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2013-06-13, 08:38 PM | [Ignore Me] #31 | ||
Contributor PlanetSide 2
Game Designer |
I mentioned this on FNO a few weeks back, but here's a quick recap now that you have the context of the tutorial and the map tutorial...
The map tutorial is a prototype for a more robust in-game help. The viewer is rather simple with just cycling pages, but if you imagine an index and some additional navigation tools there can be a lot more content in there and then it becomes more of a universal help browser. Then various help buttons in the UI are linked to the appropriate page in the browser. Adding additional pages, topics, and links is then fairly straightforward and more can be added over time. Simple and easy is important here, the fancier it gets the longer it takes and potentially the more confusing it can be. Simple and consistent. That's where we'd like to go with it, so if concepts or topics are missing that you'd like to see, let me know and I can see about adding it in. The big picture is that the interactive tutorial when you make a character teaches you the game fundamentals (with vehicles, generators, jump pads, turrets, shields coming Soon to that). When you're done with that you should know how to do the basic things in the game, capture facilities, switch classes, get vehicles, respawn, and instant action. With that you can get in and start having fun relatively quickly after starting a character. Then to compliment that and support additional learning over time you have in-game help reference like the map tutorial. Now expand that to experience, certs, marketplace, loadouts, etc. The idea is to allow players to discover the game and easily find help about the game concepts and the UI but to do so at their own pace. Trying to put too much information at a player in the tutorial will just be information overload. That's why the tutorial is fairly short, and more complicated concepts like how to read the map can be provided as reference for them to pick up on their own pace. No promises on when (or if) any of that will get added in, but that's the general idea. The Map Tutorial is the first step to the in-game help manual side of things. |
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2013-06-13, 08:54 PM | [Ignore Me] #33 | ||
Captain
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seems they also combined all the composite armor and the other helmets into there own little packs. Also seems like they may have changed the explosions used for flak and im not sure about this but it seems the ZOE nerf didnt go through.
Last edited by Timealude; 2013-06-13 at 09:00 PM. |
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2013-06-13, 09:37 PM | [Ignore Me] #34 | |||
Contributor Lieutenant Colonel
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Someone who says it seems like the ZOE nerf didnt go through and others claim its nerfed way too much. Both VS. |
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2013-06-13, 09:44 PM | [Ignore Me] #36 | ||
Captain
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Well I have always been against the idea of adding a cooldown to it when the other empires have it permanently. Im fine with the damage increase but like the others said both of those is just too far. And just because it didnt go through on the test server doesnt mean that they dont plan on doing it..for all I know it could be just a bug.
Last edited by Timealude; 2013-06-13 at 09:59 PM. |
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2013-06-13, 10:30 PM | [Ignore Me] #37 | ||
Major
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I like that. It limits the no mans lands around a tower base. As is on live a good chunk of the towers back is a no go for any vehicles or get hit from people behind the shields, same with the vehicle bay. You also couldn't get to the stairs without having to watch for shield campers. Some good shots can hold on both stairs without having to be in any risk.
Tower shields are safe spots at 3 places for defenders to camp. 2nd floor is easy to avoid and the top is a pain for air but needed to stop tank spam. Defenders don't need one at the ground floor as well. The portal is still there and still has a shield so you can still get down safely but can't use it as a crutch anymore. |
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2013-06-13, 10:36 PM | [Ignore Me] #38 | ||||
Contributor Lieutenant Colonel
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You see complaints about how much this nerf has hit them and its overkill, yet your response is it didnt go thru. Did it or didnt it, was it there and now removed? Maybe people posted before actually testing it.
Last edited by DirtyBird; 2013-06-14 at 12:23 AM. |
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2013-06-13, 11:39 PM | [Ignore Me] #39 | ||
Master Sergeant
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Malorn: Any word on how the new map tutorial explains the seemingly random respawn options. Especially in light of being able to wait on the respawn/map screen and watch the ability to spawn at a particular base come and go.*
This is extremely frustrating simply because we've had no word as to whether this is a bug or working as intended. If you don't know what I'm talking about, let me know and I'll take screenies and document it better for you. *No they aren't being capped/SCU destroyed repaired. |
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2013-06-13, 11:42 PM | [Ignore Me] #40 | |||
Major
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The reason being that when I read that hovering over territory will show additional region info, I want to instantly try that out. But now I have to shut down the tutorial to experience it myself and then reboot it again. That's just annoying. This problem can be easily solved by making the tutorial a regular multi-task window that just sticks on top of the map, can be dragged around but still allows for the player trying stuff out on the go while he reads about it in the tutorial. Last edited by Rolfski; 2013-06-13 at 11:49 PM. |
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2013-06-14, 03:54 AM | [Ignore Me] #41 | |||
Master Sergeant
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purple glowing target 20% extra damage The problem with an 8 second timer : its more 'win' if you're winning. otherwise it's useless. The timer should be a cooldown when you activate or deactivate. Ie: NO flipping it on or off. I think that's all that ZOE needed. |
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2013-06-14, 04:21 AM | [Ignore Me] #42 | |||
Sergeant Major
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Any word on when we're going to get more continents and a more dynamic endgame (not sure if that's the best word)? I suspect what this will do is finally take away any hint of pride factions have in holding a continent lock for a long time. The bonuses are already pretty pointless... but I do remember caring when NC fought hard to hold on to it's Indar continent lock for a week... the last stand battles were probably the most 'urgent' things I've done in this game in a year of playing. After this patch... that's a done deal. There won't be any epic last stands... if your'e low on population - not much you'll be able to do, just trading 10% bonuses back and forth... (yawn). |
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2013-06-14, 05:04 AM | [Ignore Me] #43 | ||
Major
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Disappointed that the Striker bug isn't on he list, my number 1 pet hate bug in this game. Don't think they even care which is a shame, they just don't seem to acknowledge it.
(talking about flying in an esf, using flares and it still hitting you when you think your safe) |
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2013-06-14, 07:52 AM | [Ignore Me] #45 | ||
Sergeant Major
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Wow Vanu realy are a bunch of whiners arent they? Seriously that damage taken increase is NOTHING when you can plow through infantry the way you do with this thing.
As to why lockdown and Aegis are "permanet" while ZOE gets a cooldown? Becouse your benefits always outweigh the negatives and the damn thing is usable in every possible scenario. Lockdown removes one stat completly and buffs one other (completly defencless against flanking when active). The Aegis shield removes one stat and buffs another (not limitles and possible to circumvent with splash damage and flanking). ZOE buffs 2 stats and merely reduces one. Also: you an flip it on and off instantly whiel the other 2 leave you vunerable for a second or 2 when you do it. Honestly get your alien loving heads out of your asses and stop pretending to be some sort of victims. Last edited by MrMak; 2013-06-14 at 07:54 AM. |
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