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PSU: Sometimes the best way out is in
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2013-06-10, 02:00 PM | [Ignore Me] #1 | ||
Captain
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Well guys we have solutions, lets see what the future brings. But with the current system I have to admit somthing............. I have been cert horing again, when we push the enemy into there spawn room, I go to a corner, and leave my computer, I go cook, play with my kids, work on my new computer, and hell ive even had a quicky a couple of times while that damn timer counts down. By the time I get back (if I havent timed out), I just get a scythe and go to the next base. Its sad, but being a cert hore has destroyed my motivation to play the game, but I keep logging in daily, following the zerg, and just collecting my certs
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2013-06-10, 05:45 PM | [Ignore Me] #2 | |||
Sergeant Major
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Along with reading every other post and learning from that. At the very lest, fix spawns so they can't be XP farmed for doing NOTHING AT ALL! Sheese. Even a heavy XP bonus per kill would fix it, even if it tempts more zergs. But at least the zerg kill mindlessly compared to not at all. Last edited by Taramafor; 2013-06-10 at 05:52 PM. |
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2013-06-11, 07:22 AM | [Ignore Me] #3 | ||
as long as there are fucking invincibility shields in the game, people will camp there for free certs.
period. but those shields have to stay or the spawnrooms will be under heavy vehicle spam fire. hence our desire for a complete redesign of spans and bases. the small containers are unsuitable as spawnrooms, and the fix (shields) didn´t work. the next fix (domeshields) will not work as well. sooner or later the devs will have to admit, that spawncontainers in the open were the worst idea ever, but they don´t want to, yet. they want to fix it with workarounds that can never turn out as good as the original spawnsystem of ps1. maybe because a complete redesign looks like a lot of work and the original time working on designing the dixi spawns and paintball setpiece bases would have been a waste. but fact is, this time was totally wasted, and all the time the devs spend now on half assed workarounds will be added to this pile of wasted time. and the longer it takes, the more players will leave in boredom.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-11, 08:03 AM | [Ignore Me] #4 | ||
Captain
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Yea were loosing players weekly, I mean according to our numbers we have 150+ members, but honestly, we got maybe 20+ gamers on each day. The part that catches my attention the most is that a lot of the vets that came over from PS1 havent logged-in in about 2 weeks to a month I really hope that they get on the ball, maybe Im over reacting or just speculating, but PS2 seems to be taking on water and its starting to sink. Im starting to have those flashes of me riding my sundy down a road in a empty server all by myself.
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2013-06-11, 02:54 PM | [Ignore Me] #5 | ||
Sergeant
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Once armor has surrounded the spawn room, it is your own damn fault for respawning there. The base is lost at that point. Why are you respawning? Let the tanks sit there bored with nothing to shoot at as the timer winds down. Go on to the next base and set up defenses.
Anyone who complains about spawn room camping only has themselves to blame. |
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2013-06-11, 03:00 PM | [Ignore Me] #6 | |||
so you don´t think it´s a bad mechanic, being forced to sit and wait in boredom until a timer runs out?
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-11, 03:33 PM | [Ignore Me] #7 | |||
Lieutenant General
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Everyone knows how to do that. That doesn't mean it's an acceptable solution at all. A lot of easily winnable fights in a fair competitive area are made impossible to win due to camping. This is a game. It should not deny players that can start in an area from participating. That's bad design per definition. Denying said spawn area by destroying it is fine. Denying it by spam is not. If someone thinks one hit kill spawn camp spam is good game design, I could make some very unflattering comments about all sorts of inferior qualities of said player. |
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2013-06-11, 03:48 PM | [Ignore Me] #8 | |||
Major General
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2013-06-12, 12:42 AM | [Ignore Me] #9 | |||
Master Sergeant
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You think it's okay that those tanks have to sit there bored out of their mind because they have to wait for the cap? NO! Besides any of that nonsense, as previously stated, vehicles should NOT be able to see spawn rooms, it's just BAD BASE DESIGN! Last edited by Tom Peters; 2013-06-12 at 12:44 AM. |
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2013-06-12, 11:57 AM | [Ignore Me] #10 | |||
Sergeant
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For those who died defending and respawn not knowing that the spawn room is surrounded, click Redeploy. I do not disagree that spawn rooms could be more optimally located in many places. I never disputed that. I just pointed out that if you don't like being surrounded by armor while in a spawn room, you have the easy option to re-locate. I guess my use of the words "it's your own damn fault" distracted from my obvious point. There is ZERO game incentive to sit in a spawn room surrounded by armor, so why do it? The single biggest design flaws in the spawn rooms is not the fact that they are in the open. It is the fact that you can go on the roof and get stuck there. Now, if we had EMP grenades, those stand-offs wouldn't be so one sided. |
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2013-06-12, 01:01 PM | [Ignore Me] #11 | |||
Major
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Dude, if you don't know how to get down from a roof safely in this game, you probably should just stick to Light Assault... |
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2013-06-12, 01:21 PM | [Ignore Me] #12 | |||
now that´s a great, fair and fun system! the camping is unfun for all players near the spawn shields. no matter which side of the shields your on. and most times i play, i end up rushing from one camp situation to the next. when i arrive the fight is over almost every time. (if there ever was any real battle) that´s why i don´t play much lately. it´s hard to find a good battle, and when you finally found one, it´s over in 5 minutes. that´s not planetside, that is even more casual than arena shooters. but are the devs still lurking here? we keep on spitting out ideas how to fix the game and finally make it fun for everybody, but lately we don´t get any feedback from the devs anymore. they don´t even let us know if they are watching and aware of the problems we discuss. is this just because they are too busy with all the gatherings coming up? during beta the dev communication was far better.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-12, 02:09 PM | [Ignore Me] #13 | ||
Contributor Major
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Given the staggering development that is the lattice -- which we were repeatedly told for months that it would never come back, was not on the table, etc. -- I'm inclined to give them the benefit of the doubt. They *are* listening.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-06-13, 10:06 AM | [Ignore Me] #14 | ||||||
Master Sergeant
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First you say:
The point is they shouldn't have to redeploy - if the base is lost they shouldn't be spawning there in the first place.
Whats needed is some kind of fight for the base that is a struggle for both sides, doesn't involve vehicles and progresses or regresses towards a final objective. Base spawns need to have no option to shoot attackers from them, and should be drop down non re-enterable rooms. They also need tubes to bring defenders to outer parts of the base to defend the perimeter or escape to mount a counter attack. I'm trying to think about the base gameplay PS2 is desperately lacking and come up with a proposed solution/s which I'll hopefully post soon. I love this game but i'm getting so so so bored of arriving at base, spawn camping, capture, repeat. |
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2013-06-13, 11:25 AM | [Ignore Me] #15 | |||
Major
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...It's where the Spawns are placed that's the problem! In PS1, you were always underground, with hard right angled exits that would prevent clear line of sight to and from the tubes. Even if an attacker was camping you, they'd have to do so from one end of an Infantry tunnel (or the top of a stairway in the case of towers) with a constant stream of small arms fire. Even if we replaced the Original's motion detecting sliding doors with Factional IFF Shields, this design of right angled exits underground still works as it only grants positional advantage to Infantry firing at one end or the other. |
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