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2012-07-04, 12:15 AM | [Ignore Me] #91 | ||
Master Sergeant
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-disclaimer, have not read all 7 pages-
How about whenever a new continent/planet is released each faction needs to battle for the ability to land and fight on the ground. For example, two years into development the devs release a planet, and it is originally owned by the TR. The NC and VS need to fight the TR to get through to the planet in space. The defending faction would have numerous slight advantages to make it balanced and it would be a fun couple day long distraction from regular play to mix it up a bit. |
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2012-07-04, 01:22 AM | [Ignore Me] #92 | ||
Colonel
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Yeah that was pretty much what I was thinking only slightly bigger. What if "space" is what connected all of the servers together. So traveling through space you might fight through a lockade, take on a defensive platform and then drop from your spaceship planetside and carry on the fight there. This could both expand the game and unite the playerbase.
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2012-07-04, 01:31 AM | [Ignore Me] #93 | |||
Captain
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So, you think a sci-fi game shouldn't have lasers, robots, space elements or your personal taste just can't stand the introduction of a whole new dimension in PS2? |
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2012-07-04, 09:36 AM | [Ignore Me] #97 | |||
Corporal
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Waiting eagerly for return shot :P |
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2012-07-06, 09:00 AM | [Ignore Me] #98 | |||
Private
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But after taking the outpost and invading the planet then space combat would end not keep going. But if they added it just like Core Combat, game population will split. People will stay playing Space Combat and people will stay playing on the ground. It just wont work. Last edited by Sempars; 2012-07-06 at 09:03 AM. |
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2012-07-06, 09:23 AM | [Ignore Me] #99 | ||
Master Sergeant
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Space battles would be fun as long as it was set up like planetside, attack/defend colonies, stations, ect. But like it was said pop. Splitting does not seem to work, personally I think naval combat should come first.. What is the benifit of fighting in space? Arent they lost in deep space if they did have space ports howd they get there?
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2012-07-06, 09:37 AM | [Ignore Me] #100 | |||
Sergeant
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Every time this has been tried it it has either completely bombed (Core combat) or are hands-down inferior to competing games that "specialised" at what they're good at (like SWG:JTL vs Freespace 2 or X-Wing Alliance // SWTOR on rails space combat vs Starfox 64....) |
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2012-07-06, 09:47 AM | [Ignore Me] #101 | ||
Colonel
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There is nothing that will require people who want to continue to play FPS on the ground to play anything else. People could argue that having multiple continents with anything different about them at all, is population splitting. Or, people who go behind the lines to attack, or people who set up defenses at different and varying locations instead of all zerging into the same fight at the same time, could be considered population splitting. That argument does nothing but hold back game development.
And I can't imagine who would even think that SW TOR's on rails thing could possibly deserve to be mentioned alongside actual space games. Last edited by Stardouser; 2012-07-06 at 10:06 AM. |
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2012-07-06, 10:11 AM | [Ignore Me] #102 | ||||
Sergeant
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Even Blizzard admitted regretting PVP alongside PVE to World of Warcraft. You just end up splitting the community in two, trying to endlessly solve a balancing nightmare while providing less content to the "core PVE game" because half your dev team has to keep up updates for PVP while PVP stays eternally broken. Everyone get's screwed. Even Core combat did a good job at diluting PS1s population. So no it's not unfounded, your turn to bring up counter-examples, in this post I've given 4. Last edited by roguy; 2012-07-06 at 10:16 AM. |
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2012-07-06, 10:19 AM | [Ignore Me] #103 | ||
Sergeant
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I would like to see parallel development of a space game, like dust 514 in reverse of eve. However things of note: I want a space sim fighting game, ala x-wing, wing commander etc, not wow timing and button pushing in space while auto aim does everything.
After all if you can handle 3k people in one game instance per server with a twitch based game, you can rapid develop a space game out of the engine FAST. Once ps2 and Forgelight is out, I would be very surprised if SOE doesn't release a number of huge scale pvp games. Intelligent enemy AI is one of the most complicated things to do in game and one of the few things that would slow this. |
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2012-07-06, 10:20 AM | [Ignore Me] #104 | |||
Colonel
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2012-07-06, 10:36 AM | [Ignore Me] #105 | |||
Colonel
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This is an MMOFPS, and MMOFPS is the best vector to introduce multi-faceted combat to a game world. There is no other type of game that could possibly incorporate these things. And FPS should not be taken literally, otherwise "shooter" would mean nothing but infantry. And since there are no real MMOFPS other than PS and WW2OL, which did not have space combat, no true examples can be cited, either for or against, to demonstrate precedent that an MMOFPS can't do space; although I do think that if we took a game like Battlefront which had space combat within the confines of limited map size, and consider how much better that could be done in the larger combat areas that an MMOFPS can provide, that it can be done just fine. As for PvP in MMORPGs, while I agree that there are lots of problems balancing PvP and PvE, how is that a population splitting issue? I have not played WoW, and don't know how WoW does PvP so maybe there is something different about how WoW is set up. But from what I know of the other MMORPGs that I have played, my expectation of a standard MMORPG that has PvP but is NOT PvP focused, is that they have PvE servers where there is no PvP unless you agree to a duel or go to special or Arena zones, and there are PvP servers where PvP is fully enabled. I don't see how that splits communities. I mean, if a standard MMORPG needed 30 servers to handle its population and 5 of them are PvP enabled, so it's split 25 PvE and 5 PvP, that's still no more split than it would have been? And I take this issue very seriously because as a 10 year EQ player, I prefer to play on the PvP server. I am aware that balancing issues mean that, for example, a melee focus class gets dominated by caster classes. I know it's difficult to balance both, but I'd rather have somewhat unbalanced PvP than no PvP. You join a guild or run in groups with your own healers and casters, and work as a team and get past that, it's better to play on a PvP server than not - much more exciting. Nothing in this final paragraph here has anything to do with Planetside, I'm just saying since we're talking about it and because I do prefer PvP in MMORPGs. Last edited by Stardouser; 2012-07-06 at 10:39 AM. |
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