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2013-10-15, 09:12 AM | [Ignore Me] #1 | ||
First Sergeant
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I haven't seen this here on PSU yet so I thought it wise to share... Some might of heard of him from youtube or seen him on the battlefields of Auraxis. Wrel shares his thoughts on what he perceives as the core problems that cripple PS2 and inturn he offers some healthy suggestions to solve these problems.
Wrels post is receiving alot of attention on Reddit and is making it's rounds across a few forums so here it is for PSU, please discuss! The Post http://checkthis.com/ps2problems Reddit Discussion http://brinx.it/wnt |
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2013-10-15, 04:04 PM | [Ignore Me] #3 | ||
Contributor Major
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Can't believe this hasn't been commented on more. I re-posted this to my outfit, some really good new ideas in here that could change the way it is played for the better. I specifically liked the Conditional Unlocks and the tiered capture system. Really good read.
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2013-10-15, 08:12 PM | [Ignore Me] #7 | ||
Master Sergeant
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I really like the base cap ideas, so much so I'd give much SC to see them happen.
The resource revamp ideas are ok if not a bit foreign to me and I understand his ANT reservations. I am however pretty happy with the devs description of their resource revamp ideas as well. Shit anything has got to be better than the current scenario. |
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2013-10-15, 08:12 PM | [Ignore Me] #8 | ||||||||||
Colonel
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Read it when it was on Reddit and didn't see anything good about his suggestions. They generally seem poorly thought out and are focused on creating a zerg-centric game. (Oddly that's about where SOE is going with their designs).
I think the most telling issue is he acknowledges that resource accumulation with a zone doesn't work by creating a design with:
His concept of garages also creates a buffer against resource denial. This was brought up a lot when people were talking about metagame and if actions in the game are felt by players. The answer was that they weren't since the game employs a heavy buffer that stops players from feeling the effect of actions until a long time after they happen. The auction house concept is more showing a flaw in the three resource model. There's a reason Malorn and most everyone with ideas switched to a single resource model. (It forces specialization without inconveniencing players and forcing them to play a stock market for their playstyle). It also bothers me that his design keeps resources bonuses with subscribers:
It's not clear what advantages his lattice changes have on the outposts. Other than having resources it seems like he's removed the point of them to make them act as static Sunderers. Also his comment about TI Alloys bothers me that he sees this as a good thing:
I think one of the worst things he says is in his effort to take some of the oombf away from the zergs:
Also he tries to make it easy for the zerg by directing their zerg hivemind. Rather than dividing them into A, B, C he wants to direct them from A -> B -> C. I won't go into this as others have said it better than I have in the past about how to divide a base into components creating sub-objectives.
I won't touch on everything, but the last thing I noticed was this:
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-10-15 at 08:15 PM. |
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2013-10-15, 10:52 PM | [Ignore Me] #9 | ||
Major
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Thoughts behind it are good, solutions not so much:
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2013-10-16, 12:43 AM | [Ignore Me] #10 | ||
Contributor Lieutenant Colonel
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Nothing really new in his post, these are issues that have been apparent since launch. His ideas are interesting even if some are/will be moot once the core gameplay (proper resource revamp, global lattice, etc) comes online.
I do agree that territories need to be bigger, but it's been pointed out that places like Indar especially are overly crowded almost since day 1. IMO, outposts shouldn't even be linked to the lattice, and half of them taken out to add more in-between areas to foster combat in places outside the walls of a facility. |
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