bases hour after hour. Or even locked the continent to have it fall within the hour. Restrictions are just as important as freedoms. restrictions are rules - they allow strategy and tactics by being predictable. There will still be big fights - but now those that are using teamwork and co-operation with allies can actually play a game that is deeper than 'zerg more'. I have written in another thread about the futility of defending Onatha on Amerish. When the enemy only has adajaceny to the north - the main base is as impossible to defend as when they surround every hex. A well defended northern satellite is irrelevant. The adjacency and current hex systems lets the attack ignore any defence or choke point. Lets them jump to any satellite. Let's them go immediately for generators. The image we see for tawrich with hex walls providing a lattice rather the every hex being adjacent makes flanking attacks beneficial to the attacker. Most importantly seperating the satellites into surrounding hexes makes their defence impossible for the enemy to ignore. Finally a base such as The Stronghold actually becomes one. It is a fairly defensible structure at the now junture points of two or more hex walls. This has the potential to mean that as a defender the location of the enemy attack can be predicted. This means as an attacker you can not afford to leave the enemy behind you. In short - it makes strategic and tactical combat at platoon and squad level meaningful. Right now we are run ragged trying to defend at numerous points and on many objectives. I would welcome the addition of your metagame ideas to the commanders role and resource system. I think this hex wall is a fantastic idea. Finally - it may be that the hex system will actually be different on various continents. That also has potential to make for engaging and different game play. |
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2013-03-03, 12:42 PM | [Ignore Me] #74 | |||
Sergeant
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My proposal isn't perfect either. However, the criticisms on the lattice do not hinge on the hex or my proposal being superior alternatives or not. The lattice is flawed all on its own. The fact remains that the lattice massively decreases the amount of activities (to exactly one: be part of a zerg and fight a zerg) massively increases the predictability and STILL does not fix the simple fact that a zerg or even a collection of zergs will not be able to provide any kind of strategic planning. With the lattice the amount of options will be insanely limited, and what's worse, there will be NO framework provided to expand upon later on. Where I thought the community would have to spend at least an entire year to destroy the game, I could see them succeed by June. BTW, my proposal does feature the inability to bypass defenses unless heavy investments are made beforehand. See how that works? In stead of having 5 options at a time, there are long-term elements in play, various objectives for various kinds of players and various incentives each with their pro's an con's. With the lattice there are 5 playlists of maps to choose from and exactly 1 (one) kind of play-style catered to. That's it. |
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