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2013-03-03, 03:09 PM | [Ignore Me] #106 | ||
Rush lanes, eh? Heh, that sure brings up images of mile long traffic jams
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-03-03, 03:21 PM | [Ignore Me] #107 | |||
Sergeant
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Stop trying to derail the thread by simply imagining, inventing, shitting your twisted interpretation of "my idea" which you have not even taken the effort to read. I will be more than willing to entertain any crazed ramblings on my idea in the appropriate thread. |
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2013-03-03, 03:34 PM | [Ignore Me] #110 | |||
Sergeant
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There are other, superior ways to add predictability while not completely cutting out most strategic depth. There was an ideal way to cap a PS1 continent, there will be an ideal way to cap a PS2 continent. I'm not exaggerating by predicting there will be only a handful of possible ways to experience each continent. The lattice offers only complete determinism and can not infinitely (or even sufficiently) generate new experiences as there simply aren't enough variables. As for small-outfit action... Sure err... What will they do? There are say 7 fights going on on the map at all time. All of them on those MOBA lanes, and all of them zerg-vs-zerg (as there are vastly insufficient tools for the zergs to be directed and direct themselves). What will be the activities these squads can engage in? As for not set in stone... I don't believe that. By posting that pic Higby has basically made sure there is no other option. Can you imagine the mob's reaction if this, or something extremely similar, wasn't implemented? The outrage would be complete and the downfall of the game would most certainly be the result of whatever system implemented. Last edited by TheDrone; 2013-03-03 at 03:35 PM. |
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2013-03-03, 03:36 PM | [Ignore Me] #111 | |||
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2013-03-03, 03:43 PM | [Ignore Me] #112 | |||
Staff Sergeant
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2013-03-03, 04:00 PM | [Ignore Me] #113 | ||
Staff Sergeant
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I have mixed feelings on it.
The game is sorely lacking in structure, so that part of it is good, but I don't think it solves anything to just force everybody into channels, which is what this looks like it's going to do. My expectation is that everyone is going to get funneled into a couple of paths such that it'll actually turn the game from join the zerg/get run over the by zerg/ghost cap to just join the zerg or don't do anything. Malorn mentions BF3's Rush being part of the inspiration, but I hate Rush. They designed all the maps with Rush in mind instead of Conquest and it totally ruined the game for me. It just makes everyone come down incredibly predictable routes that one side or the other can camp to their hearts' content. Further, at least in Rush one side has to take the objectives or they lose. In PS2, there's no ultimate win or loss, so it would not surprise me if the game turns into WWI, with each side dug in and a no-man's land in between them. |
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2013-03-03, 04:09 PM | [Ignore Me] #114 | |||
Sergeant
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This way the tank zerg might be a bit smaller. |
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2013-03-03, 04:47 PM | [Ignore Me] #116 | ||
Master Sergeant
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This isn't something Im actually expecting and WANTING to go live. This will actually streamline the fights and will make the strategic level of the game MUCH more poorer. And this WON'T fix the metagame, since it also involves rewards for continent locking which aren't present. Allow me to elaborate:
Let us think Hvar Tech Plant as an example. Around it we have Sandstone Gulch mine, Indar Bay Point, NC secure data lab and Quartz Ridge Mining. Those 4 places is what secure Hvar Tech Plant once taken. Considering that you only need to take Indar Bay Point to open adjecency and start a Hvar Cap. Considering the defending faction, they'll most probably be on Indar Bay Point trying to stop an advance. If people want Hvar to open easily, they'll either have to go through Sandstone Gulch Mining or NS Research Data Lab, so adjecency can be opened, and force the defenders to either secure what they have or lose it all. This is critical in a game like this: Options. With the new lattice system, options will diminish a lot, mostly because NOW, predetermined path are whats necessary to actually grab bases on the map. Anyone with more the 2 months of PS2 can actually understand the current adjecency system. To actually counter attacks, it is quite easy to presume their next attacks and be able to repel them. This new lattice system will focus things NOT for the sake of strategy (since smaller outfit will still be rolled over by larger outfits) while also killing an important part of the game that is ghost capping. People complain and moan and bitch about ghost capping, but they only do so because they ALLOW it to happen. Not only that, actual flanking manouvers in a strategic level (NOT A TACTICAL LEVEL) won't exist anymore, since now you can't force your enemy to go after you to actually try and avoid you to lose adjecency. I remember we once saved Hvar just by pod dropping on NS Research Data Lab and resecuring it, giving us precious minutes to get in and resecure Hvar. In that image, the bridge leading to arroyo torre. With the current system, there is an incentive to go there instead of going back to Tawrich and then go for it, like in the new system. The game, as it is now, rewards Fast Striking movements and slower formations as well. When the new system arrives, pre determining paths will create EVEN more stalemates and promote even bigger zergs. And don't think for one second that those zergs will break up, cause they won't. This will promote EVEN more zergish outfits on the advantage. For those saying they hardly find good fights, they aren't looking at the map hard enough. I'm NEVER out of fights, me and my outfit, due to a simple map check always. I do some capping work as needed (on Indar, where fights are always constant) and I can actually cut enemies off as well. This is possible thanks to the hex system, which allow free flow of battles. It allows for clever base taking and different types of holding a front without actually fighting for the base you are now. Decoy manouvers are also a lot used in this current system. With the new system, you are bottlenecked to 4 options of paths, which can be predicted even by the most retarded of players (Which should be punished for being so retarded), and bring the zergs to one place, where once smaller, organized and smarter outfits could outmanouver and actually be of use. In this new system, smaller outfits will lose a lot of their purpouse. This WILL NOT bring a metagame. We want reasons to fight. I already fight a lot in this game, and since there is no real objective besides fighting, there will be no point in this as well, as we won't be able to claim anything for our empire and win something from that (while punishing the other two empires). This will only diminish the utility of smaller outfits, which can very effectively capture a lot of territories when people don't want to defend them. They can cut resources quickly. Outmanouver sluggish armour column formations. I like big fights, and I also like to outsmart other empires. If I'm not allowed to outsmart and use the current game systems to actually make your small outfit effective. This will pit small outfit vs. larger outfits, making the need for zergish outfits MORE apparent. This isn't something that will be good for the game. It is only made to promote the "SIZE.ALWAYS.MATTER" stupid PR campaign, where it doesn't rewards gameplay, nor skill, nor map coordination. ONLY.NUMBER. At least of now, zergfits are very limited due to the sheer amount of players. They are a liability, and should be so. A force to reckoned to fight, but HARD to organize, and effectively conquer the whole map. I don't like this system so far. I would need for information about it, but as we all feel it will be, I say no. This isn't PS1, it´s PS2. Changing a core mechanic already on the live game will make people be turned off. |
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2013-03-03, 05:06 PM | [Ignore Me] #118 | ||||
But, well, arguing with a hothead is never good. Let's just say, I'm glad you are not part of the dev team, since your current attitude is such as which makes empires fall.
As for smaller outfits - while it sounds so epic, when you use words like "flanking" and "outmaneuvering", what happens in reality is there are 10 guys hacking 10 different hexes simultaneously, while NewSith is riding around all alone in his ATV all across a continent trying to resecure hexes, that nobody else cares about, since it's easier for everyone to do the exact same thing these 10 fellas are doing. In other words, the system is trying to negate the very core problem of PlanetSide 2 - the game consisting of Attack vs Attack, as opposed to Attack vs Defense. Last edited by NewSith; 2013-03-03 at 05:11 PM. |
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2013-03-03, 05:18 PM | [Ignore Me] #119 | ||
Contributor Lieutenant Colonel
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A selective cropped image of a small corner of Indar with paths that are already predefined.
It's way too early to get sucked in to the hype with that small titbit. However it ends up it will definitely needs extensive testing(test server) on all continents. |
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2013-03-03, 05:23 PM | [Ignore Me] #120 | |||
Master Sergeant
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If noone is falling back an resecuring our lines, we MUST suffer the consequences of those. Without them, the game will become EVEN more stale then it already is. The Attack vs. Attack mentality is one that the players create, not the devs. People must be willing to fall back sometimes and resecure our possessions. By pidgeon holing zerg formations against each other, you are creating new crown, which by themselves are problematic for making the game flow go to a complete stop. Harsh punishments should be instilled to the faction that doesn't protect its territories (in this case, resources - kinda). As others have said, MBTs and liberators should only be able to be pulled from large facilities. I agree. There's nothing more stupid then actually be able to pull powerful vehicles from almost every place. I say restrict sunderers to towers as well, so a supply line must be established for a better metagame. |
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