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PSU: Why dont you give me ape tit for $300
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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 |
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2011-08-01, 02:03 AM | [Ignore Me] #136 | |||
Brigadier General
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2) What kind of fantasy world are you living in where you are worried about "stats" you just made up out of the blue? Don't panic. It's premature to freak about balance. |
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2011-08-01, 04:31 AM | [Ignore Me] #137 | |||
Captain
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But the entire idea of cutting down on those imbalances is to brainstorm them and speculate about them. In the end tho, I do agree with you. Too soon and too detailed. |
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2011-08-01, 06:03 AM | [Ignore Me] #139 | ||
Corporal
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I voted not necessary.
I believe power on the battlefield comes primarily from versatility, if I can heal myself and shoot heavy weapons for example then I'm more combat effective than some newb who doesn't have enough certs for that combo. My only worry now is with the class system you're locked out of that diversity unless you die and select another loadout. I have to say I'm not really sold on the new class and cert system overall, I think things like inventory management was really part of the skill of Planetside, you could pack an inventory many different ways and be combat effective in a number of different ways on the battlefield.
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All the Planetside 2 information in one place - http://www.planetside2wiki.com PC game fix database - http://www.pcgamingstandards.com |
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2011-08-01, 12:22 PM | [Ignore Me] #140 | ||
First Sergeant
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like is ps1, ther poiwer of a vet should be the ability to apply any needed role to a battle field. their guns fire no stronger, but they have versitility.
thats what i want in ps2, versitility as the reward, not power. the whole core of ps1 was that all soldires were equal, and that i could join a server for the first time and compete on a slugfest with a vet with no problems of who had the higer tier gear. |
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2011-08-01, 12:48 PM | [Ignore Me] #141 | |||
Contributor PlanetSide 2
Game Designer |
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2011-08-01, 12:59 PM | [Ignore Me] #142 | ||
Brigadier General
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My guess is that it will make a difference, just a very slight difference, and anybody who is competative will likely want to have any advantage they can, no matter how slight that advantage is. (i.e. like using implants, or cave benefits in PS1)
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2011-08-01, 01:01 PM | [Ignore Me] #143 | |||
Captain
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I guess I could answer that like you were being a sarcastic ass and that your choice of phrasing was just accidental. Three reasons I can think of off the top of my head. 1) To give the player base an idea that their time is not put to waste, that there is character advancement and to reward players that play a lot while not leaving the casual gamer in the dust. 2) This is an MMO, there will be more than just 2 people shooting at each other and not all of them will have only 100hp. 3) That information was purposefully designed to show a specific point and should not be taken as concrete data. Last edited by Kran De Loy; 2011-08-01 at 01:06 PM. |
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2011-08-01, 01:04 PM | [Ignore Me] #144 | |||
First Sergeant
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To illustrate my point, say in the example the target had started with less health, this would make the benefit much more significant. Oh and again, it is an example. Or more specifically: |
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2011-08-01, 01:40 PM | [Ignore Me] #145 | ||
Weapons in PS (and presumably PS2) lose damage over distance.
A 2% damage increase may not change the "bullets needed to kill at point blank", but it just might add a meter or two to the distance that "point blank" works out to be. So now you know you can start hosing at 5m instead of 3. Not a big deal for an assault class (who will start shooting regardless), but that cloaker now knows she doesn't need to take a couple steps before she opens up with her AMP (or whatever the PS2 equivalent works out to be). And when you've got N different kinds of weapons in a squad all blazing away, 1% might make a difference between "my squaddy's bullet makes you run away" and "my squaddy's bullet kills you". Not often, but it'll happen. And when it does, you'll be grateful... if you actually notice (probably not, lets be honest). That reminds me... user-devised UIs. Off to the Idea Section |
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2011-08-01, 02:45 PM | [Ignore Me] #146 | ||
I don't care - until I see how it affects game play. A vocal crybaby minority should not influnce the games structure.
Players that stick with the game a long time or are skilled enough to max their certs, BEP,.....deserve something extra. Nothing huge. Maybe nothing big, but something. A 10% boost sounds reasonable. If they're BETTER players they'll pwn newbs (and experienced players with avg or marginal skills) anyway. What's the big deal ? I don't care - yet. Players that qualify for whatever boost SOE chooses to grant should provide more XP/BEP to whoever kills them. Seeing some super-dedicated Tank Outfit roll out in a bunch of boosted and mild-to-medium modified tanks should make newbs (or anyone else for that matter) WANT to acquire advanced skills/certs/rewards/perks. Goals should mean something tangible when you reach them. SOE has to GIVE advancing players something. I'm not worried about it at all. I am curious to see how they structure it - and how it actualluy ends up working. Until the game launches - it's much ado about nothing - mindless speculation leads to mindlessness. Last edited by Chaff; 2011-08-04 at 04:58 PM. |
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2011-08-01, 02:53 PM | [Ignore Me] #147 | ||
Master Sergeant
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Looks like MMORPG mechanics to provide an ongoing carrot.
What concerns me about skill tree or 'power advancements' leading to a hypothetical 20% maximum bonus: It was the comment that they devs are still in the air over weather you'll need to work along the Heavy Assault tree to unlock MAX armour. See, that's the part of the skill trees that worry me. Either we play a game where every player soon discovers you need to go HA3, MAX1, MOSSIE1, HACK2 to get a basic level of self sufficiency. (metagame) And if you can achieve that in say 10 days of auto-skilling. What is the point. Just give it to us at the start. It also leads to my worry that in the mid or late game you realise thanks to metagame there is no recert. You can not unlearn a cert a day and change from being a spec'd out reaver pilot to a spec'd out MBT/support role. That makes me sad. That was a beauty of the PS1 cert system. Everything could be changed. Because it was an FPS not an RPG with character development. If it takes about a month to unlock level 10 skills, and about a week to get BR10 through game play .. Will that just mean we play a finely balanced game of alt characters with enough BR to keep offline-skilling. If we can all just pickup and use every piece of kit from the very beginning then it looks like the skill tree is a never ending carrot. A gilded carrot. |
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2011-08-01, 03:03 PM | [Ignore Me] #148 | |||
Lieutenant General
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I already own new players in PS, I don't need more damage to do it lol. Last edited by Bags; 2011-08-01 at 03:05 PM. |
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2011-08-01, 03:25 PM | [Ignore Me] #149 | ||
Private
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Doesn't Battlefield: Bad Company 2 do something similar with Magnum ammo increasing bullet damage by 25%? It gave an edge but you could still kill people without it (and it was flat 25% straight to damage bonus). Of course the silly thing was that in the end everyone would use it above any other perk, but still it was a big deal just on some kind of weapon/server combination (M95+HC server----->oneshot kill to the chest). Also, if it's a rough figure of every bonus added (RoF, accuracy, magazine size, damage, dropoff, all combined), it would probably mean even less, especially if they set up the skill progression so you can close 80-90% of the gap in a couple weeks (a la EvE).
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2011-08-01, 03:25 PM | [Ignore Me] #150 | ||||||
Contributor PlanetSide 2
Game Designer |
The numbers are not interesting, the reasons for having it in the game at all are far more relevant and are the root of the issue. |
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