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2013-01-03, 08:09 PM | [Ignore Me] #61 | |||
Private
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I have always felt that if you know the reason something is done it might give you a different outlook and people might be more accepting of changes. |
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2013-01-03, 08:24 PM | [Ignore Me] #62 | |||
Private
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Also note that I completely agree with u on the bases. I hate random holes in the walls of military bases but any given base is better designed than most levels in normal fpses Last edited by Wang; 2013-01-03 at 08:29 PM. |
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2013-01-03, 08:29 PM | [Ignore Me] #63 | ||
Major General
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Change rate in beta was way to slow imo. Only 3 months for beta, a "true" beta where player feedback (a lot of it, almost too much for just 3 months) was given and listened to.
Although a lot was listened to they just didn't have time to try everything. I don't think devs could have kept up, technically, making so many changes in just 3 months. It was hard to get them to budge on the G-AMS ordeal too. That was the biggest one. Beta should have been much longer! |
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2013-01-03, 08:51 PM | [Ignore Me] #64 | ||
Corporal
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It's funny because one of the simplest solutions might also be the most effective. It sounds crazy, but imagine if kills were only worth 20 points, hell even 10, and all associated stats were also adjusted (revives, heals etc...). With 1 facility capture equal to 100 kills, players would be more motivated to complete the objective with kills being a byproduct of accomplishing a larger goal. Instead it's better to keep the enemy Sunderer alive and farm kills for certs, since it's incredibly easy to get 10 kills, and not worth the effort to cap bases if you can just sit on a biolab airpad and get 1000 points every few minutes.
It's by no means a perfect fix, and there are a lot of potential problems, since everything would have to be rebalanced, and ghost capping would become the most efficient means to gain certs. However, if they could create a dynamic point system where a base capture/defense points were a function of the enemy/fight density in the region (which is already measured in game), and the amount of time the player spent in the vicinity of the base, I think we'd see teamwork-oriented game-styles show up a little bit more. |
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2013-01-04, 10:30 AM | [Ignore Me] #65 | |||
Lieutenant Colonel
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2013-01-04, 11:29 AM | [Ignore Me] #66 | |||
First Sergeant
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2013-01-04, 10:16 PM | [Ignore Me] #67 | |||
Private
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http://steamgraph.net/index.php?acti...=1357279200000 This thing you're seeing - where people pile in early and then dive out just as quick? That happens to every game, in even greater percentages than PS2 is seeing. People are actually responding really well to Planetside - and if they keep improving it over the months, you will start to see something like Torchlight 2 is experiencing - where the numbers actually start to creep back up as it increases the community over time. Just because the passionate few in the forums rip their hair out and argue ceaselessly over game problems - that pretty much par for any forum these days. In fact, the louder the forums sound, the more people care. That's a good thing. |
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2013-01-04, 10:28 PM | [Ignore Me] #68 | ||
Major
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Kind of a pathetic comparison if you ask me, especially considering planetside 2 is the only free to play game amongst the three shown, which makes it even worse, but thanks for sharing that.
Planetside can least afford to lose players compared to those other games. This game requires a healthy population as it is completely player-driven. Any negative churn is bad, really bad considering this game is completely free. |
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2013-01-04, 10:43 PM | [Ignore Me] #69 | |||
Private
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2013-01-04, 11:37 PM | [Ignore Me] #71 | ||
Staff Sergeant
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One thing I know is that SOE listens to its player base. I also know that they aren't going to act on everything said because sometimes there's a very loud and vocal minority and it takes time to filter through it. There are also times that while something be a negative, the effect of it being the opposite or different will be worse. Not everything is black and white. Each system and design have positive and negative effects.
It also doesn't mean they are going to react right away as sometimes caution is better with major changes and giving it time to see how it works itself out is the better option instead of giving into a knee jerk reaction. When they do listen and plan to change things accordingly, it doesn't mean the changes will happen immediately as it takes time to design the right solution and and develop the changes. Last edited by artifice; 2013-01-04 at 11:39 PM. |
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2013-01-05, 12:32 AM | [Ignore Me] #72 | ||
Major
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I hate to say it, but I don't think "listening to fans" at this point will make a difference.
They should have listened before the game was released. They are listening, but they're listening to the wrong people. I'm not sure who these select fans are, but these people just reinforce their bad game decisions. Placaters? Self-serving? Ensuring their playstyle is there, not realizing that they are in the minority when it comes to FPS games? Good job I guess? |
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2013-01-05, 05:19 AM | [Ignore Me] #73 | |||
Contributor General
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The xp for kills isn't important but if only the capture XP was proportional to the 'fight' it would be beneficial. And again if the was a XP award for the resecure of a base/outpost, again proportional to the 'fight' that had taken place. However, these alone won't cut it. Many other things also need to change and the fundamental problem is that launch was with only 3 continents and no over-arching meta game. The success or not of PS2 will depend on how quickly they can add that in otherwise people will continue to drift away and the consequent bad publicity will continue stop new people starting up. What will the situation be in 1 years time I wonder? |
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2013-01-05, 06:03 AM | [Ignore Me] #74 | |||
Captain
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Same as the general lack of meta-game and non-defensible bases. Only now it isn't beta, and people aren't waiting for the next beta patch and playing anyway. Actual customers are simply leaving. |
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2013-01-05, 09:15 AM | [Ignore Me] #75 | |||
Private
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For anyone else who cares to inform themselves a little: games always spike hard on release, and then drop way down. Check my last post and browse different games on steam (since specific player numbers aren't really made public elsewhere.). Planetside will have to build on its community over years with new features, promotions and polish. |
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