Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: My mouse is bigger than yours.
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 |
2011-08-03, 05:30 PM | [Ignore Me] #181 | |||
First Sergeant
|
|
|||
|
2011-08-03, 06:36 PM | [Ignore Me] #183 | ||
Colonel
|
What exactly are you guys trying to balance here? Soldier vs Soldier? Vehicle vs Vehicle? Soldier vs Vehicle? All of them at the same time?
I made my previous comments with the thought in mind that balancing can be done through rock paper scissors balancing. Meaning things can be unbalanced one way without destroying the game. I guess that's now what other's want though. |
||
|
2011-08-03, 06:38 PM | [Ignore Me] #184 | ||
Sergeant Major
|
Every forum I visit for an unfinished game, you have people taking what info is available, filling in the blanks, and treating it as gospel while they rant and rave about it.
Higby pretty much confirmed the plan is that the sum of the parts brings us to the 20% conclusion. That includes outfit specialization. That includes squad lead influence. That definitely includes what the player can do on their own. I know I've mentioned this somewhere, probably this very thread. We also have no clear cut definition of how the upgrades apply. I'm having a hard time imagining something as simple as WoW's talent system where I dump 5 points into something and get 15% more damage out of it just like that. That will have to do for squad leads and maybe outfits, but for personal training, I think everything should be a physical attachment of some kind. I'll be consuming a slot on my piece of equipment, so I can't have bigger rounds in a longer barrel for both damage and accuracy. I can't have two extended mags taped together. Remember, the idea is up to 20%, not exactly 20% no matter what you do, and through more factors than just what ever you have on hand that shoots bullets. SOE may have considered each classes possible kit as a whole, not just the individual items. A list of ideas just thinking of the MA (note little thought was put into the numbers, they're just examples) and I'll be using Brink's customization points as a reference. Barrel/Ammo mods (primarily effect weapon accuracy/damage/rof) Larger Barrel: Increased damage (+1 dmg) Enhanced Stock: Increased accuracy (+5-10%) Dual-Barrel: Increased firing rate (+.5 rps) High-Caliber Barrel: Increased damage (+2 dmg) Decreased RoF (-.5 rps) Long Barrel: Increased Accuracy (+10-20%) Decreased dmg (-1 dmg) Cyclic Tri-Barrel: Increased RoF (+1 rps) Decreased accuracy (-5-10%) Magazine mod (primarily effect ammunitions handling) Extended Mag: Extra rounds (+25-50%, depending on weapon?) Taped Mag: Faster reload, every other reload (-1 second reload time) Tap-switch: Allows for instant switch of AP and AV ammo. Lower mag capacity for each. Drum Mag: Even more rounds (+50-100%) Slower reloads (+1-2 seconds) Belt-feed: No reload, maximum ammo capacity reduced (25-50%) no ammo type exchange. No classic inventory, I'm assuming then that we don't have much control over ammunition capacities if any at all. Also notice: trade-offs aren't so straight forward. I'm sure SOE has many more ideas too. Admittedly, I could be wrong, and most cert training really does amount to points ala talents, but the gains would be rather meager individually I imagine. __________ TL;DR Stop filling in the blanks, you're just fooling yourselves and blowing $#!% way out of proportion. You don't know if certs act like WoW talents, or are all straight up attachments, limiting themselves anyway. The 20% encompasses outfit perks, squad lead perks, and individual training, and SOE should be balancing the individual part based on a class as a whole, not the individual items as part of that 20%. Sorry Malorne, but part of what keeps people playing is progression. If you really think any amount of power difference will chase away newbs, then I can't even fathom how MW2 gets the numbers online it currently does and still sees newbs sticking it out through seasoned vets and their multitude of perks, huge weapon selection, and little tricks for noobtubing or knowing where that secret hidey sniping spot no one can sneak up on. Really, it's quite the mind-**** |
||
|
2011-08-03, 07:00 PM | [Ignore Me] #185 | |||
Contributor PlanetSide 2
Game Designer |
Most of us played planetside for years and we didn't need that crap. The reason we stopped playing is typically because the game got stale, not because they didn't give us "progression". It's unnecessary if the game itself offers good compelling gameplay with variety and freshness. If a game is fun to play, provides meaningful challenges and enough variety in the gameplay to keep you interested then people will keep playing. This idea that you need to give people stuff to keep them interested is a bunch of horse poop. |
|||
|
2011-08-03, 07:27 PM | [Ignore Me] #186 | ||||
Colonel
|
|
||||
|
2011-08-03, 07:38 PM | [Ignore Me] #187 | |||
Sergeant Major
|
Yeah... they DO need that carrot. That next goal is what drives a lot of players. Simply shooting someone for the sake of shooting someone and taking land for the glory of our empire only works for so many people (like us.) An actual, felt form of progression gives people a sense of accomplishment. As a fresh face, the mere concept of Planetside is eye popping. Yeah, they'll take their licks, and some may quit, more often than not because they expected to dominate and can't stand to get dominated, not because I'm putting out an extra point of damage per round, but the ones that stick around will be keepers as they see all sorts of customization open up for them as they play the game. That in itself is a form of reward for effort. There are very few popular FPS' on the market that I can think of, that don't involve some form of "powering up." Obviously, it's a popular, working and acceptable model. Applying it to PS2 should be a no brainer. MAG, a PS3 game with up 256 players on one map, has all sorts of skills that increase weapon accuracy, reload times, even maximum health pools. Newbs don't exactly shy away from it for that reason, it just never sees updates or advertisements... ever. The influx is far outweighed by the bored outflux that have vetted between the 3 factions 70 times by now. Face it, PS2 is going to see some slight power differentiation, but nothing the masses would be discouraged by as a whole. Some maybe, but we'll see more than we'll lose, otherwise again, how is MW2 so popular still? It only supports 6v6! Last edited by EASyEightyEight; 2011-08-03 at 07:40 PM. |
|||
|
2011-08-03, 07:45 PM | [Ignore Me] #188 | ||
Contributor PlanetSide 2
Game Designer |
Correlation is not causation. Just because WoW did something does not mean that a specific feature in WoW was the reason for that success. If it did not have that feature it may have been more successful. We can only speculate.
What I do know is that Planetside had players for many years without progression. Many shooters also lack it and remain popular. Thus, I can confidently conclude that progression is not required for a game to be successful and good game. |
||
|
2011-08-03, 07:52 PM | [Ignore Me] #189 | ||||
Contributor PlanetSide 2
Game Designer |
"To crush your enemies, to see them driven before you, and to hear the lamentations of their women." Lamentations aside, crushing enemies and driving them out is accomplishment. It served us in PS for many years quite successfully. What was even better was that the act of crushing and the act of driving was fun as hell.
Taking a base. Triumphing over a rival outfit. Prying Amerish from the cold dead hands of the Vanu. Turning the world blue. Inventing new tactics. Successfully leading the conquest of a continent. All of these things are accomplishments. Next to these things getting handouts for playing the game are garbage. What good is that? Why have that? It is unnecessary, and I did nothing to earn it. You want to give me rewards? Give me rewards for taking a base or a continent or resources. That's why I wrote up some in-depth ideas on that in the PS2 idea vault. You should go check them out. Good stuff in those threads. |
||||
|
2011-08-03, 07:56 PM | [Ignore Me] #190 | |||
Sergeant Major
|
Sorry, but I have to break it to you and your inner frat boy: Your way of play isn't good enough for a lot of other people. SOE seems set on putting in that character progression and achievements you don't care for. I advise not partaking in that progression and those achievements if you're not interested. Problem solved. EDIT: And I did read it. You even responded to my post (or did you make a new thread?) EDIT#2: Oh pshhhh, I'm thinking of your other, similar topic on PS2 general. EDIT#3. Wrong place to be putting my opinions on those threads. Last edited by EASyEightyEight; 2011-08-03 at 08:04 PM. |
|||
|
2011-08-03, 09:36 PM | [Ignore Me] #191 | ||
Colonel
|
I will point out if you look at people with multiple accounts you'll quickly understand this to be true. People do like to progress and when they stop progressing they make an alt just so they can progress even if it's the same thing. There are some veterans here that have pretty much tried to max out all their characters. Keeping the game interesting when you only have 1 character per server will be interesting.
Last edited by Sirisian; 2011-08-03 at 09:37 PM. |
||
|
2011-08-04, 04:14 AM | [Ignore Me] #192 | |||
Colonel
|
|
|||
|
2011-08-04, 04:48 AM | [Ignore Me] #193 | |||
The character selection screen slowed down the pace of the game too much Last edited by FastAndFree; 2011-08-04 at 04:51 AM. |
||||
|
2011-08-04, 05:09 AM | [Ignore Me] #194 | ||||
They could have multiple toons per server and let them train at the same time but I dunno. I'm not feeling it.
__________________
And that was that. Last edited by exLupo; 2011-08-04 at 05:10 AM. |
|||||
|
2011-08-04, 08:07 AM | [Ignore Me] #195 | ||||||
Contributor PlanetSide 2
Game Designer |
They haven't exactly been forthcoming in their reasons behind why they chose to do that. The only thing I saw on the subject was the idea of rewarding players for investing in one thing. Power progression need not be a reward, especially for a specialist who is by-definition is already good and experienced at what they're doing. There are other ways to 'reward' players for devotion to specific things that don't involve power advancement. Also power advancement purely or playing the game is dumb. We didn't earn it. Its a meaningless reward and it is rewarding us for clicking a button, not for actually achieving something. The resource system and territory control is a far better 'reward' - reward us with resources to go get cooler stuff. There's a great reward for actually accomplishing something.
Planetside was not one of those games, as evidenced by longterm play in spite of not having progression. Why should PS2 have it? Yeah I'm going to say that again. Planetside is the counter-example to your claims that progression is necessary. It isn't. I don't need to invoke a silent majority to say that. The example is right there. You have no evidence to claim otherwise. |
||||||
|
|
Bookmarks |
|
|