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Old 2012-05-25, 05:02 PM   [Ignore Me] #61
onwee
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Re: Flaws in F2P Design


Originally Posted by p0intman View Post
Its also stupid design, and fairly pointless given what I've said. There are too many loopholes for it to be worthwhile.
p0intman you went from voicing a valid concern to becoming a neckbard trolling on the internet. Grow up.
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Old 2012-05-25, 05:04 PM   [Ignore Me] #62
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Re: Flaws in F2P Design


Originally Posted by onwee View Post
p0intman you went from voicing a valid concern to becoming a neckbard trolling on the internet. Grow up.
No, im not trolling. I'm quite simply saying that there is no logical reason for it and the loopholes will create problems. Simple probability says that two thousand people are more creative than 200 developers.
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Old 2012-05-25, 05:05 PM   [Ignore Me] #63
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Re: Flaws in F2P Design


If someone wanted to spy with two accounts, they would do it if it was free or not. It just costs less if its free. Makes no difference on game play which payment model is used, just the accessibility of the game. Free means more are likely to try without consequence of having to drop $60 with the fear that they might only play 10 mins before they hate it.

Its FREE, stop complaining...
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Old 2012-05-25, 05:05 PM   [Ignore Me] #64
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Re: Flaws in F2P Design


Originally Posted by p0intman View Post
No, im not trolling. I'm quite simply saying that there is no logical reason for it and the loopholes will create problems. Simple probability says that two thousand people are more creative than 200 developers.
Yes, your opinion is more important than decades of testing and experience with a successful international corporation.

You are just ranting, you don't even have a solution. You are basically telling the dev team "LOL F2P CONCEPT DOESN'T WORK, TIME FOR LAYOFFS" -- Even though F2P has proved incredibly successful.

Give it a break.
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Old 2012-05-25, 05:07 PM   [Ignore Me] #65
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Re: Flaws in F2P Design


The more there is to shoot at, the better off we all are.
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Old 2012-05-25, 05:08 PM   [Ignore Me] #66
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Re: Flaws in F2P Design


Originally Posted by Sobekeus View Post
The more there is to shoot at, the better off we all are.
I like this, I like the person behind this post. Grats.
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Old 2012-05-25, 05:09 PM   [Ignore Me] #67
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Re: Flaws in F2P Design


Just watch Planetside TV its much easier!
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Old 2012-05-25, 05:09 PM   [Ignore Me] #68
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Re: Flaws in F2P Design


Originally Posted by Higby View Post
I said that you would not be able to create multiple characters (of different empires, although with our cert design the distinction is sort of moot and we'll probably just say 1 character period) on the same server on a single account.
Think about this more for membership remember. If you agree that making multiple accounts to have multiple characters of different empires on the same server isn't bad then having multiple characters of different empires on the same server on the same account shouldn't be game breaking either. (Hopefully all with the same character name if possible).
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Old 2012-05-25, 05:10 PM   [Ignore Me] #69
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Re: Flaws in F2P Design


Generally you have addressed barely any of the points people have put to you here over 4 pages. You seem more concerned with short, evasive answers that look succinct, than actually defending your claims.

And (surprise) I agree with everyone else.

There's no difference between you multi-boxing those characters you describe and 2 people playing them from everyone elses perspective. Except you will be unable to play them both as effectively. And you have to pay for that setup.

No one would even know you were doing this, because just as legitimately it could be a couple of players working together. And people will be running in teams exactly because of this. It's predominantly a large scale game where your extra boxed player gets lost in the mix.

You are not negatively impacting anybody with this behaviour.


But please, carry on with your thread. You get a medal if everyone else gets bored and leaves before you do.


EDIT: So many replies while I typed lol
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Last edited by Hermes; 2012-05-25 at 05:14 PM.
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Old 2012-05-25, 05:11 PM   [Ignore Me] #70
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Re: Flaws in F2P Design


Originally Posted by onwee View Post
Yes, your opinion is more important than decades of testing and experience with a successful international corporation.

You are just ranting, you don't even have a solution. You are basically telling the dev team "LOL F2P CONCEPT DOESN'T WORK, TIME FOR LAYOFFS" -- Even though F2P has proved incredibly successful.

Give it a break.
And this is where you grossly misinterpret me. What I am saying is that one character per account per empire per server will not help this not be a problem. I cannot see a (logical) design reason for it that cannot be circumvented with minimal effort.

Originally Posted by ichebu View Post
p0intman,

I totally get where you are coming from. I was one of the people that had a cloak scout alt for my corp - a necessity especially when it came to mining ops in 0.0.

However, in an FPS (even though it is persistent), I fail to see how this is really going to give so much of an advantage it can be classified as a cheat or exploit.

You reference EVE, so I'll go with that. In EVE, you have your alt triangulate several safe spots in a system and hop around in them - maybe even with Autohotkey so you don't have to worry about doing that manually. We all know this, right? It was a simple "set it and forget it" system that allowed for scouting systems and "warp to" points for fleets, so on.

The major difference you are neglecting is the method of travel methods between MMORPGs and MMOFPS/MMOTPS. Without getting into the nitty gritty of bot designing and other taboo software, you will have to manually maneuver and position yourself on the alternate account to be of any use. During that time, you would be "useless" on your main, I would imagine.
Once you're into position, sure, you might be able to lightly exploit your alt, but to the extent of changing the course of an entire battle? I highly doubt that.

Also, your argument seems to hinge on cloaking. EVE you could set yourself up to cloak indefinitely, and in PS1 (iirc) you could cloak nearly the same. Is that still going to be true in PS2? The brief encounter TB showed us with cloaking, it seemed to deplete at a significantly higher rate than what it was in PS1 - I could be wrong on this point though.

All in all, it honestly seems like you are blowing this way out of proportion, and taking some sort of personal vendetta to the devs. Seems like people need to calm down in this thread. As awesome as Planetside and Planetside 2 are/will be, they're games - no need to get personal with this stuff.
You know why I'm railing and ranting about it? Because it isn't logical. Its asking for problems, begging for them even. Single most frustating thing to me is design for novelty reasons, without a logical reason behind it because of 'ooh shiny'. The only exception to this are technical limits because of data retention or whatever else.

There does not seem to be a logical design reason, and it seems to only encourage it.

Is that something you all want to encourage? Is the idea to encourage the meta game? Is this a desirable outcome where trusting your own outfit members is as much of a problem as it is in EVE?

Last edited by p0intman; 2012-05-25 at 05:17 PM.
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Old 2012-05-25, 05:13 PM   [Ignore Me] #71
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Re: Flaws in F2P Design


Originally Posted by Hermes View Post
...
But please, carry on with your thread. You get a medal if everyone else gets bored and leaves before you do.
Agreed.

Is this thread an example of grinding for forum rank by means of pointless posts?
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Old 2012-05-25, 05:15 PM   [Ignore Me] #72
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Re: Flaws in F2P Design


Originally Posted by ArmedZealot View Post
I think it is cool that he gets involved. Hopefully when beta rolls around he will join in on the trashtalk too, unofficially of course.
Account name: " "Higby" " lol
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Old 2012-05-25, 05:19 PM   [Ignore Me] #73
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Re: Flaws in F2P Design


It's the internet, you can't get around people not being who they say they are. You can't fight spy accounts, the only thing you can do is to maybe try and track them by IP or unique hardware ID and try to match one person to two accounts then have someone or something watch their activity.

You can get around having the same IP using proxies or a VPN. You can have multiple emails, you can have multiple computers. Not much you can do.

It's really up to the Outfits to police their members if they believe that spys are that big of a problem.
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Old 2012-05-25, 05:21 PM   [Ignore Me] #74
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Re: Flaws in F2P Design


People have had multiple accounts in every single team based MMO, DaoC, Warhammer, Planetside, etc. It's never made a difference.
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Old 2012-05-25, 05:22 PM   [Ignore Me] #75
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Re: Flaws in F2P Design


Originally Posted by p0intman View Post
And this is where you grossly misinterpret me. What I am saying is that one character per account per empire per server will not help this not be a problem. I cannot see a (logical) design reason for it that cannot be circumvented with minimal effort.
You literally just told a whole team of 200 experienced game developers that their idea is stupid. What is there to misinterpret?

They thought of this a long time ago. Don't think you just came up with some sort of ground breaking discovery before the game has even left studio alpha.

Last edited by onwee; 2012-05-25 at 05:23 PM.
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