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View Poll Results: What do you think of Indar's shape? | |||
I Like it | 19 | 31.15% | |
I Don't like it | 4 | 6.56% | |
I'm not really fussed | 38 | 62.30% | |
Voters: 61. You may not vote on this poll |
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2012-03-09, 07:24 PM | [Ignore Me] #17 | |||
Master Sergeant
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You've got to be joking. Firstly, if you're going to use the amount of exposure to said design as an argument, you're going to be staring at that screen of Indar thousands and thousands of times over the course of your time playing the game, and so are the thousands of other players playing the game, it's probably the most in-your-face picture in PS2. It's hardly some small little thing nobody's ever going to see. I know you don't seem to care, but it hardly reflects well on the game if somebody who appreciates detail and realism looks at that map and their impression is that it's amateurish and uninspired, especially on something so simple and easy to do (so it would seem either un-creative or like the devs didn't care, too). I hate to keep using PS1 as an example (because that's not the point - it's just the only thing that comes to mind right now) but the design of Amerish looks professional, creative and exotic, like something out of a fantasy novel. Indar, while as I've said has beautiful and well-design environments (which are much better than PS1's), looks amateurish and uninspired. If it's aesthetically unimportant, why don't they just make all three continents perfect triangles huh? Or perfectly edged puzzle pieces? Give me a break I was trying to make it clear early on that this wasn't some kind of bash or complaint but easy-going feedback on my first impression of the continent's physical design, why I didn't like it and what other people's opinions were. You gave it a bad tone, not me, by making sarcastic comments and implying that only some sort of weirdo would care, which is absolutely ridiculous. Maps are the way they are for a reason, if they were so unimportant we'd be playing in triangles everywhere. |
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2012-03-13, 03:27 PM | [Ignore Me] #18 | |||
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2012-03-13, 03:41 PM | [Ignore Me] #19 | |||
Now, the idea of rotating monthly does improve this, it doesn't solve it, a lot of people aren't going to enjoy being double teamed for an entire month. Personally I think doing away with the sanctuaries and having space platforms is the only way this would properly work, it would also make the ground war much more interesting in that teams would regularly change the land they own all over the continent, rather than just owning the same land near their sanctuary the majority of the time. |
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2012-03-13, 04:24 PM | [Ignore Me] #21 | |||
Contributor PlanetSide 2
Game Designer |
Global lattice system won't help here. Having been a huge fan of it before I now see it doing more harm than good. Most of the time an empire could only attack few continents, many were locked, and the lattice links determined the same battles over and over again. If you really liked fighting on a continent and it wasn't one of the ones accessible - too bad. The PS2 system allows you to play on whatever continent you want at any time and not get locked into a losing situation on one place or being funneled into one continent.
However, I believe due to the typical behavior of humans from PS1 combined with the geography of PS2 will create a tendancy for e NC to get double-teamed by TR & VS. The reason is what I call the "What's next?" mentality. After a capture, they continue on the path of least resistance to the next nearest objective, along the shortest path. To provide an example, on Cyssor in PS2, Wele linked to an Amp station to the south, and to an interlink further south. Both were capturable objectives, but the zerg always went to the amp station first. Some smarter and organized outfits would go after the interlink, but it was usually a much smaller force. The way the facilities are laid out on Indar between the 3 empires puts the closest VS facility directly north of the NC facility, with the TR to the east. Since the TR are geographically further away from that VS base they will tend to instead attack west toward the NC. The roads on Indar appear to facilitate more east/west travel between NC and TR than North/south travel between TR and VS. Since the mindless zerg tends to move to the next objective, they'll basically follow the roads and capture the outposts on the way to facilities. But then one says PS2 isn't all about facilities... True, but they're huge landmarks and obvious objectives and noteworthy achievements. The player who's just looking for the next battle won't stop to look at the map - they'll chase after a retreating enemy along the most efficient paths (roads typically), and capture everything along the way like a tug-of-war. It will be up to outfits to capture the less-direct territories to help with the facility capture. Additionally, facilities are where vehicles/aircraft originate, so you can see armor pushes coming directly out of facilities towards enemy territories. They're easy to predict where the main force will if you just follow the path of least resistance from where the vehicles are being produced. You can trace this all along the outposts. And then there's resources, which are supposed to make land other than facilities more valuable. Maybe it will, but in order for that to affect the typical mindless capture-and-move-on behavior those resources need to be very important and something the typical player frequently thinks about. They won't care about resources until the feel the sting of not having enough of one resource. Then they might stop and look for the nearest source of that resource and move toward it. It all depends on the resource system and how important they are. If they're too abundant or not significant then nobody will care and the same "what's next" mentality will rule PS2 as it ruled PS1. If the resources are important enough for the typical zergling to stop and think about it then the pattern could be broken, or at least more organized forces will shift focus to the valuable territory instead of the next territory. Resources and the resource system, random shifting of those resources, and periodic shifting of the uncaps will all keep things interesting and mixed up on the continents. In that respect I have some concerns about Indar's layout. If the VS is going to be north of both TR & NC, it needs to be equally accessible to both of them, and I believe those facilities need to be re-balanced so it more or less forms an equalateral triangle in the center of the map betwee the facilities. As it is now it's lopsided and I'd put money on the major battles being on the NC section of the continent more often than not. The nice thing though is that if either VS or TR capture that NC tech plant they're more or less forced to attack each other so the NC won't get backed up too far. Essentially anyone that holds that base gets double-teamed. |
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2012-03-13, 05:01 PM | [Ignore Me] #23 | ||
Captain
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Aesthetically, it could probably do with being less square but once you're in the action and worried about who you're shooting and who is shooting back, I doubt you'll give much of one over what shape of rock you're currently fighting over.
That said - if naval units made it into the game at any point, then it wouldn't hurt to see some natural bays, tributaries or peninsula's to offer some variation in that type of combat; and a chance for boats vs tanks etc. |
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