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Old 2012-05-25, 08:23 AM   [Ignore Me] #106
Stardouser
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Re: TotalBiscuit PlanetSide 2 Primer Footage


You have to admit, spreading out the control points just plain makes sense, prevents everyone from converging on the same point, and there's no need to have a maze of interior hallways to make it hard to reach.
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Old 2012-05-25, 08:29 AM   [Ignore Me] #107
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Stardouser View Post
You have to admit, spreading out the control points just plain makes sense, prevents everyone from converging on the same point, and there's no need to have a maze of interior hallways to make it hard to reach.
I'm kinda hoping that some bases will have complex interiors. Best bet so far seems to be the biodome?
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Old 2012-05-25, 08:33 AM   [Ignore Me] #108
Gandhi
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by SKYeXile View Post
The way XP and objectives are displayed, each kill is a flat 100 now instead of using planetsides variable systemd based off time alive and other factors, it seems to follow bf's 100 for a kill, xx for an assist and then 50 for headshot ect,
This. I can only hope it's a placeholder, because switching to a flat XP system would be a big mistake. It's already old and tired because it's in almost every FPS that hits the market, from a player's perspective I can't think of any good reason to use it over something like Planetside's system. Maybe there's a good reason from a design perspective, I don't know, but if the variable system is still possible then it's well worth the extra effort to include it.
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Old 2012-05-25, 09:20 AM   [Ignore Me] #109
Xyntech
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Gandhi View Post
This. I can only hope it's a placeholder, because switching to a flat XP system would be a big mistake. It's already old and tired because it's in almost every FPS that hits the market, from a player's perspective I can't think of any good reason to use it over something like Planetside's system. Maybe there's a good reason from a design perspective, I don't know, but if the variable system is still possible then it's well worth the extra effort to include it.
Yeah, I strongly hope it's a placeholder. I wouldn't even mind seeing it amped up over the first game, where killing players fresh out of spawning is next to worthless (aside from helping stack your kill stats), while killing people who have earned a lot of points (gotten a lot of kills, assists, healed a lot of people, etc) nets a shitload of experience. It would almost turn into a bounty system, where players would deliberately gun for those enemies who were doing the most for their empire.

Everyone would want a piece of that sniper racking up kills, or that pilot spamming your infantry, or that tank that's been surviving and harassing you for the past 20 minutes.

A shit ton of stuff seems to be in a very placeholder status for the time being though. For example, TB had like 2500 resources in his Liberator video, but it only cost like 50 to spawn a Lib. If that isn't placeholder on one end or the other, then the entire thing is fucking clown shoes.

Still, it's worth keeping an eye on. If 100xp for every kill seems to be how they want to handle it once beta is under way, it would certainly be worth campaigning against.

There are things I think should be changed from PS1, things I don't give a shit about, and things I think should absolutely be kept. Battlefield (and modern shooters in general) have plenty of shit that falls into the first two categories for me, so I don't mind a lot of the similarities.

Certainly PS2 is no Battlefield clone, but it also certainly has a lot in common with it. If both extreme sides of the argument could just acknowledge this, I think the debate would be a lot more rational.

But it seems that BF3 is the new Halo, when it comes to games that it's taboo to compare Planetside to. What a fucking joke, then and now. A game can have a lot in common without being even remotely identical.
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Old 2012-05-25, 09:39 AM   [Ignore Me] #110
Shade Millith
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Re: TotalBiscuit PlanetSide 2 Primer Footage


I'm hoping that 'Out of Bounds' is a alpha thing to keep them in one area. 'Out of bounds' should be exactly like it was in PS1.
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Old 2012-05-25, 09:49 AM   [Ignore Me] #111
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Stardouser View Post
You have to admit, spreading out the control points just plain makes sense, prevents everyone from converging on the same point, and there's no need to have a maze of interior hallways to make it hard to reach.
Agreed it will make for much more varied gameplay rather than "Oh the AMP station always has this" etc.

Originally Posted by Shade Millith View Post
I'm hoping that 'Out of Bounds' is a alpha thing to keep them in one area. 'Out of bounds' should be exactly like it was in PS1.
I honestly don't think that mechanic was done yet.
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Old 2012-05-25, 10:12 AM   [Ignore Me] #112
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Re: New TB Footage


Originally Posted by Mechzz View Post
I am finding myself thinking the UI is annoying. There are 3 identical radar icons he can choose and he has to mouse over to see the description for what each one does
placeholder images!
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Old 2012-05-25, 10:17 AM   [Ignore Me] #113
ringring
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Zulthus View Post
I have to strongly agree on these two points... especially the XP. I hate how they're just doing the cliche shooter +100 for every kill. I loved the satisfaction of getting that +2000 xp when you killed someone who was dominating in PS1.

I dislike the idea of the BF3 kill system in this game:
Kill +100
Headshot +50 etc...

Especially in vehicles... you felt like you accomplished something and got satisfaction when killing enemy vehicles. You got a nice juicy chunk of xp... you could get upwards of 4000 xp from killing a single tank.

Now what it seems it's reduced to:

Vehicle Destruction +200 (maybe it's more in depth but that's all I saw)
But do you know for a fact this is how it will be. Yea, it was like that in the footage we have seen so far.........

Personally I liked it ps1 .... there was a little illicit glow of pleasure when you killed someone and you got 1000 xp and a small downturn of disappointment when it was only 40xp.
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Old 2012-05-25, 10:21 AM   [Ignore Me] #114
Stardouser
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Re: TotalBiscuit PlanetSide 2 Primer Footage


I don't so much care what they do for the points, I just don't like how BF3(and BC2 before it) pop up the points right in your face in the middle of the screen. I personally prefer a very nice killfeed on the top right of the screen, and the ability to hit, say, Tab, or Caps, etc, to bring up a Score In Current Session screen.

Also, I don't like how the killfeed is NAME-GRAPHIC-NAME, I would prefer that instead of a graphic, it should say Cycler, or Reaver, etc. This by the way, there's no reason why they shouldn't let people customize it. Some people will want the killfeed to just show the murder weapon's graphic and others will want the text name of the weapon. This is one thing where everyone could be satisfied without harm.
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Old 2012-05-25, 10:21 AM   [Ignore Me] #115
roguy
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Gandhi View Post
This. I can only hope it's a placeholder, because switching to a flat XP system would be a big mistake. It's already old and tired because it's in almost every FPS that hits the market, from a player's perspective I can't think of any good reason to use it over something like Planetside's system. Maybe there's a good reason from a design perspective, I don't know, but if the variable system is still possible then it's well worth the extra effort to include it.
If they're emulating the battlefield system it may be because they want to reward teamplay actions such as revives, heals ,repairs and to take better account better play (ie: killing random soldier = 100, killing that MBT that's holding your whole team back = 200+driver kills).

I can't but feel like I'm missing something, did BF3 run over everyone's dog or something? Their XP system is hands down the best on the market afaik (aside from rewarding long range sniper shots more than soloing a tank+capping an mcom -.-). And heck, at least BF3 didn't have contrived shitty aberations like being forced to stand in SOI's, wich everyone forgets to mention.
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Old 2012-05-25, 10:23 AM   [Ignore Me] #116
ArmedZealot
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Xyntech View Post
Yeah, I strongly hope it's a placeholder. I wouldn't even mind seeing it amped up over the first game, where killing players fresh out of spawning is next to worthless (aside from helping stack your kill stats), while killing people who have earned a lot of points (gotten a lot of kills, assists, healed a lot of people, etc) nets a shitload of experience. It would almost turn into a bounty system, where players would deliberately gun for those enemies who were doing the most for their empire.

Everyone would want a piece of that sniper racking up kills, or that pilot spamming your infantry, or that tank that's been surviving and harassing you for the past 20 minutes.

A shit ton of stuff seems to be in a very placeholder status for the time being though. For example, TB had like 2500 resources in his Liberator video, but it only cost like 50 to spawn a Lib. If that isn't placeholder on one end or the other, then the entire thing is fucking clown shoes.

Still, it's worth keeping an eye on. If 100xp for every kill seems to be how they want to handle it once beta is under way, it would certainly be worth campaigning against.
As far as the capture mechanics go, I don't really have a problem with the current implementation. I wish they would add in a 10 minute timer after all capture points are taken before the base fully flips though.

I like this idea for XP. It certainly makes the battlefield more dynamic and entertaining. I wonder if there would be a way to somehow track an enemies "bounty" and have it advertised to the opposing empires. Players with the most "bounty" at the end of the day get posted on a Planetside.com scoreboard as well.

As far as the U.I goes I agree. Again I hate to be that guy, but the U.I needs more work to differentiate itself from both BF3. It is very obvious.

Originally Posted by roguy View Post
If they're emulating the battlefield system it may be because they want to reward teamplay actions such as revives, heals ,repairs and to take better account better play (ie: killing random soldier = 100, killing that MBT that's holding your whole team back = 200+driver kills).
Why can't we have PS's variable XP system along with something that would reward the support roles as well?

Last edited by ArmedZealot; 2012-05-25 at 10:25 AM.
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Old 2012-05-25, 10:31 AM   [Ignore Me] #117
Xyntech
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Re: TotalBiscuit PlanetSide 2 Primer Footage


I wonder if there should be a thing where players who do better over a longer period give better experience to people who kill them versus people who usually do worse but are having a lucky run on their current spawn.

Also, you could do things like giving a higher reward for reviving players who earn more points and contribute more to their empire versus players who contribute less, although it shouldn't be as large a distinction I don't think, so that medics never pass over someone just because they wont get much experience from them.

Having a more dynamic rewards system for as many elements as possible would be awesome.

We already know that engineers who deploy mana turrets that get a lot of kills will get more xp than ones who deploy useless turrets, but that's an easy one to implement.
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Old 2012-05-25, 10:33 AM   [Ignore Me] #118
ArmedZealot
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by Xyntech View Post
I wonder if there should be a thing where players who do better over a longer period give better experience to people who kill them versus people who usually do worse but are having a lucky run on their current spawn.
I don't think there should be a need to differentiate it. If a bad player gets lucky he should know what true attention is like .

Originally Posted by Xyntech View Post
Having a more dynamic rewards system for as many elements as possible would be awesome.
I agree.

Last edited by ArmedZealot; 2012-05-25 at 10:35 AM.
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Old 2012-05-25, 10:37 AM   [Ignore Me] #119
roguy
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by ArmedZealot View Post
As far as the U.I goes I agree. Again I hate to be that guy, but the U.I needs more work to differentiate itself from both BF3. It is very obvious.
Hmm so let's see:

Battlefield 3 has a square mini map in the bottom left corner so PS2 can't do that...
COD has it in the top left... OMG CAN'T HAVE THAT, COD IS THE DEVIL!!11&
Battlefield 2 has a circular map in the top right corner, lol that would be such a BLATANT rip-off!!

HANG ON GUYS I HAVE AN IDEAAAAAAAAA

HOW ABOUT A TRAPEZOID YELLOW MINIMAP THAT ALSO ACTS AS A CROSSAIR IN THE MIDDLE OF THE SCREEN!!! WITH A REVERSE HP COUNTER IN ROMAN NUMERALS OMG!

Originally Posted by ArmedZealot View Post
Why can't we have PS's variable XP system along with something that would reward the support roles as well?
Well, how do you get variable multipliers to work with say heal, repairs and spotting? You spot a good player > you get more spotting points? You heal a good player you get more healing points?

In the variable system you get more xp depending the skill+ usefulness of your kill (or at least a close approximation). Healing a good player might be more useful but it doesn't take more skill.
Alternatively if you just give a flat amount of xp for healing how do you balance it against the variable xp for getting kills?

Last edited by roguy; 2012-05-25 at 10:45 AM.
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Old 2012-05-25, 10:38 AM   [Ignore Me] #120
Xyntech
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Re: TotalBiscuit PlanetSide 2 Primer Footage


Originally Posted by ArmedZealot View Post
I don't think there should be a need to differentiate it. If a bad player gets lucky he should know what true attention is like
Oh I mostly agree, I just think that maybe the really skilled players could give like an extra 20% experience or so, as long as they are killed x amount of time after spawning. Camping a spawn tube shouldn't reward any more experience for killing a pro (one time before they spawn in a smarter location) versus killing a noob.

It should mostly be rewarded based on how well your current life has gone though, I agree.
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