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2013-04-05, 03:19 AM | [Ignore Me] #1 | ||
Major
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Post your GU6 and Alert system feedback. Some preliminary observations of the Alert system: First of all, it's a hit. It's well received and the fights have been good. It still needs a lot of tweaking. Faction Alliance exploit - NC just got tagged teamed at Esamir. They were losing so they stopped fighting us and combined forces. Taking a continent shouldn't be an alert at all unless they change the win mechanics. If two faction start colluding, it's no longer a competitive fight especially when there are cert rewards involved. One suggestion is winner-take-all. No rewards for 2nd place. This way the players who don't fight like they are supposed to aren't rewarded. Population balance - Alerts shouldn't activate unless the population for each faction is within 15-20% of each other within the continent. Yesterday NC had 38%, TR 38% and the rest Vanu at the Amerish alert. As much as i'm not sorry for Vanu , it's not balanced, fair nor competitive. 4th Faction Switching - When players realize one faction is going to win, they relog and switch to get free certs. There should be a 2-hour cooldown on faction switching so the alerts aren't abused. Or at the very least, switching within two hours shouldn't reward certs. Overall, there should be a different or hybrid point system so 2 factions can't make truce and gang up on one. It's exploitation and not in the spirit of competition. I'll make a separate suggestion thread but I've got an idea where NC can only attack TR. TR can only attack Vanu territories while Vanu can only attack NC territories. This way, the effect of two factions making peace is minimized. That would also be great for facility-specific alerts. For example, NC should capture TR Tech plant. TR should capture Vanu Techplant and Vanu should capture NC Tech plant. Again, i'll make specific suggestions in a separate thread. This alert system has so very little limitations is RvR objective fights. Pump Shotgun nerf - I tested the shotguns and it still kills in 1-2 shots. The reload should be much slower, since this is a cqc burst damage gun. It's still being spammed now that players have realized the nerf were negligible. Phalanx Turret offensive buff - Imo, phalanx was already very capable. The only downside to it is it breaks easily especially with the new ESRLs. Other than that it was unnecessary at all. Last edited by ChipMHazard; 2013-04-05 at 10:06 PM. |
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2013-04-05, 03:35 AM | [Ignore Me] #2 | |||
Private
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Similarly, if you have to log out 15 minutes before the alert ends, but have been participating for the other 15 minutes, you should still get half the rewards. Last edited by coconut; 2013-04-05 at 03:36 AM. |
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2013-04-05, 04:05 AM | [Ignore Me] #3 | |||
Sergeant Major
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For my money the big problem with the alerts is that they promote a combination of mega-zergs and rampant ghost-capping. Every fight I go to in an alert always seems to be either a massive zerg steamroller or a base completely empty of enemies, slowly capping. Fights that are even remotely balanced are rare, and any fights you do find are massive, laggy cluster-f*cks. So yeah, this might be heresy - but some way to spread the battles a little more evenly over the continent would get my vote. Agree with OP about shotguns and turrets BTW. |
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2013-04-05, 04:13 AM | [Ignore Me] #4 | ||
First Sergeant
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Holy fuck this thread is full of wat.
You really thing 2 factions actively collude with each other to win these alerts? It's more like one faction balloons up to 40%ish territory, a majority of edges border your territory, so both factions have no choice but to attack into you at the same time. It's self-balancing. This is technically what SOE invisioned with the eternal 3-way when the hex system was designed. It's not designed for any one faction to win. Once a faction takes enough territory...Both factions have no choice but to attack the largest. It looks like they are colluding with each other, but they very much aren't. |
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2013-04-05, 10:14 AM | [Ignore Me] #6 | ||
Captain
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Well the "alert" system itself looks like the perfect tool for directing players, a very good troop-distribution device.
They just need to refine it and tie it to the real gameplay, because the current, random alerts are completely disconnected to the actual status of the continents. Also, just for the sake of immersion: Who is starting these alerts and why? They...just pop up for everyone because...well, for no apparent reason at all. Keep in mind this game needs to make a bit more sense than your average FPS if you want to call it a "MMO" in its real spirit. |
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2013-04-05, 12:29 PM | [Ignore Me] #8 | ||
Shotgun changes has done nothing overt in changing the game play
Ribbons are fine I guess Alerts are to new to judge changes to the game overall, come back next week or so for an answer to that last one.
__________________
"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-04-05, 12:31 PM | [Ignore Me] #9 | ||
Private
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Other'n TR Matterson being a crapheap most of the time, alerts are fine. Good reward, and I do like fighting on continents other than Indar.
Ribbons are fine. Shotguns are still kinda strong in medium range, but it's better. |
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2013-04-05, 12:34 PM | [Ignore Me] #10 | ||
Master Sergeant
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Alerts are nice because all three sides are guaranteed to be poplocked during prime time, so there's a lot of fighting. Unfortunately, this also means no one will ever win. I've yet to have an alert not be Indar, so it hasn't changed where I'm fighting.
Ribbons are just invisible XP for me. I don't change my gameplay to try to get a ribbon, I just keep doing whatever it is that I'm doing. I'm not going to suddenly switch to medic and try and rez dudes just so I can get a ribbon. |
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2013-04-05, 12:34 PM | [Ignore Me] #11 | ||
First Sergeant
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Experienced an Alert on Waterson last night on Esamir for the first time. Was fun. VS pushed hard toward the end to take the majority. Anyone know whether the reward base for the Alert is the same for each continent?
I like the ribbons, but I couldn't find anywhere a listing of what was required for each of them. Would like to see a listing of possible ribbons and their description with a mouse over status for each. I change classes alot to fit the need of the situation, so this would be handy. Edit: On a side note, would like for the deployment after your death to remain on the last place you deployed if its still available instead of what the game thinks it should be. That or choose a more definitive way to identify which one is selected so it stands out better. Too often thought I was on the same deployment spawn and ended up deployed well away from the conflict I was just at. Last edited by CraazyCanuck; 2013-04-05 at 12:40 PM. |
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2013-04-05, 12:41 PM | [Ignore Me] #12 | |||
Major
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2013-04-05, 12:48 PM | [Ignore Me] #13 | ||
Private
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Shotguns are still the same
The New Alert system is terrible for underpopulated empires (VS on Ceres don't stand a chance with only 25% pop) GU06 added more weird glitchy walls with no textures example : http://i956.photobucket.com/albums/a...ps57322ac9.jpg GU06 for some odd reason gave me a free Uppercut shotgun for my TR on Connery Last edited by Lucecarentes; 2013-04-05 at 12:50 PM. |
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2013-04-05, 01:01 PM | [Ignore Me] #15 | ||
First Sergeant
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I earned 8800XP for doing an alert on amerish, though we had like 50% NC domination so it was quite lucrative endeavor. I earned 100 certs in 2 hours without double XP, I earn about half of that in 2 hours normally!
Personally I'm quite happy in the XP gain atleast, I would expect it to be just as good with the 20% boost when sides are balanced since it rack up quickly. We need some base objectives too soon, and maybe some multi-capture objectives where u need to hold a set of bases simultaneously on one continent. (with smaller bonus maybe and less time ofcourse) I really like how we get more and more ways to earn certs since the shop is really expensive with most of stuff costing 1000 certs and skills being quite high-priced too in the end levels. I'm trying to coax some of my friends to return to the game, most of them quit cause they just arent "pro" enough to rack up the certs effectively so progress was really slow. Really happy =) Last edited by Vashyo; 2013-04-05 at 01:04 PM. |
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