Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: To All You Virgins: Thanks For Nothing.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-09-06, 08:18 PM | [Ignore Me] #1 | |||||
I made a post on the official PS2 forums (http://forums.station.sony.com/ps2/i...limited.14951/), here's the conent. I really want to know what you guys can say.
|
||||||
|
2012-09-07, 12:30 AM | [Ignore Me] #5 | ||
Sergeant
|
Well ps1 didn't limit too much. You could change your certs and actually had more freedom in equipment choice. though ps2 is probably less strict, I don't think it is as severe as you make it out to be. The only big problem I see is that things flip to easier, needs to take more effort in my opinion.
|
||
|
2012-09-07, 01:23 PM | [Ignore Me] #6 | ||
First Sergeant
|
I think one of the biggest things missing is logistics, we need to be able to haul something that is vital to keep a facility under control....there is no "WE NEED THIS HERE NOW!!!" mechanic....There is no "WE NEED TO STOP THEM FROM GETTING THIS NOW!!!"...rignt now alll we do is watch the ticket counter and wait to collect 500XP.
SOE says they want battles between facilities. Bring back the LLU. Last edited by Rat; 2012-09-07 at 01:24 PM. |
||
|
2012-09-07, 02:26 PM | [Ignore Me] #8 | ||
Major
|
I think it does not have so mush to do with what you say in your post but that SP2 totally lack achievements in any form. There are no long term goals in the game and the short turn goals of taking one base is way too shallow to give any meaning to play the game.
Personally I can't get my self to play this game for more then an hour at the time. And that is a big indication that there is something major wrong with the game design. The game should be designed in a way so I don't want to be without it for an hour. And this is because the game does not give me any feeling of accomplishment. Last edited by Sunrock; 2012-09-07 at 02:28 PM. |
||
|
2012-09-07, 06:02 PM | [Ignore Me] #10 | |||
Private
|
|
|||
|
2012-09-07, 08:59 PM | [Ignore Me] #11 | ||
Captain
|
I think that one of the biggest things missing right now is a sense of direction. There is no real leadership happening right now except within established outfits. The zerg wanders lazily around the middle of the map just following the sound of war. What they need is to be told where to go, a battle plan to follow. Thats what's missing.
Right now everything is so random and unorganized that it's a lot like getting into random Battlefield matches and I can see where people could loose interest. Once the game starts to flesh out more, then this will change but for now, just have fun finding bugs and shooting people in face. I'm having a blast and have no problem playing for 10 hours straight without getting bored because I know that there is so much more to come. |
||
|
2012-09-08, 06:26 AM | [Ignore Me] #13 | ||
Lieutenant Colonel
|
I can't pinpoint the feeling I had when I played either but something was definitely missing in battles. They seem to go too fast/be too short. There is a lack of pressure build-up on an objective or maybe that pressure gets released too fast due to capture mechanics.
One thing that definitely bothers me is the way the cert system works. Basically, it's not a cert system but an unlock system. There is no thought or choice involved: simply unlock as you go. Basically, it's indeed BR40 where the only limit is what you equip on your class. Let's take the recent LA jumpjet example, people theorize it was nerfed to make room for "certs". At this point, why not allow jumpjets only after you start certing into them ? More cert progression ! (until you have spent the time and/or money to have everything unlocked) What I would like to see is real choices. Yes, priority of certs acquisition is important and a nice unlock progression feature but I would like to see a deeper mechanic with real choices and trade-offs. When I have my full jumpjets unlocked with full nanoweave armor with 10 C4 packs allowed in my bandolier pack, I would like trade-offs: - if you take more explosives, you should not be able to fly as high. - if you take no explosives and light armor, you should have super responsive jetpacks. For instance, I also hope some hybridization between classes makes a return at a cost. As a HA, I would be willing to take away my AA/AV weapon for an extra something else (more grenades, explosives from other classes, an extra medkit, etc...). It would be a costly trade-off that you could find worthy (eg: extra potential to push a position) or a nightmare (eg: if any kind of vehicle appears). Anyways, I hope that's where they are going character wise and I hope it will be deeped. There are already self-healing tools for LA (smart choice imo since like the infil, it's a class meant to act away from the main force). Of course, all this character progression is useless if there is no fun battle to participate in and be enjoyed... With all it's issues, PS1 had a knack to create epic encounters with only 300+ players per map. I can't pinpoint what exactly what lacks in PS2 combat. |
||
|
2012-09-08, 07:55 AM | [Ignore Me] #14 | |||
__________________
|
||||
|
2012-09-08, 09:28 AM | [Ignore Me] #15 | |||
Sergeant
|
Of course, given current mechanics, the only way to counter that is to leave guards at every outpost, because there's no way to tell if a capture is in progress. You only know about it once it's accomplished and the map area changes color. But guarding is reactive play and intensely boring the majority of the time, and there's far fewer people who'll willingly play that way as opposed to being the sneaky attackers that capture outposts. I guess the only effective counter is to have dedicated hunter/killer teams that will specialise in nailing the ninja's. |
|||
|
|
Bookmarks |
|
|