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Planetside Problems
Eschatos
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#1
12-30-2012, 08:36 PM

So I'm not playing PS2 yet or anything, but now I feel a little better about it thanks to this interesting thread on what's wrong with the game.  Thoughts?



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Vandamguy
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#2
12-30-2012, 11:29 PM

tl;dr all of it, the parts i did read were completely on the point (kor would give two kool-aid man thumbs up.)

I stopped playing because it just seemed pointless to log on and get to the grindstone. fun? no
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Mad Hatter
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#3
12-31-2012, 09:48 AM

Good problems, poor solutions

Buzzcut does not in my opinion speak from a position of authority regarding potential changes based on how he operates in game.


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HeK
Rotartsinimda
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#4
12-31-2012, 12:11 PM

Buzzcut is literally Hitler.
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rumsfald
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#5
12-31-2012, 12:17 PM

He's an overly flamboyant whiner. His first "problem" is the focus on KDR (hey, this is a war game, you know) and he suggests fixing it by de-emphasizing the importance of fighting. Then his next point is to encourage fighting and eliminating ghost capping.

He makes some minor decent suggestions here and there that others have made (re-secure XP), but mostly this reads like he wants the gameplay to suit his own preferences.
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Mad Hatter
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#6
12-31-2012, 12:28 PM

(12-31-2012, 12:17 PM)rumsfald link Wrote: He's an overly flamboyant whiner. His first "problem" is the focus on KDR (hey, this is a war game, you know) and he suggests fixing it by de-emphasizing the importance of fighting. Then his next point is to encourage fighting and eliminating ghost capping.

He makes some minor decent suggestions here and there that others have made (re-secure XP), but mostly this reads like he wants the gameplay to suit his own preferences.


I actually agree with KDR to the extent of not showing "death" as a stat (or at least not so prominently) and showing more things to the player.


Find 'deaths' here on this statistics tracker for another popular game

[Image: 6onZK.jpg]


While yes, TF2 deaths are tracker per play session, its kinda down in the corner away from things, and on the main scoreboard for a round there is just a number called 'score'. Though you should all know about this for the most part.

In PS1 originally deaths were not tracked at all, and players were more inclined to clog guns with corpses when necessary. Then around core combat they added in that little tracker in the UI that did show kills and deaths, now you can see what your ratio is, and all of the sudden that 'fuck it, throw your body on it' mentality dropped off to a large extent.

Its a subconscious thing, even I do it :/


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rumsfald
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#7
12-31-2012, 12:42 PM

I hardly ever look at tab unless I'm on a streak in someone else's vehicle (mystic). I only care about a) making certs and b) gaining/holding ground.

The bigger issue is metagame, which FuzzButtSicko sidesteps completely. Need more territories, territories that you can't get to if you are sank-locked, and more variety of territory or other bonuses. And while I don't exactly want caves, I do want Modules, and I want to be able to dump them.

I miss being able to go back behind the lines and drop the gens at their only tech plant to weaken their front line and divert attention. Now that's only possible with a backcap, which is not a surgical maneuver.
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Mad Hatter
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#8
12-31-2012, 12:44 PM

I do think behind the lines stuff is sorely needed...maybe we could try driving a bus all the way to the opposing WG and camping air again sometime...that was about the only "behind the lines" thing I could think of


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Surf314
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#9
12-31-2012, 12:59 PM

(12-31-2012, 12:42 PM)rumsfald link Wrote: I hardly ever look at tab unless I'm on a streak in someone else's vehicle (mystic). I only care about a) making certs and b) gaining/holding ground.

The bigger issue is metagame, which FuzzButtSicko sidesteps completely. Need more territories, territories that you can't get to if you are sank-locked, and more variety of territory or other bonuses. And while I don't exactly want caves, I do want Modules, and I want to be able to dump them.

I miss being able to go back behind the lines and drop the gens at their only tech plant to weaken their front line and divert attention. Now that's only possible with a backcap, which is not a surgical maneuver.

While I also do not want caves, I would love it they realized their original intent of some sort of city battleground. If they did do that, however, they would have to create lots of small objectives instead of the current model of 1-5 big objectives. Otherwise players would be far too grouped to be fun.


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Eschatos
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#10
12-31-2012, 01:11 PM

(12-31-2012, 12:59 PM)Surf314 link Wrote: [quote author=rumsfald link=topic=6699.msg259481#msg259481 date=1356975771]
I hardly ever look at tab unless I'm on a streak in someone else's vehicle (mystic). I only care about a) making certs and b) gaining/holding ground.

The bigger issue is metagame, which FuzzButtSicko sidesteps completely. Need more territories, territories that you can't get to if you are sank-locked, and more variety of territory or other bonuses. And while I don't exactly want caves, I do want Modules, and I want to be able to dump them.

I miss being able to go back behind the lines and drop the gens at their only tech plant to weaken their front line and divert attention. Now that's only possible with a backcap, which is not a surgical maneuver.

While I also do not want caves, I would love it they realized their original intent of some sort of city battleground. If they did do that, however, they would have to create lots of small objectives instead of the current model of 1-5 big objectives. Otherwise players would be far too grouped to be fun.
[/quote]

How about King of the Hill style where there are lots of objectives, but only a couple are active at any time? When one is captured whichever inactive objective is farthest from the fight gets activated.



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Mad Hatter
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#11
12-31-2012, 01:29 PM

Some bases actually had this back in beta, Biolabs had 5 points, some tech plants I think were 4 - 6


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HeK
Rotartsinimda
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#12
12-31-2012, 02:33 PM

It would be nice to see xp based on the importance of the kill/destruction. Killing a guy as he spawns should net ~10 xp, while blowing up a Sunderer which had spawned over three hundred bodies should be more then the current.

Then again, moving the focus off farming means less of these teammates:
[Image: I4nzH.gif]
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Kor
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#13
12-31-2012, 05:12 PM

(12-31-2012, 01:29 PM)Caffeine link Wrote: Some bases actually had this back in beta, Biolabs had 5 points, some tech plants I think were 4 - 6

Still exists, but less interconnected. The sub bases surrounding the Main Base used to control points, and those control points were required to cap the inner points. Needlessly complex, and impossible to organize a zerg to the point where a Major Base was ever successfully taken.

I'm not going to lie though, the teleporter system is currently trash. I'd settle for more jump pads, or something less turtlish.


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rumsfald
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#14
12-31-2012, 05:30 PM

(12-31-2012, 05:12 PM)Kor link Wrote: I'm not going to lie though, the teleporter system is currently trash. I'd settle for more jump pads, or something less turtlish.

I'd be more ok with teleporters if:
- they worked for everyone (like jump pads and lifts)
- or, if faction-controlled, then you could hack them.
- and, they didn't teleport you into a fenced pen.

Artificial shields around teleporters (and spawns) are a weak point of the game. they artificially define where the battlelines should be. I preferred the older pain generators to deter spawn camping.



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Ianki
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#15
12-31-2012, 08:13 PM

(12-31-2012, 05:30 PM)rumsfald link Wrote: [quote author=Kor link=topic=6699.msg259494#msg259494 date=1356991958]
I'm not going to lie though, the teleporter system is currently trash. I'd settle for more jump pads, or something less turtlish.

I'd be more ok with teleporters if:
- they worked for everyone (like jump pads and lifts)
- or, if faction-controlled, then you could hack them.
- and, they didn't teleport you into a fenced pen.

Artificial shields around teleporters (and spawns) are a weak point of the game. they artificially define where the battlelines should be. I preferred the older pain generators to deter spawn camping.




[/quote]

teleporters were much worse during tech test.  anyone could take them, and it made biolabs impossible to seige.  100 people would be camping either side of the teleporters and nothing got done
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Surf314
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#16
01-01-2013, 11:28 AM

(12-31-2012, 01:11 PM)Eschatos link Wrote: [quote author=Surf314 link=topic=6699.msg259484#msg259484 date=1356976756]
[quote author=rumsfald link=topic=6699.msg259481#msg259481 date=1356975771]
I hardly ever look at tab unless I'm on a streak in someone else's vehicle (mystic). I only care about a) making certs and b) gaining/holding ground.

The bigger issue is metagame, which FuzzButtSicko sidesteps completely. Need more territories, territories that you can't get to if you are sank-locked, and more variety of territory or other bonuses. And while I don't exactly want caves, I do want Modules, and I want to be able to dump them.

I miss being able to go back behind the lines and drop the gens at their only tech plant to weaken their front line and divert attention. Now that's only possible with a backcap, which is not a surgical maneuver.

While I also do not want caves, I would love it they realized their original intent of some sort of city battleground. If they did do that, however, they would have to create lots of small objectives instead of the current model of 1-5 big objectives. Otherwise players would be far too grouped to be fun.
[/quote]

How about King of the Hill style where there are lots of objectives, but only a couple are active at any time? When one is captured whichever inactive objective is farthest from the fight gets activated.
[/quote]

I was thinking more along the lines of having about 30 or so small objectives, each giving a benefit to your side. Anything from weapons or vehicle terminal access to access to the roofs for higher ground or underground tunnels to out position the enemy. Maybe shield generators that will wall off sections of the city as "safely in your possession."


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rumsfald
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#17
01-01-2013, 12:25 PM

had a dream last night of events in PS. imagine a huge BFR that you have to escort from one tech plant to another. It's big, slow, and doesn't fire. I'm talking shadow of collossus big, where folks climb on it and fight about it. it also spawns with a limited number of libs that have extra armor plating on the top, to serve as a shield from enemy bombers.

If you get the robot to safety, you get 50% max cooldown timer reduction for 8 hours. or something robot related.

game needs event chains.
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