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View Poll Results: Is the resource limit needed?
No, the resource income rates will balance it. 29 42.03%
Yes, because there will be "resourceless" playstyles. 40 57.97%
Voters: 69. You may not vote on this poll

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Click here to go to the next VIP post in this thread.   Old 2012-04-18, 02:59 PM   [Ignore Me] #1
Malorn
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by Xyntech View Post
I've said several times. It solves the problem of players not getting rewarded by a system that is meant to reward.
How does it solve that problem? All it does is expand the potential resource limit while retaining an "effective" resource cap. By definition things past the soft cap are not worthwhile. So why bother having them?

And the system isn't meant to reward players.

It's intended to motivate players to attacking all sorts of different types of territory and to help make all types of territory valuable. It gives reason to take a particular piece of territory. High resource cap can mean many players don't care about a particular piece of territory because they feel they have enough of it. Reward is part of the motivation, but it is the means, not the end.

It's intended to make resource denial an effective tactic. Not having a cap severely impairs this design intent, and having a high cap limits the effectiveness of resource denial. The deeper the pocket of the player the less likely they are to be impacted by shortages of a particular resource. Too large of a resource supply cap and the tactic is completely ineffective. Think of a tech plant in PS1 - no tech means vehicles severely limited and disadvantaged. Resources replace that functionality in PS1. If you lose a resource to pull a tank for an hour and it doesn't interrupt your ability to pull tanks the tactic is ineffective and the design has failed.

It's intended to provide another axis for balance - economics. Not having a cap also impacts this design intent. I gave the orbital strike example earlier. Having a higher cap lowers the effectiveness.

Strictly speaking sure they could add a soft cap. But it doesn't solve anything. There's no reason to do it.
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Old 2012-04-18, 05:16 PM   [Ignore Me] #2
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by Malorn View Post
How does it solve that problem? All it does is expand the potential resource limit while retaining an "effective" resource cap. By definition things past the soft cap are not worthwhile. So why bother having them?
By what definition? They aren't AS good, but they are still better than nothing.

A quarter isn't as valuable as a dollar, but I doubt you would find a lot of people who would say no to a .25 cent raise.

You bother to have them so that you can still have a reward for those who spend a little less often.

Originally Posted by Malorn View Post
And the system isn't meant to reward players.

It's intended to motivate players to attacking all sorts of different types of territory and to help make all types of territory valuable. It gives reason to take a particular piece of territory. High resource cap can mean many players don't care about a particular piece of territory because they feel they have enough of it. Reward is part of the motivation, but it is the means, not the end.
Reward is the means, which makes it the whole point. The "end" goal is that they want all of the territory to be valuable, and also that they want some way to control the number of things like tanks and aircraft ans MAXes that are pulled. The way they go about achieving that goal is to reward players with resources for holding those territories and offering cool things for the players to buy with those resources.

The original goal may not have been to have a reward system, but a reward system is how they are achieving those original goals.

By your own admission, the system rewards players to motivate them. Kinda hard to use it to motivate them if they aren't being rewarded, no? Obviously not all players want or need a reward system to motivate them, but that doesn't mean a reward system shouldn't still be ever present trying to do it's job.

Originally Posted by Malorn View Post
It's intended to make resource denial an effective tactic. Not having a cap severely impairs this design intent, and having a high cap limits the effectiveness of resource denial. The deeper the pocket of the player the less likely they are to be impacted by shortages of a particular resource. Too large of a resource supply cap and the tactic is completely ineffective. Think of a tech plant in PS1 - no tech means vehicles severely limited and disadvantaged. Resources replace that functionality in PS1. If you lose a resource to pull a tank for an hour and it doesn't interrupt your ability to pull tanks the tactic is ineffective and the design has failed.

It's intended to provide another axis for balance - economics. Not having a cap also impacts this design intent. I gave the orbital strike example earlier. Having a higher cap lowers the effectiveness.
You seem to be under the impression that the resource cap will be so low that one side won't be able to get x piece of equipment pretty much the moment the enemy takes control of that resource from you, similar to how you could no longer pull an MBT the moment your tech plant was capped in PS1.

Considering that the devs have suggested having an offline resource collection as a perk for subscribers, I highly doubt the cap will be too low, soft or hard.

Now we don't know how things like orbital strikes will be balanced, like whether they will require multiple types of resource, but let's just keep it simple with a single resource type.

Soft cap starts at 100 and ends at 150. Orbital strike costs 100. Nobody can ever fire off 2 in a row, but a person at 145 can fire off a second one a lot quicker than someone at 100.

Tanks cost 40. Someone who keeps spending all of their resources the moment they get them will have a harder time if they need to pull a lot of tanks in a row to push back an enemy assault, but someone who has been saving their resources up to 120 can pull 3 tanks in a row the instant they respawn, potentially being a large factor in helping turn the tide of a battle.

We can also look at it from the point of view of resource denial, as you have mentioned. As far as we know, losing control of a resource won't instantly get rid of any you have banked, or start trickling it away, it just means you don't get any more until you take the resource back. What this means is that, again, the player who has saved some up will be in a significantly stronger position than the player who has spent it all the moment they earned it.

With a hard cap, everyone has up to 100, meaning that if you had it maxed out, you can pull 2 tanks and that's it. With a soft cap, you could potentially pull 3 tanks, at the cost of having not earned resources as quickly while you were saving up.

A cap of some kind, hard or soft, is needed to keep from having players with millions of a resource where they can pull whatever they want no matter what territory they hold. Comparing a soft cap to no cap is just insane. You claim to know what a soft cap is, and I'm sure you do, but it's hard to take you seriously when you make such comparisons.

No doubt a soft cap would be different than a hard cap, both for better and for worse, but I believe the good would outweigh the bad. The bad being that it would take a small amount of extra consideration when balancing how much things like orbital strikes cost and potentially confusing a player or two who isn't very smart but tries to think about it too hard. The good being that those who spend resources quickly and freely would be rewarded in their own way while those who saved up resources would also be rewarded in their own way, as opposed to only rewarding those who flippantly spent what they had because "fuck it, I'm near the cap anyways, may as well go for a joyride in a tank" while ignoring those who see that they could potentially lose access to a resource soon and decide to save a little extra for a rainy day.

It's not even that big a deal to me, but I think it would be an improvement over a hard cap. Both would be balanced, but a soft cap would allow for more variety and just generally be smoother. Less rigid, still balanced.

Just don't be so flippantly dismissive of an idea you don't agree with. No doubt there is room for debate between having a soft or hard cap, but it's not like either idea is without merit, or that either kind of cap are even in the same ballpark as having no cap.

I'd ask that you lay forth what advantages a hard cap would have over the type of soft cap I have suggested. I believe I have done as good a job at laying out the advantages of a soft cap as I can, but I see little advantage to hard caps myself. Maybe you can make a better case for them that I haven't thought of.

"It isn't needed" or "what problem does this solve?" don't count as valid arguments for a hard cap either.

Last edited by Xyntech; 2012-04-18 at 05:21 PM.
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Click here to go to the next VIP post in this thread.   Old 2012-04-18, 06:36 PM   [Ignore Me] #3
Malorn
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Re: Balancing Factor: Resource Storage Limit


Fulfilling one intent at the expense of the others isn't success.

Having a cap on resources doesn't make the reward worthless. Players adapt and change spending habits so that the cap isn't an issue.
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Old 2012-04-18, 06:59 PM   [Ignore Me] #4
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by Malorn View Post
Fulfilling one intent at the expense of the others isn't success.
There is nothing inherent about a soft cap that would hurt the ability to have an economy based on territory control. No expense would have to be paid for a soft cap if balanced appropriately.

Originally Posted by Malorn View Post
Having a cap on resources doesn't make the reward worthless. Players adapt and change spending habits so that the cap isn't an issue.
Having a cap on reward doesn't make the reward worthless until you hit the hard cap. Then the resource is providing you with no return. The same thing would happen with a soft cap, but the cut off would be a gentler curve instead of a hard wall.

You still haven't made a case for the virtues of why a hard cap is superior to a soft cap. A hard cap could have all of the same problems as a soft cap if it were balanced poorly, so I think it goes without saying that either a hard or a soft cap would have to be well balanced.

We're just about at the point of derailing the thread. I think we can both safely say we are on the side of having some kind of cap on resources. Will the game be hurt terribly if that is a hard cap? No, not at all. I think it would be better with a soft cap, but it would really still be fine either way. I get the impression you feel like it would either be a complete waste of time, or that it would be less balanced than a hard cap. Maybe both. The way I see it, a soft cap would be very easy to implement, and would be barely any more difficult to balance, while adding the (marginal) benefits I have expressed previously.

So I ask again. What makes a balanced hard cap so awesome in comparison to a balanced soft cap? What does a hard cap add to the game that couldn't be achieved with a much nicer, gentler, soft cap?

I feel you may drive me to start extolling the virtues of having no cap at all just to be contrary to you at the current rate

Last edited by Xyntech; 2012-04-18 at 07:01 PM.
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Old 2012-04-18, 07:02 PM   [Ignore Me] #5
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Re: Balancing Factor: Resource Storage Limit


Let try having no cap first, if it becomes a problem then it can be adjusted, quit trying to nerf crap that we don't really know all the particulars of yet.

the cap can always be added if its needed so lets give it chance
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Old 2012-04-18, 07:28 PM   [Ignore Me] #6
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by HtSgtMAD View Post
Let try having no cap first, if it becomes a problem then it can be adjusted, quit trying to nerf crap that we don't really know all the particulars of yet.

the cap can always be added if its needed so lets give it chance
It may come capped already. Hard to say.

They may even do something like F2P get capped at 12,000, subscribers get capped at 15,000.

There are other ways they could balance it as well. Maybe there is no cap, but your resources drain any time your side doesn't have access to the resource. Maybe it never drains, but it costs 10x as much out of your reserves when your empire doesn't currently control any of the resource.

Higby has already stated that we will never have more than we know what to do with though, so that right there indicates some kind of limiting factor. It may not be a cap, but there is no way that statement would make sense if we could just endlessly stockpile resources to use freely whenever we wanted, regardless of what territory we controlled at the time.

As Malorn has pointed out as well, the whole reason a reward system like the resource economy was introduced is because the devs wanted to make sure that all territory would have tactical value of one kind or another. Even ignoring what Higby has said, it would make no sense to have players able to endlessly stockpile resources. The vets wouldn't care where they would be fighting, because they would probably have built up a healthy reserve a long time ago.

The only way you could have a completely uncapped system is if it took so long to collect resources that 90% of players were almost entirely depleted most of the time and you had to save up for a couple hours just to purchase a single vehicle.

That would just end up making players turtle with their vehicles, never wanting to put them in harms way.

Ideally, they will strike a good balance where you have at least some vested interest in avoiding having your vehicle blow up, while still be willing to take risks and push the battle lines forward. I don't think this balance will be possible if there isn't some method or another of preventing players from amassing millions of a resource.
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Click here to go to the next VIP post in this thread.   Old 2012-04-18, 08:04 PM   [Ignore Me] #7
Malorn
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Re: Balancing Factor: Resource Storage Limit


Cap is in the plan per Higby's AMAA, which is great. One of the things they need to test is whether the cap is set to the right place. Too high and resource deprivation becomes unreliable and ineffective. Too low and we're living paycheck-to-paycheck and that ain't fun. Somewhere in between is the sweet spot.
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Old 2012-04-18, 08:12 PM   [Ignore Me] #8
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by Malorn View Post
Fulfilling one intent at the expense of the others isn't success.

Having a cap on resources doesn't make the reward worthless. Players adapt and change spending habits so that the cap isn't an issue.
Malorn, you are quite right.

I'm infantry. In PS1 I build squads and platoons and run around shooting people. I don't use grenades. I find them messy.

If I'm in the middle of a battle defending a base, and suddenly I am faced with "leave and spend your pay or don't get any"... I'm gonna leave. My squad/platoon is gonna break up or leave, and if I'm maxing out then quite likely so are others, so they are likely to leave - at increasing rates as more people leave because we're now losing ground.

So ya, hard resource cap does cause us to adapt, and spend.



You all seems to be assuming we're gonna be able to transfer resources between players. Has this been confirmed? What's the point of it? If you can then no cap will stop people from being able to afford to spam OS or pull tank after tank because players like me will always have plenty to give to their squad or clan.
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Click here to go to the next VIP post in this thread.   Old 2012-04-18, 09:49 PM   [Ignore Me] #9
Malorn
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Re: Balancing Factor: Resource Storage Limit


Originally Posted by MikeChance View Post
Malorn, you are quite right.

I'm infantry. In PS1 I build squads and platoons and run around shooting people. I don't use grenades. I find them messy.

If I'm in the middle of a battle defending a base, and suddenly I am faced with "leave and spend your pay or don't get any"... I'm gonna leave. My squad/platoon is gonna break up or leave, and if I'm maxing out then quite likely so are others, so they are likely to leave - at increasing rates as more people leave because we're now losing ground.
That's not adaptation - that's discovery that you aren't spending enough and need to use loadouts with more upgrades. How you adapt to it is by picking more upgrades for your infantry, implants, medkits, tanks, or whatever. Youll make new loadouts and you'll change your spending habits so you won't be in that situation or are less likely to be.

And I'm also quite certain that you won't have to go anywhere to use the shop - it's a UI option, not a place.

People seem to think resources are only used for the in game shop - they aren't. They're used to pull vehicles, get night vision scope, upgrade your rifle, add stuff to your tank, etc. I believe one type of resource is used in the shop to buy a few things, it is unknown if that is also used for other stuff.

If you find you're hording too much and reaching the resource cap its time you re-evaluated your loadouts and pimp them out a bit more.

I expect for most things we do we'll have at least two loadouts - a low resource loadout for when the budget is tight and balls-to-the-wall loadouts for when you've got good resource income and have some things to burn. There will be specialty loadouts in there too of course, but managing resources is important so it will be reflected in our loadouts.
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