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PSU: Look ma, I'm addicted to PlanetSide!
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2012-03-07, 03:55 PM | [Ignore Me] #76 | |||
Brigadier General
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A better comparison would be "Summer blockbusters should have explosions because all other summer blockbusters have explosions." Yeah, explosions don't make the movie, but people come to expect them, but lets not get too far off on the metaphor. |
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2012-03-07, 04:00 PM | [Ignore Me] #77 | ||
Lieutenant Colonel
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You do know that the design of BF and CoD is to remove any dependencies on others. Like not having to stop to be healed, or rearmed.
Planetside and other Team based games like ET:QW, Brink, Tribes, and WWIIO are completely opposite. I'm all for modernizing the game, from the shooting model, to physics. But not at the cost of co-dependency and focus on the larger meta game. If i wanted to run around and get lots of kills while someone happens upon a Control flag, I would play one of the 10000's of shooters out there. If you do not understand the difference, I can't help you. Last edited by MrBloodworth; 2012-03-07 at 04:02 PM. |
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2012-03-07, 04:02 PM | [Ignore Me] #78 | |||
Captain
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Because I could heal and repair myself, wielding a chaingun and a heavy rocket launcher. There was no co-dependency in Planetside. Looks like there will be way more in Planetside 2. |
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2012-03-07, 04:02 PM | [Ignore Me] #79 | |||
Contributor Major
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2012-03-07, 04:05 PM | [Ignore Me] #81 | |||
Lieutenant Colonel
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Ammo refresh also was the same. |
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2012-03-07, 04:09 PM | [Ignore Me] #82 | |||
Captain
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Everyone could heal Everyone could repair Everyone could HA/AV But because there's K/D tracking in Planetside 2 there will be less co-dependence? What the fuck are you saying man? |
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2012-03-07, 04:10 PM | [Ignore Me] #83 | ||
Lieutenant Colonel
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You did not read what was written.
Its OK if you want to go with "lolz every one had certs". There is a stark difference in the act of healing in PS1, as opposed to BF series. It is intentional that they changed it, to support those that do not wish dependence on others. This is one element that erodes the team play aspects. Its part of the over all design philosophy of "Playing alone, Together", that is most prevalent in the modern shooters, and MMORPG's of late. K Promotes the individual, not the Team. Shifts the focus from team based objectives, to individual goals. antithesis to Planetside and team based games. Last edited by MrBloodworth; 2012-03-07 at 04:16 PM. |
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2012-03-07, 04:11 PM | [Ignore Me] #84 | |||
Captain
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Sometimes our objectives will be to capture that base or reinforce those guys. Other times our objective will be to kill every-fucking-thing that moves. Both are valid gameplay styles. Both require team work and support to achieve. Playing with good players is what separated the chumps from the champs in the original. You played it, you should know it. Last edited by Aurmanite; 2012-03-07 at 04:20 PM. |
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2012-03-07, 04:16 PM | [Ignore Me] #85 | |||
Lieutenant General
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Go figure. :/ Either way, the argument in favour of them due to being expected, does not outweigh the negatives of behavioural influence from my point of view. As said before, the kill stats and stats tracking diversity of kills etc is fine and should be in, but things like deaths are negative trackers. They don't reinforce positive emotions and don't contribute anything at all. They have no actual meaning in a game that never ends. In a free-for-all deathmatch, K/D is different, sacrifice is not an issue, players are expected to optimise their K/D because it determines who wins the match directly (you die, you contribute to the other winning directly). Just because a deathmatch or most deathmatches have it, doesn't mean everything should. Deaths and kills make sense in a casualty report of Total War as your next move depends on the number of troops remaining, but deaths do not matter at all in PlanetSide. |
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2012-03-07, 04:18 PM | [Ignore Me] #86 | |||
Contributor Major
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Yes they do. Otherwise the point for a medic is moot. |
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2012-03-07, 04:19 PM | [Ignore Me] #87 | |||
Lieutenant Colonel
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That's your prerogative. But when discussing design, you cant ignore it. |
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2012-03-07, 04:20 PM | [Ignore Me] #88 | ||
First Lieutenant
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I'm actually wondering what the point of the medic class is, considering how fast people were dying and respawning in the GDC footage. Hopefully that was just sped up for the presentation, otherwise I don't see the medic contributing much at all.
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2012-03-07, 04:21 PM | [Ignore Me] #89 | ||
Contributor PlanetSide 2
Game Designer |
This what-you-could-do in PS1 is off-topic, but you could not always do everything in PS1. In the first couple years of PS1 cert limitations required you to work with others to to cover all your bases. As the certs increased and the certs got cheaper/packaged people started being able to do a lot more as individuals and not require anyone else. Eventually all the core abilities everyone could do by themselves and you didn't need specialization. This just shows the PS1 cert system did not scale well, which is part of the reason they moved to a class-based system in PS2.
What's on-topic is this - ask someone in BF3 how they did after a match. The vast majority of the time they will read you their K:D. BF3 also has "score" which tracks support activities, objectives, etc. The scoreboard is typically ranked by score not Kills, but that doesn't matter. Kills and deaths is the first two listed, score is the third. The culture has come to see K:D as the measure of success. It's a pathological situation. Take the death-stat out of the picture and everything changes. They could say "I got 10 kills" or they could read their score. Put score first and hide kills as a mouse-over function and people will report their score as how well they did, not K/D. Suppose for a second that K/D is the primary measure of success. What does one do to improve this value? Well it's simple - you get in the most efficient killing machines, take the fewest risks, and take advantage of any situation that might pad your kill count. Does this make you better as a player? Does it mean you are a better asset to your empire? Sure it might in some twisted sense, but generally no, it doesn't. Now suppose score or experience points earned is my measure of success. What does one do to improve this value? Well there are many things I could do. I could do all the things that I could do to improve K/D, like getting better at killing people, or getting in more efficient killing machines, but padding my kill count won't help me. I also have new and other things that can help, like capturing or defending objectives, assisting my teammates, or healing/repairing them. I can gradually improve my overall performance and impact to my team by improving on a number of axes. I could learn to shoot better (more kills), learn to use cover better (avoiding score lost while dead), pay more attention to wounded teammates and heal them, destroy spawn points, focus more on capturing objectives, providing my squad a spawn point, etc. Over time, one could see their score/min and/or score/day improve as they get better at not only killing but also achieving objectives and helping teammates. That's all goodness. It's innovative. It's productive. It makes for richer gameplay. By comparison, K:D is archaic, short-sighted, counter-productive, and completely unnecessary. |
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