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2013-01-09, 08:42 AM | [Ignore Me] #76 | |||
Contributor General
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And re: base redesign. Some cynicism is warranted, we've had so many base redesigns and tweaks that haven't solved the problem. So, bases have improved somewhat but one type at least took a step backward in the last patch. I'm talking about the tech plant. In the case of base changes the proof of the pudding etc. |
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2013-01-09, 08:42 AM | [Ignore Me] #77 | |||
EDIT: Doesn't mean I like the change, I'm just indifferent, since it doesn't affect gameplay that much, BF3 spawn protection Mk2 proved that to me. Last edited by NewSith; 2013-01-09 at 08:46 AM. |
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2013-01-09, 08:48 AM | [Ignore Me] #78 | |||
First Sergeant
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2013-01-09, 09:02 AM | [Ignore Me] #79 | |||
Master Sergeant
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They probably had a very detailed "plan". However, the information, metrics and feedback they are receiving is probably causing major shifts in the priority of that plan. A Metagame is probably a huge development investment, where fixing a spawn room is a "relatively" much smaller investment. Fixing a spawn room will probably also give huge return on investment. The combination of adding several exits and underground tunnels to the main facility forces the attackers to spread out, giving the defenders a chance to focus on one exit and succeed. Also, if the "protected balconies" allow fire outwards but not inwards, then a focused defensive force at the spawn room can potentially enforce a no man's land around the spawn building, once again giving defenders a chance. If those "protected balconies" allow fire outwards at the sky, then spawn camping Air can be stopped dead in it's tracks. Not only that, but by giving measly rewards for killing someone that just spawned and exited a spawn room, the major motivation for the XP farmers just went away. It will still be a viable tactic to CAPTURE a base, but given human nature, without the reward, there will be alot fewer people doing it. With dynamic XP granting more XP for people that have done more killing, ESF's will now have a motivator to go after a Lib or an A2G ESF instead of ignoring enemy air to keep his own nose pointed downward. Dynamic XP should also motivate players to use Libs as tank column busters instead of a relatively safe infantry farming platform. Tanks will probably always be worth 100xp per kill + the crew kill xp, where farming infantry that are being insta killed by a zerg and keep respawning will give nothing worthwile. So Dynamic XP alone will probably motivate the zergs to simply spread out and look for a fairer (and more rewarding) fight. There are a ton of "minor" changes in these proposed changes, but their impact can be HUGE. This is a GOOD step in the right direction. Small incremental changes, then evaluate. After these changes go in, they will hopefully not touch anything related to them and focus on something completely different, like a metagame and/or giving significance to resources. Once they have had enough time to really digest how the incremental changes has affected the game, THEN they can decide to do a bit more or back off a little bit. |
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2013-01-09, 09:03 AM | [Ignore Me] #80 | |||
Master Sergeant
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In PS1, when you finally killed that mossie killwhore that was 50/1, you got like 700 XP |
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2013-01-09, 09:18 AM | [Ignore Me] #81 | ||
Second Lieutenant
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Looks good for a start. The only thing I would like to see is reduced damage of HE weapons to vehicles and AV-splash weapons to infantry.
Also I hope the rework of population imbalance xp also means a buff to the xp gained by it. The current bonus is just not enough to make people fight. In the long run I hope base layout gets some more love. |
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2013-01-09, 09:33 AM | [Ignore Me] #83 | ||
Major
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It seems like a good set of fixes (much better than the first one) with one major oversight that can render all the positives moot: no faction balance
Faction imbalance is the cause of the continental/server imbalances and migration. If one factors in the new server transfer token/service, then how long will it take before the servers are stacked 60-20-20? And how long before they can undo this server damage? I also like changes they are making to the spawnroom exits and roofs since they are on my wishlish in the forum debates . That will definitely alleviate much of the spawnroom camping that's taking away the normal back-and-forth battles should be the norm in any balanced fights. Lastly, the resuscitation invulnerability - as many has already pointed out in the official forum - will be a source of gamely exploitations. Imo, they should limit the invulnerability to fresh respawns. Or at the very least, only allow weapon/mines/grenades/c4 use 3-5s after invulnerability wears off because if not, i'd expect multiple or coordinated, rez and suicide bombing if this goes through. |
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2013-01-09, 09:39 AM | [Ignore Me] #85 | |||
First Sergeant
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I hope they take the time they need to fix things properly. Providing a solution blindly is sometimes worse then the original problem. Something the devs for Mech Warrior Online hopefully have learned by now as their track record for doing just that is horrendous. All and all, a good first step for 2013. I for one am optimistic. Keep up the good work SOE. Last edited by CraazyCanuck; 2013-01-09 at 09:43 AM. |
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2013-01-09, 10:31 AM | [Ignore Me] #88 | ||
PSU Admin
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I've had some additional time to think about this and overall I'm happy with what they have noted.
The XP Changes are nice but I believe it is to late for that - it should have been in from the start. We already have people at BR100 so it makes no real difference unless you are a new player. I'm curious if the "Tunnels" they speak of will be only open to the owners of the base or all players. And the spawn room changes sound to me like adding more doors and windows for air and ground vehicles to camp Buzzcut did not think of this its been a discussion going on numerous places since well before beta started. |
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2013-01-09, 10:44 AM | [Ignore Me] #90 | ||
Master Sergeant
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I'm concerned about the period of invulnerability.
The tunnels I'm thinking through. Right now I'm wondering if they are going to be the start of underground base complexes. I think I'd rather have teleporters and jump pads used sensible to aid the defenders. If the defenders still have to run to multiple objectives spread out across such a huge area - even being able to run 'safely' in a tunnel doesn't get them there any quicker. We'll see how it works out. |
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