Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: NOS+MAX=Sweet
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
View Poll Results: What do you think of Power Advancement for Charaters, Weapons, and Vehicles in PS2? | |||
Power advancement is not necessary in PlanetSide 2 | 49 | 39.52% | |
Power advancement is necessary in PlanetSide 2 | 53 | 42.74% | |
Indifferent | 22 | 17.74% | |
Voters: 124. You may not vote on this poll |
Thread Tools | Search this Thread | Display Modes |
2011-07-30, 01:24 AM | [Ignore Me] #16 | ||
Contributor PlanetSide 2
Creative Director |
We're going to have hundreds if not thousands of certs at launch. These will vary from certs that unlock new weapons, implants, vehicles, weapon/vehicle attachments and class skills to ones that allow for faster reloading, less cone of fire, larger ammo capacity, and yes, additional damage. When we say overall 20% increase in power we're talking holistically, not necessarily "each of your bullets do 20% more damage! a winner is you!".
The spirit of the PS2 cert system is very much based around the PS1 paradigm of advancement by addition of situational flexibility and overall breadth of gameplay options. A good fps player playing light assault with minimal certs will always kick the shit out of a bad fps player playing light assault with a lot of certs. Edit: MasterChief096 - I'm definitely not trying to bust up your thread by stating any of this, it's a great poll and I appreciate seeing everyone's point of view. I just want everyone to understand what our goals with the cert tree and power growth actually are. Carry on! Last edited by Higby; 2011-07-30 at 01:31 AM. |
||
|
2011-07-30, 01:26 AM | [Ignore Me] #18 | ||
First Sergeant
|
Although I have not read through this thread, I don't see a problem. I would like some advancement for my character, and I don't think that 20% is a big deal. Fighting in a persistent world is cool, but I would like to see personal benefits as well.
In the end, the game still comes down to skill. |
||
|
2011-07-30, 01:27 AM | [Ignore Me] #19 | |||
Sergeant Major
|
|
|||
|
2011-07-30, 01:33 AM | [Ignore Me] #21 | |||
Private
|
40%? 80%? 100%? Instagib? How can a new player expect to compete and advance in a pure PvP game where veterans are so powerful? |
|||
|
2011-07-30, 01:34 AM | [Ignore Me] #22 | |||
Sergeant Major
|
Can you elaborate more on what you mean by it being holistic? From what I understand you mean that the potential 20% increase is going to be spread out between the various stats? Players won't be able to solely increase damage by 20%, but rather keep unlocking certs (in the form of modifications/implants/whatever) that upgrade a weapon or vehicle base stats by slight amounts. So an example would be a veteran with maxed out MA certifications might have a 20% advantage over a new player, but its going to be something like 3% damage difference, maybe 6% ROF difference, 4% accuracy difference, 7% clip size difference? |
|||
|
2011-07-30, 01:35 AM | [Ignore Me] #23 | ||||
Colonel
|
I'm seeing the cert system as a huge trade-off between many epic choices. So an infantry could just as easily be awesome at destroying tanks as anything else in the game could specialize to kill something else. The idea being though that I hope there are so many choices that there is no best. Like I said in IRC a few days ago I want someone to do something and go "oh sweet. Good thing I have X." then die another time and go "oh man I wish I had Y I could have used it". |
||||
|
2011-07-30, 01:37 AM | [Ignore Me] #24 | ||||
Sergeant Major
|
I mean a guy can sacrifice reaver armor/damage for speed/maneuverability, and end up killing a high damage dealing/armored reaver due to this, and be like "woot, I'm glad I have this agile reaver!" Then that same guy can go and try and kill a heavily armored tank with its weak rockets. The tank might either drive back to where its close to its empire's AA or just escape altogether and the guy might say, "Geez I wish my reaver had more damage/armor so I could've followed that tank a bit longer and got the kill". Last edited by Ghryphen; 2011-07-30 at 02:21 AM. |
||||
|
2011-07-30, 01:40 AM | [Ignore Me] #25 | ||
Colonel
|
Holistic: relating to or concerned with wholes or with complete systems rather than with the analysis of, treatment of, or dissection into parts
I.e. 20% total improvement, after adding everything up. Last edited by CutterJohn; 2011-07-30 at 01:41 AM. |
||
|
2011-07-30, 01:42 AM | [Ignore Me] #26 | |||
Contributor PlanetSide 2
Creative Director |
|
|||
|
2011-07-30, 01:49 AM | [Ignore Me] #28 | |||
Sergeant Major
|
Also, Higby, another huge concern is if a player can achieve 20% advantage at sometime, how much MORE of a percentage will be added to that if that player is in an outfit that also specializes in that individual's playstyle and unlocks even MORE certs and what not for that players weapon's/vehicle's? Or is the 20% calculation made from both player advancement as an individual as well as outfit advancement combined? |
|||
|
2011-07-30, 01:56 AM | [Ignore Me] #29 | ||
Contributor Major
|
Is this necessary for the next installment as it will appeal to a wider audience?
If anyone believes that making some player's NUMBERS more powerful than other player's NUMBERS in a point and shoot combat game is going to appeal to MMORPG gamers than their freakin' nuts, because "combat balance" in MMORPG PvP is like the holy grail of game development. What's more likely is what Ender said, "it would completely discourage new players from entering the game", while also alienating those who do try it out, for the simple fact that MasterChief096 shared with us, "A veteran should be better because he's a veteran, he has play time experience, he's developed skill and tactics with his weapons, vehicles, and outfit. He knows the game better and thus has a personal advantage over a new player". Adding player power in the form of bigger numbers will end up making Planetside 2 appeal to even fewer people than Planetside did, because folks just aren't going to pay a monthly subscription fee to allow others to mop the floor with them - especially MMORPG players. I am absolutely all for character customization, community building gameplay (customizable shared "housing", economic PvP, and other things that are just there for the fun of it), and guild level specialization, but I think it makes sense to follow the Planetside approach of having those customizations effect things the player can do, rather than increase the player's damage dealing numbers. Really, when you consider the logic that MasterChief096 imparted upon us, if anyone should be getting a boost in their numbers it should be the new players, not the vets! That's what they do in golf (to my understanding), because all those old golfers by rights should be way better than the new guy any way, so why not give the new guy a "handicap"? When it comes to "realism" aspects, like the handling of the PhysX enabled vehicles, I don't see a problem adjusting those numbers, but again it feels illogical that the more experienced "veteran players" should even *need* to get bonuses to handling. I mean, wouldn't they have already been flying with some degree of success, despite the piss poor handling numbers they had when they started out? If not, are those people really going to get much better even with a "handicap"? So again, it seems more sensible to give the new players a "handicap" until they get used to the mechanics than it does to make something that vets learned how to master even easier for them to... continue to already master... That said, adding bonuses to vehicle numbers like booster burn time, turn radius, and other things that pilots actually have available to them as modifications on real life aircraft would make sense for a game like Planetside, because knowing WHEN to use those modifications would always trump simply having speced for them in your cert tree. This issue is going to be the biggest balancing act of the game, so there's definitely a lot to talk about here. I've enjoyed reading people's post! |
||
|
2011-07-30, 02:01 AM | [Ignore Me] #30 | |||
Contributor PlanetSide 2
Creative Director |
As for new players, Planetside 1 despite being "balanced" and "fair" to new players still is next to impossible for people to succeed at day 1. Theres way more than just veteran power growth that makes a game difficult for new players, knowing maps, battle flows, knowing how and when to fight, learning what different enemy types are capable of, etc. is by far a bigger barrier in a game like planetside than weapon damage for new players. I know lots of experienced FPS players who go 1:20 their first few sessions of planetside and I'm sure you all do too, right? Last edited by Higby; 2011-07-30 at 02:02 AM. |
|||
|
|
Bookmarks |
|
|