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Old 2012-03-03, 11:37 PM   [Ignore Me] #1
cellinaire
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Wildlife & Underwater & Space


Please note that all these 3 are for post-launch features to consider and not that important for now.



1. They talked about implementing 'Wildlife' post-launch. My idea would be the multi-step approach :
(** in order of body size/release priority. Not that I want real world animals to be introduced in PS2. )

1) Insects / Bugs (if guys ever played Freerealms or EQ2, you know these two are shown as 'effects', not separate entities which are 3D models. However, there're several exceptions...err I mean big bugs in EQ2 that you can kill...)
2) Amphibian / Reptilian / Rodents
(maybe fishes, for naval warfare update?)
3) Sparrows and birdtypes that are tiny in body size.
4) Dogs, cats, etc..
5) Animals that have bigger body size than 4)

< I think 3), 4), 5) are easy to implement, but requires a lot of discussion >


2. Underwater aspect of PS2. I've heard they still have no plans regarding the underwater warfare, so I doubt if we will see this introduced within 10 years after launch, but I wanted to hear about your ideas anyway.



3. About seamless transition between space zone and continent zone. What about merging two zones(continent zone and adjacent space sector) instead of leaving them as two separate zones or rendering the whole planet like the 'Outerra engine' or 'I-Novae engine' ?

(just my simple idea for possible future expansion. Please don't mind much)

Last edited by cellinaire; 2012-03-03 at 11:47 PM.
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Old 2012-03-03, 11:55 PM   [Ignore Me] #2
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Re: Wildlife & Underwater & Space


Arma III turned Insects into client-run events with the sole purpose of enhancing the impressiveness of the game. It worked. I would love to see a little bit of buzzing when outside in Planetside 2.

Birds as a similar event, sometimes seen flying from a distance (But never entities, just scenery) would be fine too.

Fish in the water? Count me in.
But anything you can interact with that would directly affect the flow of the game.
NO.

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Old 2012-03-04, 12:16 AM   [Ignore Me] #3
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Re: Wildlife & Underwater & Space


Yeah I'm also very skeptic about 4) and 5) myself.

(and I also agree that all animals shouldn't even be attackable, but without doubt I think I maybe wrong on some things)

Last edited by cellinaire; 2012-03-04 at 12:20 AM.
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Old 2012-03-04, 12:23 AM   [Ignore Me] #4
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Re: Wildlife & Underwater & Space


Every NPC you add will reduce the number of people.

This is why there are no displayed holstered weapons.

Just say NO to NPCs
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Old 2012-03-04, 12:38 AM   [Ignore Me] #5
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Re: Wildlife & Underwater & Space


Originally Posted by Knocky View Post
Every NPC you add will reduce the number of people.

This is why there are no displayed holstered weapons.

Just say NO to NPCs
Fret not. I'm not talking about NPCs, just non-attackable small animals. And this thread isn't even about suggestion.



(Believe me, Higby and dev team already mentioned they're somewhat fond of the idea of introducing alien wildlife in PS2. If you guys want the source material, then I think I can easily find an dev interview or two about it.)
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Old 2012-03-04, 12:39 AM   [Ignore Me] #6
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Re: Wildlife & Underwater & Space


Originally Posted by Whalenator View Post
Inb4SirisianRaeg
You should know by now that I only like hostile sci-fi creatures. Stuff like dogs and cats have no place on Auraxis. Be more creative.

Adding stuff like insects client-side that just fly around and can be turned off in the graphical options? I'm indifferent and could care less. Same goes for client-side fish.

My creatures thread focused on actual gameplay and threats to make neutral territories have a hostile element like base turrets in PS1 before players moved into a region. It would be like having an Auraxian water creature that launched electric bolts at people/Magriders that tried to cross a large river vs having a fish that did nothing.

If I sound defensive it's because I'm tired of people associating stuff like cats/dogs/cows with my creatures thread.
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Old 2012-03-04, 12:48 AM   [Ignore Me] #7
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Re: Wildlife & Underwater & Space


[QUOTE=Sirisian;646166] Adding stuff like insects client-side that just fly around and can be turned off in the graphical options? I'm indifferent and could care less. Same goes for client-side fish.

[QUOTE]

Bolded part. How come I didn't think about that


And yeah. I think these 3 sentences above reflect my thinking. Perhaps I should've never written 3), 4), and 5)
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Old 2012-03-04, 02:20 AM   [Ignore Me] #8
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Re: Wildlife & Underwater & Space


It would be kind of cool if you blew up a ship in orbit and its wreckage either burns up in the atmosphere and gives the folks on the ground a pretty light show or hits the ground and ruin someones day.
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Old 2012-03-04, 02:47 AM   [Ignore Me] #9
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Re: Wildlife & Underwater & Space


If we can't have holstered guns then we can't have useless NPC.
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Old 2012-03-04, 02:56 AM   [Ignore Me] #10
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Re: Wildlife & Underwater & Space


Originally Posted by Bags View Post
If we can't have holstered guns then we can't have useless NPC.
In the case of client-side insects and fish they could easily fade away during combat if a player has the visual setting on.

(I'm not going to go into the whole holstered guns = no NPCs thing though since that argument was refuted in the other thread).
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Old 2012-03-04, 03:50 AM   [Ignore Me] #11
Bags
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Re: Wildlife & Underwater & Space


If dev time couldn't be better spent elseware, I don't care about clientside insects.
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Old 2012-03-04, 03:57 AM   [Ignore Me] #12
Warborn
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Re: Wildlife & Underwater & Space


Originally Posted by Knocky View Post
Every NPC you add will reduce the number of people.

This is why there are no displayed holstered weapons.

Just say NO to NPCs
Just say NO to uncreative nonsense.

When player numbers in a hex reaches X amount, NPC spawns stop/are not displayed by clients. Pow, the issue is solved as crowded areas no longer have NPC animals present. Meanwhile, in smaller fights or when you're traveling you get to see animals running or flying around, which really helps to give the world a sense of life and realism.

We never would have gotten anywhere if at the first sign of a problem the answer to an issue immediately became NO.
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Old 2012-03-04, 04:00 AM   [Ignore Me] #13
Bags
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Re: Wildlife & Underwater & Space


Why would a world ravaged constantly by war be covered in life?
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Old 2012-03-04, 04:16 AM   [Ignore Me] #14
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Re: Wildlife & Underwater & Space






Poor unwanted animals.

I wouldn't mind them, although I wouldn't want them to attack players (except perhaps on event days) but I do feel it would add to the game, especially when they could be used for immersion or even warning signs (ie a herd is spooked by the enemy and you see them running before you see the enemy).
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Old 2012-03-04, 04:32 AM   [Ignore Me] #15
Sirisian
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Re: Wildlife & Underwater & Space


Originally Posted by Bags View Post
If dev time couldn't be better spent elseware, I don't care about clientside insects.
Precisely. It's why I've never cared much for supporting the idea of non-gameplay features.

Originally Posted by Bags View Post
Why would a world ravaged constantly by war be covered in life?
Oh sweet. I can say the statement I like to make. "Why would a world ravaged constantly by war be covered in soldiers". Auraxis is an interesting continent. It was actually the reason I originally thought of hostile creatures. "Why would a creature attack a soldier with a gun?" and the answer was the creatures had lived thousands of years without dying and didn't know/fear an actual death. That an NTU evolution making cool things. I digress. This thread should probably focus on client-side insects and fish that can't be attacked. We have two other threads that went very in depth into NPCs/creatures.

Last edited by Sirisian; 2012-03-04 at 04:36 AM.
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